Unnamed: 0,id,type,created_at,repo,repo_url,action,title,labels,body,index,text_combine,label,text,binary_label 198470,6973378723.0,IssuesEvent,2017-12-11 20:16:02,vmware/vic,https://api.github.com/repos/vmware/vic,closed,"Upon HA failover, the VCHs running on the rebooted host, continue to stay in OFF state",kind/bug priority/high status/needs-attention status/needs-triage team/container,"This test was done to check the resiliency of VCH. Build: v1.2.0-rc5 Steps: 1. VC with HA,DRS cluster, added few ESX hosts and created 50 VCHs and 2500 containers 2. Rebooted ESX host where I have few VCHs and containers running 3. As HA was enabled, all VCHs and containers got restarted on other hosts 4. Admiral shows these VCHs as OFF ![image](https://user-images.githubusercontent.com/25006749/30428197-507d54a4-9970-11e7-9c5c-ea53575fd72f.png) 5. POrt layer is not running ![image](https://user-images.githubusercontent.com/25006749/30428836-b47a7aa2-9972-11e7-8401-bbe59ec03137.png) Logs from VCH are attached: ",1.0,"Upon HA failover, the VCHs running on the rebooted host, continue to stay in OFF state - This test was done to check the resiliency of VCH. Build: v1.2.0-rc5 Steps: 1. VC with HA,DRS cluster, added few ESX hosts and created 50 VCHs and 2500 containers 2. Rebooted ESX host where I have few VCHs and containers running 3. As HA was enabled, all VCHs and containers got restarted on other hosts 4. Admiral shows these VCHs as OFF ![image](https://user-images.githubusercontent.com/25006749/30428197-507d54a4-9970-11e7-9c5c-ea53575fd72f.png) 5. POrt layer is not running ![image](https://user-images.githubusercontent.com/25006749/30428836-b47a7aa2-9972-11e7-8401-bbe59ec03137.png) Logs from VCH are attached: ",0,upon ha failover the vchs running on the rebooted host continue to stay in off state this test was done to check the resiliency of vch build steps vc with ha drs cluster added few esx hosts and created vchs and containers rebooted esx host where i have few vchs and containers running as ha was enabled all vchs and containers got restarted on other hosts admiral shows these vchs as off port layer is not running logs from vch are attached ,0 24372,23681328261.0,IssuesEvent,2022-08-28 20:57:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inspector resource previews are very small,bug topic:editor confirmed usability regression,"### Godot version v4.0.alpha13.official [59dcddc45] ### System information Windows 10 ### Issue description Inspector resource previews are small. Previously they were 64px tall, but now they are much shorter. Alpha 13: ![image](https://user-images.githubusercontent.com/67974470/182003617-1c27df66-11bb-4e00-b957-341936bff74e.png) Alpha 12: ![image](https://user-images.githubusercontent.com/67974470/182003792-c02bc5f4-9306-4049-9e12-007efd3d3538.png) ### Steps to reproduce * Create a MeshInstance3D * Add a BoxMesh to it * The resource preview is short This also applies to other resources with previews, including Texture. ### Minimal reproduction project _No response_",True,"Inspector resource previews are very small - ### Godot version v4.0.alpha13.official [59dcddc45] ### System information Windows 10 ### Issue description Inspector resource previews are small. Previously they were 64px tall, but now they are much shorter. Alpha 13: ![image](https://user-images.githubusercontent.com/67974470/182003617-1c27df66-11bb-4e00-b957-341936bff74e.png) Alpha 12: ![image](https://user-images.githubusercontent.com/67974470/182003792-c02bc5f4-9306-4049-9e12-007efd3d3538.png) ### Steps to reproduce * Create a MeshInstance3D * Add a BoxMesh to it * The resource preview is short This also applies to other resources with previews, including Texture. ### Minimal reproduction project _No response_",1,inspector resource previews are very small godot version official system information windows issue description inspector resource previews are small previously they were tall but now they are much shorter alpha alpha steps to reproduce create a add a boxmesh to it the resource preview is short this also applies to other resources with previews including texture minimal reproduction project no response ,1 17192,11779722468.0,IssuesEvent,2020-03-16 18:34:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,translation csv files don't support ANSI format on Windows,enhancement platform:windows topic:core usability,"**Godot version:** 3.1.1-stable-windows **OS/device including version:** Windows 10 and Excel 2013 **Issue description:** When importing .csv files exported into csv format from Excel (and maybe generally?) are giving me ""Unicode error: invalid skip"" even if the file contains only Latin-1 characters. Opening the file in Notepad and changing the encoding from ANSI to UTF-8 seems to solve the problem. ",True,"translation csv files don't support ANSI format on Windows - **Godot version:** 3.1.1-stable-windows **OS/device including version:** Windows 10 and Excel 2013 **Issue description:** When importing .csv files exported into csv format from Excel (and maybe generally?) are giving me ""Unicode error: invalid skip"" even if the file contains only Latin-1 characters. Opening the file in Notepad and changing the encoding from ANSI to UTF-8 seems to solve the problem. ",1,translation csv files don t support ansi format on windows godot version stable windows os device including version windows and excel issue description when importing csv files exported into csv format from excel and maybe generally are giving me unicode error invalid skip even if the file contains only latin characters opening the file in notepad and changing the encoding from ansi to utf seems to solve the problem ,1 3203,3369044084.0,IssuesEvent,2015-11-23 07:25:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"AcceptDialog in inspector does not expose ""text"" property",bug confirmed topic:editor usability,"The AcceptDialog in the inspector does not expose the ""text"" property to be set. The ""title"" is available to be set, however, the ""text"" has to be set manually via a GDScript command.",True,"AcceptDialog in inspector does not expose ""text"" property - The AcceptDialog in the inspector does not expose the ""text"" property to be set. The ""title"" is available to be set, however, the ""text"" has to be set manually via a GDScript command.",1,acceptdialog in inspector does not expose text property the acceptdialog in the inspector does not expose the text property to be set the title is available to be set however the text has to be set manually via a gdscript command ,1 9921,6517151322.0,IssuesEvent,2017-08-27 19:23:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[GridMap] Cannot edit grids in the 3D viewport,bug topic:editor usability,"**Operating system or device - Godot version:** Fedora 26 - Godot 3 master. **Issue description:** I am unable to edit the gridmap tiles. When I click on the GridMap node, the side menu for the tiles shows up properly and I can select them, but clicking on the world does not place tiles. **Steps to reproduce:** Try to edit the grid cells. **Link to minimal example project:** The platformer 3D demo.",True,"[GridMap] Cannot edit grids in the 3D viewport - **Operating system or device - Godot version:** Fedora 26 - Godot 3 master. **Issue description:** I am unable to edit the gridmap tiles. When I click on the GridMap node, the side menu for the tiles shows up properly and I can select them, but clicking on the world does not place tiles. **Steps to reproduce:** Try to edit the grid cells. **Link to minimal example project:** The platformer 3D demo.",1, cannot edit grids in the viewport operating system or device godot version fedora godot master issue description i am unable to edit the gridmap tiles when i click on the gridmap node the side menu for the tiles shows up properly and i can select them but clicking on the world does not place tiles steps to reproduce try to edit the grid cells link to minimal example project the platformer demo ,1 727313,25031105755.0,IssuesEvent,2022-11-04 12:27:53,testomatio/app,https://api.github.com/repos/testomatio/app,closed, Tags autocomplete stopped working,bug ui\ux editor priority low,"**Describe the bug** Tags autocomplete is not shown **To Reproduce** Steps to reproduce the behavior: Given I have tests with tag ex. tag like @org:test when create/edit a test And start typing tag name ex. @org Actual - I see no tags automatic suggestions **Expected behavior** expect to see all tags that start with @org see feature in action on the demo https://www.youtube.com/watch?v=2-gMXd9i-cc **Screenshots** ![image](https://user-images.githubusercontent.com/5860505/197736577-4b657c99-dc08-491e-a7df-b211f16830c7.png) **Desktop (please complete the following information):** - OS: macos - Browser chrome - Browser Version 106.0.5249.119 - Application: production **Additional context** I reported this issue in the support chat earlier but it seems to be not been fixed yet ",1.0," Tags autocomplete stopped working - **Describe the bug** Tags autocomplete is not shown **To Reproduce** Steps to reproduce the behavior: Given I have tests with tag ex. tag like @org:test when create/edit a test And start typing tag name ex. @org Actual - I see no tags automatic suggestions **Expected behavior** expect to see all tags that start with @org see feature in action on the demo https://www.youtube.com/watch?v=2-gMXd9i-cc **Screenshots** ![image](https://user-images.githubusercontent.com/5860505/197736577-4b657c99-dc08-491e-a7df-b211f16830c7.png) **Desktop (please complete the following information):** - OS: macos - Browser chrome - Browser Version 106.0.5249.119 - Application: production **Additional context** I reported this issue in the support chat earlier but it seems to be not been fixed yet ",0, tags autocomplete stopped working describe the bug tags autocomplete is not shown to reproduce steps to reproduce the behavior given i have tests with tag ex tag like org test when create edit a test and start typing tag name ex org actual i see no tags automatic suggestions expected behavior expect to see all tags that start with org see feature in action on the demo screenshots desktop please complete the following information os macos browser chrome browser version application production additional context i reported this issue in the support chat earlier but it seems to be not been fixed yet ,0 51618,13635149070.0,IssuesEvent,2020-09-25 02:02:25,nasifimtiazohi/openmrs-module-metadatamapping-1.3.4,https://api.github.com/repos/nasifimtiazohi/openmrs-module-metadatamapping-1.3.4,opened,WS-2013-0004 (Medium) detected in connect-1.9.2.tgz,security vulnerability,"## WS-2013-0004 - Medium Severity Vulnerability
Vulnerable Library - connect-1.9.2.tgz

High performance middleware framework

Library home page: https://registry.npmjs.org/connect/-/connect-1.9.2.tgz

Path to dependency file: openmrs-module-metadatamapping-1.3.4/owa/package.json

Path to vulnerable library: openmrs-module-metadatamapping-1.3.4/owa/node_modules/express/node_modules/connect/package.json

Dependency Hierarchy: - browser-sync-2.11.1.tgz (Root Library) - browser-sync-ui-0.5.19.tgz - weinre-2.0.0-pre-I0Z7U9OV.tgz - express-2.5.11.tgz - :x: **connect-1.9.2.tgz** (Vulnerable Library)

Found in HEAD commit: dbf14247c8c0a7b64ae301a8ab42df19cc87107e

Found in base branch: master

Vulnerability Details

The ""methodOverride"" let the http post to override the method of the request with the value of the post key or with the header, which allows XSS attack.

Publish Date: 2013-06-27

URL: WS-2013-0004

CVSS 3 Score Details (6.1)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Changed - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://nodesecurity.io/advisories/methodOverride_Middleware_Reflected_Cross-Site_Scripting

Release Date: 2013-07-01

Fix Resolution: Update to the newest version of Connect or disable methodOverride. It is not possible to avoid the vulnerability if you have enabled this middleware in the top of your stack.

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"WS-2013-0004 (Medium) detected in connect-1.9.2.tgz - ## WS-2013-0004 - Medium Severity Vulnerability
Vulnerable Library - connect-1.9.2.tgz

High performance middleware framework

Library home page: https://registry.npmjs.org/connect/-/connect-1.9.2.tgz

Path to dependency file: openmrs-module-metadatamapping-1.3.4/owa/package.json

Path to vulnerable library: openmrs-module-metadatamapping-1.3.4/owa/node_modules/express/node_modules/connect/package.json

Dependency Hierarchy: - browser-sync-2.11.1.tgz (Root Library) - browser-sync-ui-0.5.19.tgz - weinre-2.0.0-pre-I0Z7U9OV.tgz - express-2.5.11.tgz - :x: **connect-1.9.2.tgz** (Vulnerable Library)

Found in HEAD commit: dbf14247c8c0a7b64ae301a8ab42df19cc87107e

Found in base branch: master

Vulnerability Details

The ""methodOverride"" let the http post to override the method of the request with the value of the post key or with the header, which allows XSS attack.

Publish Date: 2013-06-27

URL: WS-2013-0004

CVSS 3 Score Details (6.1)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Changed - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://nodesecurity.io/advisories/methodOverride_Middleware_Reflected_Cross-Site_Scripting

Release Date: 2013-07-01

Fix Resolution: Update to the newest version of Connect or disable methodOverride. It is not possible to avoid the vulnerability if you have enabled this middleware in the top of your stack.

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,ws medium detected in connect tgz ws medium severity vulnerability vulnerable library connect tgz high performance middleware framework library home page a href path to dependency file openmrs module metadatamapping owa package json path to vulnerable library openmrs module metadatamapping owa node modules express node modules connect package json dependency hierarchy browser sync tgz root library browser sync ui tgz weinre pre tgz express tgz x connect tgz vulnerable library found in head commit a href found in base branch master vulnerability details the methodoverride let the http post to override the method of the request with the value of the post key or with the header which allows xss attack publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction required scope changed impact metrics confidentiality impact low integrity impact low availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution update to the newest version of connect or disable methodoverride it is not possible to avoid the vulnerability if you have enabled this middleware in the top of your stack step up your open source security game with whitesource ,0 17958,12440387202.0,IssuesEvent,2020-05-26 11:54:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Collision Groups"" handling Collision Layers & Masks",discussion feature proposal topic:editor topic:physics usability,"This is an ongoing idea that I am building on, and I believe this have the potential to simplify collision layers and masks - for intermediate and beginners alike. While I was working on a tutorial explaining Collision Layers and Masks thoroughly, I realize that a lot of the work consists of having to manage and setting up the individual collision layers and masks. While I realize we have a ""Groups"" tab that allows us to set groups, it does not directly affect collision layers and masks without going into gdscript of each object and managing collisions from there. You could argue that you could check which group ""I am on"" and set layers and masks from code - and I am sure that would work, but that is not simple or effective - at least not compared to this possible solution. For example, when working with layers and masks I usually plan ahead of what types of objects will be in which layers and interact with which masks. This is an example of my note: **Collision Layers | Masks** 1 - Static Objects (immovable objects, floor, roof, etc.) <-> 2, 3, 4 2 - Friendly Rigid Bodies (crates, player, etc.) <-> 1, 2, 3, 5 3 - Enemy Rigid Bodies <-> 1, 2, 4 4 - Player Bullets <-> 1, 3 5 - Enemy Bullets <-> 1, 2 I realize that keeping this consistent can be incredibly awkward. Having to go back to my list every time I create new objects. After all, for **every**, **single**, **object** I make; I would have to go into the inspector and manually set individual layers and masks. So this idea hit me; Why not create a ""Collision Group"" system, that allows us to setup individual collision groups for those masks and layers? Imagine having an simple drop down menu in place of Collision Layers and Masks that allows you to set a new Group or choose an existing group. When creating a new group, you set a name for it and select which layer it is on and what it with collide with (masks). **Some of the best advantages with this,** is that if you later decide that all static objects should also collide with objects on layer 6, you just edit the group instead of doing inside every single object and manually adding 6 to them. Group name: ""Static Objects"" <---- This is what you set on new objects that are static Layer: 1 Mask: 2,3,4 Group name: ""Friendly Rigid Bodies"" <---- Easy setup of friendly rigidbodies such as player, crates, etc. Layer: 2 Mask: 1,2,3,5 _Lastly I should add_; you should not be forced to setup a group - you should still be able to just directly set layers and masks without defining a group. Thoughts? Feelings? Any flaws that I have not foreseen about this? ;)",True,"""Collision Groups"" handling Collision Layers & Masks - This is an ongoing idea that I am building on, and I believe this have the potential to simplify collision layers and masks - for intermediate and beginners alike. While I was working on a tutorial explaining Collision Layers and Masks thoroughly, I realize that a lot of the work consists of having to manage and setting up the individual collision layers and masks. While I realize we have a ""Groups"" tab that allows us to set groups, it does not directly affect collision layers and masks without going into gdscript of each object and managing collisions from there. You could argue that you could check which group ""I am on"" and set layers and masks from code - and I am sure that would work, but that is not simple or effective - at least not compared to this possible solution. For example, when working with layers and masks I usually plan ahead of what types of objects will be in which layers and interact with which masks. This is an example of my note: **Collision Layers | Masks** 1 - Static Objects (immovable objects, floor, roof, etc.) <-> 2, 3, 4 2 - Friendly Rigid Bodies (crates, player, etc.) <-> 1, 2, 3, 5 3 - Enemy Rigid Bodies <-> 1, 2, 4 4 - Player Bullets <-> 1, 3 5 - Enemy Bullets <-> 1, 2 I realize that keeping this consistent can be incredibly awkward. Having to go back to my list every time I create new objects. After all, for **every**, **single**, **object** I make; I would have to go into the inspector and manually set individual layers and masks. So this idea hit me; Why not create a ""Collision Group"" system, that allows us to setup individual collision groups for those masks and layers? Imagine having an simple drop down menu in place of Collision Layers and Masks that allows you to set a new Group or choose an existing group. When creating a new group, you set a name for it and select which layer it is on and what it with collide with (masks). **Some of the best advantages with this,** is that if you later decide that all static objects should also collide with objects on layer 6, you just edit the group instead of doing inside every single object and manually adding 6 to them. Group name: ""Static Objects"" <---- This is what you set on new objects that are static Layer: 1 Mask: 2,3,4 Group name: ""Friendly Rigid Bodies"" <---- Easy setup of friendly rigidbodies such as player, crates, etc. Layer: 2 Mask: 1,2,3,5 _Lastly I should add_; you should not be forced to setup a group - you should still be able to just directly set layers and masks without defining a group. Thoughts? Feelings? Any flaws that I have not foreseen about this? ;)",1, collision groups handling collision layers masks this is an ongoing idea that i am building on and i believe this have the potential to simplify collision layers and masks for intermediate and beginners alike while i was working on a tutorial explaining collision layers and masks thoroughly i realize that a lot of the work consists of having to manage and setting up the individual collision layers and masks while i realize we have a groups tab that allows us to set groups it does not directly affect collision layers and masks without going into gdscript of each object and managing collisions from there you could argue that you could check which group i am on and set layers and masks from code and i am sure that would work but that is not simple or effective at least not compared to this possible solution for example when working with layers and masks i usually plan ahead of what types of objects will be in which layers and interact with which masks this is an example of my note collision layers masks static objects immovable objects floor roof etc friendly rigid bodies crates player etc enemy rigid bodies player bullets enemy bullets i realize that keeping this consistent can be incredibly awkward having to go back to my list every time i create new objects after all for every single object i make i would have to go into the inspector and manually set individual layers and masks so this idea hit me why not create a collision group system that allows us to setup individual collision groups for those masks and layers imagine having an simple drop down menu in place of collision layers and masks that allows you to set a new group or choose an existing group when creating a new group you set a name for it and select which layer it is on and what it with collide with masks some of the best advantages with this is that if you later decide that all static objects should also collide with objects on layer you just edit the group instead of doing inside every single object and manually adding to them group name static objects this is what you set on new objects that are static layer mask group name friendly rigid bodies easy setup of friendly rigidbodies such as player crates etc layer mask lastly i should add you should not be forced to setup a group you should still be able to just directly set layers and masks without defining a group thoughts feelings any flaws that i have not foreseen about this ,1 18183,12626368564.0,IssuesEvent,2020-06-14 16:15:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,The hiding of Script Editor when selecting node in Scene Tree,discussion topic:editor usability,"I just discovered a function called `can_lose_focus_on_node_selection()` in ScriptEditorPlugin class. It returns `false` for VisualScript editor and `true` for other script editors. When it's true, clicking a node in Scene Tree will change the viewport to this node's native (i.e. 2D or 3D). Before the function was introduced, Godot would switch away from Script Editor unconditionally. Now, I've seen an issue where this behavior was labeled as a bug: #14862 There's also #33704, which is related The question is: is this behavior useful? Many users will probably agree that if you are in the Script Editor, you want to click nodes in Scene Tree without hiding the Script Editor (some people want e.g. to check them in the inspector). Personally I don't see why would we want to switch on click, other than it being maybe faster than clicking the 2D/3D button on the top. I opened this issue to discuss this problem. We could either: 1) leave the behavior as it is (which means #14862 should be closed and #33704 fixed properly) 2) remove this behavior (would close both of these issues, and probably some others) 3) make it optional editor setting (should be easy, by reading the setting in the `can_lose_focus_on_node_selection()` method) Any thoughts?",True,"The hiding of Script Editor when selecting node in Scene Tree - I just discovered a function called `can_lose_focus_on_node_selection()` in ScriptEditorPlugin class. It returns `false` for VisualScript editor and `true` for other script editors. When it's true, clicking a node in Scene Tree will change the viewport to this node's native (i.e. 2D or 3D). Before the function was introduced, Godot would switch away from Script Editor unconditionally. Now, I've seen an issue where this behavior was labeled as a bug: #14862 There's also #33704, which is related The question is: is this behavior useful? Many users will probably agree that if you are in the Script Editor, you want to click nodes in Scene Tree without hiding the Script Editor (some people want e.g. to check them in the inspector). Personally I don't see why would we want to switch on click, other than it being maybe faster than clicking the 2D/3D button on the top. I opened this issue to discuss this problem. We could either: 1) leave the behavior as it is (which means #14862 should be closed and #33704 fixed properly) 2) remove this behavior (would close both of these issues, and probably some others) 3) make it optional editor setting (should be easy, by reading the setting in the `can_lose_focus_on_node_selection()` method) Any thoughts?",1,the hiding of script editor when selecting node in scene tree i just discovered a function called can lose focus on node selection in scripteditorplugin class it returns false for visualscript editor and true for other script editors when it s true clicking a node in scene tree will change the viewport to this node s native i e or before the function was introduced godot would switch away from script editor unconditionally now i ve seen an issue where this behavior was labeled as a bug there s also which is related the question is is this behavior useful many users will probably agree that if you are in the script editor you want to click nodes in scene tree without hiding the script editor some people want e g to check them in the inspector personally i don t see why would we want to switch on click other than it being maybe faster than clicking the button on the top i opened this issue to discuss this problem we could either leave the behavior as it is which means should be closed and fixed properly remove this behavior would close both of these issues and probably some others make it optional editor setting should be easy by reading the setting in the can lose focus on node selection method any thoughts ,1 658509,21895512980.0,IssuesEvent,2022-05-20 08:14:14,googleapis/java-dataproc,https://api.github.com/repos/googleapis/java-dataproc,reopened,QuickstartTest: quickstartTest failed,type: bug priority: p1 :rotating_light: api: dataproc flakybot: issue flakybot: flaky,"Note: #708 was also for this test, but it was closed more than 10 days ago. So, I didn't mark it flaky. ---- commit: fb961a560b6fb0807259aede2c9e382810092e09 buildURL: [Build Status](https://source.cloud.google.com/results/invocations/0fc959f1-c062-41e2-8769-bea84e235a3c), [Sponge](http://sponge2/0fc959f1-c062-41e2-8769-bea84e235a3c) status: failed
Test output
java.lang.AssertionError: 

Expected: a string containing ""Cluster created successfully""
     but: was """"
	at org.hamcrest.MatcherAssert.assertThat(MatcherAssert.java:20)
	at org.hamcrest.MatcherAssert.assertThat(MatcherAssert.java:8)
	at QuickstartTest.quickstartTest(QuickstartTest.java:91)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	at java.lang.reflect.Method.invoke(Method.java:498)
	at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:59)
	at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12)
	at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:56)
	at org.junit.internal.runners.statements.InvokeMethod.evaluate(InvokeMethod.java:17)
	at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:26)
	at org.junit.internal.runners.statements.RunAfters.evaluate(RunAfters.java:27)
	at com.google.cloud.testing.junit4.StdXCaptureRule$1.evaluate(StdXCaptureRule.java:78)
	at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306)
	at org.junit.runners.BlockJUnit4ClassRunner$1.evaluate(BlockJUnit4ClassRunner.java:100)
	at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:366)
	at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:103)
	at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:63)
	at org.junit.runners.ParentRunner$4.run(ParentRunner.java:331)
	at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:79)
	at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:329)
	at org.junit.runners.ParentRunner.access$100(ParentRunner.java:66)
	at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:293)
	at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:26)
	at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306)
	at org.junit.runners.ParentRunner.run(ParentRunner.java:413)
	at org.apache.maven.surefire.junit4.JUnit4Provider.execute(JUnit4Provider.java:364)
	at org.apache.maven.surefire.junit4.JUnit4Provider.executeWithRerun(JUnit4Provider.java:272)
	at org.apache.maven.surefire.junit4.JUnit4Provider.executeTestSet(JUnit4Provider.java:237)
	at org.apache.maven.surefire.junit4.JUnit4Provider.invoke(JUnit4Provider.java:158)
	at org.apache.maven.surefire.booter.ForkedBooter.runSuitesInProcess(ForkedBooter.java:428)
	at org.apache.maven.surefire.booter.ForkedBooter.execute(ForkedBooter.java:162)
	at org.apache.maven.surefire.booter.ForkedBooter.run(ForkedBooter.java:562)
	at org.apache.maven.surefire.booter.ForkedBooter.main(ForkedBooter.java:548)
",1.0,"QuickstartTest: quickstartTest failed - Note: #708 was also for this test, but it was closed more than 10 days ago. So, I didn't mark it flaky. ---- commit: fb961a560b6fb0807259aede2c9e382810092e09 buildURL: [Build Status](https://source.cloud.google.com/results/invocations/0fc959f1-c062-41e2-8769-bea84e235a3c), [Sponge](http://sponge2/0fc959f1-c062-41e2-8769-bea84e235a3c) status: failed
Test output
java.lang.AssertionError: 

Expected: a string containing ""Cluster created successfully""
     but: was """"
	at org.hamcrest.MatcherAssert.assertThat(MatcherAssert.java:20)
	at org.hamcrest.MatcherAssert.assertThat(MatcherAssert.java:8)
	at QuickstartTest.quickstartTest(QuickstartTest.java:91)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	at java.lang.reflect.Method.invoke(Method.java:498)
	at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:59)
	at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12)
	at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:56)
	at org.junit.internal.runners.statements.InvokeMethod.evaluate(InvokeMethod.java:17)
	at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:26)
	at org.junit.internal.runners.statements.RunAfters.evaluate(RunAfters.java:27)
	at com.google.cloud.testing.junit4.StdXCaptureRule$1.evaluate(StdXCaptureRule.java:78)
	at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306)
	at org.junit.runners.BlockJUnit4ClassRunner$1.evaluate(BlockJUnit4ClassRunner.java:100)
	at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:366)
	at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:103)
	at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:63)
	at org.junit.runners.ParentRunner$4.run(ParentRunner.java:331)
	at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:79)
	at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:329)
	at org.junit.runners.ParentRunner.access$100(ParentRunner.java:66)
	at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:293)
	at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:26)
	at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306)
	at org.junit.runners.ParentRunner.run(ParentRunner.java:413)
	at org.apache.maven.surefire.junit4.JUnit4Provider.execute(JUnit4Provider.java:364)
	at org.apache.maven.surefire.junit4.JUnit4Provider.executeWithRerun(JUnit4Provider.java:272)
	at org.apache.maven.surefire.junit4.JUnit4Provider.executeTestSet(JUnit4Provider.java:237)
	at org.apache.maven.surefire.junit4.JUnit4Provider.invoke(JUnit4Provider.java:158)
	at org.apache.maven.surefire.booter.ForkedBooter.runSuitesInProcess(ForkedBooter.java:428)
	at org.apache.maven.surefire.booter.ForkedBooter.execute(ForkedBooter.java:162)
	at org.apache.maven.surefire.booter.ForkedBooter.run(ForkedBooter.java:562)
	at org.apache.maven.surefire.booter.ForkedBooter.main(ForkedBooter.java:548)
",0,quickstarttest quickstarttest failed note was also for this test but it was closed more than days ago so i didn t mark it flaky commit buildurl status failed test output java lang assertionerror expected a string containing cluster created successfully but was at org hamcrest matcherassert assertthat matcherassert java at org hamcrest matcherassert assertthat matcherassert java at quickstarttest quickstarttest quickstarttest java at sun reflect nativemethodaccessorimpl native method at sun reflect nativemethodaccessorimpl invoke nativemethodaccessorimpl java at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at org junit runners model frameworkmethod runreflectivecall frameworkmethod java at org junit internal runners model reflectivecallable run reflectivecallable java at org junit runners model frameworkmethod invokeexplosively frameworkmethod java at org junit internal runners statements invokemethod evaluate invokemethod java at org junit internal runners statements runbefores evaluate runbefores java at org junit internal runners statements runafters evaluate runafters java at com google cloud testing stdxcapturerule evaluate stdxcapturerule java at org junit runners parentrunner evaluate parentrunner java at org junit runners evaluate java at org junit runners parentrunner runleaf parentrunner java at org junit runners runchild java at org junit runners runchild java at org junit runners parentrunner run parentrunner java at org junit runners parentrunner schedule parentrunner java at org junit runners parentrunner runchildren parentrunner java at org junit runners parentrunner access parentrunner java at org junit runners parentrunner evaluate parentrunner java at org junit internal runners statements runbefores evaluate runbefores java at org junit runners parentrunner evaluate parentrunner java at org junit runners parentrunner run parentrunner java at org apache maven surefire execute java at org apache maven surefire executewithrerun java at org apache maven surefire executetestset java at org apache maven surefire invoke java at org apache maven surefire booter forkedbooter runsuitesinprocess forkedbooter java at org apache maven surefire booter forkedbooter execute forkedbooter java at org apache maven surefire booter forkedbooter run forkedbooter java at org apache maven surefire booter forkedbooter main forkedbooter java ,0 3765,2787875365.0,IssuesEvent,2015-05-08 09:37:14,scikit-learn/scikit-learn,https://api.github.com/repos/scikit-learn/scikit-learn,closed,ENH: OOB trace for sklearn.ensemble classifiers,Documentation Easy,"To the best of my knowledge, the tree-based ensemble classifiers don't maintain a record of the OOB scores during the training phase (correct me if I'm wrong). I would find this a useful feature since it would allow me to easily examine the number of trees (n_estimators) at which the OOB score stabilises e.g. ~~the _error_rate vs. n_estimators_ chart -- http://scikit-learn.org/stable/auto_examples/ensemble/plot_adaboost_hastie_10_2.html~~ http://statweb.stanford.edu/~jtaylo/courses/stats202/_images/ensemble_fig_00.png Related: this feature is activated in the [`randomForest` R package](http://cran.r-project.org/web/packages/randomForest/index.html) by setting `randomForest(..., do.trace=True,..)` when instantiating the classifier. Thanks.",1.0,"ENH: OOB trace for sklearn.ensemble classifiers - To the best of my knowledge, the tree-based ensemble classifiers don't maintain a record of the OOB scores during the training phase (correct me if I'm wrong). I would find this a useful feature since it would allow me to easily examine the number of trees (n_estimators) at which the OOB score stabilises e.g. ~~the _error_rate vs. n_estimators_ chart -- http://scikit-learn.org/stable/auto_examples/ensemble/plot_adaboost_hastie_10_2.html~~ http://statweb.stanford.edu/~jtaylo/courses/stats202/_images/ensemble_fig_00.png Related: this feature is activated in the [`randomForest` R package](http://cran.r-project.org/web/packages/randomForest/index.html) by setting `randomForest(..., do.trace=True,..)` when instantiating the classifier. Thanks.",0,enh oob trace for sklearn ensemble classifiers to the best of my knowledge the tree based ensemble classifiers don t maintain a record of the oob scores during the training phase correct me if i m wrong i would find this a useful feature since it would allow me to easily examine the number of trees n estimators at which the oob score stabilises e g the error rate vs n estimators chart related this feature is activated in the by setting randomforest do trace true when instantiating the classifier thanks ,0 108794,23664428850.0,IssuesEvent,2022-08-26 19:07:06,unoplatform/uno,https://api.github.com/repos/unoplatform/uno,opened,Enable XAML Trimming for `net6.0-[ios|android|macos|maccatalyst]` and GTK targets,kind/enhancement area/code-generation,"## What would you like to be added: Support for [XAML Trimming](https://platform.uno/docs/articles/features/resources-trimming.html?) for `net6.0-[ios|android|macos|maccatalyst]` and GTK targets. ## Why is this needed: Reduce the size of applications. ## Anything else we need to know? WPF is explicitly excluded from this list as trimming is forcibly disabled by the SDK. Work branch: https://github.com/unoplatform/uno/tree/dev/eb/xaml-trimming-net6 ## Related issues - https://github.com/dotnet/sdk/issues/27492 - https://github.com/xamarin/xamarin-android/issues/7301 ",1.0,"Enable XAML Trimming for `net6.0-[ios|android|macos|maccatalyst]` and GTK targets - ## What would you like to be added: Support for [XAML Trimming](https://platform.uno/docs/articles/features/resources-trimming.html?) for `net6.0-[ios|android|macos|maccatalyst]` and GTK targets. ## Why is this needed: Reduce the size of applications. ## Anything else we need to know? WPF is explicitly excluded from this list as trimming is forcibly disabled by the SDK. Work branch: https://github.com/unoplatform/uno/tree/dev/eb/xaml-trimming-net6 ## Related issues - https://github.com/dotnet/sdk/issues/27492 - https://github.com/xamarin/xamarin-android/issues/7301 ",0,enable xaml trimming for and gtk targets what would you like to be added support for for and gtk targets why is this needed reduce the size of applications anything else we need to know wpf is explicitly excluded from this list as trimming is forcibly disabled by the sdk work branch related issues ,0 95821,8579105297.0,IssuesEvent,2018-11-13 08:07:26,WordPress/gutenberg,https://api.github.com/repos/WordPress/gutenberg,closed,Bug when entering Vietnamese,Needs Testing Writing Flow [Status] Needs More Info [Type] Bug,"Version Gutenberg: 4.2.0 **Describe the bug** When I type in Vietnamese, some words get stuck together even though I type the space. **To Reproduce** Steps to reproduce the behavior: 1. Go to post editor 2. I type ""bạn thiết"" 4. See error: The word immediately turns into ""bạnthiết"", it auto delete my space. **Expected behavior** Fix Vietnamese input and more language... **Screenshots** ![image](https://user-images.githubusercontent.com/44923253/48301663-f0b7e600-e523-11e8-9c43-0598706c1f08.png) **Desktop (please complete the following information):** - OS: Windows - Browser: Chrome - Version 70.x.x",1.0,"Bug when entering Vietnamese - Version Gutenberg: 4.2.0 **Describe the bug** When I type in Vietnamese, some words get stuck together even though I type the space. **To Reproduce** Steps to reproduce the behavior: 1. Go to post editor 2. I type ""bạn thiết"" 4. See error: The word immediately turns into ""bạnthiết"", it auto delete my space. **Expected behavior** Fix Vietnamese input and more language... **Screenshots** ![image](https://user-images.githubusercontent.com/44923253/48301663-f0b7e600-e523-11e8-9c43-0598706c1f08.png) **Desktop (please complete the following information):** - OS: Windows - Browser: Chrome - Version 70.x.x",0,bug when entering vietnamese version gutenberg describe the bug when i type in vietnamese some words get stuck together even though i type the space to reproduce steps to reproduce the behavior go to post editor i type bạn thiết see error the word immediately turns into bạnthiết it auto delete my space expected behavior fix vietnamese input and more language screenshots desktop please complete the following information os windows browser chrome version x x,0 74005,24900998125.0,IssuesEvent,2022-10-28 20:53:04,damen-dotcms/issue-test,https://api.github.com/repos/damen-dotcms/issue-test,opened,adslfalsdjkf,Type - Defect,"[![Screenshot_2022-10-28_20-53-03.png](https://mrkr.io/s/635c412f358f583487f656e9/2)](https://mrkr.io/s/635c412f358f583487f656e9/0) --- **Reported by:** Marker Test (damen.gilland+markertest@dotcms.com) - [Contact via Marker.io](https://app.marker.io/i/635c412f358f583487f656ec_0748406a30cece39?advanced=1&comments=1) **Source URL:** [https://github.com/users/damen-dotcms/projects/1/views/1](https://github.com/users/damen-dotcms/projects/1/views/1) **Issue details:** [Open in Marker.io](https://app.marker.io/i/635c412f358f583487f656ec_0748406a30cece39?advanced=1) **Console:** [📃 0 logs](https://app.marker.io/i/635c412f358f583487f656ec_0748406a30cece39?advanced=1&activePane=console)
Device typedesktop
BrowserFirefox 106.0
Screen Size2056 x 1329
OSOS X 10.15
Viewport Size2056 x 1172
Zoom Level100%
Pixel Ratio@​2x
",1.0,"adslfalsdjkf - [![Screenshot_2022-10-28_20-53-03.png](https://mrkr.io/s/635c412f358f583487f656e9/2)](https://mrkr.io/s/635c412f358f583487f656e9/0) --- **Reported by:** Marker Test (damen.gilland+markertest@dotcms.com) - [Contact via Marker.io](https://app.marker.io/i/635c412f358f583487f656ec_0748406a30cece39?advanced=1&comments=1) **Source URL:** [https://github.com/users/damen-dotcms/projects/1/views/1](https://github.com/users/damen-dotcms/projects/1/views/1) **Issue details:** [Open in Marker.io](https://app.marker.io/i/635c412f358f583487f656ec_0748406a30cece39?advanced=1) **Console:** [📃 0 logs](https://app.marker.io/i/635c412f358f583487f656ec_0748406a30cece39?advanced=1&activePane=console)
Device typedesktop
BrowserFirefox 106.0
Screen Size2056 x 1329
OSOS X 10.15
Viewport Size2056 x 1172
Zoom Level100%
Pixel Ratio@​2x
",0,adslfalsdjkf reported by marker test damen gilland markertest dotcms com source url issue details console device type desktop browser firefox screen size x os os x viewport size x zoom level pixel ratio ,0 16139,10577937302.0,IssuesEvent,2019-10-07 21:15:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improve the zoom buttons on graph editors,enhancement topic:editor usability,"I'm supposed that this: ![](https://user-images.githubusercontent.com/25907897/35966228-7d14e0a2-0cbd-11e8-9ad6-b782330e0d0c.jpg) should show actual zoom level. But with any zoom it ever shows ""1"". ![](https://user-images.githubusercontent.com/25907897/35966301-ba794cd0-0cbd-11e8-9427-773f4bbc92d2.jpg) ![](https://user-images.githubusercontent.com/25907897/35966306-be173c94-0cbd-11e8-92bc-60931373be3b.jpg) ![](https://user-images.githubusercontent.com/25907897/35966307-c04687fe-0cbd-11e8-8f36-9fd6a46704e2.jpg) **Steps to reproduce:** Create any visual script and try to zoom. **Godot version:** v3.0.stable.official.mono **OS:** Windows 10 ver. 1709 64-bit ",True,"Improve the zoom buttons on graph editors - I'm supposed that this: ![](https://user-images.githubusercontent.com/25907897/35966228-7d14e0a2-0cbd-11e8-9ad6-b782330e0d0c.jpg) should show actual zoom level. But with any zoom it ever shows ""1"". ![](https://user-images.githubusercontent.com/25907897/35966301-ba794cd0-0cbd-11e8-9427-773f4bbc92d2.jpg) ![](https://user-images.githubusercontent.com/25907897/35966306-be173c94-0cbd-11e8-92bc-60931373be3b.jpg) ![](https://user-images.githubusercontent.com/25907897/35966307-c04687fe-0cbd-11e8-8f36-9fd6a46704e2.jpg) **Steps to reproduce:** Create any visual script and try to zoom. **Godot version:** v3.0.stable.official.mono **OS:** Windows 10 ver. 1709 64-bit ",1,improve the zoom buttons on graph editors i m supposed that this should show actual zoom level but with any zoom it ever shows steps to reproduce create any visual script and try to zoom godot version stable official mono os windows ver bit ,1 827900,31801985797.0,IssuesEvent,2023-09-13 11:45:05,digiLab-ai/twinLab-client,https://api.github.com/repos/digiLab-ai/twinLab-client,closed,How best to return information from response?,operations high priority,"The generic return from the API is the `response` (from the `requests` module). We need to think about the best way to return this information to the front-end, in such a way that a deluge of unnecessary information isn't presented, but also in such a way that all cases of return are properly accounted for and displayed (think `json` errors, ""message"" not found, etc.).",1.0,"How best to return information from response? - The generic return from the API is the `response` (from the `requests` module). We need to think about the best way to return this information to the front-end, in such a way that a deluge of unnecessary information isn't presented, but also in such a way that all cases of return are properly accounted for and displayed (think `json` errors, ""message"" not found, etc.).",0,how best to return information from response the generic return from the api is the response from the requests module we need to think about the best way to return this information to the front end in such a way that a deluge of unnecessary information isn t presented but also in such a way that all cases of return are properly accounted for and displayed think json errors message not found etc ,0 10142,6588979599.0,IssuesEvent,2017-09-14 06:58:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The selection rectangle doesn't update,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Windows 10. Godot 3.0 29db531fc8360b1e6d5e23008b208517b6d8c627 **Issue description:** The selection rectangle isn't being updated when the sprite is moved/scaled or when undoing the transformation: ![https://i.imgur.com/qTPzaBN.gif](https://i.imgur.com/qTPzaBN.gif) **Steps to reproduce:** Add a sprite to a scene and do stuff with it ",True,"The selection rectangle doesn't update - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Windows 10. Godot 3.0 29db531fc8360b1e6d5e23008b208517b6d8c627 **Issue description:** The selection rectangle isn't being updated when the sprite is moved/scaled or when undoing the transformation: ![https://i.imgur.com/qTPzaBN.gif](https://i.imgur.com/qTPzaBN.gif) **Steps to reproduce:** Add a sprite to a scene and do stuff with it ",1,the selection rectangle doesn t update operating system or device godot version gpu model and driver if graphics related windows godot issue description the selection rectangle isn t being updated when the sprite is moved scaled or when undoing the transformation steps to reproduce add a sprite to a scene and do stuff with it ,1 285882,8780539581.0,IssuesEvent,2018-12-19 17:36:39,chrisman/skookums-and-dragons,https://api.github.com/repos/chrisman/skookums-and-dragons,closed,Reunite with displacer cub,⬇️ low priority 🚫 wontfix,"Somewhere out there in the wilderness is a young, scarred displacer beast It probably harbors a strong hatred for Tumutch for spearing it through the skull, and but also a fondness for Dug for healing it and returning it to its parents.",1.0,"Reunite with displacer cub - Somewhere out there in the wilderness is a young, scarred displacer beast It probably harbors a strong hatred for Tumutch for spearing it through the skull, and but also a fondness for Dug for healing it and returning it to its parents.",0,reunite with displacer cub somewhere out there in the wilderness is a young scarred displacer beast it probably harbors a strong hatred for tumutch for spearing it through the skull and but also a fondness for dug for healing it and returning it to its parents ,0 20578,15711536557.0,IssuesEvent,2021-03-27 07:46:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The Project Manager window is no longer resized to follow the editor scale,bug regression topic:editor usability," **Godot version:** 166a6d0 **Issue description:** This seems to apply only in 4.0, but the recent editor scale change for 4ks made the Project Manager really cramped: ![image](https://user-images.githubusercontent.com/2223172/112637377-6182a300-8e3e-11eb-95cf-decd93fa0e10.png) Here's in 3.x: ![image](https://user-images.githubusercontent.com/2223172/112637651-ac041f80-8e3e-11eb-8c36-649e71e1cfcc.png) (the window is bigger by default) Some dialogs have this problem too. **Steps to reproduce:** 1. Buy 4k display 2. Open Godot ",True,"The Project Manager window is no longer resized to follow the editor scale - **Godot version:** 166a6d0 **Issue description:** This seems to apply only in 4.0, but the recent editor scale change for 4ks made the Project Manager really cramped: ![image](https://user-images.githubusercontent.com/2223172/112637377-6182a300-8e3e-11eb-95cf-decd93fa0e10.png) Here's in 3.x: ![image](https://user-images.githubusercontent.com/2223172/112637651-ac041f80-8e3e-11eb-8c36-649e71e1cfcc.png) (the window is bigger by default) Some dialogs have this problem too. **Steps to reproduce:** 1. Buy 4k display 2. Open Godot ",1,the project manager window is no longer resized to follow the editor scale please search existing issues for potential duplicates before filing yours godot version issue description this seems to apply only in but the recent editor scale change for made the project manager really cramped here s in x the window is bigger by default some dialogs have this problem too steps to reproduce buy display open godot ,1 24567,7526599311.0,IssuesEvent,2018-04-13 14:29:17,flyve-mdm/web-mdm-dashboard,https://api.github.com/repos/flyve-mdm/web-mdm-dashboard,opened,Build for translations,bug build,"Hi, guys. I already translated and reviewed all strings in the Transifex (Portuguese, French, Spanish). Could you take a look what happen with the build? ### Observed Results ![image](https://user-images.githubusercontent.com/663460/38740325-94f370b0-3f37-11e8-8c98-e73dd3027f25.png) ### Expected behavior: ",1.0,"Build for translations - Hi, guys. I already translated and reviewed all strings in the Transifex (Portuguese, French, Spanish). Could you take a look what happen with the build? ### Observed Results ![image](https://user-images.githubusercontent.com/663460/38740325-94f370b0-3f37-11e8-8c98-e73dd3027f25.png) ### Expected behavior: ",0,build for translations hi guys i already translated and reviewed all strings in the transifex portuguese french spanish could you take a look what happen with the build observed results expected behavior ,0 220365,24564953703.0,IssuesEvent,2022-10-13 01:28:52,danyr59/drum-machine,https://api.github.com/repos/danyr59/drum-machine,closed,CVE-2021-33587 (High) detected in css-what-3.4.2.tgz - autoclosed,security vulnerability,"## CVE-2021-33587 - High Severity Vulnerability
Vulnerable Library - css-what-3.4.2.tgz

a CSS selector parser

Library home page: https://registry.npmjs.org/css-what/-/css-what-3.4.2.tgz

Dependency Hierarchy: - react-scripts-4.0.3.tgz (Root Library) - webpack-5.5.0.tgz - plugin-svgo-5.5.0.tgz - svgo-1.3.2.tgz - css-select-2.1.0.tgz - :x: **css-what-3.4.2.tgz** (Vulnerable Library)

Found in HEAD commit: aab8c5dc1b4755f2444cb2b9ee5468c28e6077fc

Found in base branch: main

Vulnerability Details

The css-what package 4.0.0 through 5.0.0 for Node.js does not ensure that attribute parsing has Linear Time Complexity relative to the size of the input.

Publish Date: 2021-05-28

URL: CVE-2021-33587

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-33587

Release Date: 2021-05-28

Fix Resolution (css-what): 5.0.1

Direct dependency fix Resolution (react-scripts): 5.0.1

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2021-33587 (High) detected in css-what-3.4.2.tgz - autoclosed - ## CVE-2021-33587 - High Severity Vulnerability
Vulnerable Library - css-what-3.4.2.tgz

a CSS selector parser

Library home page: https://registry.npmjs.org/css-what/-/css-what-3.4.2.tgz

Dependency Hierarchy: - react-scripts-4.0.3.tgz (Root Library) - webpack-5.5.0.tgz - plugin-svgo-5.5.0.tgz - svgo-1.3.2.tgz - css-select-2.1.0.tgz - :x: **css-what-3.4.2.tgz** (Vulnerable Library)

Found in HEAD commit: aab8c5dc1b4755f2444cb2b9ee5468c28e6077fc

Found in base branch: main

Vulnerability Details

The css-what package 4.0.0 through 5.0.0 for Node.js does not ensure that attribute parsing has Linear Time Complexity relative to the size of the input.

Publish Date: 2021-05-28

URL: CVE-2021-33587

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-33587

Release Date: 2021-05-28

Fix Resolution (css-what): 5.0.1

Direct dependency fix Resolution (react-scripts): 5.0.1

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in css what tgz autoclosed cve high severity vulnerability vulnerable library css what tgz a css selector parser library home page a href dependency hierarchy react scripts tgz root library webpack tgz plugin svgo tgz svgo tgz css select tgz x css what tgz vulnerable library found in head commit a href found in base branch main vulnerability details the css what package through for node js does not ensure that attribute parsing has linear time complexity relative to the size of the input publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution css what direct dependency fix resolution react scripts step up your open source security game with mend ,0 631284,20150081081.0,IssuesEvent,2022-02-09 11:28:56,ita-social-projects/horondi_client_fe,https://api.github.com/repos/ita-social-projects/horondi_client_fe,closed,[Створити гобелен page] UI doesn't correspond to the mockup in the light theme,bug UI priority: medium gobelins Admin part,"**Environment:** Windows 10 Pro, Google Chrome, version 86.0.4240.183. **Reproducible:** always. **Build found:** commit https://github.com/ita-social-projects/horondi_client_fe/commit/79f564512280c35f406ccc4d53afe7d694394dd7 **Preconditions:** Go to https://horondi-admin-staging.azurewebsites.net Log into Administrator page as Administrator **Steps to reproduce:** Go to 'Гобелени' menu item. Click on 'Додати' button. Check the UI of the page 'Створити гобелен'. **Actual result:** **Expected result:** ![photo_2020-12-21_12-19-24](https://user-images.githubusercontent.com/75261055/103195347-c5063e80-48ea-11eb-9c2b-66b7668920c0.jpg) **User story and test case links:** E.g.: ""User story [#7](https://jira.softserve.academy/browse/LVHRB-7) Test case [LVHRB-35](https://jira.softserve.academy/browse/LVHRB-35)",1.0,"[Створити гобелен page] UI doesn't correspond to the mockup in the light theme - **Environment:** Windows 10 Pro, Google Chrome, version 86.0.4240.183. **Reproducible:** always. **Build found:** commit https://github.com/ita-social-projects/horondi_client_fe/commit/79f564512280c35f406ccc4d53afe7d694394dd7 **Preconditions:** Go to https://horondi-admin-staging.azurewebsites.net Log into Administrator page as Administrator **Steps to reproduce:** Go to 'Гобелени' menu item. Click on 'Додати' button. Check the UI of the page 'Створити гобелен'. **Actual result:** **Expected result:** ![photo_2020-12-21_12-19-24](https://user-images.githubusercontent.com/75261055/103195347-c5063e80-48ea-11eb-9c2b-66b7668920c0.jpg) **User story and test case links:** E.g.: ""User story [#7](https://jira.softserve.academy/browse/LVHRB-7) Test case [LVHRB-35](https://jira.softserve.academy/browse/LVHRB-35)",0, ui doesn t correspond to the mockup in the light theme environment windows pro google chrome version reproducible always build found commit preconditions go to log into administrator page as administrator steps to reproduce go to гобелени menu item click on додати button check the ui of the page створити гобелен actual result img width alt ui errors створити гобелен src expected result user story and test case links e g user story test case ,0 26829,27215727949.0,IssuesEvent,2023-02-20 21:31:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cannot type @ in the editor on macOS,platform:macos topic:editor confirmed usability topic:input,"### Godot version 4.0.dev ### System information Macbook Air 2021 ### Issue description I am unable to type @ to the editor because command + 2 is bound to switching tabs (2d, 3d, script...) ### Steps to reproduce Try to type @ on a mac ### Minimal reproduction project _No response_",True,"Cannot type @ in the editor on macOS - ### Godot version 4.0.dev ### System information Macbook Air 2021 ### Issue description I am unable to type @ to the editor because command + 2 is bound to switching tabs (2d, 3d, script...) ### Steps to reproduce Try to type @ on a mac ### Minimal reproduction project _No response_",1,cannot type in the editor on macos godot version dev system information macbook air issue description i am unable to type to the editor because command is bound to switching tabs script steps to reproduce try to type on a mac minimal reproduction project no response ,1 9367,6265740812.0,IssuesEvent,2017-07-16 19:57:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Subscene icon tooltip is outdated,bug junior job topic:editor usability,"**Operating system or device - Godot version:** `master` (4366b7c) **Issue description:** The subscene icon tooltip says ""Subscene options"", but this icon now opens the subscene in editor. ![godot windows opt tools 64_2017-07-16_16-53-00](https://user-images.githubusercontent.com/5599796/28250799-b47d86ac-6a47-11e7-8c85-cb24ecdbe0cb.png)",True,"Subscene icon tooltip is outdated - **Operating system or device - Godot version:** `master` (4366b7c) **Issue description:** The subscene icon tooltip says ""Subscene options"", but this icon now opens the subscene in editor. ![godot windows opt tools 64_2017-07-16_16-53-00](https://user-images.githubusercontent.com/5599796/28250799-b47d86ac-6a47-11e7-8c85-cb24ecdbe0cb.png)",1,subscene icon tooltip is outdated operating system or device godot version master issue description the subscene icon tooltip says subscene options but this icon now opens the subscene in editor ,1 23994,23193888795.0,IssuesEvent,2022-08-01 14:46:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,HSV and OKHSL circles are mirrored compared to other programs,enhancement topic:editor usability,"### Godot version v4.0.alpha.custom_build [9ec6de176] ### System information Xubuntu 22.04 ### Issue description So this is a very minor ""issue"" but I thought I'd log it anyway in case someone wants to do something about it. ColorPicker hue wheels, both HSV and OKHSL in Godot are mirrored compared to all the other color pickers that I've found. Everybody else seems to use this direction, where 90 degree hue is straight up: ![image](https://user-images.githubusercontent.com/4918549/182157281-efd928d9-eaf0-49f6-b172-b0b78cff294a.png) While in Godot, 90 degree hue is straight down: ![image](https://user-images.githubusercontent.com/4918549/182157695-d3c8bb88-e966-4a02-b2b6-cd7124c3beb8.png) ### Steps to reproduce Set the inspector to use one of the circle modes and open the color picker ### Minimal reproduction project _No response_",True,"HSV and OKHSL circles are mirrored compared to other programs - ### Godot version v4.0.alpha.custom_build [9ec6de176] ### System information Xubuntu 22.04 ### Issue description So this is a very minor ""issue"" but I thought I'd log it anyway in case someone wants to do something about it. ColorPicker hue wheels, both HSV and OKHSL in Godot are mirrored compared to all the other color pickers that I've found. Everybody else seems to use this direction, where 90 degree hue is straight up: ![image](https://user-images.githubusercontent.com/4918549/182157281-efd928d9-eaf0-49f6-b172-b0b78cff294a.png) While in Godot, 90 degree hue is straight down: ![image](https://user-images.githubusercontent.com/4918549/182157695-d3c8bb88-e966-4a02-b2b6-cd7124c3beb8.png) ### Steps to reproduce Set the inspector to use one of the circle modes and open the color picker ### Minimal reproduction project _No response_",1,hsv and okhsl circles are mirrored compared to other programs godot version alpha custom build system information xubuntu issue description so this is a very minor issue but i thought i d log it anyway in case someone wants to do something about it colorpicker hue wheels both hsv and okhsl in godot are mirrored compared to all the other color pickers that i ve found everybody else seems to use this direction where degree hue is straight up while in godot degree hue is straight down steps to reproduce set the inspector to use one of the circle modes and open the color picker minimal reproduction project no response ,1 5472,8337916090.0,IssuesEvent,2018-09-28 12:49:27,sysown/proxysql,https://api.github.com/repos/sysown/proxysql,closed,Do not cache empty resultset,CACHE QUERY PROCESSOR,"I have been informed of an interesting use case for which query cache should be enabled only for not empty resultsets. This behavior can be controlled adding a new global variable.",1.0,"Do not cache empty resultset - I have been informed of an interesting use case for which query cache should be enabled only for not empty resultsets. This behavior can be controlled adding a new global variable.",0,do not cache empty resultset i have been informed of an interesting use case for which query cache should be enabled only for not empty resultsets this behavior can be controlled adding a new global variable ,0 27327,28116874400.0,IssuesEvent,2023-03-31 11:27:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Adding a signal to a C# class in a namespace creates the signal outside of the class/namespace,bug topic:editor confirmed usability topic:dotnet,"**Godot version:** 3.1.1.1 (Mono) **Issue description:** When adding a signal to a C# class in a namespace, the signal appears at the bottom of the file (outside the namespace/class). It's simple enough to move it into the namespace. i.e. if I have this: ``` namespace Foo.Bar { public class MainScene extends Godot.Node2D { override public function _Ready() { } // ... } } ``` Adding a signal `NewGameClicked` on a button gives me this: ``` namespace Foo.Bar { public class MainScene extends Godot.Node2D { override public function _Ready() { } // ... } } public void NewGameClicked() { } ``` It should give me this: ``` namespace Foo.Bar { public class MainScene extends Godot.Node2D { override public function _Ready() { } // ... public void NewGameClicked() { } } } ``` **Steps to reproduce:** - Create a new Mono project - Create a scene - Create a `.cs` file script for the scene - Edit the `.cs` file to put a namspace in it - Add any control in the scene `.tscn` and bind to any signal Expected: the newly-created function is in the namespace/class Actual: the newly-created function is outside the namespace/class ",True,"Adding a signal to a C# class in a namespace creates the signal outside of the class/namespace - **Godot version:** 3.1.1.1 (Mono) **Issue description:** When adding a signal to a C# class in a namespace, the signal appears at the bottom of the file (outside the namespace/class). It's simple enough to move it into the namespace. i.e. if I have this: ``` namespace Foo.Bar { public class MainScene extends Godot.Node2D { override public function _Ready() { } // ... } } ``` Adding a signal `NewGameClicked` on a button gives me this: ``` namespace Foo.Bar { public class MainScene extends Godot.Node2D { override public function _Ready() { } // ... } } public void NewGameClicked() { } ``` It should give me this: ``` namespace Foo.Bar { public class MainScene extends Godot.Node2D { override public function _Ready() { } // ... public void NewGameClicked() { } } } ``` **Steps to reproduce:** - Create a new Mono project - Create a scene - Create a `.cs` file script for the scene - Edit the `.cs` file to put a namspace in it - Add any control in the scene `.tscn` and bind to any signal Expected: the newly-created function is in the namespace/class Actual: the newly-created function is outside the namespace/class ",1,adding a signal to a c class in a namespace creates the signal outside of the class namespace godot version mono issue description when adding a signal to a c class in a namespace the signal appears at the bottom of the file outside the namespace class it s simple enough to move it into the namespace i e if i have this namespace foo bar public class mainscene extends godot override public function ready adding a signal newgameclicked on a button gives me this namespace foo bar public class mainscene extends godot override public function ready public void newgameclicked it should give me this namespace foo bar public class mainscene extends godot override public function ready public void newgameclicked steps to reproduce create a new mono project create a scene create a cs file script for the scene edit the cs file to put a namspace in it add any control in the scene tscn and bind to any signal expected the newly created function is in the namespace class actual the newly created function is outside the namespace class ,1 11386,7192891508.0,IssuesEvent,2018-02-03 09:55:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Color Ramp properties shows the gradient way too small,enhancement topic:editor usability," **Godot version:** 3.0 **OS/device including version:** **Issue description:** In the Inspector panel for a Colour Ramp the preview of the gradient is one pixel high. This is too small since you almost can't see it. ![toosmallgradientgodot](https://user-images.githubusercontent.com/15687516/35727127-5cd50f0c-0807-11e8-9ad7-aded92b7e89c.png) **Steps to reproduce:** **Minimal reproduction project:** ",True,"Color Ramp properties shows the gradient way too small - **Godot version:** 3.0 **OS/device including version:** **Issue description:** In the Inspector panel for a Colour Ramp the preview of the gradient is one pixel high. This is too small since you almost can't see it. ![toosmallgradientgodot](https://user-images.githubusercontent.com/15687516/35727127-5cd50f0c-0807-11e8-9ad7-aded92b7e89c.png) **Steps to reproduce:** **Minimal reproduction project:** ",1,color ramp properties shows the gradient way too small please search existing issues for potential duplicates before filing yours godot version os device including version issue description in the inspector panel for a colour ramp the preview of the gradient is one pixel high this is too small since you almost can t see it steps to reproduce minimal reproduction project ,1 17946,12439817503.0,IssuesEvent,2020-05-26 10:48:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,File recovery on crash,feature proposal topic:editor usability,"Godot shouldn't crash, but we all know that it does sometimes. It would be very nice that a data recovery function existed so not much of work is lost. I believe an autosave to a temp path from time to time seems enough, along with a popup showing what can be recovered when opening a project that crashed. ",True,"File recovery on crash - Godot shouldn't crash, but we all know that it does sometimes. It would be very nice that a data recovery function existed so not much of work is lost. I believe an autosave to a temp path from time to time seems enough, along with a popup showing what can be recovered when opening a project that crashed. ",1,file recovery on crash godot shouldn t crash but we all know that it does sometimes it would be very nice that a data recovery function existed so not much of work is lost i believe an autosave to a temp path from time to time seems enough along with a popup showing what can be recovered when opening a project that crashed ,1 228580,7558912850.0,IssuesEvent,2018-04-20 00:48:15,s-p-a-r-k/Jacket-Tracker,https://api.github.com/repos/s-p-a-r-k/Jacket-Tracker,closed,New uniform registration screen UI,Priority: High,"## Story/Task Details - [ ] Create UI so uniform lieutenants can enter information about new uniforms Access from Add new uniform choice on flyout menu from logged in user.",1.0,"New uniform registration screen UI - ## Story/Task Details - [ ] Create UI so uniform lieutenants can enter information about new uniforms Access from Add new uniform choice on flyout menu from logged in user.",0,new uniform registration screen ui story task details create ui so uniform lieutenants can enter information about new uniforms access from add new uniform choice on flyout menu from logged in user ,0 16376,10861920406.0,IssuesEvent,2019-11-14 12:10:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inspector feedback,topic:editor usability,"So, Godot got a new inspector. Exciting! I took some time to have a look for issues and possible improvements. 1. Formatting and tags should be filtered from tooltips ![tooltip](https://user-images.githubusercontent.com/1654763/40315833-cdab2468-5d1c-11e8-8766-b09eba2f16ec.PNG) 1. When editing subresources, there is no vertical scrollbar ![verticalscroll](https://user-images.githubusercontent.com/1654763/40316047-5aa7f74c-5d1d-11e8-9b5d-981ba882211d.PNG) 1. Is there a shortcut for editing the subresource besides Right click -> Edit? Like CTRL+Click on it? 1. On resources like the Texture above, there should be a way to ""show resource in folder/on disk"" to see where it's saved 1. There should be a vertical gutter to choose how much space values and keys have ![gutter](https://user-images.githubusercontent.com/1654763/40316611-23f9f496-5d1f-11e8-8e95-4d7fb89a25d4.gif) 1. I really like how they associate X/Y/Z with the gizmo colors for the axis there: ![gizmocolor](https://user-images.githubusercontent.com/1654763/40316770-a81b7b32-5d1f-11e8-9221-f6f81946274b.PNG) 1. The inspector could be more compact in general. Compare: ![compact1](https://user-images.githubusercontent.com/1654763/40316843-e3cb5cf6-5d1f-11e8-9545-3572337794e2.PNG) vs ![compact2](https://user-images.githubusercontent.com/1654763/40316846-e5b2452a-5d1f-11e8-9217-cb7c6e41581b.PNG) In some instances its better already, like here: ![compact3](https://user-images.githubusercontent.com/1654763/40317916-34cba19e-5d23-11e8-870a-8c688b153133.PNG) 1. Also see those yellow arrow after controls above? They allow you to easily undo specific changes and reset the field to whatever it was prior to your change. 1. Dropdowns like the layer mask selections should stay open to allow multiple changes without having to reopen the dropdown each time 1. Seeing as keys can actually have focus, allow me to select ""Position"" (like below) and then reset both values at once by pressing ""0"", or allow me to enter any number to set both at the same time: ![position](https://user-images.githubusercontent.com/1654763/40318051-a3111616-5d23-11e8-999f-ee7a49b11eb4.PNG) ",True,"Inspector feedback - So, Godot got a new inspector. Exciting! I took some time to have a look for issues and possible improvements. 1. Formatting and tags should be filtered from tooltips ![tooltip](https://user-images.githubusercontent.com/1654763/40315833-cdab2468-5d1c-11e8-8766-b09eba2f16ec.PNG) 1. When editing subresources, there is no vertical scrollbar ![verticalscroll](https://user-images.githubusercontent.com/1654763/40316047-5aa7f74c-5d1d-11e8-9b5d-981ba882211d.PNG) 1. Is there a shortcut for editing the subresource besides Right click -> Edit? Like CTRL+Click on it? 1. On resources like the Texture above, there should be a way to ""show resource in folder/on disk"" to see where it's saved 1. There should be a vertical gutter to choose how much space values and keys have ![gutter](https://user-images.githubusercontent.com/1654763/40316611-23f9f496-5d1f-11e8-8e95-4d7fb89a25d4.gif) 1. I really like how they associate X/Y/Z with the gizmo colors for the axis there: ![gizmocolor](https://user-images.githubusercontent.com/1654763/40316770-a81b7b32-5d1f-11e8-9221-f6f81946274b.PNG) 1. The inspector could be more compact in general. Compare: ![compact1](https://user-images.githubusercontent.com/1654763/40316843-e3cb5cf6-5d1f-11e8-9545-3572337794e2.PNG) vs ![compact2](https://user-images.githubusercontent.com/1654763/40316846-e5b2452a-5d1f-11e8-9217-cb7c6e41581b.PNG) In some instances its better already, like here: ![compact3](https://user-images.githubusercontent.com/1654763/40317916-34cba19e-5d23-11e8-870a-8c688b153133.PNG) 1. Also see those yellow arrow after controls above? They allow you to easily undo specific changes and reset the field to whatever it was prior to your change. 1. Dropdowns like the layer mask selections should stay open to allow multiple changes without having to reopen the dropdown each time 1. Seeing as keys can actually have focus, allow me to select ""Position"" (like below) and then reset both values at once by pressing ""0"", or allow me to enter any number to set both at the same time: ![position](https://user-images.githubusercontent.com/1654763/40318051-a3111616-5d23-11e8-999f-ee7a49b11eb4.PNG) ",1,inspector feedback so godot got a new inspector exciting i took some time to have a look for issues and possible improvements formatting and tags should be filtered from tooltips when editing subresources there is no vertical scrollbar is there a shortcut for editing the subresource besides right click edit like ctrl click on it on resources like the texture above there should be a way to show resource in folder on disk to see where it s saved there should be a vertical gutter to choose how much space values and keys have i really like how they associate x y z with the gizmo colors for the axis there the inspector could be more compact in general compare vs in some instances its better already like here also see those yellow arrow after controls above they allow you to easily undo specific changes and reset the field to whatever it was prior to your change dropdowns like the layer mask selections should stay open to allow multiple changes without having to reopen the dropdown each time seeing as keys can actually have focus allow me to select position like below and then reset both values at once by pressing or allow me to enter any number to set both at the same time ,1 14824,9537616552.0,IssuesEvent,2019-04-30 12:59:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Setting for default quote type,enhancement junior job topic:editor usability,"**Godot version:** 3.1-alpha3 **OS/device including version:** Any **Issue description:** I'd love to have a setting for choosing whether Godot suggests single or double quotes for strings. I use single quotes everywhere and currently I have to type one single quote to make the suggestion use single quotes, too. ![peek 2018-12-14 18-14](https://user-images.githubusercontent.com/8849554/50017473-6fdd8580-ffcc-11e8-8120-474a48f0b85c.gif) ",True,"Setting for default quote type - **Godot version:** 3.1-alpha3 **OS/device including version:** Any **Issue description:** I'd love to have a setting for choosing whether Godot suggests single or double quotes for strings. I use single quotes everywhere and currently I have to type one single quote to make the suggestion use single quotes, too. ![peek 2018-12-14 18-14](https://user-images.githubusercontent.com/8849554/50017473-6fdd8580-ffcc-11e8-8120-474a48f0b85c.gif) ",1,setting for default quote type godot version os device including version any issue description i d love to have a setting for choosing whether godot suggests single or double quotes for strings i use single quotes everywhere and currently i have to type one single quote to make the suggestion use single quotes too ,1 9908,6510468298.0,IssuesEvent,2017-08-25 03:36:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Auto completion improvement: type-checked scope.,enhancement topic:editor topic:gdscript usability,"**Issue description:** It would be great if the auto completion adapt to type checked scope: ```gdscript if event is InputEventMouseButton: #in this indentation we know that type of event is not InputEvent but InputEvenMouseButton event. #should now give auto completion for InpotEventMouseButton like button_index. ``` This also would be cool in many other cases when there is an undefined variable and you want to get auto complete. And u as a user know what it probably will be most of the time. It also would be nice to have swift like syntax augar: `(my_node is Button)?.set_visisble(false)` For ``` if my_node is Button: my_node.set_visible(false) ```",True,"Auto completion improvement: type-checked scope. - **Issue description:** It would be great if the auto completion adapt to type checked scope: ```gdscript if event is InputEventMouseButton: #in this indentation we know that type of event is not InputEvent but InputEvenMouseButton event. #should now give auto completion for InpotEventMouseButton like button_index. ``` This also would be cool in many other cases when there is an undefined variable and you want to get auto complete. And u as a user know what it probably will be most of the time. It also would be nice to have swift like syntax augar: `(my_node is Button)?.set_visisble(false)` For ``` if my_node is Button: my_node.set_visible(false) ```",1,auto completion improvement type checked scope issue description it would be great if the auto completion adapt to type checked scope gdscript if event is inputeventmousebutton in this indentation we know that type of event is not inputevent but inputevenmousebutton event should now give auto completion for inpoteventmousebutton like button index this also would be cool in many other cases when there is an undefined variable and you want to get auto complete and u as a user know what it probably will be most of the time it also would be nice to have swift like syntax augar my node is button set visisble false for if my node is button my node set visible false ,1 21153,16598395391.0,IssuesEvent,2021-06-01 15:58:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor Script: Autocomplete does not allow scrolling list with mousewheel. ,enhancement topic:editor usability,"**Godot version:** 3.1 alpha Mac OS X, High Sierra **Issue description:** Editor Script: Autocomplete does scroll long options list with mouse wheel. Must use arrow keys. **Steps to reproduce:** in a script function type `Control.` and you will see the list of class options after the ""."". Scrolling with mouse wheel is not available, neither is a scrollbar. ",True,"Editor Script: Autocomplete does not allow scrolling list with mousewheel. - **Godot version:** 3.1 alpha Mac OS X, High Sierra **Issue description:** Editor Script: Autocomplete does scroll long options list with mouse wheel. Must use arrow keys. **Steps to reproduce:** in a script function type `Control.` and you will see the list of class options after the ""."". Scrolling with mouse wheel is not available, neither is a scrollbar. ",1,editor script autocomplete does not allow scrolling list with mousewheel godot version alpha mac os x high sierra issue description editor script autocomplete does scroll long options list with mouse wheel must use arrow keys steps to reproduce in a script function type control and you will see the list of class options after the scrolling with mouse wheel is not available neither is a scrollbar ,1 523061,15171787996.0,IssuesEvent,2021-02-13 05:16:52,TerriaJS/nationalmap,https://api.github.com/repos/TerriaJS/nationalmap,closed,NationalMap - Feb 2021 (V7) release,High priority,"Based on the users feedback and issues with discovery of AREMI data in NationalMap Beta v8, we could help users by temporarily integrating AREMI v7 catalogue groups into NationalMap v7 catalogue. The following groups in AREMI v7: - Electricity - Renewable Energy - Electric Vehicles to be transferred to NationalMap v7 Energy group. In addition, the landing page message should be updated to further clarify the actions of: - test NationalMap v8 - find AREMI data - send feedback The release will need a catalogue and code release as well to solve the proxy or cors issues with some of AREMI data (such as the ISF - Network opportunities). ",1.0,"NationalMap - Feb 2021 (V7) release - Based on the users feedback and issues with discovery of AREMI data in NationalMap Beta v8, we could help users by temporarily integrating AREMI v7 catalogue groups into NationalMap v7 catalogue. The following groups in AREMI v7: - Electricity - Renewable Energy - Electric Vehicles to be transferred to NationalMap v7 Energy group. In addition, the landing page message should be updated to further clarify the actions of: - test NationalMap v8 - find AREMI data - send feedback The release will need a catalogue and code release as well to solve the proxy or cors issues with some of AREMI data (such as the ISF - Network opportunities). ",0,nationalmap feb release based on the users feedback and issues with discovery of aremi data in nationalmap beta we could help users by temporarily integrating aremi catalogue groups into nationalmap catalogue the following groups in aremi electricity renewable energy electric vehicles to be transferred to nationalmap energy group in addition the landing page message should be updated to further clarify the actions of test nationalmap find aremi data send feedback the release will need a catalogue and code release as well to solve the proxy or cors issues with some of aremi data such as the isf network opportunities ,0 226758,25002070948.0,IssuesEvent,2022-11-03 08:52:00,valdisiljuconoks/optimizely-advanced-contentarea,https://api.github.com/repos/valdisiljuconoks/optimizely-advanced-contentarea,opened,CVE-2018-1285 (High) detected in log4net.2.0.8.nupkg,security vulnerability,"## CVE-2018-1285 - High Severity Vulnerability
Vulnerable Library - log4net.2.0.8.nupkg

The Apache log4net library is a tool to help the programmer output log statements to a variety of ou...

Library home page: https://api.nuget.org/packages/log4net.2.0.8.nupkg

Path to dependency file: /tests/AdvancedContentArea.SampleWeb/AdvancedContentArea.SampleWeb.csproj

Path to vulnerable library: /.0.8/log4net.2.0.8.nupkg,/.0.8/log4net.2.0.8.nupkg

Dependency Hierarchy: - :x: **log4net.2.0.8.nupkg** (Vulnerable Library)

Found in HEAD commit: 949c33052033315de1f4ce5cfd34a67f5e4b8fc1

Found in base branch: master

Vulnerability Details

Apache log4net versions before 2.0.10 do not disable XML external entities when parsing log4net configuration files. This allows for XXE-based attacks in applications that accept attacker-controlled log4net configuration files.

Publish Date: 2020-05-11

URL: CVE-2018-1285

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Release Date: 2020-05-11

Fix Resolution: log4net - 2.0.10

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2018-1285 (High) detected in log4net.2.0.8.nupkg - ## CVE-2018-1285 - High Severity Vulnerability
Vulnerable Library - log4net.2.0.8.nupkg

The Apache log4net library is a tool to help the programmer output log statements to a variety of ou...

Library home page: https://api.nuget.org/packages/log4net.2.0.8.nupkg

Path to dependency file: /tests/AdvancedContentArea.SampleWeb/AdvancedContentArea.SampleWeb.csproj

Path to vulnerable library: /.0.8/log4net.2.0.8.nupkg,/.0.8/log4net.2.0.8.nupkg

Dependency Hierarchy: - :x: **log4net.2.0.8.nupkg** (Vulnerable Library)

Found in HEAD commit: 949c33052033315de1f4ce5cfd34a67f5e4b8fc1

Found in base branch: master

Vulnerability Details

Apache log4net versions before 2.0.10 do not disable XML external entities when parsing log4net configuration files. This allows for XXE-based attacks in applications that accept attacker-controlled log4net configuration files.

Publish Date: 2020-05-11

URL: CVE-2018-1285

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Release Date: 2020-05-11

Fix Resolution: log4net - 2.0.10

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in nupkg cve high severity vulnerability vulnerable library nupkg the apache library is a tool to help the programmer output log statements to a variety of ou library home page a href path to dependency file tests advancedcontentarea sampleweb advancedcontentarea sampleweb csproj path to vulnerable library nupkg nupkg dependency hierarchy x nupkg vulnerable library found in head commit a href found in base branch master vulnerability details apache versions before do not disable xml external entities when parsing configuration files this allows for xxe based attacks in applications that accept attacker controlled configuration files publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version release date fix resolution step up your open source security game with mend ,0 3668,3512551339.0,IssuesEvent,2016-01-11 02:18:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Metadata in tscn format,enhancement topic:core usability,"The tscn format is already way VCS-friendlier than the XML format, so that's a big improvements. The two remaining issues IMO are: - random reordering of external resources upon save (#2495) - editor-specific metadata that are saved to the tscn and change very often (whether on 2D or script screen, camera offset, etc.). This issue is about this point. Here's what I get in a simple 2D tscn scene (as a one-liner, but I split it for readability): ``` __meta__ = { ""__editor_plugin_screen__"":""2D"", ""__editor_plugin_states__"":{ ""2D"":{ ""ofs"":Vector2( -166.143, -66.5586 ), ""snap_grid"":true, ""snap_offset"":Vector2( 0, 0 ), ""snap_pixel"":false, ""snap_relative"":false, ""snap_rotation"":false, ""snap_rotation_offset"":0, ""snap_rotation_step"":0.261799, ""snap_show_grid"":false, ""snap_step"":Vector2( 16, 16 ), ""zoom"":0.814506 }, ""3D"":{ ""ambient_light_color"":Color( 0.15, 0.15, 0.15, 1 ), ""default_light"":true, ""default_srgb"":false, ""deflight_rot_x"":0.942478, ""deflight_rot_y"":0.628319, ""fov"":45, ""show_grid"":true, ""show_origin"":true, ""viewport_mode"":1, ""viewports"":[ { ""distance"":4, ""listener"":true, ""pos"":Vector3( 0, 0, 0 ), ""use_environment"":false, ""use_orthogonal"":false, ""x_rot"":0, ""y_rot"":0 }, { ""distance"":4, ""listener"":false, ""pos"":Vector3( 0, 0, 0 ), ""use_environment"":false, ""use_orthogonal"":false, ""x_rot"":0, ""y_rot"":0 }, { ""distance"":4, ""listener"":false, ""pos"":Vector3( 0, 0, 0 ), ""use_environment"":false, ""use_orthogonal"":false, ""x_rot"":0, ""y_rot"":0 }, { ""distance"":4, ""listener"":false, ""pos"":Vector3( 0, 0, 0 ), ""use_environment"":false, ""use_orthogonal"":false, ""x_rot"":0, ""y_rot"":0 } ], ""zfar"":500, ""znear"":0.1 }, ""Anim"":{ ""visible"":false } }, ""__editor_run_settings__"":{ ""custom_args"":""-l $scene"", ""run_mode"":0 } } ``` I'll put some thoughts in a later comment on how these metadata could be made more VCS friendly.",True,"Metadata in tscn format - The tscn format is already way VCS-friendlier than the XML format, so that's a big improvements. The two remaining issues IMO are: - random reordering of external resources upon save (#2495) - editor-specific metadata that are saved to the tscn and change very often (whether on 2D or script screen, camera offset, etc.). This issue is about this point. Here's what I get in a simple 2D tscn scene (as a one-liner, but I split it for readability): ``` __meta__ = { ""__editor_plugin_screen__"":""2D"", ""__editor_plugin_states__"":{ ""2D"":{ ""ofs"":Vector2( -166.143, -66.5586 ), ""snap_grid"":true, ""snap_offset"":Vector2( 0, 0 ), ""snap_pixel"":false, ""snap_relative"":false, ""snap_rotation"":false, ""snap_rotation_offset"":0, ""snap_rotation_step"":0.261799, ""snap_show_grid"":false, ""snap_step"":Vector2( 16, 16 ), ""zoom"":0.814506 }, ""3D"":{ ""ambient_light_color"":Color( 0.15, 0.15, 0.15, 1 ), ""default_light"":true, ""default_srgb"":false, ""deflight_rot_x"":0.942478, ""deflight_rot_y"":0.628319, ""fov"":45, ""show_grid"":true, ""show_origin"":true, ""viewport_mode"":1, ""viewports"":[ { ""distance"":4, ""listener"":true, ""pos"":Vector3( 0, 0, 0 ), ""use_environment"":false, ""use_orthogonal"":false, ""x_rot"":0, ""y_rot"":0 }, { ""distance"":4, ""listener"":false, ""pos"":Vector3( 0, 0, 0 ), ""use_environment"":false, ""use_orthogonal"":false, ""x_rot"":0, ""y_rot"":0 }, { ""distance"":4, ""listener"":false, ""pos"":Vector3( 0, 0, 0 ), ""use_environment"":false, ""use_orthogonal"":false, ""x_rot"":0, ""y_rot"":0 }, { ""distance"":4, ""listener"":false, ""pos"":Vector3( 0, 0, 0 ), ""use_environment"":false, ""use_orthogonal"":false, ""x_rot"":0, ""y_rot"":0 } ], ""zfar"":500, ""znear"":0.1 }, ""Anim"":{ ""visible"":false } }, ""__editor_run_settings__"":{ ""custom_args"":""-l $scene"", ""run_mode"":0 } } ``` I'll put some thoughts in a later comment on how these metadata could be made more VCS friendly.",1,metadata in tscn format the tscn format is already way vcs friendlier than the xml format so that s a big improvements the two remaining issues imo are random reordering of external resources upon save editor specific metadata that are saved to the tscn and change very often whether on or script screen camera offset etc this issue is about this point here s what i get in a simple tscn scene as a one liner but i split it for readability meta editor plugin screen editor plugin states ofs snap grid true snap offset snap pixel false snap relative false snap rotation false snap rotation offset snap rotation step snap show grid false snap step zoom ambient light color color default light true default srgb false deflight rot x deflight rot y fov show grid true show origin true viewport mode viewports distance listener true pos use environment false use orthogonal false x rot y rot distance listener false pos use environment false use orthogonal false x rot y rot distance listener false pos use environment false use orthogonal false x rot y rot distance listener false pos use environment false use orthogonal false x rot y rot zfar znear anim visible false editor run settings custom args l scene run mode i ll put some thoughts in a later comment on how these metadata could be made more vcs friendly ,1 107369,16758651976.0,IssuesEvent,2021-06-13 10:25:18,tim-richter/website,https://api.github.com/repos/tim-richter/website,opened,CVE-2020-28500 (Medium) detected in lodash-4.17.20.tgz,security vulnerability,"## CVE-2020-28500 - Medium Severity Vulnerability
Vulnerable Library - lodash-4.17.20.tgz

Lodash modular utilities.

Library home page: https://registry.npmjs.org/lodash/-/lodash-4.17.20.tgz

Path to dependency file: website/package.json

Path to vulnerable library: website/node_modules/lodash/package.json,website/node_modules/lodash

Dependency Hierarchy: - eslint-plugin-4.7.0.tgz (Root Library) - experimental-utils-4.7.0.tgz - typescript-estree-4.7.0.tgz - :x: **lodash-4.17.20.tgz** (Vulnerable Library)

Found in HEAD commit: afaafa833f26365629a44ddec2e41c4105db7ad9

Found in base branch: master

Vulnerability Details

Lodash versions prior to 4.17.21 are vulnerable to Regular Expression Denial of Service (ReDoS) via the toNumber, trim and trimEnd functions.

Publish Date: 2021-02-15

URL: CVE-2020-28500

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2020-28500

Release Date: 2021-02-15

Fix Resolution: lodash-4.17.21

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2020-28500 (Medium) detected in lodash-4.17.20.tgz - ## CVE-2020-28500 - Medium Severity Vulnerability
Vulnerable Library - lodash-4.17.20.tgz

Lodash modular utilities.

Library home page: https://registry.npmjs.org/lodash/-/lodash-4.17.20.tgz

Path to dependency file: website/package.json

Path to vulnerable library: website/node_modules/lodash/package.json,website/node_modules/lodash

Dependency Hierarchy: - eslint-plugin-4.7.0.tgz (Root Library) - experimental-utils-4.7.0.tgz - typescript-estree-4.7.0.tgz - :x: **lodash-4.17.20.tgz** (Vulnerable Library)

Found in HEAD commit: afaafa833f26365629a44ddec2e41c4105db7ad9

Found in base branch: master

Vulnerability Details

Lodash versions prior to 4.17.21 are vulnerable to Regular Expression Denial of Service (ReDoS) via the toNumber, trim and trimEnd functions.

Publish Date: 2021-02-15

URL: CVE-2020-28500

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2020-28500

Release Date: 2021-02-15

Fix Resolution: lodash-4.17.21

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in lodash tgz cve medium severity vulnerability vulnerable library lodash tgz lodash modular utilities library home page a href path to dependency file website package json path to vulnerable library website node modules lodash package json website node modules lodash dependency hierarchy eslint plugin tgz root library experimental utils tgz typescript estree tgz x lodash tgz vulnerable library found in head commit a href found in base branch master vulnerability details lodash versions prior to are vulnerable to regular expression denial of service redos via the tonumber trim and trimend functions publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact low for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution lodash step up your open source security game with whitesource ,0 35898,5012754507.0,IssuesEvent,2016-12-13 12:25:38,zetkin/call.zetk.in,https://api.github.com/repos/zetkin/call.zetk.in,closed,Report's effect on queue not obvious to callers,user test,"Test subjects do not realize that their answers to the report questions after a call affect that target's position in the call queue. One subject feels the need to put ""organizer action needed"" to prevent a target from being called. Several subjects explain how they type notes to indicate that the target should not be called for a week. One subject, who expresses an understanding of the fact that their answer to the question ""when should we call back"" is stored separately somewhere, still explains how they assume this data will be interpreted by a person (the next caller) before calling rather than have automatic effects on the queue. _This was observed (noted as signal 10) during the december 2016 user tests._",1.0,"Report's effect on queue not obvious to callers - Test subjects do not realize that their answers to the report questions after a call affect that target's position in the call queue. One subject feels the need to put ""organizer action needed"" to prevent a target from being called. Several subjects explain how they type notes to indicate that the target should not be called for a week. One subject, who expresses an understanding of the fact that their answer to the question ""when should we call back"" is stored separately somewhere, still explains how they assume this data will be interpreted by a person (the next caller) before calling rather than have automatic effects on the queue. _This was observed (noted as signal 10) during the december 2016 user tests._",0,report s effect on queue not obvious to callers test subjects do not realize that their answers to the report questions after a call affect that target s position in the call queue one subject feels the need to put organizer action needed to prevent a target from being called several subjects explain how they type notes to indicate that the target should not be called for a week one subject who expresses an understanding of the fact that their answer to the question when should we call back is stored separately somewhere still explains how they assume this data will be interpreted by a person the next caller before calling rather than have automatic effects on the queue this was observed noted as signal during the december user tests ,0 18200,12677607699.0,IssuesEvent,2020-06-19 08:06:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,GDSscript Editor Indent/Outdent Keyboard Shortcut,enhancement topic:editor usability,"With indenting and outdenting text being such common operations in Pythonesque GDScript, it would be useful to be able to indent and outdent selected blocks of text with a keyboard shortcut instead of having to navigate a right-click menu for each in/outdent.",True,"GDSscript Editor Indent/Outdent Keyboard Shortcut - With indenting and outdenting text being such common operations in Pythonesque GDScript, it would be useful to be able to indent and outdent selected blocks of text with a keyboard shortcut instead of having to navigate a right-click menu for each in/outdent.",1,gdsscript editor indent outdent keyboard shortcut with indenting and outdenting text being such common operations in pythonesque gdscript it would be useful to be able to indent and outdent selected blocks of text with a keyboard shortcut instead of having to navigate a right click menu for each in outdent ,1 673868,23033490055.0,IssuesEvent,2022-07-22 16:03:44,ROCmSoftwarePlatform/MITunaX,https://api.github.com/repos/ROCmSoftwarePlatform/MITunaX,closed,[Proposal] Use MPI to acquire and distribute job data in Tuna,large task priority_medium,"Our current design uses the database locking semantics to distribute jobs to different works. This creates considerably high contention on the database than is necessary. Using MPI to coordinate and share job data between the different workers would enable better efficiency and workers waiting less on the database. This would also simplify infrastructure since the nodes would not need access to the database and only the head node would need access",1.0,"[Proposal] Use MPI to acquire and distribute job data in Tuna - Our current design uses the database locking semantics to distribute jobs to different works. This creates considerably high contention on the database than is necessary. Using MPI to coordinate and share job data between the different workers would enable better efficiency and workers waiting less on the database. This would also simplify infrastructure since the nodes would not need access to the database and only the head node would need access",0, use mpi to acquire and distribute job data in tuna our current design uses the database locking semantics to distribute jobs to different works this creates considerably high contention on the database than is necessary using mpi to coordinate and share job data between the different workers would enable better efficiency and workers waiting less on the database this would also simplify infrastructure since the nodes would not need access to the database and only the head node would need access,0 36091,12396864659.0,IssuesEvent,2020-05-20 21:22:45,rammatzkvosky/888,https://api.github.com/repos/rammatzkvosky/888,opened,CVE-2018-19360 (High) detected in jackson-databind-2.8.8.jar,security vulnerability,"## CVE-2018-19360 - High Severity Vulnerability
Vulnerable Library - jackson-databind-2.8.8.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: /tmp/ws-scm/888/pom.xml

Path to vulnerable library: epository/com/fasterxml/jackson/core/jackson-databind/2.8.8/jackson-databind-2.8.8.jar

Dependency Hierarchy: - :x: **jackson-databind-2.8.8.jar** (Vulnerable Library)

Found in HEAD commit: 26c91f41d9c3b8d120fec834c102a2d177b36807

Vulnerability Details

FasterXML jackson-databind 2.x before 2.9.8 might allow attackers to have unspecified impact by leveraging failure to block the axis2-transport-jms class from polymorphic deserialization.

Publish Date: 2019-01-02

URL: CVE-2018-19360

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2018-19360

Release Date: 2019-01-02

Fix Resolution: 2.9.8

*** :rescue_worker_helmet: Automatic Remediation is available for this issue ",True,"CVE-2018-19360 (High) detected in jackson-databind-2.8.8.jar - ## CVE-2018-19360 - High Severity Vulnerability
Vulnerable Library - jackson-databind-2.8.8.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: /tmp/ws-scm/888/pom.xml

Path to vulnerable library: epository/com/fasterxml/jackson/core/jackson-databind/2.8.8/jackson-databind-2.8.8.jar

Dependency Hierarchy: - :x: **jackson-databind-2.8.8.jar** (Vulnerable Library)

Found in HEAD commit: 26c91f41d9c3b8d120fec834c102a2d177b36807

Vulnerability Details

FasterXML jackson-databind 2.x before 2.9.8 might allow attackers to have unspecified impact by leveraging failure to block the axis2-transport-jms class from polymorphic deserialization.

Publish Date: 2019-01-02

URL: CVE-2018-19360

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2018-19360

Release Date: 2019-01-02

Fix Resolution: 2.9.8

*** :rescue_worker_helmet: Automatic Remediation is available for this issue ",0,cve high detected in jackson databind jar cve high severity vulnerability vulnerable library jackson databind jar general data binding functionality for jackson works on core streaming api library home page a href path to dependency file tmp ws scm pom xml path to vulnerable library epository com fasterxml jackson core jackson databind jackson databind jar dependency hierarchy x jackson databind jar vulnerable library found in head commit a href vulnerability details fasterxml jackson databind x before might allow attackers to have unspecified impact by leveraging failure to block the transport jms class from polymorphic deserialization publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution rescue worker helmet automatic remediation is available for this issue isopenpronvulnerability true ispackagebased true isdefaultbranch true packages vulnerabilityidentifier cve vulnerabilitydetails fasterxml jackson databind x before might allow attackers to have unspecified impact by leveraging failure to block the transport jms class from polymorphic deserialization vulnerabilityurl ,0 743579,25905766649.0,IssuesEvent,2022-12-15 10:06:07,Lightning-AI/lightning,https://api.github.com/repos/Lightning-AI/lightning,closed,Launching any app on the cloud from CLI fails in master,bug priority: 0 app,"### Bug description Currently users cannot run any apps from their CLI due to the error shown below. This error seems to be caused by #16057. ### How to reproduce the bug ```python $ gh repo clone Lightning-AI/lightning $ cd lightning $ pip install -e . $ lightning run app examples/app_v0/app.py --cloud ... Traceback (most recent call last): File ""/home/aki/.pyenv/versions/3.9.15/lib/python3.9/multiprocessing/process.py"", line 315, in _bootstrap self.run() File ""/home/aki/.pyenv/versions/3.9.15/lib/python3.9/multiprocessing/process.py"", line 108, in run self._target(*self._args, **self._kwargs) File ""/home/aki/work/github.com/Lightning-AI/lightning/src/lightning/app/frontend/web.py"", line 87, in _start_server uvicorn.run(app=fastapi_service, host=host, port=port, log_config=log_config, root_path=root_path) File ""/home/aki/work/github.com/Lightning-AI/lightning/venv/lib/python3.9/site-packages/uvicorn/main.py"", line 569, in run server.run() File ""/home/aki/work/github.com/Lightning-AI/lightning/venv/lib/python3.9/site-packages/uvicorn/server.py"", line 60, in run return asyncio.run(self.serve(sockets=sockets)) File ""/home/aki/.pyenv/versions/3.9.15/lib/python3.9/asyncio/runners.py"", line 44, in run return loop.run_until_complete(main) File ""uvloop/loop.pyx"", line 1517, in uvloop.loop.Loop.run_until_complete File ""/home/aki/work/github.com/Lightning-AI/lightning/venv/lib/python3.9/site-packages/uvicorn/server.py"", line 77, in serve await self.startup(sockets=sockets) File ""/home/aki/work/github.com/Lightning-AI/lightning/venv/lib/python3.9/site-packages/uvicorn/server.py"", line 151, in startup server = await loop.create_server( File ""uvloop/loop.pyx"", line 1743, in create_server File ""uvloop/loop.pyx"", line 905, in uvloop.loop.Loop._getaddrinfo File ""/home/aki/.pyenv/versions/3.9.15/lib/python3.9/encodings/__init__.py"", line 98, in search_function mod = __import__('encodings.' + modname, fromlist=_import_tail, TypeError: _mock_import() got an unexpected keyword argument 'fromlist' ```",1.0,"Launching any app on the cloud from CLI fails in master - ### Bug description Currently users cannot run any apps from their CLI due to the error shown below. This error seems to be caused by #16057. ### How to reproduce the bug ```python $ gh repo clone Lightning-AI/lightning $ cd lightning $ pip install -e . $ lightning run app examples/app_v0/app.py --cloud ... Traceback (most recent call last): File ""/home/aki/.pyenv/versions/3.9.15/lib/python3.9/multiprocessing/process.py"", line 315, in _bootstrap self.run() File ""/home/aki/.pyenv/versions/3.9.15/lib/python3.9/multiprocessing/process.py"", line 108, in run self._target(*self._args, **self._kwargs) File ""/home/aki/work/github.com/Lightning-AI/lightning/src/lightning/app/frontend/web.py"", line 87, in _start_server uvicorn.run(app=fastapi_service, host=host, port=port, log_config=log_config, root_path=root_path) File ""/home/aki/work/github.com/Lightning-AI/lightning/venv/lib/python3.9/site-packages/uvicorn/main.py"", line 569, in run server.run() File ""/home/aki/work/github.com/Lightning-AI/lightning/venv/lib/python3.9/site-packages/uvicorn/server.py"", line 60, in run return asyncio.run(self.serve(sockets=sockets)) File ""/home/aki/.pyenv/versions/3.9.15/lib/python3.9/asyncio/runners.py"", line 44, in run return loop.run_until_complete(main) File ""uvloop/loop.pyx"", line 1517, in uvloop.loop.Loop.run_until_complete File ""/home/aki/work/github.com/Lightning-AI/lightning/venv/lib/python3.9/site-packages/uvicorn/server.py"", line 77, in serve await self.startup(sockets=sockets) File ""/home/aki/work/github.com/Lightning-AI/lightning/venv/lib/python3.9/site-packages/uvicorn/server.py"", line 151, in startup server = await loop.create_server( File ""uvloop/loop.pyx"", line 1743, in create_server File ""uvloop/loop.pyx"", line 905, in uvloop.loop.Loop._getaddrinfo File ""/home/aki/.pyenv/versions/3.9.15/lib/python3.9/encodings/__init__.py"", line 98, in search_function mod = __import__('encodings.' + modname, fromlist=_import_tail, TypeError: _mock_import() got an unexpected keyword argument 'fromlist' ```",0,launching any app on the cloud from cli fails in master bug description currently users cannot run any apps from their cli due to the error shown below this error seems to be caused by how to reproduce the bug python gh repo clone lightning ai lightning cd lightning pip install e lightning run app examples app app py cloud traceback most recent call last file home aki pyenv versions lib multiprocessing process py line in bootstrap self run file home aki pyenv versions lib multiprocessing process py line in run self target self args self kwargs file home aki work github com lightning ai lightning src lightning app frontend web py line in start server uvicorn run app fastapi service host host port port log config log config root path root path file home aki work github com lightning ai lightning venv lib site packages uvicorn main py line in run server run file home aki work github com lightning ai lightning venv lib site packages uvicorn server py line in run return asyncio run self serve sockets sockets file home aki pyenv versions lib asyncio runners py line in run return loop run until complete main file uvloop loop pyx line in uvloop loop loop run until complete file home aki work github com lightning ai lightning venv lib site packages uvicorn server py line in serve await self startup sockets sockets file home aki work github com lightning ai lightning venv lib site packages uvicorn server py line in startup server await loop create server file uvloop loop pyx line in create server file uvloop loop pyx line in uvloop loop loop getaddrinfo file home aki pyenv versions lib encodings init py line in search function mod import encodings modname fromlist import tail typeerror mock import got an unexpected keyword argument fromlist ,0 78026,14942118771.0,IssuesEvent,2021-01-25 20:48:14,PyTorchLightning/pytorch-lightning,https://api.github.com/repos/PyTorchLightning/pytorch-lightning,closed,The state of the child `Metric` is not saved to the parent module's `state_dict`.,Metrics Priority P1 bug / fix help wanted with code,"## 🐛 Bug The state of the child `Metric` is not saved to the parent module's `state_dict`. ### To Reproduce ```python import pytorch_lightning as pl class BoringModel(pl.LightningModule): def __init__(self): super().__init__() self.metric = pl.metrics.Accuracy() self.metric.persistent(mode=True) model = BoringModel() print(model.metric.state_dict()) # OrderedDict([('correct', tensor(0)), ('total', tensor(0))]) print(model.state_dict()) # OrderedDict() ``` ### Expected behavior The output should be ```console OrderedDict([('correct', tensor(0)), ('total', tensor(0))]) OrderedDict([('metric.correct', tensor(0)), ('metric.total', tensor(0))]) ``` ### Environment - PyTorch Version (e.g., 1.0): 1.7.1+cpu - OS (e.g., Linux): - How you installed PyTorch (`conda`, `pip`, source): pip - Build command you used (if compiling from source): - Python version: 3.7.9 - CUDA/cuDNN version: - GPU models and configuration: - Any other relevant information: pytorch-lightning: 1.1.5 ### Additional context 1. The `args` and `kwargs` of `state_dict` are not passed to `super().state_dict` https://github.com/PyTorchLightning/pytorch-lightning/blob/27e2b7f251b77271a1db12b7360ea6d784b65a85/pytorch_lightning/metrics/metric.py#L289 2. The `prefix` is not added to the `key`s of the states. https://github.com/PyTorchLightning/pytorch-lightning/blob/27e2b7f251b77271a1db12b7360ea6d784b65a85/pytorch_lightning/metrics/metric.py#L293 Maybe we could change `Metric.state_dict` to ```python def state_dict(self, destination=None, prefix='', keep_vars=False): # Register metric states to be part of the state_dict destination = super().state_dict( destination=destination, prefix=prefix, keep_vars=keep_vars ) for key in self._defaults.keys(): if self._persistent[key]: current_val = getattr(self, key) if not keep_vars and torch.is_tensor(current_val): current_val = current_val.detach() destination[prefix + key] = current_val return destination ```",1.0,"The state of the child `Metric` is not saved to the parent module's `state_dict`. - ## 🐛 Bug The state of the child `Metric` is not saved to the parent module's `state_dict`. ### To Reproduce ```python import pytorch_lightning as pl class BoringModel(pl.LightningModule): def __init__(self): super().__init__() self.metric = pl.metrics.Accuracy() self.metric.persistent(mode=True) model = BoringModel() print(model.metric.state_dict()) # OrderedDict([('correct', tensor(0)), ('total', tensor(0))]) print(model.state_dict()) # OrderedDict() ``` ### Expected behavior The output should be ```console OrderedDict([('correct', tensor(0)), ('total', tensor(0))]) OrderedDict([('metric.correct', tensor(0)), ('metric.total', tensor(0))]) ``` ### Environment - PyTorch Version (e.g., 1.0): 1.7.1+cpu - OS (e.g., Linux): - How you installed PyTorch (`conda`, `pip`, source): pip - Build command you used (if compiling from source): - Python version: 3.7.9 - CUDA/cuDNN version: - GPU models and configuration: - Any other relevant information: pytorch-lightning: 1.1.5 ### Additional context 1. The `args` and `kwargs` of `state_dict` are not passed to `super().state_dict` https://github.com/PyTorchLightning/pytorch-lightning/blob/27e2b7f251b77271a1db12b7360ea6d784b65a85/pytorch_lightning/metrics/metric.py#L289 2. The `prefix` is not added to the `key`s of the states. https://github.com/PyTorchLightning/pytorch-lightning/blob/27e2b7f251b77271a1db12b7360ea6d784b65a85/pytorch_lightning/metrics/metric.py#L293 Maybe we could change `Metric.state_dict` to ```python def state_dict(self, destination=None, prefix='', keep_vars=False): # Register metric states to be part of the state_dict destination = super().state_dict( destination=destination, prefix=prefix, keep_vars=keep_vars ) for key in self._defaults.keys(): if self._persistent[key]: current_val = getattr(self, key) if not keep_vars and torch.is_tensor(current_val): current_val = current_val.detach() destination[prefix + key] = current_val return destination ```",0,the state of the child metric is not saved to the parent module s state dict 🐛 bug the state of the child metric is not saved to the parent module s state dict to reproduce python import pytorch lightning as pl class boringmodel pl lightningmodule def init self super init self metric pl metrics accuracy self metric persistent mode true model boringmodel print model metric state dict ordereddict print model state dict ordereddict expected behavior the output should be console ordereddict ordereddict environment pytorch version e g cpu os e g linux how you installed pytorch conda pip source pip build command you used if compiling from source python version cuda cudnn version gpu models and configuration any other relevant information pytorch lightning additional context the args and kwargs of state dict are not passed to super state dict the prefix is not added to the key s of the states maybe we could change metric state dict to python def state dict self destination none prefix keep vars false register metric states to be part of the state dict destination super state dict destination destination prefix prefix keep vars keep vars for key in self defaults keys if self persistent current val getattr self key if not keep vars and torch is tensor current val current val current val detach destination current val return destination ,0 9517,6338722571.0,IssuesEvent,2017-07-27 05:56:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Freelook shortcuts don't appear until they are used,bug topic:editor usability,"Godot 3.0 alpha1 official Windows 10 64 bits Shortcuts appear only if I USE freelook at least once during the session, and if I set them different keys they are taken into account. They disappear again in further sessions, but seem to remember what they were set to, and remain hidden until the keys get used. Reason why: they are used on the fly unlike ""retained"" shortcuts but I forgot to initialize them properly. woops ![image](https://user-images.githubusercontent.com/1311555/28649207-6bb4ca32-7273-11e7-8ca9-1988b14f0bac.png)",True,"Freelook shortcuts don't appear until they are used - Godot 3.0 alpha1 official Windows 10 64 bits Shortcuts appear only if I USE freelook at least once during the session, and if I set them different keys they are taken into account. They disappear again in further sessions, but seem to remember what they were set to, and remain hidden until the keys get used. Reason why: they are used on the fly unlike ""retained"" shortcuts but I forgot to initialize them properly. woops ![image](https://user-images.githubusercontent.com/1311555/28649207-6bb4ca32-7273-11e7-8ca9-1988b14f0bac.png)",1,freelook shortcuts don t appear until they are used godot official windows bits shortcuts appear only if i use freelook at least once during the session and if i set them different keys they are taken into account they disappear again in further sessions but seem to remember what they were set to and remain hidden until the keys get used reason why they are used on the fly unlike retained shortcuts but i forgot to initialize them properly woops ,1 679369,23230115301.0,IssuesEvent,2022-08-03 06:45:38,ut-issl/c2a-core,https://api.github.com/repos/ut-issl/c2a-core,opened,BC展開時に時間調整が発生したときのエラー扱いを再考する,priority::high,"## 概要 BC展開時に時間調整が発生したときのエラー扱いを再考する ## 詳細 - https://github.com/ut-issl/c2a-core/blob/cfd7781e8716cd7b4597c6ff746f9c3db1e7691a/System/EventManager/event_handler.c#L653-L660 - BC展開エラーはhighでいいが,時間調整はlowでもいい? - https://github.com/ut-issl/c2a-core/blob/cfd7781e8716cd7b4597c6ff746f9c3db1e7691a/Applications/timeline_command_dispatcher.c#L277-L286 - どうしましょう? ## close条件 考えて修正したら",1.0,"BC展開時に時間調整が発生したときのエラー扱いを再考する - ## 概要 BC展開時に時間調整が発生したときのエラー扱いを再考する ## 詳細 - https://github.com/ut-issl/c2a-core/blob/cfd7781e8716cd7b4597c6ff746f9c3db1e7691a/System/EventManager/event_handler.c#L653-L660 - BC展開エラーはhighでいいが,時間調整はlowでもいい? - https://github.com/ut-issl/c2a-core/blob/cfd7781e8716cd7b4597c6ff746f9c3db1e7691a/Applications/timeline_command_dispatcher.c#L277-L286 - どうしましょう? ## close条件 考えて修正したら",0,bc展開時に時間調整が発生したときのエラー扱いを再考する 概要 bc展開時に時間調整が発生したときのエラー扱いを再考する 詳細 bc展開エラーはhighでいいが,時間調整はlowでもいい? どうしましょう? close条件 考えて修正したら,0 178026,21509239355.0,IssuesEvent,2022-04-28 01:19:36,jainisking/MyTest,https://api.github.com/repos/jainisking/MyTest,closed,CVE-2017-12626 (High) detected in multiple libraries - autoclosed,security vulnerability,"## CVE-2017-12626 - High Severity Vulnerability
Vulnerable Libraries - poi-scratchpad-3.15.jar, poi-3.16.jar, poi-3.15.jar

poi-scratchpad-3.15.jar

Apache POI - Java API To Access Microsoft Format Files

Library home page: http://poi.apache.org/

Path to dependency file: MyTest/pom.xml

Path to vulnerable library: 20201014070535_IWZCUR/downloadResource_YKIDYI/20201014071042/poi-scratchpad-3.15.jar

Dependency Hierarchy: - :x: **poi-scratchpad-3.15.jar** (Vulnerable Library)

poi-3.16.jar

Apache POI - Java API To Access Microsoft Format Files

Library home page: http://poi.apache.org/

Path to dependency file: MyTest/pom.xml

Path to vulnerable library: 20201014070535_IWZCUR/downloadResource_YKIDYI/20201014071016/poi-3.16.jar

Dependency Hierarchy: - :x: **poi-3.16.jar** (Vulnerable Library)

poi-3.15.jar

Apache POI - Java API To Access Microsoft Format Files

Path to dependency file: MyTest/pom.xml

Path to vulnerable library: 20201014070535_IWZCUR/downloadResource_YKIDYI/20201014071042/poi-3.15.jar

Dependency Hierarchy: - :x: **poi-3.15.jar** (Vulnerable Library)

Found in HEAD commit: e5de90517a1184858b277fcf3eb6f530183ac30b

Vulnerability Details

Apache POI in versions prior to release 3.17 are vulnerable to Denial of Service Attacks: 1) Infinite Loops while parsing crafted WMF, EMF, MSG and macros (POI bugs 61338 and 61294), and 2) Out of Memory Exceptions while parsing crafted DOC, PPT and XLS (POI bugs 52372 and 61295).

Publish Date: 2018-01-29

URL: CVE-2017-12626

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://lists.apache.org/thread.html/453d9af5dbabaccd9afb58d27279a9dbfe8e35f4e5ea1645ddd6960b@%3Cdev.poi.apache.org%3E

Release Date: 2018-01-29

Fix Resolution: org.apache.poi:poi-scratchpad:3.17,org.apache.poi:poi:3.17

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2017-12626 (High) detected in multiple libraries - autoclosed - ## CVE-2017-12626 - High Severity Vulnerability
Vulnerable Libraries - poi-scratchpad-3.15.jar, poi-3.16.jar, poi-3.15.jar

poi-scratchpad-3.15.jar

Apache POI - Java API To Access Microsoft Format Files

Library home page: http://poi.apache.org/

Path to dependency file: MyTest/pom.xml

Path to vulnerable library: 20201014070535_IWZCUR/downloadResource_YKIDYI/20201014071042/poi-scratchpad-3.15.jar

Dependency Hierarchy: - :x: **poi-scratchpad-3.15.jar** (Vulnerable Library)

poi-3.16.jar

Apache POI - Java API To Access Microsoft Format Files

Library home page: http://poi.apache.org/

Path to dependency file: MyTest/pom.xml

Path to vulnerable library: 20201014070535_IWZCUR/downloadResource_YKIDYI/20201014071016/poi-3.16.jar

Dependency Hierarchy: - :x: **poi-3.16.jar** (Vulnerable Library)

poi-3.15.jar

Apache POI - Java API To Access Microsoft Format Files

Path to dependency file: MyTest/pom.xml

Path to vulnerable library: 20201014070535_IWZCUR/downloadResource_YKIDYI/20201014071042/poi-3.15.jar

Dependency Hierarchy: - :x: **poi-3.15.jar** (Vulnerable Library)

Found in HEAD commit: e5de90517a1184858b277fcf3eb6f530183ac30b

Vulnerability Details

Apache POI in versions prior to release 3.17 are vulnerable to Denial of Service Attacks: 1) Infinite Loops while parsing crafted WMF, EMF, MSG and macros (POI bugs 61338 and 61294), and 2) Out of Memory Exceptions while parsing crafted DOC, PPT and XLS (POI bugs 52372 and 61295).

Publish Date: 2018-01-29

URL: CVE-2017-12626

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://lists.apache.org/thread.html/453d9af5dbabaccd9afb58d27279a9dbfe8e35f4e5ea1645ddd6960b@%3Cdev.poi.apache.org%3E

Release Date: 2018-01-29

Fix Resolution: org.apache.poi:poi-scratchpad:3.17,org.apache.poi:poi:3.17

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in multiple libraries autoclosed cve high severity vulnerability vulnerable libraries poi scratchpad jar poi jar poi jar poi scratchpad jar apache poi java api to access microsoft format files library home page a href path to dependency file mytest pom xml path to vulnerable library iwzcur downloadresource ykidyi poi scratchpad jar dependency hierarchy x poi scratchpad jar vulnerable library poi jar apache poi java api to access microsoft format files library home page a href path to dependency file mytest pom xml path to vulnerable library iwzcur downloadresource ykidyi poi jar dependency hierarchy x poi jar vulnerable library poi jar apache poi java api to access microsoft format files path to dependency file mytest pom xml path to vulnerable library iwzcur downloadresource ykidyi poi jar dependency hierarchy x poi jar vulnerable library found in head commit a href vulnerability details apache poi in versions prior to release are vulnerable to denial of service attacks infinite loops while parsing crafted wmf emf msg and macros poi bugs and and out of memory exceptions while parsing crafted doc ppt and xls poi bugs and publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution org apache poi poi scratchpad org apache poi poi step up your open source security game with whitesource ,0 163787,20364154213.0,IssuesEvent,2022-02-21 02:13:49,mgh3326/fokin-weather,https://api.github.com/repos/mgh3326/fokin-weather,opened,CVE-2021-3664 (Medium) detected in url-parse-1.4.7.tgz,security vulnerability,"## CVE-2021-3664 - Medium Severity Vulnerability
Vulnerable Library - url-parse-1.4.7.tgz

Small footprint URL parser that works seamlessly across Node.js and browser environments

Library home page: https://registry.npmjs.org/url-parse/-/url-parse-1.4.7.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/url-parse/package.json

Dependency Hierarchy: - expo-39.0.4.tgz (Root Library) - expo-asset-8.2.0.tgz - :x: **url-parse-1.4.7.tgz** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

url-parse is vulnerable to URL Redirection to Untrusted Site

Publish Date: 2021-07-26

URL: CVE-2021-3664

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-3664

Release Date: 2021-07-26

Fix Resolution (url-parse): 1.5.2

Direct dependency fix Resolution (expo): 39.0.5

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2021-3664 (Medium) detected in url-parse-1.4.7.tgz - ## CVE-2021-3664 - Medium Severity Vulnerability
Vulnerable Library - url-parse-1.4.7.tgz

Small footprint URL parser that works seamlessly across Node.js and browser environments

Library home page: https://registry.npmjs.org/url-parse/-/url-parse-1.4.7.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/url-parse/package.json

Dependency Hierarchy: - expo-39.0.4.tgz (Root Library) - expo-asset-8.2.0.tgz - :x: **url-parse-1.4.7.tgz** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

url-parse is vulnerable to URL Redirection to Untrusted Site

Publish Date: 2021-07-26

URL: CVE-2021-3664

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-3664

Release Date: 2021-07-26

Fix Resolution (url-parse): 1.5.2

Direct dependency fix Resolution (expo): 39.0.5

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in url parse tgz cve medium severity vulnerability vulnerable library url parse tgz small footprint url parser that works seamlessly across node js and browser environments library home page a href path to dependency file package json path to vulnerable library node modules url parse package json dependency hierarchy expo tgz root library expo asset tgz x url parse tgz vulnerable library found in base branch master vulnerability details url parse is vulnerable to url redirection to untrusted site publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact low availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution url parse direct dependency fix resolution expo step up your open source security game with whitesource ,0 6617,4386684561.0,IssuesEvent,2016-08-08 13:40:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Ability to resize VS nodes ,enhancement topic:visualscript usability,"**Operating system or device - Godot version:** 72748d1363d090f33d5ca6b9c00142b5e8f7d78f **Issue description** (what happened, and what was expected): Currently usually VS nodes takes a lot of space horizontally, while not so much vertically. ![topdown1](https://cloud.githubusercontent.com/assets/6129594/17481558/19546f64-5d7e-11e6-9a39-a5f4aca940f8.png) I think we could use this space better if we could resize VS nodes to have non standard sizes. In this scenario content of the VS node could be broken into multiple lines dynamically. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Ability to resize VS nodes - **Operating system or device - Godot version:** 72748d1363d090f33d5ca6b9c00142b5e8f7d78f **Issue description** (what happened, and what was expected): Currently usually VS nodes takes a lot of space horizontally, while not so much vertically. ![topdown1](https://cloud.githubusercontent.com/assets/6129594/17481558/19546f64-5d7e-11e6-9a39-a5f4aca940f8.png) I think we could use this space better if we could resize VS nodes to have non standard sizes. In this scenario content of the VS node could be broken into multiple lines dynamically. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,ability to resize vs nodes operating system or device godot version issue description what happened and what was expected currently usually vs nodes takes a lot of space horizontally while not so much vertically i think we could use this space better if we could resize vs nodes to have non standard sizes in this scenario content of the vs node could be broken into multiple lines dynamically steps to reproduce link to minimal example project optional but very welcome ,1 9106,6148633469.0,IssuesEvent,2017-06-27 18:16:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Open Godot's windows at a better position,bug platform:windows topic:editor topic:porting usability,"Tested on Godot 2.0.4, Windows 10 64 bits: When any Godot window opens (project manager, editor or games), it appears on the top-left of the screen, and if you happen to have your taskbar on top, the title bar appears under it. ![godot_window_under_taskbar](https://cloud.githubusercontent.com/assets/1311555/16714005/5f929650-46b7-11e6-8acb-a1b7f2de12f9.png) There is a `game window placement` parameter, but 1) it is in editor settings, 2) it's only for games, 3) it doesn't affects the exported game. So I fixed this in my game by directly writing this script in auto-load to center the window, so it won't annoy players: ``` gdscript extends Node func _ready(): # Center window on screen var screen_size = OS.get_screen_size(OS.get_current_screen()) var window_size = OS.get_window_size() var centered_pos = (screen_size - window_size) / 2 OS.set_window_position(centered_pos) # Note: not tested on mobile platforms, # should do nothing in that case because it's fullscreen anyway ``` The window still blinkes on the top-left when it opens, but at least it is repositionned after. But the project manager and editor still have this issue. I would suggest they appear at the center of the screen, like Unity3D does with its project manager. This could be a common feature between tools and games, like, have an option for how the window should be placed when it is created on PCs. Because resolutions vary, it could be specified as an anchor or ratios. ",True,"Open Godot's windows at a better position - Tested on Godot 2.0.4, Windows 10 64 bits: When any Godot window opens (project manager, editor or games), it appears on the top-left of the screen, and if you happen to have your taskbar on top, the title bar appears under it. ![godot_window_under_taskbar](https://cloud.githubusercontent.com/assets/1311555/16714005/5f929650-46b7-11e6-8acb-a1b7f2de12f9.png) There is a `game window placement` parameter, but 1) it is in editor settings, 2) it's only for games, 3) it doesn't affects the exported game. So I fixed this in my game by directly writing this script in auto-load to center the window, so it won't annoy players: ``` gdscript extends Node func _ready(): # Center window on screen var screen_size = OS.get_screen_size(OS.get_current_screen()) var window_size = OS.get_window_size() var centered_pos = (screen_size - window_size) / 2 OS.set_window_position(centered_pos) # Note: not tested on mobile platforms, # should do nothing in that case because it's fullscreen anyway ``` The window still blinkes on the top-left when it opens, but at least it is repositionned after. But the project manager and editor still have this issue. I would suggest they appear at the center of the screen, like Unity3D does with its project manager. This could be a common feature between tools and games, like, have an option for how the window should be placed when it is created on PCs. Because resolutions vary, it could be specified as an anchor or ratios. ",1,open godot s windows at a better position tested on godot windows bits when any godot window opens project manager editor or games it appears on the top left of the screen and if you happen to have your taskbar on top the title bar appears under it there is a game window placement parameter but it is in editor settings it s only for games it doesn t affects the exported game so i fixed this in my game by directly writing this script in auto load to center the window so it won t annoy players gdscript extends node func ready center window on screen var screen size os get screen size os get current screen var window size os get window size var centered pos screen size window size os set window position centered pos note not tested on mobile platforms should do nothing in that case because it s fullscreen anyway the window still blinkes on the top left when it opens but at least it is repositionned after but the project manager and editor still have this issue i would suggest they appear at the center of the screen like does with its project manager this could be a common feature between tools and games like have an option for how the window should be placed when it is created on pcs because resolutions vary it could be specified as an anchor or ratios ,1 129519,18102560882.0,IssuesEvent,2021-09-22 15:34:48,RonaldMariah/muggh-dotnet-bootcamp,https://api.github.com/repos/RonaldMariah/muggh-dotnet-bootcamp,closed,CVE-2020-1045 (High) detected in microsoft.aspnetcore.http.2.1.0.nupkg - autoclosed,security vulnerability,"## CVE-2020-1045 - High Severity Vulnerability
Vulnerable Library - microsoft.aspnetcore.http.2.1.0.nupkg

ASP.NET Core default HTTP feature implementations.

Library home page: https://api.nuget.org/packages/microsoft.aspnetcore.http.2.1.0.nupkg

Path to dependency file: muggh-dotnet-bootcamp/MUGGH_DOTNET_BOOTCAMP/MUGGH_DOTNET_BOOTCAMP/MUGGH_DOTNET_BOOTCAMP.csproj

Path to vulnerable library: /home/wss-scanner/.nuget/packages/microsoft.aspnetcore.http/2.1.0/microsoft.aspnetcore.http.2.1.0.nupkg

Dependency Hierarchy: - microsoft.net.sdk.functions.3.0.13.nupkg (Root Library) - microsoft.azure.webjobs.extensions.http.3.0.2.nupkg - :x: **microsoft.aspnetcore.http.2.1.0.nupkg** (Vulnerable Library)

Found in HEAD commit: 6ce956b940227716ada45d6343025d64a0cf2cc3

Found in base branch: main

Vulnerability Details

A security feature bypass vulnerability exists in the way Microsoft ASP.NET Core parses encoded cookie names.The ASP.NET Core cookie parser decodes entire cookie strings which could allow a malicious attacker to set a second cookie with the name being percent encoded.The security update addresses the vulnerability by fixing the way the ASP.NET Core cookie parser handles encoded names., aka 'Microsoft ASP.NET Core Security Feature Bypass Vulnerability'.

Publish Date: 2020-09-11

URL: CVE-2020-1045

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: High - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/dotnet/announcements/issues/165

Release Date: 2020-10-02

Fix Resolution: Microsoft.AspNetCore.App - 2.1.22, Microsoft.AspNetCore.All - 2.1.22,Microsoft.NETCore.App - 2.1.22, Microsoft.AspNetCore.Http - 2.1.22

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2020-1045 (High) detected in microsoft.aspnetcore.http.2.1.0.nupkg - autoclosed - ## CVE-2020-1045 - High Severity Vulnerability
Vulnerable Library - microsoft.aspnetcore.http.2.1.0.nupkg

ASP.NET Core default HTTP feature implementations.

Library home page: https://api.nuget.org/packages/microsoft.aspnetcore.http.2.1.0.nupkg

Path to dependency file: muggh-dotnet-bootcamp/MUGGH_DOTNET_BOOTCAMP/MUGGH_DOTNET_BOOTCAMP/MUGGH_DOTNET_BOOTCAMP.csproj

Path to vulnerable library: /home/wss-scanner/.nuget/packages/microsoft.aspnetcore.http/2.1.0/microsoft.aspnetcore.http.2.1.0.nupkg

Dependency Hierarchy: - microsoft.net.sdk.functions.3.0.13.nupkg (Root Library) - microsoft.azure.webjobs.extensions.http.3.0.2.nupkg - :x: **microsoft.aspnetcore.http.2.1.0.nupkg** (Vulnerable Library)

Found in HEAD commit: 6ce956b940227716ada45d6343025d64a0cf2cc3

Found in base branch: main

Vulnerability Details

A security feature bypass vulnerability exists in the way Microsoft ASP.NET Core parses encoded cookie names.The ASP.NET Core cookie parser decodes entire cookie strings which could allow a malicious attacker to set a second cookie with the name being percent encoded.The security update addresses the vulnerability by fixing the way the ASP.NET Core cookie parser handles encoded names., aka 'Microsoft ASP.NET Core Security Feature Bypass Vulnerability'.

Publish Date: 2020-09-11

URL: CVE-2020-1045

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: High - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/dotnet/announcements/issues/165

Release Date: 2020-10-02

Fix Resolution: Microsoft.AspNetCore.App - 2.1.22, Microsoft.AspNetCore.All - 2.1.22,Microsoft.NETCore.App - 2.1.22, Microsoft.AspNetCore.Http - 2.1.22

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in microsoft aspnetcore http nupkg autoclosed cve high severity vulnerability vulnerable library microsoft aspnetcore http nupkg asp net core default http feature implementations library home page a href path to dependency file muggh dotnet bootcamp muggh dotnet bootcamp muggh dotnet bootcamp muggh dotnet bootcamp csproj path to vulnerable library home wss scanner nuget packages microsoft aspnetcore http microsoft aspnetcore http nupkg dependency hierarchy microsoft net sdk functions nupkg root library microsoft azure webjobs extensions http nupkg x microsoft aspnetcore http nupkg vulnerable library found in head commit a href found in base branch main vulnerability details a security feature bypass vulnerability exists in the way microsoft asp net core parses encoded cookie names the asp net core cookie parser decodes entire cookie strings which could allow a malicious attacker to set a second cookie with the name being percent encoded the security update addresses the vulnerability by fixing the way the asp net core cookie parser handles encoded names aka microsoft asp net core security feature bypass vulnerability publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact high availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution microsoft aspnetcore app microsoft aspnetcore all microsoft netcore app microsoft aspnetcore http step up your open source security game with whitesource ,0 15321,9958420880.0,IssuesEvent,2019-07-05 21:02:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"More consistent entries under the ""Scene"" submenu",feature proposal topic:editor usability,"In my opinion ""Project Settings"", ""Quit to Project List"" and ""Quit"" don't belong to the ""Scene"" submenu. Yes, there are separators between them and the other entries but those functions have nothing to do with scenes. It's especially bad in the case of ""Project Settings"" - who'd look for (universal) project settings in the menu for a (partial) scene? I suggest those entries are moved to a ""Project"" submenu, for additional consistency. ",True,"More consistent entries under the ""Scene"" submenu - In my opinion ""Project Settings"", ""Quit to Project List"" and ""Quit"" don't belong to the ""Scene"" submenu. Yes, there are separators between them and the other entries but those functions have nothing to do with scenes. It's especially bad in the case of ""Project Settings"" - who'd look for (universal) project settings in the menu for a (partial) scene? I suggest those entries are moved to a ""Project"" submenu, for additional consistency. ",1,more consistent entries under the scene submenu in my opinion project settings quit to project list and quit don t belong to the scene submenu yes there are separators between them and the other entries but those functions have nothing to do with scenes it s especially bad in the case of project settings who d look for universal project settings in the menu for a partial scene i suggest those entries are moved to a project submenu for additional consistency ,1 44850,12406910841.0,IssuesEvent,2020-05-21 20:02:40,DiceMaster/dudge,https://api.github.com/repos/DiceMaster/dudge,closed,"Убрать панели с задачами со страниц, на которых в них нет необходимости",Priority-Medium Type-Defect auto-migrated,"``` Панель content-panel не должна подгружаться на странице с архивом задач. Задать условие, которое будет определять необходимость отображения задач олимпиады и списка открытых соревнований. ``` Original issue reported on code.google.com by `dfk...@mail.ru` on 21 Nov 2014 at 7:15 ",1.0,"Убрать панели с задачами со страниц, на которых в них нет необходимости - ``` Панель content-panel не должна подгружаться на странице с архивом задач. Задать условие, которое будет определять необходимость отображения задач олимпиады и списка открытых соревнований. ``` Original issue reported on code.google.com by `dfk...@mail.ru` on 21 Nov 2014 at 7:15 ",0,убрать панели с задачами со страниц на которых в них нет необходимости панель content panel не должна подгружаться на странице с архивом задач задать условие которое будет определять необходимость отображения задач олимпиады и списка открытых соревнований original issue reported on code google com by dfk mail ru on nov at ,0 15984,10466378376.0,IssuesEvent,2019-09-21 18:27:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Drag&Drop nodes from scene tree dock into script editor,enhancement topic:editor usability,"This would be a huge time saver if implemented right. Admit it, the most annoying part is to find nodes by their names from script, especially when scene tree is huge, and when you're moving around nodes and constantly changing layout. Current solution is node groups that are hard to keep track of, but I think there is a better way. I'm suggesting the ability to drag and drop nodes into script (or right click inside script editor) , but it can be split into three main problems: - basically inserting get_node("""") statement into the code and filling in node path automatically. - making scripteditorplugin change all of them whenever a node is being moved or removed. - for convenience get_node("""") statement that is recognized can be replaced with a button (inside of script editor of course), inside of which are node icon and node name. Pressing on it would select that particular node. I would implement this feature myself but still figuring out how drag&drop was implemented across the editor. ",True,"Drag&Drop nodes from scene tree dock into script editor - This would be a huge time saver if implemented right. Admit it, the most annoying part is to find nodes by their names from script, especially when scene tree is huge, and when you're moving around nodes and constantly changing layout. Current solution is node groups that are hard to keep track of, but I think there is a better way. I'm suggesting the ability to drag and drop nodes into script (or right click inside script editor) , but it can be split into three main problems: - basically inserting get_node("""") statement into the code and filling in node path automatically. - making scripteditorplugin change all of them whenever a node is being moved or removed. - for convenience get_node("""") statement that is recognized can be replaced with a button (inside of script editor of course), inside of which are node icon and node name. Pressing on it would select that particular node. I would implement this feature myself but still figuring out how drag&drop was implemented across the editor. ",1,drag drop nodes from scene tree dock into script editor this would be a huge time saver if implemented right admit it the most annoying part is to find nodes by their names from script especially when scene tree is huge and when you re moving around nodes and constantly changing layout current solution is node groups that are hard to keep track of but i think there is a better way i m suggesting the ability to drag and drop nodes into script or right click inside script editor but it can be split into three main problems basically inserting get node statement into the code and filling in node path automatically making scripteditorplugin change all of them whenever a node is being moved or removed for convenience get node statement that is recognized can be replaced with a button inside of script editor of course inside of which are node icon and node name pressing on it would select that particular node i would implement this feature myself but still figuring out how drag drop was implemented across the editor ,1 5539,3952524230.0,IssuesEvent,2016-04-29 09:13:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,List of scenes,feature proposal topic:editor usability,"It would be great to have a list of scenes, they don't have to be opened, just for faster access. Thanks.",True,"List of scenes - It would be great to have a list of scenes, they don't have to be opened, just for faster access. Thanks.",1,list of scenes it would be great to have a list of scenes they don t have to be opened just for faster access thanks ,1 181996,6665875448.0,IssuesEvent,2017-10-03 04:44:55,HelpyTeam/HelpyWeb,https://api.github.com/repos/HelpyTeam/HelpyWeb,opened,Implement for Get Conversation,Front-end priority/2 To-do,"# Overview After select user to chat with, the conversation view load in the central layout # Target - [ ] Implementation theGet Conversation function",1.0,"Implement for Get Conversation - # Overview After select user to chat with, the conversation view load in the central layout # Target - [ ] Implementation theGet Conversation function",0,implement for get conversation overview after select user to chat with the conversation view load in the central layout target implementation theget conversation function,0 70565,15087988555.0,IssuesEvent,2021-02-05 23:25:41,TechnoConserve/personal_website,https://api.github.com/repos/TechnoConserve/personal_website,opened,CVE-2020-35655 (Medium) detected in Pillow-6.2.2-cp27-cp27mu-manylinux1_x86_64.whl,security vulnerability,"## CVE-2020-35655 - Medium Severity Vulnerability
Vulnerable Library - Pillow-6.2.2-cp27-cp27mu-manylinux1_x86_64.whl

Python Imaging Library (Fork)

Library home page: https://files.pythonhosted.org/packages/12/ad/61f8dfba88c4e56196bf6d056cdbba64dc9c5dfdfbc97d02e6472feed913/Pillow-6.2.2-cp27-cp27mu-manylinux1_x86_64.whl

Path to dependency file: personal_website/requirements.txt

Path to vulnerable library: personal_website/requirements.txt

Dependency Hierarchy: - :x: **Pillow-6.2.2-cp27-cp27mu-manylinux1_x86_64.whl** (Vulnerable Library)

Found in HEAD commit: ae1b99a0f747fe02c68548331e8e39042b28bc81

Found in base branch: master

Vulnerability Details

In Pillow before 8.1.0, SGIRleDecode has a 4-byte buffer over-read when decoding crafted SGI RLE image files because offsets and length tables are mishandled.

Publish Date: 2021-01-12

URL: CVE-2020-35655

CVSS 3 Score Details (5.4)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: None - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2020-35655

Release Date: 2021-01-12

Fix Resolution: 8.1.0

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2020-35655 (Medium) detected in Pillow-6.2.2-cp27-cp27mu-manylinux1_x86_64.whl - ## CVE-2020-35655 - Medium Severity Vulnerability
Vulnerable Library - Pillow-6.2.2-cp27-cp27mu-manylinux1_x86_64.whl

Python Imaging Library (Fork)

Library home page: https://files.pythonhosted.org/packages/12/ad/61f8dfba88c4e56196bf6d056cdbba64dc9c5dfdfbc97d02e6472feed913/Pillow-6.2.2-cp27-cp27mu-manylinux1_x86_64.whl

Path to dependency file: personal_website/requirements.txt

Path to vulnerable library: personal_website/requirements.txt

Dependency Hierarchy: - :x: **Pillow-6.2.2-cp27-cp27mu-manylinux1_x86_64.whl** (Vulnerable Library)

Found in HEAD commit: ae1b99a0f747fe02c68548331e8e39042b28bc81

Found in base branch: master

Vulnerability Details

In Pillow before 8.1.0, SGIRleDecode has a 4-byte buffer over-read when decoding crafted SGI RLE image files because offsets and length tables are mishandled.

Publish Date: 2021-01-12

URL: CVE-2020-35655

CVSS 3 Score Details (5.4)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: None - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2020-35655

Release Date: 2021-01-12

Fix Resolution: 8.1.0

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in pillow whl cve medium severity vulnerability vulnerable library pillow whl python imaging library fork library home page a href path to dependency file personal website requirements txt path to vulnerable library personal website requirements txt dependency hierarchy x pillow whl vulnerable library found in head commit a href found in base branch master vulnerability details in pillow before sgirledecode has a byte buffer over read when decoding crafted sgi rle image files because offsets and length tables are mishandled publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction required scope unchanged impact metrics confidentiality impact low integrity impact none availability impact low for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution step up your open source security game with whitesource ,0 781329,27433309387.0,IssuesEvent,2023-03-02 04:24:44,GSM-MSG/GCMS-iOS,https://api.github.com/repos/GSM-MSG/GCMS-iOS,closed,전공동아리나 자율동아리를 두개이상 만들려고 하면 나는 에러메세지가 이상합니다!,0️⃣Priority: Critical 🐞 BugFix,"전공동아리나 자율동아리를 두개이상 만들려고 하면 나는 에러메세지가 이상합니다! 인터넷이 연결되지 않습니다라는 오류가 뜹니다 이 오류 대신에 전공동아리 또는 자율동아리가 이미 있습니다 같은 에러메시지로 변경 부탁드립니다",1.0,"전공동아리나 자율동아리를 두개이상 만들려고 하면 나는 에러메세지가 이상합니다! - 전공동아리나 자율동아리를 두개이상 만들려고 하면 나는 에러메세지가 이상합니다! 인터넷이 연결되지 않습니다라는 오류가 뜹니다 이 오류 대신에 전공동아리 또는 자율동아리가 이미 있습니다 같은 에러메시지로 변경 부탁드립니다",0,전공동아리나 자율동아리를 두개이상 만들려고 하면 나는 에러메세지가 이상합니다 전공동아리나 자율동아리를 두개이상 만들려고 하면 나는 에러메세지가 이상합니다 인터넷이 연결되지 않습니다라는 오류가 뜹니다 이 오류 대신에 전공동아리 또는 자율동아리가 이미 있습니다 같은 에러메시지로 변경 부탁드립니다,0 26306,26677129998.0,IssuesEvent,2023-01-26 15:03:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Android: Pressing Back button exits the editor when running the project,bug platform:android topic:editor confirmed usability,"___ ***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.* ___ ### Godot version V3.5 and 4.0 ### System information Android 11 ### Issue description When playing a scene whole Godot editor turns of when pressing a back button I just want to close palyed scene and go back to the editor but i can't Sometimes it's working normal and I'm going back to the editor and sometimes not I think that there should be on screen floating button to close the scene and that would be good solution or even opening it as a separate app ### Steps to reproduce I have no idea looks like it's random ### Minimal reproduction project _No response_",True,"Android: Pressing Back button exits the editor when running the project - ___ ***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.* ___ ### Godot version V3.5 and 4.0 ### System information Android 11 ### Issue description When playing a scene whole Godot editor turns of when pressing a back button I just want to close palyed scene and go back to the editor but i can't Sometimes it's working normal and I'm going back to the editor and sometimes not I think that there should be on screen floating button to close the scene and that would be good solution or even opening it as a separate app ### Steps to reproduce I have no idea looks like it's random ### Minimal reproduction project _No response_",1,android pressing back button exits the editor when running the project bugsquad note this issue has been confirmed several times already no need to confirm it further godot version and system information android issue description when playing a scene whole godot editor turns of when pressing a back button i just want to close palyed scene and go back to the editor but i can t sometimes it s working normal and i m going back to the editor and sometimes not i think that there should be on screen floating button to close the scene and that would be good solution or even opening it as a separate app steps to reproduce i have no idea looks like it s random minimal reproduction project no response ,1 748,3219396620.0,IssuesEvent,2015-10-08 09:29:10,JoaoGFarias/string_processing_algorithms_in_c_and_python,https://api.github.com/repos/JoaoGFarias/string_processing_algorithms_in_c_and_python,opened,[Projeto 1] Roadmap,process,"* 0.1 - Reescrever KMP e Wu-Manber em C/C++ * 0.2 - Criar frontend para requisitos mínimos. I/O burro. * 0.3 - I/O inteligente * 0.4 - KMP paralelo para 1 texto e n padrões * 0.5 - Opção ignore-case * 1.0 - KMP paralelo para m textos e n padrões",1.0,"[Projeto 1] Roadmap - * 0.1 - Reescrever KMP e Wu-Manber em C/C++ * 0.2 - Criar frontend para requisitos mínimos. I/O burro. * 0.3 - I/O inteligente * 0.4 - KMP paralelo para 1 texto e n padrões * 0.5 - Opção ignore-case * 1.0 - KMP paralelo para m textos e n padrões",0, roadmap reescrever kmp e wu manber em c c criar frontend para requisitos mínimos i o burro i o inteligente kmp paralelo para texto e n padrões opção ignore case kmp paralelo para m textos e n padrões,0 13391,8435208812.0,IssuesEvent,2018-10-17 12:33:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Mono: Provide a friendly way to declare custom signals,enhancement topic:mono usability,"To mirror [this issue](https://github.com/neikeq/GodotSharp/issues/5) here, ~~at some point this was possible through `add_user_signal` but that function has been removed, and AFAIK there is no alternative way to define a signal.~~",True,"Mono: Provide a friendly way to declare custom signals - To mirror [this issue](https://github.com/neikeq/GodotSharp/issues/5) here, ~~at some point this was possible through `add_user_signal` but that function has been removed, and AFAIK there is no alternative way to define a signal.~~",1,mono provide a friendly way to declare custom signals to mirror here at some point this was possible through add user signal but that function has been removed and afaik there is no alternative way to define a signal ,1 6249,4194709301.0,IssuesEvent,2016-06-25 07:49:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Make tscn the default format for better text processors / SVCs compatibility?,discussion topic:editor usability,Shouldn't the new tscn format be default over the binary scn?,True,Make tscn the default format for better text processors / SVCs compatibility? - Shouldn't the new tscn format be default over the binary scn?,1,make tscn the default format for better text processors svcs compatibility shouldn t the new tscn format be default over the binary scn ,1 3507,3476096606.0,IssuesEvent,2015-12-26 13:27:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Better allign for Public Methods list in API doc,enhancement topic:editor usability,"Usually when we look for methods we tend to search them by name not their return datatype. I suggest change type of text alignment as on mock-up: ![doc_text_align](https://cloud.githubusercontent.com/assets/6152134/11312499/bfe9bf4e-8fd6-11e5-8c8f-4ffc6fba5b3c.jpg) ",True,"Better allign for Public Methods list in API doc - Usually when we look for methods we tend to search them by name not their return datatype. I suggest change type of text alignment as on mock-up: ![doc_text_align](https://cloud.githubusercontent.com/assets/6152134/11312499/bfe9bf4e-8fd6-11e5-8c8f-4ffc6fba5b3c.jpg) ",1,better allign for public methods list in api doc usually when we look for methods we tend to search them by name not their return datatype i suggest change type of text alignment as on mock up ,1 125670,12265724191.0,IssuesEvent,2020-05-07 07:42:47,mattermost/mattermost-developer-documentation,https://api.github.com/repos/mattermost/mattermost-developer-documentation,closed,Request for Documentation: test,Needs Documentation,"Mattermost user `matt` from https://community.mattermost.com has requested the following be documented: ``` Daily Reminder: * asdf * (May 7, 2020 at 03:42) ``` See the original post [here](https://community.mattermost.com/_redirect/pl/8uzsksa6otn5dbw987j873urph). _This issue was generated from [Mattermost](https://mattermost.com) using the [Doc Up](https://github.com/jwilander/mattermost-plugin-docup) plugin._",1.0,"Request for Documentation: test - Mattermost user `matt` from https://community.mattermost.com has requested the following be documented: ``` Daily Reminder: * asdf * (May 7, 2020 at 03:42) ``` See the original post [here](https://community.mattermost.com/_redirect/pl/8uzsksa6otn5dbw987j873urph). _This issue was generated from [Mattermost](https://mattermost.com) using the [Doc Up](https://github.com/jwilander/mattermost-plugin-docup) plugin._",0,request for documentation test mattermost user matt from has requested the following be documented daily reminder asdf may at see the original post this issue was generated from using the plugin ,0 21147,16593692793.0,IssuesEvent,2021-06-01 10:51:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tilemap collisions not showing with 'visible collision shapes' in 3.3,discussion enhancement topic:2d topic:core usability,"**Godot version:** 3.3 stable **OS/device including version:** Linux mint mate 19 64 bit **Issue description:** This is Godot 3.2.3 with debug/visible collisions showing all the tiles that have collision shapes, plus the player kinematic body spaceship hiding at the bottom right ![image](https://user-images.githubusercontent.com/12863685/117782312-673f1700-b239-11eb-8233-ac9ba70ffe26.png) This is 3.3. It has forgotten to include tilemap collision shapes. The only collision shape you see is the kinematic body. ![image](https://user-images.githubusercontent.com/12863685/117782903-f9dfb600-b239-11eb-9c51-6326a1ed07b2.png) It is the same project. **Steps to reproduce:** 1. create a tilemap 2. add a tileset with collisions 3. enable visible collisions 4. profit **Minimal reproduction project:** See my comment below with code. ",True,"Tilemap collisions not showing with 'visible collision shapes' in 3.3 - **Godot version:** 3.3 stable **OS/device including version:** Linux mint mate 19 64 bit **Issue description:** This is Godot 3.2.3 with debug/visible collisions showing all the tiles that have collision shapes, plus the player kinematic body spaceship hiding at the bottom right ![image](https://user-images.githubusercontent.com/12863685/117782312-673f1700-b239-11eb-8233-ac9ba70ffe26.png) This is 3.3. It has forgotten to include tilemap collision shapes. The only collision shape you see is the kinematic body. ![image](https://user-images.githubusercontent.com/12863685/117782903-f9dfb600-b239-11eb-9c51-6326a1ed07b2.png) It is the same project. **Steps to reproduce:** 1. create a tilemap 2. add a tileset with collisions 3. enable visible collisions 4. profit **Minimal reproduction project:** See my comment below with code. ",1,tilemap collisions not showing with visible collision shapes in godot version stable os device including version linux mint mate bit issue description this is godot with debug visible collisions showing all the tiles that have collision shapes plus the player kinematic body spaceship hiding at the bottom right this is it has forgotten to include tilemap collision shapes the only collision shape you see is the kinematic body it is the same project steps to reproduce create a tilemap add a tileset with collisions enable visible collisions profit minimal reproduction project see my comment below with code ,1 17986,12466409098.0,IssuesEvent,2020-05-28 15:26:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Feature Request: Change order of elements in export (Array),feature proposal topic:editor usability,"I am using Godot Engine v3.2.dev.calinou.0985d5fa9 on Windows 10 Export arrays in the inspector are great! But it can be a pain when you add a lot of elements, then realize you need to insert another element at a certain index. Right now the only way to do that is to erase every element until you reach that index, insert the new element, then re-add every element. There are a few ways to add this, for example: -arrows next to the element index number to move it up or down the array -Being able to drag the elements to sort them (however would not work with more than 1 page) -Editable index number that will re-arrange elements according to the number you change it to -""Insert at index #"" option at top of the array If there are any better ways then I'm all for it! ",True,"Feature Request: Change order of elements in export (Array) - I am using Godot Engine v3.2.dev.calinou.0985d5fa9 on Windows 10 Export arrays in the inspector are great! But it can be a pain when you add a lot of elements, then realize you need to insert another element at a certain index. Right now the only way to do that is to erase every element until you reach that index, insert the new element, then re-add every element. There are a few ways to add this, for example: -arrows next to the element index number to move it up or down the array -Being able to drag the elements to sort them (however would not work with more than 1 page) -Editable index number that will re-arrange elements according to the number you change it to -""Insert at index #"" option at top of the array If there are any better ways then I'm all for it! ",1,feature request change order of elements in export array i am using godot engine dev calinou on windows export arrays in the inspector are great but it can be a pain when you add a lot of elements then realize you need to insert another element at a certain index right now the only way to do that is to erase every element until you reach that index insert the new element then re add every element there are a few ways to add this for example arrows next to the element index number to move it up or down the array being able to drag the elements to sort them however would not work with more than page editable index number that will re arrange elements according to the number you change it to insert at index option at top of the array if there are any better ways then i m all for it ,1 264944,8328549100.0,IssuesEvent,2018-09-27 01:28:49,openshiftio/openshift.io,https://api.github.com/repos/openshiftio/openshift.io,reopened,Wrong error message if you are not authorize to login,SEV3-medium area/auth priority/P4 team/auth type/bug,"Steps: - Try to login with user name/password(which is not authorize to use openshift.io) - You get error message ""you are not authorize to login"" - Now do a browser back - You get a message ""You are already logged in"" ![peek 2018-05-11 12-28](https://user-images.githubusercontent.com/34271052/39910973-3ac658a0-5517-11e8-8134-1317f9c9ce57.gif) ",1.0,"Wrong error message if you are not authorize to login - Steps: - Try to login with user name/password(which is not authorize to use openshift.io) - You get error message ""you are not authorize to login"" - Now do a browser back - You get a message ""You are already logged in"" ![peek 2018-05-11 12-28](https://user-images.githubusercontent.com/34271052/39910973-3ac658a0-5517-11e8-8134-1317f9c9ce57.gif) ",0,wrong error message if you are not authorize to login steps try to login with user name password which is not authorize to use openshift io you get error message you are not authorize to login now do a browser back you get a message you are already logged in ,0 17988,12466659856.0,IssuesEvent,2020-05-28 15:48:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,It's impossible to force opening a scene automatically even if dependencies are missing,feature proposal topic:editor usability,"Godot 3.2 beta2 In an attempt to isolate a bug, I ended up cloning a big scene to open in another clean project, which means its dependencies were missing (textures, scene instances that I however don't care about etc). I was expecting to be able to open it, with all dependencies resolving to null or placeholder nodes. However Godot doesn't let me open it, at all. I have two options: - Create dummy scenes and resources, and go through the Dependencies dialog to manually fix them with placeholders - Copy my entire project and attempt to delete things while the big scene is open. Both are quite tedious... would it be possible to force open with placeholders/nulls?",True,"It's impossible to force opening a scene automatically even if dependencies are missing - Godot 3.2 beta2 In an attempt to isolate a bug, I ended up cloning a big scene to open in another clean project, which means its dependencies were missing (textures, scene instances that I however don't care about etc). I was expecting to be able to open it, with all dependencies resolving to null or placeholder nodes. However Godot doesn't let me open it, at all. I have two options: - Create dummy scenes and resources, and go through the Dependencies dialog to manually fix them with placeholders - Copy my entire project and attempt to delete things while the big scene is open. Both are quite tedious... would it be possible to force open with placeholders/nulls?",1,it s impossible to force opening a scene automatically even if dependencies are missing godot in an attempt to isolate a bug i ended up cloning a big scene to open in another clean project which means its dependencies were missing textures scene instances that i however don t care about etc i was expecting to be able to open it with all dependencies resolving to null or placeholder nodes however godot doesn t let me open it at all i have two options create dummy scenes and resources and go through the dependencies dialog to manually fix them with placeholders copy my entire project and attempt to delete things while the big scene is open both are quite tedious would it be possible to force open with placeholders nulls ,1 15607,10164257694.0,IssuesEvent,2019-08-07 11:13:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Keep Camera2D's Drag MarginH/V Enabled off by default,topic:core usability," **Godot version:** aa5b99821b23d74eafb49f4b0d2d86fe693a903c **Issue description:** On more than one occasion, while assisting people in the discord server, someone will come in wondering why, no matter what they do, their camera2D simply will not move. After going through a number of troubleshooting questions, with changing just about everything possible, with recreating the scripts and nodes and setting up signals, and questioning whether Godot is just experiencing a highly evasive bug, somehow the camera just will not move. Then, seemingly miraculously, it works, by just letting the script run for a while; then it becomes clear: oh right, the drag margins. In my view, these properties being on by default does more harm than good; I don't believe the typical user, when setting up their camera2D, wants these properties to be on, in fact I think it's a niche need for particular kinds of games, where other games usually just want the camera to follow as the developer dictates it. Given the problems it causes with people coming into the engine and becoming near-immediately frustrated, and the fact that you probably don't need the drag margins on until you understand what they do, I think they should default to off; I believe this will spare a lot of headaches, and doesn't take but two clicks for those who need them on.",True,"Keep Camera2D's Drag MarginH/V Enabled off by default - **Godot version:** aa5b99821b23d74eafb49f4b0d2d86fe693a903c **Issue description:** On more than one occasion, while assisting people in the discord server, someone will come in wondering why, no matter what they do, their camera2D simply will not move. After going through a number of troubleshooting questions, with changing just about everything possible, with recreating the scripts and nodes and setting up signals, and questioning whether Godot is just experiencing a highly evasive bug, somehow the camera just will not move. Then, seemingly miraculously, it works, by just letting the script run for a while; then it becomes clear: oh right, the drag margins. In my view, these properties being on by default does more harm than good; I don't believe the typical user, when setting up their camera2D, wants these properties to be on, in fact I think it's a niche need for particular kinds of games, where other games usually just want the camera to follow as the developer dictates it. Given the problems it causes with people coming into the engine and becoming near-immediately frustrated, and the fact that you probably don't need the drag margins on until you understand what they do, I think they should default to off; I believe this will spare a lot of headaches, and doesn't take but two clicks for those who need them on.",1,keep s drag marginh v enabled off by default please search existing issues for potential duplicates before filing yours godot version issue description on more than one occasion while assisting people in the discord server someone will come in wondering why no matter what they do their simply will not move after going through a number of troubleshooting questions with changing just about everything possible with recreating the scripts and nodes and setting up signals and questioning whether godot is just experiencing a highly evasive bug somehow the camera just will not move then seemingly miraculously it works by just letting the script run for a while then it becomes clear oh right the drag margins in my view these properties being on by default does more harm than good i don t believe the typical user when setting up their wants these properties to be on in fact i think it s a niche need for particular kinds of games where other games usually just want the camera to follow as the developer dictates it given the problems it causes with people coming into the engine and becoming near immediately frustrated and the fact that you probably don t need the drag margins on until you understand what they do i think they should default to off i believe this will spare a lot of headaches and doesn t take but two clicks for those who need them on ,1 169010,20828002373.0,IssuesEvent,2022-03-19 01:15:42,billmcchesney1/debug,https://api.github.com/repos/billmcchesney1/debug,opened,CVE-2021-44906 (Medium) detected in multiple libraries,security vulnerability,"## CVE-2021-44906 - Medium Severity Vulnerability
Vulnerable Libraries - minimist-1.2.0.tgz, minimist-1.2.5.tgz, minimist-0.0.10.tgz, minimist-0.0.8.tgz

minimist-1.2.0.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-1.2.0.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/karma-mocha/node_modules/minimist/package.json

Dependency Hierarchy: - karma-mocha-1.3.0.tgz (Root Library) - :x: **minimist-1.2.0.tgz** (Vulnerable Library)

minimist-1.2.5.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-1.2.5.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/minimist/package.json

Dependency Hierarchy: - coveralls-3.1.0.tgz (Root Library) - :x: **minimist-1.2.5.tgz** (Vulnerable Library)

minimist-0.0.10.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-0.0.10.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/optimist/node_modules/minimist/package.json

Dependency Hierarchy: - karma-3.1.4.tgz (Root Library) - optimist-0.6.1.tgz - :x: **minimist-0.0.10.tgz** (Vulnerable Library)

minimist-0.0.8.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-0.0.8.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/mocha/node_modules/minimist/package.json

Dependency Hierarchy: - mocha-5.2.0.tgz (Root Library) - mkdirp-0.5.1.tgz - :x: **minimist-0.0.8.tgz** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

Minimist <=1.2.5 is vulnerable to Prototype Pollution via file index.js, function setKey() (lines 69-95).

Publish Date: 2022-03-17

URL: CVE-2021-44906

CVSS 3 Score Details (5.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Local - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://nvd.nist.gov/vuln/detail/CVE-2021-44906

Release Date: 2022-03-17

Fix Resolution: BumperLane.Public.Service.Contracts - 0.23.35.214-prerelease;cloudscribe.templates - 5.2.0;Virteom.Tenant.Mobile.Bluetooth - 0.21.29.159-prerelease;ShowingVault.DotNet.Sdk - 0.13.41.190-prerelease;Envisia.DotNet.Templates - 3.0.1;Yarnpkg.Yarn - 0.26.1;Virteom.Tenant.Mobile.Framework.UWP - 0.20.41.103-prerelease;Virteom.Tenant.Mobile.Framework.iOS - 0.20.41.103-prerelease;BumperLane.Public.Api.V2.ClientModule - 0.23.35.214-prerelease;VueJS.NetCore - 1.1.1;Dianoga - 4.0.0,3.0.0-RC02;Virteom.Tenant.Mobile.Bluetooth.iOS - 0.20.41.103-prerelease;Virteom.Public.Utilities - 0.23.37.212-prerelease;Indianadavy.VueJsWebAPITemplate.CSharp - 1.0.1;NorDroN.AngularTemplate - 0.1.6;Virteom.Tenant.Mobile.Framework - 0.21.29.159-prerelease;Virteom.Tenant.Mobile.Bluetooth.Android - 0.20.41.103-prerelease;z4a-dotnet-scaffold - 1.0.0.2;Raml.Parser - 1.0.7;CoreVueWebTest - 3.0.101;dotnetng.template - 1.0.0.4;SitecoreMaster.TrueDynamicPlaceholders - 1.0.3;Virteom.Tenant.Mobile.Framework.Android - 0.20.41.103-prerelease;Fable.Template.Elmish.React - 0.1.6;BlazorPolyfill.Build - 6.0.100.2;Fable.Snowpack.Template - 2.1.0;BumperLane.Public.Api.Client - 0.23.35.214-prerelease;Yarn.MSBuild - 0.22.0,0.24.6;Blazor.TailwindCSS.BUnit - 1.0.2;Bridge.AWS - 0.3.30.36;tslint - 5.6.0;SAFE.Template - 3.0.1;GR.PageRender.Razor - 1.8.0;MIDIator.WebClient - 1.0.105

",True,"CVE-2021-44906 (Medium) detected in multiple libraries - ## CVE-2021-44906 - Medium Severity Vulnerability
Vulnerable Libraries - minimist-1.2.0.tgz, minimist-1.2.5.tgz, minimist-0.0.10.tgz, minimist-0.0.8.tgz

minimist-1.2.0.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-1.2.0.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/karma-mocha/node_modules/minimist/package.json

Dependency Hierarchy: - karma-mocha-1.3.0.tgz (Root Library) - :x: **minimist-1.2.0.tgz** (Vulnerable Library)

minimist-1.2.5.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-1.2.5.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/minimist/package.json

Dependency Hierarchy: - coveralls-3.1.0.tgz (Root Library) - :x: **minimist-1.2.5.tgz** (Vulnerable Library)

minimist-0.0.10.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-0.0.10.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/optimist/node_modules/minimist/package.json

Dependency Hierarchy: - karma-3.1.4.tgz (Root Library) - optimist-0.6.1.tgz - :x: **minimist-0.0.10.tgz** (Vulnerable Library)

minimist-0.0.8.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-0.0.8.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/mocha/node_modules/minimist/package.json

Dependency Hierarchy: - mocha-5.2.0.tgz (Root Library) - mkdirp-0.5.1.tgz - :x: **minimist-0.0.8.tgz** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

Minimist <=1.2.5 is vulnerable to Prototype Pollution via file index.js, function setKey() (lines 69-95).

Publish Date: 2022-03-17

URL: CVE-2021-44906

CVSS 3 Score Details (5.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Local - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://nvd.nist.gov/vuln/detail/CVE-2021-44906

Release Date: 2022-03-17

Fix Resolution: BumperLane.Public.Service.Contracts - 0.23.35.214-prerelease;cloudscribe.templates - 5.2.0;Virteom.Tenant.Mobile.Bluetooth - 0.21.29.159-prerelease;ShowingVault.DotNet.Sdk - 0.13.41.190-prerelease;Envisia.DotNet.Templates - 3.0.1;Yarnpkg.Yarn - 0.26.1;Virteom.Tenant.Mobile.Framework.UWP - 0.20.41.103-prerelease;Virteom.Tenant.Mobile.Framework.iOS - 0.20.41.103-prerelease;BumperLane.Public.Api.V2.ClientModule - 0.23.35.214-prerelease;VueJS.NetCore - 1.1.1;Dianoga - 4.0.0,3.0.0-RC02;Virteom.Tenant.Mobile.Bluetooth.iOS - 0.20.41.103-prerelease;Virteom.Public.Utilities - 0.23.37.212-prerelease;Indianadavy.VueJsWebAPITemplate.CSharp - 1.0.1;NorDroN.AngularTemplate - 0.1.6;Virteom.Tenant.Mobile.Framework - 0.21.29.159-prerelease;Virteom.Tenant.Mobile.Bluetooth.Android - 0.20.41.103-prerelease;z4a-dotnet-scaffold - 1.0.0.2;Raml.Parser - 1.0.7;CoreVueWebTest - 3.0.101;dotnetng.template - 1.0.0.4;SitecoreMaster.TrueDynamicPlaceholders - 1.0.3;Virteom.Tenant.Mobile.Framework.Android - 0.20.41.103-prerelease;Fable.Template.Elmish.React - 0.1.6;BlazorPolyfill.Build - 6.0.100.2;Fable.Snowpack.Template - 2.1.0;BumperLane.Public.Api.Client - 0.23.35.214-prerelease;Yarn.MSBuild - 0.22.0,0.24.6;Blazor.TailwindCSS.BUnit - 1.0.2;Bridge.AWS - 0.3.30.36;tslint - 5.6.0;SAFE.Template - 3.0.1;GR.PageRender.Razor - 1.8.0;MIDIator.WebClient - 1.0.105

",0,cve medium detected in multiple libraries cve medium severity vulnerability vulnerable libraries minimist tgz minimist tgz minimist tgz minimist tgz minimist tgz parse argument options library home page a href path to dependency file package json path to vulnerable library node modules karma mocha node modules minimist package json dependency hierarchy karma mocha tgz root library x minimist tgz vulnerable library minimist tgz parse argument options library home page a href path to dependency file package json path to vulnerable library node modules minimist package json dependency hierarchy coveralls tgz root library x minimist tgz vulnerable library minimist tgz parse argument options library home page a href path to dependency file package json path to vulnerable library node modules optimist node modules minimist package json dependency hierarchy karma tgz root library optimist tgz x minimist tgz vulnerable library minimist tgz parse argument options library home page a href path to dependency file package json path to vulnerable library node modules mocha node modules minimist package json dependency hierarchy mocha tgz root library mkdirp tgz x minimist tgz vulnerable library found in base branch master vulnerability details minimist is vulnerable to prototype pollution via file index js function setkey lines publish date url a href cvss score details base score metrics exploitability metrics attack vector local attack complexity low privileges required none user interaction required scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution bumperlane public service contracts prerelease cloudscribe templates virteom tenant mobile bluetooth prerelease showingvault dotnet sdk prerelease envisia dotnet templates yarnpkg yarn virteom tenant mobile framework uwp prerelease virteom tenant mobile framework ios prerelease bumperlane public api clientmodule prerelease vuejs netcore dianoga virteom tenant mobile bluetooth ios prerelease virteom public utilities prerelease indianadavy vuejswebapitemplate csharp nordron angulartemplate virteom tenant mobile framework prerelease virteom tenant mobile bluetooth android prerelease dotnet scaffold raml parser corevuewebtest dotnetng template sitecoremaster truedynamicplaceholders virteom tenant mobile framework android prerelease fable template elmish react blazorpolyfill build fable snowpack template bumperlane public api client prerelease yarn msbuild blazor tailwindcss bunit bridge aws tslint safe template gr pagerender razor midiator webclient isopenpronvulnerability false ispackagebased true isdefaultbranch true packages istransitivedependency true dependencytree karma mocha minimist isminimumfixversionavailable true minimumfixversion bumperlane public service contracts prerelease cloudscribe templates virteom tenant mobile bluetooth prerelease showingvault dotnet sdk prerelease envisia dotnet templates yarnpkg yarn virteom tenant mobile framework uwp prerelease virteom tenant mobile framework ios prerelease bumperlane public api clientmodule prerelease vuejs netcore dianoga virteom tenant mobile bluetooth ios prerelease virteom public utilities prerelease indianadavy vuejswebapitemplate csharp nordron angulartemplate virteom tenant mobile framework prerelease virteom tenant mobile bluetooth android prerelease dotnet scaffold raml parser corevuewebtest dotnetng template sitecoremaster truedynamicplaceholders virteom tenant mobile framework android prerelease fable template elmish react blazorpolyfill build fable snowpack template bumperlane public api client prerelease yarn msbuild blazor tailwindcss bunit bridge aws tslint safe template gr pagerender razor midiator webclient isbinary false packagetype javascript node js packagename minimist packageversion packagefilepaths istransitivedependency true dependencytree coveralls minimist isminimumfixversionavailable true minimumfixversion bumperlane public service contracts prerelease cloudscribe templates virteom tenant mobile bluetooth prerelease showingvault dotnet sdk prerelease envisia dotnet templates yarnpkg yarn virteom tenant mobile framework uwp prerelease virteom tenant mobile framework ios prerelease bumperlane public api clientmodule prerelease vuejs netcore dianoga virteom tenant mobile bluetooth ios prerelease virteom public utilities prerelease indianadavy vuejswebapitemplate csharp nordron angulartemplate virteom tenant mobile framework prerelease virteom tenant mobile bluetooth android prerelease dotnet scaffold raml parser corevuewebtest dotnetng template sitecoremaster truedynamicplaceholders virteom tenant mobile framework android prerelease fable template elmish react blazorpolyfill build fable snowpack template bumperlane public api client prerelease yarn msbuild blazor tailwindcss bunit bridge aws tslint safe template gr pagerender razor midiator webclient isbinary false packagetype javascript node js packagename minimist packageversion packagefilepaths istransitivedependency true dependencytree karma optimist minimist isminimumfixversionavailable true minimumfixversion bumperlane public service contracts prerelease cloudscribe templates virteom tenant mobile bluetooth prerelease showingvault dotnet sdk prerelease envisia dotnet templates yarnpkg yarn virteom tenant mobile framework uwp prerelease virteom tenant mobile framework ios prerelease bumperlane public api clientmodule prerelease vuejs netcore dianoga virteom tenant mobile bluetooth ios prerelease virteom public utilities prerelease indianadavy vuejswebapitemplate csharp nordron angulartemplate virteom tenant mobile framework prerelease virteom tenant mobile bluetooth android prerelease dotnet scaffold raml parser corevuewebtest dotnetng template sitecoremaster truedynamicplaceholders virteom tenant mobile framework android prerelease fable template elmish react blazorpolyfill build fable snowpack template bumperlane public api client prerelease yarn msbuild blazor tailwindcss bunit bridge aws tslint safe template gr pagerender razor midiator webclient isbinary false packagetype javascript node js packagename minimist packageversion packagefilepaths istransitivedependency true dependencytree mocha mkdirp minimist isminimumfixversionavailable true minimumfixversion bumperlane public service contracts prerelease cloudscribe templates virteom tenant mobile bluetooth prerelease showingvault dotnet sdk prerelease envisia dotnet templates yarnpkg yarn virteom tenant mobile framework uwp prerelease virteom tenant mobile framework ios prerelease bumperlane public api clientmodule prerelease vuejs netcore dianoga virteom tenant mobile bluetooth ios prerelease virteom public utilities prerelease indianadavy vuejswebapitemplate csharp nordron angulartemplate virteom tenant mobile framework prerelease virteom tenant mobile bluetooth android prerelease dotnet scaffold raml parser corevuewebtest dotnetng template sitecoremaster truedynamicplaceholders virteom tenant mobile framework android prerelease fable template elmish react blazorpolyfill build fable snowpack template bumperlane public api client prerelease yarn msbuild blazor tailwindcss bunit bridge aws tslint safe template gr pagerender razor midiator webclient isbinary false basebranches vulnerabilityidentifier cve vulnerabilitydetails minimist is vulnerable to prototype pollution via file index js function setkey lines vulnerabilityurl ,0 253114,21653660855.0,IssuesEvent,2022-05-06 12:05:02,elastic/apm-server,https://api.github.com/repos/elastic/apm-server,closed,systemtest: ensure geoIP database is available before running tests,flaky test,"The system tests intermittently fail, due to the geoIP database being unavailable. e.g. https://apm-ci.elastic.co/job/apm-server/job/apm-server-mbp/job/PR-7257/2/testReport/ ``` === RUN TestErrorIngest errors_test.go:52: map[string]interface{}{ ""events"": []interface{}{ map[string]interface{}{ ... // 16 identical entries ""processor"": map[string]interface{}{""event"": string(""error""), ""name"": string(""error"")}, ""service"": map[string]interface{}{""environment"": string(""staging""), ""framework"": map[string]interface{}{""name"": string(""Express""), ""version"": string(""1.2.3"")}, ""language"": map[string]interface{}{""name"": string(""ecmascript""), ""version"": string(""8"")}, ""name"": string(""1234_service-12a3""), ...}, + ""tags"": []interface{}{string(""_geoip_database_unavailable_GeoLite2-City.mmdb"")}, ""timestamp"": map[string]interface{}{""us"": float64(1.533827045999e+15)}, ""trace"": map[string]interface{}{""id"": string(""0123456789abcdeffedcba0123456789"")}, ... // 2 identical entries }, }, } Run `make update check-approvals` to verify the diff server.go:191: log file: /var/lib/jenkins/workspace/pm-server_apm-server-mbp_PR-7257/src/github.com/elastic/apm-server/systemtest/logs/TestErrorIngest/apm-server --- FAIL: TestErrorIngest (1.39s) ``` We should ensure the geoIP database is available before running the tests. I'm not sure how yet. Maybe we can use the [simulate pipeline API](https://www.elastic.co/guide/en/elasticsearch/reference/current/simulate-pipeline-api.html) to force a download, and keep trying until it succeeds?",1.0,"systemtest: ensure geoIP database is available before running tests - The system tests intermittently fail, due to the geoIP database being unavailable. e.g. https://apm-ci.elastic.co/job/apm-server/job/apm-server-mbp/job/PR-7257/2/testReport/ ``` === RUN TestErrorIngest errors_test.go:52: map[string]interface{}{ ""events"": []interface{}{ map[string]interface{}{ ... // 16 identical entries ""processor"": map[string]interface{}{""event"": string(""error""), ""name"": string(""error"")}, ""service"": map[string]interface{}{""environment"": string(""staging""), ""framework"": map[string]interface{}{""name"": string(""Express""), ""version"": string(""1.2.3"")}, ""language"": map[string]interface{}{""name"": string(""ecmascript""), ""version"": string(""8"")}, ""name"": string(""1234_service-12a3""), ...}, + ""tags"": []interface{}{string(""_geoip_database_unavailable_GeoLite2-City.mmdb"")}, ""timestamp"": map[string]interface{}{""us"": float64(1.533827045999e+15)}, ""trace"": map[string]interface{}{""id"": string(""0123456789abcdeffedcba0123456789"")}, ... // 2 identical entries }, }, } Run `make update check-approvals` to verify the diff server.go:191: log file: /var/lib/jenkins/workspace/pm-server_apm-server-mbp_PR-7257/src/github.com/elastic/apm-server/systemtest/logs/TestErrorIngest/apm-server --- FAIL: TestErrorIngest (1.39s) ``` We should ensure the geoIP database is available before running the tests. I'm not sure how yet. Maybe we can use the [simulate pipeline API](https://www.elastic.co/guide/en/elasticsearch/reference/current/simulate-pipeline-api.html) to force a download, and keep trying until it succeeds?",0,systemtest ensure geoip database is available before running tests the system tests intermittently fail due to the geoip database being unavailable e g run testerroringest errors test go map interface events interface map interface identical entries processor map interface event string error name string error service map interface environment string staging framework map interface name string express version string language map interface name string ecmascript version string name string service tags interface string geoip database unavailable city mmdb timestamp map interface us trace map interface id string identical entries run make update check approvals to verify the diff server go log file var lib jenkins workspace pm server apm server mbp pr src github com elastic apm server systemtest logs testerroringest apm server fail testerroringest we should ensure the geoip database is available before running the tests i m not sure how yet maybe we can use the to force a download and keep trying until it succeeds ,0 9888,6495497957.0,IssuesEvent,2017-08-22 05:45:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,editor in veryLoDPI mode shows crappy icons,enhancement topic:editor usability,"godot v2.2 **Issue description** (what happened, and what was expected): upon switching the editor to veryLoDPI mode, it scales the UI icons down with very low quality filter
Screenshot ![screenshot](http://s10.postimg.org/a3yeva23d/Screenshot_at_2016_10_27_15_32_14.png)
would be great to have it resize the UI images using bilinear filter :+1: ",True,"editor in veryLoDPI mode shows crappy icons - godot v2.2 **Issue description** (what happened, and what was expected): upon switching the editor to veryLoDPI mode, it scales the UI icons down with very low quality filter
Screenshot ![screenshot](http://s10.postimg.org/a3yeva23d/Screenshot_at_2016_10_27_15_32_14.png)
would be great to have it resize the UI images using bilinear filter :+1: ",1,editor in verylodpi mode shows crappy icons godot issue description what happened and what was expected upon switching the editor to verylodpi mode it scales the ui icons down with very low quality filter screenshot would be great to have it resize the ui images using bilinear filter ,1 17951,12440046191.0,IssuesEvent,2020-05-26 11:14:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"'New Project' browse window should have ""Recent"" and ""favorites"".",feature proposal topic:editor usability,"**Operating system or device - Godot version:** Any, Godot 2.1.Stable.Official **Feature Request** If this hasn't been added in the latest branch, the idea is to have the recent and favorites sub-window, just like when you open a scene up ![godot windows opt tools 32_2016-10-11_19-16-20](https://cloud.githubusercontent.com/assets/10463922/19292015/55637696-8fef-11e6-8f9a-3a0a895d9f23.png) That should make creating new projects in same, non engine root, location easier. ",True,"'New Project' browse window should have ""Recent"" and ""favorites"". - **Operating system or device - Godot version:** Any, Godot 2.1.Stable.Official **Feature Request** If this hasn't been added in the latest branch, the idea is to have the recent and favorites sub-window, just like when you open a scene up ![godot windows opt tools 32_2016-10-11_19-16-20](https://cloud.githubusercontent.com/assets/10463922/19292015/55637696-8fef-11e6-8f9a-3a0a895d9f23.png) That should make creating new projects in same, non engine root, location easier. ",1, new project browse window should have recent and favorites operating system or device godot version any godot stable official feature request if this hasn t been added in the latest branch the idea is to have the recent and favorites sub window just like when you open a scene up that should make creating new projects in same non engine root location easier ,1 147747,19523887796.0,IssuesEvent,2021-12-30 01:47:48,snowdensb/questdb,https://api.github.com/repos/snowdensb/questdb,opened,CVE-2021-44832 (Medium) detected in log4j-core-2.13.2.jar,security vulnerability,"## CVE-2021-44832 - Medium Severity Vulnerability
Vulnerable Library - log4j-core-2.13.2.jar

The Apache Log4j Implementation

Library home page: https://logging.apache.org/log4j/2.x/

Path to dependency file: /benchmarks/pom.xml

Path to vulnerable library: /canner/.m2/repository/org/apache/logging/log4j/log4j-core/2.13.2/log4j-core-2.13.2.jar

Dependency Hierarchy: - :x: **log4j-core-2.13.2.jar** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

Apache Log4j2 versions 2.0-beta7 through 2.17.0 (excluding security fix releases 2.3.2 and 2.12.4) are vulnerable to a remote code execution (RCE) attack where an attacker with permission to modify the logging configuration file can construct a malicious configuration using a JDBC Appender with a data source referencing a JNDI URI which can execute remote code. This issue is fixed by limiting JNDI data source names to the java protocol in Log4j2 versions 2.17.1, 2.12.4, and 2.3.2.

Publish Date: 2021-12-28

URL: CVE-2021-44832

CVSS 3 Score Details (6.6)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: High - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://logging.apache.org/log4j/2.x/security.html

Release Date: 2021-12-28

Fix Resolution: org.apache.logging.log4j:log4j-core:2.3.2,2.12.4,2.17.1

*** :rescue_worker_helmet: Automatic Remediation is available for this issue ",True,"CVE-2021-44832 (Medium) detected in log4j-core-2.13.2.jar - ## CVE-2021-44832 - Medium Severity Vulnerability
Vulnerable Library - log4j-core-2.13.2.jar

The Apache Log4j Implementation

Library home page: https://logging.apache.org/log4j/2.x/

Path to dependency file: /benchmarks/pom.xml

Path to vulnerable library: /canner/.m2/repository/org/apache/logging/log4j/log4j-core/2.13.2/log4j-core-2.13.2.jar

Dependency Hierarchy: - :x: **log4j-core-2.13.2.jar** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

Apache Log4j2 versions 2.0-beta7 through 2.17.0 (excluding security fix releases 2.3.2 and 2.12.4) are vulnerable to a remote code execution (RCE) attack where an attacker with permission to modify the logging configuration file can construct a malicious configuration using a JDBC Appender with a data source referencing a JNDI URI which can execute remote code. This issue is fixed by limiting JNDI data source names to the java protocol in Log4j2 versions 2.17.1, 2.12.4, and 2.3.2.

Publish Date: 2021-12-28

URL: CVE-2021-44832

CVSS 3 Score Details (6.6)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: High - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://logging.apache.org/log4j/2.x/security.html

Release Date: 2021-12-28

Fix Resolution: org.apache.logging.log4j:log4j-core:2.3.2,2.12.4,2.17.1

*** :rescue_worker_helmet: Automatic Remediation is available for this issue ",0,cve medium detected in core jar cve medium severity vulnerability vulnerable library core jar the apache implementation library home page a href path to dependency file benchmarks pom xml path to vulnerable library canner repository org apache logging core core jar dependency hierarchy x core jar vulnerable library found in base branch master vulnerability details apache versions through excluding security fix releases and are vulnerable to a remote code execution rce attack where an attacker with permission to modify the logging configuration file can construct a malicious configuration using a jdbc appender with a data source referencing a jndi uri which can execute remote code this issue is fixed by limiting jndi data source names to the java protocol in versions and publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity high privileges required high user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution org apache logging core rescue worker helmet automatic remediation is available for this issue isopenpronvulnerability true ispackagebased true isdefaultbranch true packages istransitivedependency false dependencytree org apache logging core isminimumfixversionavailable true minimumfixversion org apache logging core isbinary false basebranches vulnerabilityidentifier cve vulnerabilitydetails apache versions through excluding security fix releases and are vulnerable to a remote code execution rce attack where an attacker with permission to modify the logging configuration file can construct a malicious configuration using a jdbc appender with a data source referencing a jndi uri which can execute remote code this issue is fixed by limiting jndi data source names to the java protocol in versions and vulnerabilityurl ,0 13549,8561949576.0,IssuesEvent,2018-11-09 09:04:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Let children of Container nodes be selectionable, just forbid moving/rotation/scale",discussion enhancement topic:editor usability,"**Godot version:** Current master, 3.1 alpha **OS/device including version:** Mageia 6, all OSes affected **Issue description:** Since the merge of #22329, all children nodes of Containers are not selectable in the scene. Thus the only way to select these nodes is to search for them in the scene tree, which can be cumbersome. While I understand the problems underlying described in #20750, I think it would have been interesting to keep the selection by mouse click in the scene, and simply lock all their geometrical parameters (position, size, rotation, scale...) @groud @DualMatrix @reduz **Steps to reproduce:** N/A **Minimal reproduction project:** N/A ",True,"Let children of Container nodes be selectionable, just forbid moving/rotation/scale - **Godot version:** Current master, 3.1 alpha **OS/device including version:** Mageia 6, all OSes affected **Issue description:** Since the merge of #22329, all children nodes of Containers are not selectable in the scene. Thus the only way to select these nodes is to search for them in the scene tree, which can be cumbersome. While I understand the problems underlying described in #20750, I think it would have been interesting to keep the selection by mouse click in the scene, and simply lock all their geometrical parameters (position, size, rotation, scale...) @groud @DualMatrix @reduz **Steps to reproduce:** N/A **Minimal reproduction project:** N/A ",1,let children of container nodes be selectionable just forbid moving rotation scale godot version current master alpha os device including version mageia all oses affected issue description since the merge of all children nodes of containers are not selectable in the scene thus the only way to select these nodes is to search for them in the scene tree which can be cumbersome while i understand the problems underlying described in i think it would have been interesting to keep the selection by mouse click in the scene and simply lock all their geometrical parameters position size rotation scale groud dualmatrix reduz steps to reproduce n a minimal reproduction project n a ,1 11021,7027700808.0,IssuesEvent,2017-12-25 01:42:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Focus/Align Hotkeys Apply to Only one Viewport,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Windows 10, Godot 3.0 #12328 **Issue description:** When using multiple viewports, the hotkeys binded to ""Focus Origin"", ""Focus Selected"" and ""Align Selection With View"", only change focus in the most bottom-right positioned viewport. I believe that ""Align Selection With View"" should align to the viewport that the mouse is on top of, but ""Focus Origin"" and ""Focus Selected"" could be applied to all viewports at once. Selecting the option from a viewport's drop-down menu performs the action normally on the viewport selected. **Steps to reproduce:** 1. Create a scene with an object and select multiple viewports from the View menu. 2. Use the hotkeys discussed.",True,"Focus/Align Hotkeys Apply to Only one Viewport - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Windows 10, Godot 3.0 #12328 **Issue description:** When using multiple viewports, the hotkeys binded to ""Focus Origin"", ""Focus Selected"" and ""Align Selection With View"", only change focus in the most bottom-right positioned viewport. I believe that ""Align Selection With View"" should align to the viewport that the mouse is on top of, but ""Focus Origin"" and ""Focus Selected"" could be applied to all viewports at once. Selecting the option from a viewport's drop-down menu performs the action normally on the viewport selected. **Steps to reproduce:** 1. Create a scene with an object and select multiple viewports from the View menu. 2. Use the hotkeys discussed.",1,focus align hotkeys apply to only one viewport operating system or device godot version gpu model and driver if graphics related windows godot issue description when using multiple viewports the hotkeys binded to focus origin focus selected and align selection with view only change focus in the most bottom right positioned viewport i believe that align selection with view should align to the viewport that the mouse is on top of but focus origin and focus selected could be applied to all viewports at once selecting the option from a viewport s drop down menu performs the action normally on the viewport selected steps to reproduce create a scene with an object and select multiple viewports from the view menu use the hotkeys discussed ,1 5900,4057155331.0,IssuesEvent,2016-05-24 21:06:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Zoom option for the tile selector when using tiny tiles,enhancement topic:editor usability,"I use 12x12 tiles for my maps and they are really hard to distinguish on a retina display. Maybe a zoom option for the tilset tiles or something else... ",True,"Zoom option for the tile selector when using tiny tiles - I use 12x12 tiles for my maps and they are really hard to distinguish on a retina display. Maybe a zoom option for the tilset tiles or something else... ",1,zoom option for the tile selector when using tiny tiles i use tiles for my maps and they are really hard to distinguish on a retina display maybe a zoom option for the tilset tiles or something else img width alt screen shot at src ,1 277846,8633368311.0,IssuesEvent,2018-11-22 13:40:23,geosolutions-it/pyfulcrum,https://api.github.com/repos/geosolutions-it/pyfulcrum,closed,PyBackup module APIs,Priority: Medium Task review,"A set of methods need to be exposed by the PyBackup module to gain access and export the contents stored in the PostgreSQL database: - [x] list of saved forms, with summaries about related records - [x] list of saved records with field names and values, whose contents will be similar to those available through [Fulcrum Data Shares](http://help.fulcrumapp.com/publishing-data-with-data-shares/data-shares-enable-share). - [x] The list of saved forms and records will be provided in JSON format as default but, if required by the caller, also the exports of saved records needs to be supported as CSV, GeoJSON, KML or ESRI Shapefiles **notes:** - Some checks are probably needed to return records in a specific format (for example geographical information may be missing) - The methods offer the option to set filters by user id, form id and date ranges to narrow the result set.",1.0,"PyBackup module APIs - A set of methods need to be exposed by the PyBackup module to gain access and export the contents stored in the PostgreSQL database: - [x] list of saved forms, with summaries about related records - [x] list of saved records with field names and values, whose contents will be similar to those available through [Fulcrum Data Shares](http://help.fulcrumapp.com/publishing-data-with-data-shares/data-shares-enable-share). - [x] The list of saved forms and records will be provided in JSON format as default but, if required by the caller, also the exports of saved records needs to be supported as CSV, GeoJSON, KML or ESRI Shapefiles **notes:** - Some checks are probably needed to return records in a specific format (for example geographical information may be missing) - The methods offer the option to set filters by user id, form id and date ranges to narrow the result set.",0,pybackup module apis a set of methods need to be exposed by the pybackup module to gain access and export the contents stored in the postgresql database list of saved forms with summaries about related records list of saved records with field names and values whose contents will be similar to those available through the list of saved forms and records will be provided in json format as default but if required by the caller also the exports of saved records needs to be supported as csv geojson kml or esri shapefiles notes some checks are probably needed to return records in a specific format for example geographical information may be missing the methods offer the option to set filters by user id form id and date ranges to narrow the result set ,0 2752,3987828415.0,IssuesEvent,2016-05-09 06:56:20,U-CRM/billing,https://api.github.com/repos/U-CRM/billing,closed,Password fields are displaying plain text,enhancement security,"Password fields in the ""Mailer"" SMTP authentication, Device info, and a few other places are displaying in plain text. The DB records need to be encrypted as well as the fields properties set as ""password"", to mask the data entered in those fields. In the event of SQl injection or security breach and DB download, these fields need to remain secure.",True,"Password fields are displaying plain text - Password fields in the ""Mailer"" SMTP authentication, Device info, and a few other places are displaying in plain text. The DB records need to be encrypted as well as the fields properties set as ""password"", to mask the data entered in those fields. In the event of SQl injection or security breach and DB download, these fields need to remain secure.",0,password fields are displaying plain text password fields in the mailer smtp authentication device info and a few other places are displaying in plain text the db records need to be encrypted as well as the fields properties set as password to mask the data entered in those fields in the event of sql injection or security breach and db download these fields need to remain secure ,0 15807,10311305993.0,IssuesEvent,2019-08-29 17:02:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Light theme, no Accent Color in toolbar",bug topic:editor usability,"**Godot version:** V3.1.1 **OS/device including version:** Manjaro Linux **Issue description:** What happened: I went to the editor theme settings and chose the Light theme. All Icons in the toolbar (Select Mode, Move Mode, ...) turned to black. None is highlighted in the Accent color. and what was expected. The selected mode or snap toggle should be highlighted in the accent color. **Steps to reproduce:** Switch default theme to Light. ",True,"Light theme, no Accent Color in toolbar - **Godot version:** V3.1.1 **OS/device including version:** Manjaro Linux **Issue description:** What happened: I went to the editor theme settings and chose the Light theme. All Icons in the toolbar (Select Mode, Move Mode, ...) turned to black. None is highlighted in the Accent color. and what was expected. The selected mode or snap toggle should be highlighted in the accent color. **Steps to reproduce:** Switch default theme to Light. ",1,light theme no accent color in toolbar godot version os device including version manjaro linux issue description what happened i went to the editor theme settings and chose the light theme all icons in the toolbar select mode move mode turned to black none is highlighted in the accent color and what was expected the selected mode or snap toggle should be highlighted in the accent color steps to reproduce switch default theme to light ,1 579138,17173539588.0,IssuesEvent,2021-07-15 08:35:26,celo-org/celo-monorepo,https://api.github.com/repos/celo-org/celo-monorepo,closed,Scoping and designing basic sanity checks around all non-release governance proposals and hotfixes in governance SDK,CAP Component: Contracts Component: Governance Priority: P3,"### Expected Behavior Scoping and designing basic sanity checks for non release governance and hotfix proposals ### Current Behavior No sanity checks ",1.0,"Scoping and designing basic sanity checks around all non-release governance proposals and hotfixes in governance SDK - ### Expected Behavior Scoping and designing basic sanity checks for non release governance and hotfix proposals ### Current Behavior No sanity checks ",0,scoping and designing basic sanity checks around all non release governance proposals and hotfixes in governance sdk expected behavior scoping and designing basic sanity checks for non release governance and hotfix proposals current behavior no sanity checks ,0 16609,11136939628.0,IssuesEvent,2019-12-20 17:54:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Enable plugins downloaded from the Asset Library by default,discussion enhancement topic:assetlib topic:editor usability,An user on Discord has noticed that plugins downloaded from the Asset Library are not enabled by default. They probably should be enabled by default to avoid confusion as to why a plugin cannot be used after it was downloaded.,True,Enable plugins downloaded from the Asset Library by default - An user on Discord has noticed that plugins downloaded from the Asset Library are not enabled by default. They probably should be enabled by default to avoid confusion as to why a plugin cannot be used after it was downloaded.,1,enable plugins downloaded from the asset library by default an user on discord has noticed that plugins downloaded from the asset library are not enabled by default they probably should be enabled by default to avoid confusion as to why a plugin cannot be used after it was downloaded ,1 34666,12294679246.0,IssuesEvent,2020-05-11 01:06:30,LevyForchh/mapbox-navigation-android,https://api.github.com/repos/LevyForchh/mapbox-navigation-android,opened,WS-2020-0070 (High) detected in lodash-4.17.15.tgz,security vulnerability,"## WS-2020-0070 - High Severity Vulnerability
Vulnerable Library - lodash-4.17.15.tgz

Lodash modular utilities.

Library home page: https://registry.npmjs.org/lodash/-/lodash-4.17.15.tgz

Path to dependency file: /tmp/ws-scm/mapbox-navigation-android/package.json

Path to vulnerable library: /tmp/ws-scm/mapbox-navigation-android/node_modules/lodash/package.json

Dependency Hierarchy: - rest-15.18.3.tgz (Root Library) - :x: **lodash-4.17.15.tgz** (Vulnerable Library)

Vulnerability Details

a prototype pollution vulnerability in lodash. It allows an attacker to inject properties on Object.prototype

Publish Date: 2020-04-28

URL: WS-2020-0070

CVSS 3 Score Details (8.1)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

",True,"WS-2020-0070 (High) detected in lodash-4.17.15.tgz - ## WS-2020-0070 - High Severity Vulnerability
Vulnerable Library - lodash-4.17.15.tgz

Lodash modular utilities.

Library home page: https://registry.npmjs.org/lodash/-/lodash-4.17.15.tgz

Path to dependency file: /tmp/ws-scm/mapbox-navigation-android/package.json

Path to vulnerable library: /tmp/ws-scm/mapbox-navigation-android/node_modules/lodash/package.json

Dependency Hierarchy: - rest-15.18.3.tgz (Root Library) - :x: **lodash-4.17.15.tgz** (Vulnerable Library)

Vulnerability Details

a prototype pollution vulnerability in lodash. It allows an attacker to inject properties on Object.prototype

Publish Date: 2020-04-28

URL: WS-2020-0070

CVSS 3 Score Details (8.1)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

",0,ws high detected in lodash tgz ws high severity vulnerability vulnerable library lodash tgz lodash modular utilities library home page a href path to dependency file tmp ws scm mapbox navigation android package json path to vulnerable library tmp ws scm mapbox navigation android node modules lodash package json dependency hierarchy rest tgz root library x lodash tgz vulnerable library vulnerability details a prototype pollution vulnerability in lodash it allows an attacker to inject properties on object prototype publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity high privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href isopenpronvulnerability false ispackagebased true isdefaultbranch true packages vulnerabilityidentifier ws vulnerabilitydetails a prototype pollution vulnerability in lodash it allows an attacker to inject properties on object prototype vulnerabilityurl ,0 9188,6154681862.0,IssuesEvent,2017-06-28 13:16:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,FileSystem Tab Enhancements,enhancement junior job topic:editor usability,"1) Fold folders by default. (*edit:* see #7488, fixed by #7492) When you have a large amount of assets in folders trees you end up with the very long tree widget content. 2) An option to Unfold/Fold all Folders at once. (fixed by #7492) 3) Remember state of the FileSystem Tab (including the currently selected file, folded/unfolded folders,..) no matter what (saving a scene reset selection, refreshing reset folding,..) 4) Add ability to ""tick"" Folders as well as Files so we can isolate a Folder (and its content) with the ""Star"" icon. 5) CTRL+Tick a file or a folder would ""untick"" all other ""ticked"" files/folders CTRL or wathever modifier. ",True,"FileSystem Tab Enhancements - 1) Fold folders by default. (*edit:* see #7488, fixed by #7492) When you have a large amount of assets in folders trees you end up with the very long tree widget content. 2) An option to Unfold/Fold all Folders at once. (fixed by #7492) 3) Remember state of the FileSystem Tab (including the currently selected file, folded/unfolded folders,..) no matter what (saving a scene reset selection, refreshing reset folding,..) 4) Add ability to ""tick"" Folders as well as Files so we can isolate a Folder (and its content) with the ""Star"" icon. 5) CTRL+Tick a file or a folder would ""untick"" all other ""ticked"" files/folders CTRL or wathever modifier. ",1,filesystem tab enhancements fold folders by default edit see fixed by when you have a large amount of assets in folders trees you end up with the very long tree widget content an option to unfold fold all folders at once fixed by remember state of the filesystem tab including the currently selected file folded unfolded folders no matter what saving a scene reset selection refreshing reset folding add ability to tick folders as well as files so we can isolate a folder and its content with the star icon ctrl tick a file or a folder would untick all other ticked files folders ctrl or wathever modifier ,1 186274,6734858347.0,IssuesEvent,2017-10-18 19:33:57,numpy/numpy,https://api.github.com/repos/numpy/numpy,reopened,Extremely long runtimes in numpy.fft.fft (Trac #1266),00 - Bug component: numpy.fft priority: normal,"_Original ticket http://projects.scipy.org/numpy/ticket/1266 on 2009-10-19 by trac user koehler, assigned to unknown._ Although the documenttation of numpy.fft.fft states that: ""This is most efficient for n a power of two. This also stores a cache of working memory for different sizes of fft's, so you could theoretically run into memory problems if you call this too many times with too many different n's."" ,I think that it may be important to report this oddity in the fft runtime. Dependent on the array length, the fft runtime varies really extreme: ``` [ipython shell, from numpy import *] In [1]: %time fft.fft(zeros(119516)) CPU times: user 22.83 s, sys: 0.39 s, total: 23.23 s Wall time: 23.53 s In [3]: %time fft.fft(zeros(119517)) CPU times: user 36.33 s, sys: 0.08 s, total: 36.40 s Wall time: 36.51 s In [5]: %time fft.fft(zeros(119518)) CPU times: user 4.88 s, sys: 0.08 s, total: 4.96 s Wall time: 5.02 s In [7]: %time fft.fft(zeros(119519)) CPU times: user 0.45 s, sys: 0.00 s, total: 0.45 s Wall time: 0.45 s In [9]: %time fft.fft(zeros(119515)) CPU times: user 0.07 s, sys: 0.00 s, total: 0.08 s Wall time: 0.08 s In [11]: %time fft.fft(zeros(119514)) CPU times: user 15.84 s, sys: 0.06 s, total: 15.90 s Wall time: 15.95 s In [13]: %time fft.fft(zeros(119513)) CPU times: user 272.75 s, sys: 1.03 s, total: 273.78 s Wall time: 275.63 s ``` ",1.0,"Extremely long runtimes in numpy.fft.fft (Trac #1266) - _Original ticket http://projects.scipy.org/numpy/ticket/1266 on 2009-10-19 by trac user koehler, assigned to unknown._ Although the documenttation of numpy.fft.fft states that: ""This is most efficient for n a power of two. This also stores a cache of working memory for different sizes of fft's, so you could theoretically run into memory problems if you call this too many times with too many different n's."" ,I think that it may be important to report this oddity in the fft runtime. Dependent on the array length, the fft runtime varies really extreme: ``` [ipython shell, from numpy import *] In [1]: %time fft.fft(zeros(119516)) CPU times: user 22.83 s, sys: 0.39 s, total: 23.23 s Wall time: 23.53 s In [3]: %time fft.fft(zeros(119517)) CPU times: user 36.33 s, sys: 0.08 s, total: 36.40 s Wall time: 36.51 s In [5]: %time fft.fft(zeros(119518)) CPU times: user 4.88 s, sys: 0.08 s, total: 4.96 s Wall time: 5.02 s In [7]: %time fft.fft(zeros(119519)) CPU times: user 0.45 s, sys: 0.00 s, total: 0.45 s Wall time: 0.45 s In [9]: %time fft.fft(zeros(119515)) CPU times: user 0.07 s, sys: 0.00 s, total: 0.08 s Wall time: 0.08 s In [11]: %time fft.fft(zeros(119514)) CPU times: user 15.84 s, sys: 0.06 s, total: 15.90 s Wall time: 15.95 s In [13]: %time fft.fft(zeros(119513)) CPU times: user 272.75 s, sys: 1.03 s, total: 273.78 s Wall time: 275.63 s ``` ",0,extremely long runtimes in numpy fft fft trac original ticket on by trac user koehler assigned to unknown although the documenttation of numpy fft fft states that this is most efficient for n a power of two this also stores a cache of working memory for different sizes of fft s so you could theoretically run into memory problems if you call this too many times with too many different n s i think that it may be important to report this oddity in the fft runtime dependent on the array length the fft runtime varies really extreme in time fft fft zeros cpu times user s sys s total s wall time s in time fft fft zeros cpu times user s sys s total s wall time s in time fft fft zeros cpu times user s sys s total s wall time s in time fft fft zeros cpu times user s sys s total s wall time s in time fft fft zeros cpu times user s sys s total s wall time s in time fft fft zeros cpu times user s sys s total s wall time s in time fft fft zeros cpu times user s sys s total s wall time s ,0 8560,5824387712.0,IssuesEvent,2017-05-07 12:34:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script editor scroll too fast with trackpad in OSX.,bug platform:osx topic:editor usability,"**Operating system or device:** OSX, trackpad **Issue description:** GDScript editor scroll too fast vertical and too slow horizontal with trackpad. It hard to scroll & view with long script file or help file. ",True,"Script editor scroll too fast with trackpad in OSX. - **Operating system or device:** OSX, trackpad **Issue description:** GDScript editor scroll too fast vertical and too slow horizontal with trackpad. It hard to scroll & view with long script file or help file. ",1,script editor scroll too fast with trackpad in osx operating system or device osx trackpad issue description gdscript editor scroll too fast vertical and too slow horizontal with trackpad it hard to scroll view with long script file or help file ,1 85413,7968978103.0,IssuesEvent,2018-07-16 07:11:25,edenlabllc/ehealth.api,https://api.github.com/repos/edenlabllc/ehealth.api,closed,Get capitation report details - synthetical key,epic/capitation kind/task priority/high project/phase3 status/test,"Add synthetical key to each object in response ``` id = edrpou + '-' + report_id ``` See, [apiary](https://uaehealthapi.docs.apiary.io/#reference/public.-medical-service-provider-integration-layer/capitation-reports/get-capitation-report-details) and [confluence](https://edenlab.atlassian.net/wiki/spaces/EH/pages/593035268/Get+Capitation+Report+Details) child of #2390",1.0,"Get capitation report details - synthetical key - Add synthetical key to each object in response ``` id = edrpou + '-' + report_id ``` See, [apiary](https://uaehealthapi.docs.apiary.io/#reference/public.-medical-service-provider-integration-layer/capitation-reports/get-capitation-report-details) and [confluence](https://edenlab.atlassian.net/wiki/spaces/EH/pages/593035268/Get+Capitation+Report+Details) child of #2390",0,get capitation report details synthetical key add synthetical key to each object in response id edrpou report id see and child of ,0 380817,26431967410.0,IssuesEvent,2023-01-14 23:06:42,boostorg/mysql,https://api.github.com/repos/boostorg/mysql,closed,Examples: use prepared statements,documentation review-issue,"All examples use text queries, which can be a security risk (SQL injection). Switch the focus to using prepared statements, instead.",1.0,"Examples: use prepared statements - All examples use text queries, which can be a security risk (SQL injection). Switch the focus to using prepared statements, instead.",0,examples use prepared statements all examples use text queries which can be a security risk sql injection switch the focus to using prepared statements instead ,0 237932,26085463779.0,IssuesEvent,2022-12-26 01:48:36,chill-cats/bk_google_calendar,https://api.github.com/repos/chill-cats/bk_google_calendar,opened,CVE-2022-37603 (High) detected in multiple libraries,security vulnerability,"## CVE-2022-37603 - High Severity Vulnerability
Vulnerable Libraries - loader-utils-1.4.0.tgz, loader-utils-2.0.2.tgz, loader-utils-3.2.0.tgz

loader-utils-1.4.0.tgz

utils for webpack loaders

Library home page: https://registry.npmjs.org/loader-utils/-/loader-utils-1.4.0.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/mini-css-extract-plugin/node_modules/loader-utils/package.json,/node_modules/webpack/node_modules/loader-utils/package.json,/node_modules/babel-loader/node_modules/loader-utils/package.json,/node_modules/postcss-loader/node_modules/loader-utils/package.json,/node_modules/html-webpack-plugin/node_modules/loader-utils/package.json

Dependency Hierarchy: - react-scripts-5.0.0.tgz (Root Library) - babel-loader-8.2.3.tgz - :x: **loader-utils-1.4.0.tgz** (Vulnerable Library)

loader-utils-2.0.2.tgz

utils for webpack loaders

Library home page: https://registry.npmjs.org/loader-utils/-/loader-utils-2.0.2.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/loader-utils/package.json

Dependency Hierarchy: - react-scripts-5.0.0.tgz (Root Library) - file-loader-6.2.0.tgz - :x: **loader-utils-2.0.2.tgz** (Vulnerable Library)

loader-utils-3.2.0.tgz

utils for webpack loaders

Library home page: https://registry.npmjs.org/loader-utils/-/loader-utils-3.2.0.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/react-dev-utils/node_modules/loader-utils/package.json

Dependency Hierarchy: - react-scripts-5.0.0.tgz (Root Library) - react-dev-utils-12.0.0.tgz - :x: **loader-utils-3.2.0.tgz** (Vulnerable Library)

Found in HEAD commit: 3f4b06e654553136dec33dfdc45c4696afa3fe8a

Found in base branch: main

Vulnerability Details

A Regular expression denial of service (ReDoS) flaw was found in Function interpolateName in interpolateName.js in webpack loader-utils 2.0.0 via the url variable in interpolateName.js.

Publish Date: 2022-10-14

URL: CVE-2022-37603

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/advisories/GHSA-3rfm-jhwj-7488

Release Date: 2022-10-14

Fix Resolution (loader-utils): 2.0.4

Direct dependency fix Resolution (react-scripts): 5.0.1

Fix Resolution (loader-utils): 2.0.4

Direct dependency fix Resolution (react-scripts): 5.0.1

Fix Resolution (loader-utils): 3.2.1

Direct dependency fix Resolution (react-scripts): 5.0.1

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2022-37603 (High) detected in multiple libraries - ## CVE-2022-37603 - High Severity Vulnerability
Vulnerable Libraries - loader-utils-1.4.0.tgz, loader-utils-2.0.2.tgz, loader-utils-3.2.0.tgz

loader-utils-1.4.0.tgz

utils for webpack loaders

Library home page: https://registry.npmjs.org/loader-utils/-/loader-utils-1.4.0.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/mini-css-extract-plugin/node_modules/loader-utils/package.json,/node_modules/webpack/node_modules/loader-utils/package.json,/node_modules/babel-loader/node_modules/loader-utils/package.json,/node_modules/postcss-loader/node_modules/loader-utils/package.json,/node_modules/html-webpack-plugin/node_modules/loader-utils/package.json

Dependency Hierarchy: - react-scripts-5.0.0.tgz (Root Library) - babel-loader-8.2.3.tgz - :x: **loader-utils-1.4.0.tgz** (Vulnerable Library)

loader-utils-2.0.2.tgz

utils for webpack loaders

Library home page: https://registry.npmjs.org/loader-utils/-/loader-utils-2.0.2.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/loader-utils/package.json

Dependency Hierarchy: - react-scripts-5.0.0.tgz (Root Library) - file-loader-6.2.0.tgz - :x: **loader-utils-2.0.2.tgz** (Vulnerable Library)

loader-utils-3.2.0.tgz

utils for webpack loaders

Library home page: https://registry.npmjs.org/loader-utils/-/loader-utils-3.2.0.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/react-dev-utils/node_modules/loader-utils/package.json

Dependency Hierarchy: - react-scripts-5.0.0.tgz (Root Library) - react-dev-utils-12.0.0.tgz - :x: **loader-utils-3.2.0.tgz** (Vulnerable Library)

Found in HEAD commit: 3f4b06e654553136dec33dfdc45c4696afa3fe8a

Found in base branch: main

Vulnerability Details

A Regular expression denial of service (ReDoS) flaw was found in Function interpolateName in interpolateName.js in webpack loader-utils 2.0.0 via the url variable in interpolateName.js.

Publish Date: 2022-10-14

URL: CVE-2022-37603

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/advisories/GHSA-3rfm-jhwj-7488

Release Date: 2022-10-14

Fix Resolution (loader-utils): 2.0.4

Direct dependency fix Resolution (react-scripts): 5.0.1

Fix Resolution (loader-utils): 2.0.4

Direct dependency fix Resolution (react-scripts): 5.0.1

Fix Resolution (loader-utils): 3.2.1

Direct dependency fix Resolution (react-scripts): 5.0.1

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in multiple libraries cve high severity vulnerability vulnerable libraries loader utils tgz loader utils tgz loader utils tgz loader utils tgz utils for webpack loaders library home page a href path to dependency file package json path to vulnerable library node modules mini css extract plugin node modules loader utils package json node modules webpack node modules loader utils package json node modules babel loader node modules loader utils package json node modules postcss loader node modules loader utils package json node modules html webpack plugin node modules loader utils package json dependency hierarchy react scripts tgz root library babel loader tgz x loader utils tgz vulnerable library loader utils tgz utils for webpack loaders library home page a href path to dependency file package json path to vulnerable library node modules loader utils package json dependency hierarchy react scripts tgz root library file loader tgz x loader utils tgz vulnerable library loader utils tgz utils for webpack loaders library home page a href path to dependency file package json path to vulnerable library node modules react dev utils node modules loader utils package json dependency hierarchy react scripts tgz root library react dev utils tgz x loader utils tgz vulnerable library found in head commit a href found in base branch main vulnerability details a regular expression denial of service redos flaw was found in function interpolatename in interpolatename js in webpack loader utils via the url variable in interpolatename js publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution loader utils direct dependency fix resolution react scripts fix resolution loader utils direct dependency fix resolution react scripts fix resolution loader utils direct dependency fix resolution react scripts step up your open source security game with mend ,0 545259,15947105519.0,IssuesEvent,2021-04-15 02:41:23,WordPress/gutenberg,https://api.github.com/repos/WordPress/gutenberg,opened,Previews are broken for block patterns and block styles,[Feature] Patterns [Feature] Style Variations [Priority] High [Type] Regression,"## Description The previews for block patterns and blocks styles appear to be empty/broken. ## Step-by-step reproduction instructions Block styles 1. Add a block with a style, like a quote 2. View the sidebar, note that the previews are empty Block patterns 1. Click the + button in the top left of the screen 2. When the inserter sidebar opens, click the patterns tab 3. Note that only text is displayed for each pattern, the preview is empty ## Expected behaviour Previews work ## Actual behaviour Previews don't work ## Screenshots or screen recording (optional) Block styles Block patterns ## WordPress information - WordPress version: 5.7ish - Gutenberg version: 10.4ish - Are all plugins except Gutenberg deactivated? Y - Are you using a default theme (e.g. Twenty Twenty-One)? Y (TT1) ## Device information - Device: Desktop - Operating system: Mac OS - Browser: Brave ",1.0,"Previews are broken for block patterns and block styles - ## Description The previews for block patterns and blocks styles appear to be empty/broken. ## Step-by-step reproduction instructions Block styles 1. Add a block with a style, like a quote 2. View the sidebar, note that the previews are empty Block patterns 1. Click the + button in the top left of the screen 2. When the inserter sidebar opens, click the patterns tab 3. Note that only text is displayed for each pattern, the preview is empty ## Expected behaviour Previews work ## Actual behaviour Previews don't work ## Screenshots or screen recording (optional) Block styles Block patterns ## WordPress information - WordPress version: 5.7ish - Gutenberg version: 10.4ish - Are all plugins except Gutenberg deactivated? Y - Are you using a default theme (e.g. Twenty Twenty-One)? Y (TT1) ## Device information - Device: Desktop - Operating system: Mac OS - Browser: Brave ",0,previews are broken for block patterns and block styles description the previews for block patterns and blocks styles appear to be empty broken step by step reproduction instructions block styles add a block with a style like a quote view the sidebar note that the previews are empty block patterns click the button in the top left of the screen when the inserter sidebar opens click the patterns tab note that only text is displayed for each pattern the preview is empty expected behaviour previews work actual behaviour previews don t work screenshots or screen recording optional block styles img width alt screenshot at am src block patterns img width alt screenshot at am src wordpress information wordpress version gutenberg version are all plugins except gutenberg deactivated y are you using a default theme e g twenty twenty one y device information device desktop operating system mac os browser brave ,0 78531,3510830548.0,IssuesEvent,2016-01-09 20:06:17,nanovad/ifios,https://api.github.com/repos/nanovad/ifios,closed,RTC BCD->Binary should use a function,easy fix enhancement low priority,"In src/rtc.c, the BCD calculation is repeated. It should use a function so the calculation itself doesn't have to be repeated.",1.0,"RTC BCD->Binary should use a function - In src/rtc.c, the BCD calculation is repeated. It should use a function so the calculation itself doesn't have to be repeated.",0,rtc bcd binary should use a function in src rtc c the bcd calculation is repeated it should use a function so the calculation itself doesn t have to be repeated ,0 5557,3240688466.0,IssuesEvent,2015-10-15 06:25:46,oppia/oppia,https://api.github.com/repos/oppia/oppia,closed,Remove auto text focus on mobile,bug: major ref: frontend/player starter project TODO: code,"When playing an exploration on the phone, the software keyboard takes up half the screen. As a result, auto focusing on the text input in a card causes most content and feedback to get covered up.",1.0,"Remove auto text focus on mobile - When playing an exploration on the phone, the software keyboard takes up half the screen. As a result, auto focusing on the text input in a card causes most content and feedback to get covered up.",0,remove auto text focus on mobile when playing an exploration on the phone the software keyboard takes up half the screen as a result auto focusing on the text input in a card causes most content and feedback to get covered up ,0 262215,27860330921.0,IssuesEvent,2023-03-21 05:22:19,nidhi7598/OPENSSL_1.1.11g_G3_CVE-2020-1971,https://api.github.com/repos/nidhi7598/OPENSSL_1.1.11g_G3_CVE-2020-1971,opened,CVE-2023-0215 (High) detected in OpenSSLOpenSSL_1_1_1g,Mend: dependency security vulnerability,"## CVE-2023-0215 - High Severity Vulnerability
Vulnerable Library - OpenSSLOpenSSL_1_1_1g

TLS/SSL and crypto library

Library home page: https://github.com/OpenSSL/OpenSSL.git

Found in HEAD commit: aed262dd6ad6bc3b2bc8394031e7a40ad2f45945

Found in base branch: main

Vulnerable Source Files (3)

/crypto/asn1/bio_ndef.c /crypto/asn1/bio_ndef.c /crypto/asn1/bio_ndef.c

Vulnerability Details

The public API function BIO_new_NDEF is a helper function used for streaming ASN.1 data via a BIO. It is primarily used internally to OpenSSL to support the SMIME, CMS and PKCS7 streaming capabilities, but may also be called directly by end user applications. The function receives a BIO from the caller, prepends a new BIO_f_asn1 filter BIO onto the front of it to form a BIO chain, and then returns the new head of the BIO chain to the caller. Under certain conditions, for example if a CMS recipient public key is invalid, the new filter BIO is freed and the function returns a NULL result indicating a failure. However, in this case, the BIO chain is not properly cleaned up and the BIO passed by the caller still retains internal pointers to the previously freed filter BIO. If the caller then goes on to call BIO_pop() on the BIO then a use-after-free will occur. This will most likely result in a crash. This scenario occurs directly in the internal function B64_write_ASN1() which may cause BIO_new_NDEF() to be called and will subsequently call BIO_pop() on the BIO. This internal function is in turn called by the public API functions PEM_write_bio_ASN1_stream, PEM_write_bio_CMS_stream, PEM_write_bio_PKCS7_stream, SMIME_write_ASN1, SMIME_write_CMS and SMIME_write_PKCS7. Other public API functions that may be impacted by this include i2d_ASN1_bio_stream, BIO_new_CMS, BIO_new_PKCS7, i2d_CMS_bio_stream and i2d_PKCS7_bio_stream. The OpenSSL cms and smime command line applications are similarly affected.

Publish Date: 2023-02-08

URL: CVE-2023-0215

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/advisories/GHSA-r7jw-wp68-3xch

Release Date: 2023-02-08

Fix Resolution: openssl-src - 111.25,300.0.12

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2023-0215 (High) detected in OpenSSLOpenSSL_1_1_1g - ## CVE-2023-0215 - High Severity Vulnerability
Vulnerable Library - OpenSSLOpenSSL_1_1_1g

TLS/SSL and crypto library

Library home page: https://github.com/OpenSSL/OpenSSL.git

Found in HEAD commit: aed262dd6ad6bc3b2bc8394031e7a40ad2f45945

Found in base branch: main

Vulnerable Source Files (3)

/crypto/asn1/bio_ndef.c /crypto/asn1/bio_ndef.c /crypto/asn1/bio_ndef.c

Vulnerability Details

The public API function BIO_new_NDEF is a helper function used for streaming ASN.1 data via a BIO. It is primarily used internally to OpenSSL to support the SMIME, CMS and PKCS7 streaming capabilities, but may also be called directly by end user applications. The function receives a BIO from the caller, prepends a new BIO_f_asn1 filter BIO onto the front of it to form a BIO chain, and then returns the new head of the BIO chain to the caller. Under certain conditions, for example if a CMS recipient public key is invalid, the new filter BIO is freed and the function returns a NULL result indicating a failure. However, in this case, the BIO chain is not properly cleaned up and the BIO passed by the caller still retains internal pointers to the previously freed filter BIO. If the caller then goes on to call BIO_pop() on the BIO then a use-after-free will occur. This will most likely result in a crash. This scenario occurs directly in the internal function B64_write_ASN1() which may cause BIO_new_NDEF() to be called and will subsequently call BIO_pop() on the BIO. This internal function is in turn called by the public API functions PEM_write_bio_ASN1_stream, PEM_write_bio_CMS_stream, PEM_write_bio_PKCS7_stream, SMIME_write_ASN1, SMIME_write_CMS and SMIME_write_PKCS7. Other public API functions that may be impacted by this include i2d_ASN1_bio_stream, BIO_new_CMS, BIO_new_PKCS7, i2d_CMS_bio_stream and i2d_PKCS7_bio_stream. The OpenSSL cms and smime command line applications are similarly affected.

Publish Date: 2023-02-08

URL: CVE-2023-0215

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/advisories/GHSA-r7jw-wp68-3xch

Release Date: 2023-02-08

Fix Resolution: openssl-src - 111.25,300.0.12

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in opensslopenssl cve high severity vulnerability vulnerable library opensslopenssl tls ssl and crypto library library home page a href found in head commit a href found in base branch main vulnerable source files crypto bio ndef c crypto bio ndef c crypto bio ndef c vulnerability details the public api function bio new ndef is a helper function used for streaming asn data via a bio it is primarily used internally to openssl to support the smime cms and streaming capabilities but may also be called directly by end user applications the function receives a bio from the caller prepends a new bio f filter bio onto the front of it to form a bio chain and then returns the new head of the bio chain to the caller under certain conditions for example if a cms recipient public key is invalid the new filter bio is freed and the function returns a null result indicating a failure however in this case the bio chain is not properly cleaned up and the bio passed by the caller still retains internal pointers to the previously freed filter bio if the caller then goes on to call bio pop on the bio then a use after free will occur this will most likely result in a crash this scenario occurs directly in the internal function write which may cause bio new ndef to be called and will subsequently call bio pop on the bio this internal function is in turn called by the public api functions pem write bio stream pem write bio cms stream pem write bio stream smime write smime write cms and smime write other public api functions that may be impacted by this include bio stream bio new cms bio new cms bio stream and bio stream the openssl cms and smime command line applications are similarly affected publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution openssl src step up your open source security game with mend ,0 18667,13152658908.0,IssuesEvent,2020-08-09 23:36:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Copy and paste shortcuts don't work in Visual Shader editor,bug topic:editor topic:visualscript usability," **Godot version:** 3.2.3 rc3 **Issue description:** When in Visual Script editor, you can't use Copy and Paste shortcuts. You need to select them from the Edit menu. All other shortcuts seem to work (including Cut and the unlisted Duplicate shortcut...)",True,"Copy and paste shortcuts don't work in Visual Shader editor - **Godot version:** 3.2.3 rc3 **Issue description:** When in Visual Script editor, you can't use Copy and Paste shortcuts. You need to select them from the Edit menu. All other shortcuts seem to work (including Cut and the unlisted Duplicate shortcut...)",1,copy and paste shortcuts don t work in visual shader editor please search existing issues for potential duplicates before filing yours godot version issue description when in visual script editor you can t use copy and paste shortcuts you need to select them from the edit menu all other shortcuts seem to work including cut and the unlisted duplicate shortcut ,1 6570,4347143896.0,IssuesEvent,2016-07-29 18:28:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Suggestion: ""Add Node"" and ""Classes Reference"" dialogs improvement",enhancement topic:editor usability,"Hello! It's not an issue, but just a suggestion. The hierarchy in both Add Node and Classes dialogs are fine, but they have some problems of readability like some items having icons, and others not. The fact that some items don't have icons makes the alignment in the hierarchy pretty messy. Example: ![image](https://cloud.githubusercontent.com/assets/19820741/16365667/86b6a44a-3bdd-11e6-994e-ffd52f20d8bf.png) I suggest four alternatives to this: 1: Removing icons (not a good idea, but at least it's said). 2: Put the icons in the right side of the words (making the words be aligned). 3: Making the items that don't have icons inherit one from the last parent that haves a icon (making the icons be aligned). 4: Adding a reference guideline in each level of hierarchy, making easier to read, like this: ![example_grid_reference](https://cloud.githubusercontent.com/assets/19820741/16365660/581f44ca-3bdd-11e6-830b-c2d9b8f59208.png) Also, when the same dialogs are open, the tree is expanded by default, and sometimes is convenient to search category through category. Since there's a lot of items to scroll, and collapse one by one would be inefficient, a button to toggle expand/collapse all items in hierarchy (including the inner items) would be awesome. I hope you consider this possibilities, that will surely make the interface cleaner.",True,"Suggestion: ""Add Node"" and ""Classes Reference"" dialogs improvement - Hello! It's not an issue, but just a suggestion. The hierarchy in both Add Node and Classes dialogs are fine, but they have some problems of readability like some items having icons, and others not. The fact that some items don't have icons makes the alignment in the hierarchy pretty messy. Example: ![image](https://cloud.githubusercontent.com/assets/19820741/16365667/86b6a44a-3bdd-11e6-994e-ffd52f20d8bf.png) I suggest four alternatives to this: 1: Removing icons (not a good idea, but at least it's said). 2: Put the icons in the right side of the words (making the words be aligned). 3: Making the items that don't have icons inherit one from the last parent that haves a icon (making the icons be aligned). 4: Adding a reference guideline in each level of hierarchy, making easier to read, like this: ![example_grid_reference](https://cloud.githubusercontent.com/assets/19820741/16365660/581f44ca-3bdd-11e6-830b-c2d9b8f59208.png) Also, when the same dialogs are open, the tree is expanded by default, and sometimes is convenient to search category through category. Since there's a lot of items to scroll, and collapse one by one would be inefficient, a button to toggle expand/collapse all items in hierarchy (including the inner items) would be awesome. I hope you consider this possibilities, that will surely make the interface cleaner.",1,suggestion add node and classes reference dialogs improvement hello it s not an issue but just a suggestion the hierarchy in both add node and classes dialogs are fine but they have some problems of readability like some items having icons and others not the fact that some items don t have icons makes the alignment in the hierarchy pretty messy example i suggest four alternatives to this removing icons not a good idea but at least it s said put the icons in the right side of the words making the words be aligned making the items that don t have icons inherit one from the last parent that haves a icon making the icons be aligned adding a reference guideline in each level of hierarchy making easier to read like this also when the same dialogs are open the tree is expanded by default and sometimes is convenient to search category through category since there s a lot of items to scroll and collapse one by one would be inefficient a button to toggle expand collapse all items in hierarchy including the inner items would be awesome i hope you consider this possibilities that will surely make the interface cleaner ,1 242565,18668627945.0,IssuesEvent,2021-10-30 09:08:36,swsnu/swpp2021-team1,https://api.github.com/repos/swsnu/swpp2021-team1,closed,System Architecture,documentation task,"- [wiki link](https://github.com/swsnu/swpp2021-team1/wiki/Design-and-Planning#system-architecture) Here you should describe the high-level architecture of your system: the major pieces and how they fit together. Use graphical notations as much as possible in preference to English sentences. For example, you could describe the architecture using UML, if your system lends itself to these descriptions. Try to use standard architectural elements (e.g., pipe-and-filter, client-server, event-based, model-view-controller). Make sure to describe the major interfaces between components, which you will describe in more detail in the ""Design details"" section below.",1.0,"System Architecture - - [wiki link](https://github.com/swsnu/swpp2021-team1/wiki/Design-and-Planning#system-architecture) Here you should describe the high-level architecture of your system: the major pieces and how they fit together. Use graphical notations as much as possible in preference to English sentences. For example, you could describe the architecture using UML, if your system lends itself to these descriptions. Try to use standard architectural elements (e.g., pipe-and-filter, client-server, event-based, model-view-controller). Make sure to describe the major interfaces between components, which you will describe in more detail in the ""Design details"" section below.",0,system architecture here you should describe the high level architecture of your system the major pieces and how they fit together use graphical notations as much as possible in preference to english sentences for example you could describe the architecture using uml if your system lends itself to these descriptions try to use standard architectural elements e g pipe and filter client server event based model view controller make sure to describe the major interfaces between components which you will describe in more detail in the design details section below ,0 6447,4288704562.0,IssuesEvent,2016-07-17 16:50:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,It's impossible to use 'Sync script changes' together with custom signals,bug topic:core topic:editor usability,"**Operating system or device - Godot version:** Ubuntu 16.04, 4c4ab140b4569f2700517a13b20127eb7542b3ec **Issue description** (what happened, and what was expected): It's impossible to use `Sync script changes` together with custom signals, which are declared with `signal` keyword. Error below: ` Parser Error: Signal 'Signal name' redefined (in current or parent class) ` **Steps to reproduce:** 1. Create a scene with custom signal which is defined with `signal` keyword 2. Run the game with `Sync script changes` option turned on. 3. Modify script in which custom signal is defined. **Link to minimal example project** (optional but very welcome): ",True,"It's impossible to use 'Sync script changes' together with custom signals - **Operating system or device - Godot version:** Ubuntu 16.04, 4c4ab140b4569f2700517a13b20127eb7542b3ec **Issue description** (what happened, and what was expected): It's impossible to use `Sync script changes` together with custom signals, which are declared with `signal` keyword. Error below: ` Parser Error: Signal 'Signal name' redefined (in current or parent class) ` **Steps to reproduce:** 1. Create a scene with custom signal which is defined with `signal` keyword 2. Run the game with `Sync script changes` option turned on. 3. Modify script in which custom signal is defined. **Link to minimal example project** (optional but very welcome): ",1,it s impossible to use sync script changes together with custom signals operating system or device godot version ubuntu issue description what happened and what was expected it s impossible to use sync script changes together with custom signals which are declared with signal keyword error below parser error signal signal name redefined in current or parent class steps to reproduce create a scene with custom signal which is defined with signal keyword run the game with sync script changes option turned on modify script in which custom signal is defined link to minimal example project optional but very welcome ,1 38910,19597542521.0,IssuesEvent,2022-01-05 19:50:26,PrestaShop/PrestaShop,https://api.github.com/repos/PrestaShop/PrestaShop,closed,Faceted search cache needs to be invalidated when changing stock management settings,Feature BO Performance Faceted search Fixed PR available Module,"#### Is your feature request related to a problem? Steps to reproduce the behavior: 1. Make two products, disable out of stock ordering on one of them. 2. Set up faceted search with quantity filter. Check that it works. 3. Disable stock management in Prestashop settings. 4. Go to FO, see that availability filter disappeared. 5. Enable stock management again, see that the filter does not reappear. 6. Go to faceted search config and click Clear cache. Filter will reappear. **- we need to automate this** #### Describe the solution you'd like Hook to any action called when updating `PS_STOCK_MANAGEMENT` and call `invalidateLayeredFilterBlockCache()` in faceted search. #### Additional context * PrestaShop version: develop * Faceted search version: 3.7.1 * PHP version: 7.2 Ping @PierreRambaud ",True,"Faceted search cache needs to be invalidated when changing stock management settings - #### Is your feature request related to a problem? Steps to reproduce the behavior: 1. Make two products, disable out of stock ordering on one of them. 2. Set up faceted search with quantity filter. Check that it works. 3. Disable stock management in Prestashop settings. 4. Go to FO, see that availability filter disappeared. 5. Enable stock management again, see that the filter does not reappear. 6. Go to faceted search config and click Clear cache. Filter will reappear. **- we need to automate this** #### Describe the solution you'd like Hook to any action called when updating `PS_STOCK_MANAGEMENT` and call `invalidateLayeredFilterBlockCache()` in faceted search. #### Additional context * PrestaShop version: develop * Faceted search version: 3.7.1 * PHP version: 7.2 Ping @PierreRambaud ",0,faceted search cache needs to be invalidated when changing stock management settings is your feature request related to a problem steps to reproduce the behavior make two products disable out of stock ordering on one of them set up faceted search with quantity filter check that it works disable stock management in prestashop settings go to fo see that availability filter disappeared enable stock management again see that the filter does not reappear go to faceted search config and click clear cache filter will reappear we need to automate this describe the solution you d like hook to any action called when updating ps stock management and call invalidatelayeredfilterblockcache in faceted search additional context prestashop version develop faceted search version php version ping pierrerambaud ,0 10865,6965658469.0,IssuesEvent,2017-12-09 09:14:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot 3 has no Movement and Rotation axis locks,enhancement topic:physics usability,"Godot 3 has no Movement and Rotation axis locks for PhysicsBody (3D) class. The only thing I found is axis_lock property in RigidBody but it's for rotation and allows only 1 axis lock. Is any form to make a workaround or I have to migrate the 3d platformer project I'm doing to Unity3d? ![screenshot_20171209_034759](https://user-images.githubusercontent.com/18708610/33793305-6b4d2dce-dc94-11e7-881d-a96874daa690.png) ",True,"Godot 3 has no Movement and Rotation axis locks - Godot 3 has no Movement and Rotation axis locks for PhysicsBody (3D) class. The only thing I found is axis_lock property in RigidBody but it's for rotation and allows only 1 axis lock. Is any form to make a workaround or I have to migrate the 3d platformer project I'm doing to Unity3d? ![screenshot_20171209_034759](https://user-images.githubusercontent.com/18708610/33793305-6b4d2dce-dc94-11e7-881d-a96874daa690.png) ",1,godot has no movement and rotation axis locks godot has no movement and rotation axis locks for physicsbody class the only thing i found is axis lock property in rigidbody but it s for rotation and allows only axis lock is any form to make a workaround or i have to migrate the platformer project i m doing to ,1 642313,20884547616.0,IssuesEvent,2022-03-23 02:34:08,NuGet/Home,https://api.github.com/repos/NuGet/Home,closed,"Make the Installed tab group by dependency type, e.g. ""Top-level packages"" or ""Transitive packages""",Priority:2 Type:Feature Functionality:VisualStudioUI Pipeline:In Progress,"Make the Installed tab group by dependency type, e.g. ""Top-level packages"" or ""Transitive packages"" with transitive dependencies collapsed by default",1.0,"Make the Installed tab group by dependency type, e.g. ""Top-level packages"" or ""Transitive packages"" - Make the Installed tab group by dependency type, e.g. ""Top-level packages"" or ""Transitive packages"" with transitive dependencies collapsed by default",0,make the installed tab group by dependency type e g top level packages or transitive packages make the installed tab group by dependency type e g top level packages or transitive packages with transitive dependencies collapsed by default,0 21483,17138656590.0,IssuesEvent,2021-07-13 07:03:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Deleting a TreeItem does not remove it from display,bug topic:gui usability,"**Godot version:** 3.2.1 **OS/device including version:** Windows 10 **Issue description:** Deleting a TreeItem via script removes it, but the display still shows the TreeItem until one interacts with the Tree-Node. This happens in both cases: TreeItem.free() and TreeItem.remove_child(childTreeItem) **Steps to reproduce:** 1.a. Load and start the Minimal reproduction project 1.b. Now the windows shows a button at the top and a Tree-Node with one TreeItem-Entry at the bottom of the window. 2.a. Click on the Button at the top of the window to delete the TreeItem via TreeItem.free() 2.b. I would expect that now the item disappears 3.a. Move the mouse over the Tree-Node in the lower part of the window 3.b. Now the TreeItem disappears **Minimal reproduction project:** [TreeItemDeleteBug.zip](https://github.com/godotengine/godot/files/4638870/TreeItemDeleteBug.zip) ",True,"Deleting a TreeItem does not remove it from display - **Godot version:** 3.2.1 **OS/device including version:** Windows 10 **Issue description:** Deleting a TreeItem via script removes it, but the display still shows the TreeItem until one interacts with the Tree-Node. This happens in both cases: TreeItem.free() and TreeItem.remove_child(childTreeItem) **Steps to reproduce:** 1.a. Load and start the Minimal reproduction project 1.b. Now the windows shows a button at the top and a Tree-Node with one TreeItem-Entry at the bottom of the window. 2.a. Click on the Button at the top of the window to delete the TreeItem via TreeItem.free() 2.b. I would expect that now the item disappears 3.a. Move the mouse over the Tree-Node in the lower part of the window 3.b. Now the TreeItem disappears **Minimal reproduction project:** [TreeItemDeleteBug.zip](https://github.com/godotengine/godot/files/4638870/TreeItemDeleteBug.zip) ",1,deleting a treeitem does not remove it from display godot version os device including version windows issue description deleting a treeitem via script removes it but the display still shows the treeitem until one interacts with the tree node this happens in both cases treeitem free and treeitem remove child childtreeitem steps to reproduce a load and start the minimal reproduction project b now the windows shows a button at the top and a tree node with one treeitem entry at the bottom of the window a click on the button at the top of the window to delete the treeitem via treeitem free b i would expect that now the item disappears a move the mouse over the tree node in the lower part of the window b now the treeitem disappears minimal reproduction project ,1 17965,12441442051.0,IssuesEvent,2020-05-26 13:40:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scene minimap for 2D editor,discussion feature proposal topic:editor usability,"A minimap for 2D editor could be really useful for games with big levels. This is the way it is on Tiled: ![tiledcapture](https://cloud.githubusercontent.com/assets/10215987/26321803/b0e62b44-3efe-11e7-8748-2793faaf17ab.png) But on Godot it will need to be configurable on extents and zoom, not limited to tilemaps (because is just one of many ways to make levels). Could look like this: ![minigodotmap](https://cloud.githubusercontent.com/assets/10215987/26321837/da515cf6-3efe-11e7-816a-fb2371e627db.png) Or use the bottom panel to make it less intrusive and allow minimaps for huge levels, This may be possible to do with plugins but I'm not good with viewports (and failed miserably trying :sweat_smile: ) so I can't be sure. ",True,"Scene minimap for 2D editor - A minimap for 2D editor could be really useful for games with big levels. This is the way it is on Tiled: ![tiledcapture](https://cloud.githubusercontent.com/assets/10215987/26321803/b0e62b44-3efe-11e7-8748-2793faaf17ab.png) But on Godot it will need to be configurable on extents and zoom, not limited to tilemaps (because is just one of many ways to make levels). Could look like this: ![minigodotmap](https://cloud.githubusercontent.com/assets/10215987/26321837/da515cf6-3efe-11e7-816a-fb2371e627db.png) Or use the bottom panel to make it less intrusive and allow minimaps for huge levels, This may be possible to do with plugins but I'm not good with viewports (and failed miserably trying :sweat_smile: ) so I can't be sure. ",1,scene minimap for editor a minimap for editor could be really useful for games with big levels this is the way it is on tiled but on godot it will need to be configurable on extents and zoom not limited to tilemaps because is just one of many ways to make levels could look like this or use the bottom panel to make it less intrusive and allow minimaps for huge levels this may be possible to do with plugins but i m not good with viewports and failed miserably trying sweat smile so i can t be sure ,1 12529,7928144605.0,IssuesEvent,2018-07-06 10:30:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Editing text property of MultipleNodeEdit keeps cursor at leftmost position,bug topic:editor usability," **Godot version:** ecee0c9 **OS/device including version:** Manjaro x86_64 **Issue description:** Expected: being able to type normally into text field Happened: cursor keeps going back to the leftmost position **Steps to reproduce:** 1. select multiple nodes with multiline text e.g. Labels 2. edit text property ![peek 2018-07-06 17-24](https://user-images.githubusercontent.com/26753932/42374264-e005fd10-8141-11e8-9ee4-3e485dae026b.gif) **Minimal reproduction project:** ",True,"Editing text property of MultipleNodeEdit keeps cursor at leftmost position - **Godot version:** ecee0c9 **OS/device including version:** Manjaro x86_64 **Issue description:** Expected: being able to type normally into text field Happened: cursor keeps going back to the leftmost position **Steps to reproduce:** 1. select multiple nodes with multiline text e.g. Labels 2. edit text property ![peek 2018-07-06 17-24](https://user-images.githubusercontent.com/26753932/42374264-e005fd10-8141-11e8-9ee4-3e485dae026b.gif) **Minimal reproduction project:** ",1,editing text property of multiplenodeedit keeps cursor at leftmost position please search existing issues for potential duplicates before filing yours godot version os device including version manjaro issue description expected being able to type normally into text field happened cursor keeps going back to the leftmost position steps to reproduce select multiple nodes with multiline text e g labels edit text property minimal reproduction project ,1 20707,15897376873.0,IssuesEvent,2021-04-11 20:50:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,All inclusive 'undo',enhancement topic:editor usability,"Linux Ubuntu 16.04.1 x86_64 running MATE desktop. Godot version ""Godot_v2.1-stable_x11.64"" Apparently not everything we can do in the editor goes into the undo stack. E.g. I edited the colors of a FixedMaterial but then when I did 'undo' the colors were left alone, and the previous things (translations, scales of meshes) were undone. On the whole I think it is (a) unclear what will/not be available for 'undo'; (b) would be nice if everything were 'undo'able, or at least more than not. ",True,"All inclusive 'undo' - Linux Ubuntu 16.04.1 x86_64 running MATE desktop. Godot version ""Godot_v2.1-stable_x11.64"" Apparently not everything we can do in the editor goes into the undo stack. E.g. I edited the colors of a FixedMaterial but then when I did 'undo' the colors were left alone, and the previous things (translations, scales of meshes) were undone. On the whole I think it is (a) unclear what will/not be available for 'undo'; (b) would be nice if everything were 'undo'able, or at least more than not. ",1,all inclusive undo linux ubuntu running mate desktop godot version godot stable apparently not everything we can do in the editor goes into the undo stack e g i edited the colors of a fixedmaterial but then when i did undo the colors were left alone and the previous things translations scales of meshes were undone on the whole i think it is a unclear what will not be available for undo b would be nice if everything were undo able or at least more than not ,1 10377,6691562910.0,IssuesEvent,2017-10-09 13:35:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shortcut taken (OS X) : Quit to project list,enhancement hacktoberfest platform:osx topic:editor usability,"The shortcut (Meta + Shift + Q) used for the action ""Quit to project list"" is already taken by OSX. It's a shortcut to exit the current session. We should find another shortcut. like : Meta + Shift + L. L like List ? ",True,"Shortcut taken (OS X) : Quit to project list - The shortcut (Meta + Shift + Q) used for the action ""Quit to project list"" is already taken by OSX. It's a shortcut to exit the current session. We should find another shortcut. like : Meta + Shift + L. L like List ? ",1,shortcut taken os x quit to project list the shortcut meta shift q used for the action quit to project list is already taken by osx it s a shortcut to exit the current session we should find another shortcut like meta shift l l like list ,1 790131,27816792816.0,IssuesEvent,2023-03-18 19:30:26,GoogleCloudPlatform/golang-samples,https://api.github.com/repos/GoogleCloudPlatform/golang-samples,opened,media/videostitcher: TestVodSessions failed,type: bug priority: p1 flakybot: issue,"Note: #2837 was also for this test, but it was closed more than 10 days ago. So, I didn't mark it flaky. ---- commit: 412268008fa730756d059ef39c14d9ec0004ba68 buildURL: [Build Status](https://source.cloud.google.com/results/invocations/c02fdfe9-5da5-4aea-b8f3-00403c4e9cbb), [Sponge](http://sponge2/c02fdfe9-5da5-4aea-b8f3-00403c4e9cbb) status: failed
Test output
    stitcher_test.go:417: createVodSession got err: client.CreateVodSession: rpc error: code = InvalidArgument desc = The request was invalid: invalid ad_tracking ""AD_TRACKING_UNSPECIFIED"" for session without GamVodConfig, want ""CLIENT"" or ""SERVER""
        error details: name = BadRequest field = ad_tracking desc = 
        error details: name = RequestInfo id = 73c6e96d0b755542 data =
",1.0,"media/videostitcher: TestVodSessions failed - Note: #2837 was also for this test, but it was closed more than 10 days ago. So, I didn't mark it flaky. ---- commit: 412268008fa730756d059ef39c14d9ec0004ba68 buildURL: [Build Status](https://source.cloud.google.com/results/invocations/c02fdfe9-5da5-4aea-b8f3-00403c4e9cbb), [Sponge](http://sponge2/c02fdfe9-5da5-4aea-b8f3-00403c4e9cbb) status: failed
Test output
    stitcher_test.go:417: createVodSession got err: client.CreateVodSession: rpc error: code = InvalidArgument desc = The request was invalid: invalid ad_tracking ""AD_TRACKING_UNSPECIFIED"" for session without GamVodConfig, want ""CLIENT"" or ""SERVER""
        error details: name = BadRequest field = ad_tracking desc = 
        error details: name = RequestInfo id = 73c6e96d0b755542 data =
",0,media videostitcher testvodsessions failed note was also for this test but it was closed more than days ago so i didn t mark it flaky commit buildurl status failed test output stitcher test go createvodsession got err client createvodsession rpc error code invalidargument desc the request was invalid invalid ad tracking ad tracking unspecified for session without gamvodconfig want client or server error details name badrequest field ad tracking desc error details name requestinfo id data ,0 6489,4312815133.0,IssuesEvent,2016-07-22 07:52:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Unable to get the value of the Y orientation more/less than 90 degrees without impacting other axes,bug topic:editor usability,"Ubuntu 15.04, GTX 965M Unable to get the value of the Y orientation more/less than 90 degrees. This changes the adjacent axis. http://rghost.ru/7dHwdyrhL Additional video http://rghost.ru/6fZrslBwy",True,"Unable to get the value of the Y orientation more/less than 90 degrees without impacting other axes - Ubuntu 15.04, GTX 965M Unable to get the value of the Y orientation more/less than 90 degrees. This changes the adjacent axis. http://rghost.ru/7dHwdyrhL Additional video http://rghost.ru/6fZrslBwy",1,unable to get the value of the y orientation more less than degrees without impacting other axes ubuntu gtx unable to get the value of the y orientation more less than degrees this changes the adjacent axis additional video ,1 76960,26695336732.0,IssuesEvent,2023-01-27 09:52:23,vector-im/element-web,https://api.github.com/repos/vector-im/element-web,closed,WISIWIG editor cannot be used to enter a bulleted list ,T-Defect S-Major O-Occasional Z-Labs A-Rich-Text-Editor,"### Steps to reproduce 1. Where are you starting? What can you see? I want to enter a message with a bulleted list included 2. What do you click? when I try to enter a newline (with shift Carriage-Return) the input line is closed, if the Editor is active - this is possible, if the editor is not active. Then however a
character is inserted, thus no list is produced either. I add a screenshot, documenting my input of - test, with the WISIWIG editor enabled and disabled. 3. More steps… ![WISIWIGTestBulletedList](https://user-images.githubusercontent.com/116800745/198298363-f8e60b6b-c0de-4bc0-8966-61ce2f186782.png) ### Outcome #### What did you expect? The enabled WISIWIG editor should not evaluate shift Carriage-Return as Carriage-Return the disabled WISIWIG editor should display a shift Carriage-Return as Carriage-Return and not as
#### What happened instead? ### Operating system macOS 12.6 (21G115) ### Browser information Safari 16.0 (17614.1.25.9.10, 17614) ### URL for webapp https://develop.element.io ### Application version Version von Element: 5da11ae43654-react-0173e211294c-js-b44787192db1 Version von Olm: 3.2.12 ### Homeserver synod.im ### Will you send logs? Yes",1.0,"WISIWIG editor cannot be used to enter a bulleted list - ### Steps to reproduce 1. Where are you starting? What can you see? I want to enter a message with a bulleted list included 2. What do you click? when I try to enter a newline (with shift Carriage-Return) the input line is closed, if the Editor is active - this is possible, if the editor is not active. Then however a
character is inserted, thus no list is produced either. I add a screenshot, documenting my input of - test, with the WISIWIG editor enabled and disabled. 3. More steps… ![WISIWIGTestBulletedList](https://user-images.githubusercontent.com/116800745/198298363-f8e60b6b-c0de-4bc0-8966-61ce2f186782.png) ### Outcome #### What did you expect? The enabled WISIWIG editor should not evaluate shift Carriage-Return as Carriage-Return the disabled WISIWIG editor should display a shift Carriage-Return as Carriage-Return and not as
#### What happened instead? ### Operating system macOS 12.6 (21G115) ### Browser information Safari 16.0 (17614.1.25.9.10, 17614) ### URL for webapp https://develop.element.io ### Application version Version von Element: 5da11ae43654-react-0173e211294c-js-b44787192db1 Version von Olm: 3.2.12 ### Homeserver synod.im ### Will you send logs? Yes",0,wisiwig editor cannot be used to enter a bulleted list steps to reproduce where are you starting what can you see i want to enter a message with a bulleted list included what do you click when i try to enter a newline with shift carriage return the input line is closed if the editor is active this is possible if the editor is not active then however a character is inserted thus no list is produced either i add a screenshot documenting my input of test with the wisiwig editor enabled and disabled more steps… outcome what did you expect the enabled wisiwig editor should not evaluate shift carriage return as carriage return the disabled wisiwig editor should display a shift carriage return as carriage return and not as what happened instead operating system macos browser information safari url for webapp application version version von element react js version von olm homeserver synod im will you send logs yes,0 17834,12371791067.0,IssuesEvent,2020-05-18 19:11:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Autocompletion spams errors on invalid get_child() index,bug topic:editor topic:gdscript usability,"**Godot version:** 3.2.1 **Steps to reproduce:** 1. Create a new scene with root node 2. Add script to root node 3. Type `get_child(1).` in the script and press Ctrl + Space 4. The console gets spammed with errors This is because the Script Editor tries to get the node from get_child() method, but the node doesn't exist. The editor should check index before calling get_child() and ignore it if it's invalid.",True,"Autocompletion spams errors on invalid get_child() index - **Godot version:** 3.2.1 **Steps to reproduce:** 1. Create a new scene with root node 2. Add script to root node 3. Type `get_child(1).` in the script and press Ctrl + Space 4. The console gets spammed with errors This is because the Script Editor tries to get the node from get_child() method, but the node doesn't exist. The editor should check index before calling get_child() and ignore it if it's invalid.",1,autocompletion spams errors on invalid get child index godot version steps to reproduce create a new scene with root node add script to root node type get child in the script and press ctrl space the console gets spammed with errors this is because the script editor tries to get the node from get child method but the node doesn t exist the editor should check index before calling get child and ignore it if it s invalid ,1 157396,19957194841.0,IssuesEvent,2022-01-28 01:35:35,scottstientjes/snipe-it,https://api.github.com/repos/scottstientjes/snipe-it,opened,"CVE-2020-28469 (High) detected in glob-parent-3.1.0.tgz, glob-parent-2.0.0.tgz",security vulnerability,"## CVE-2020-28469 - High Severity Vulnerability
Vulnerable Libraries - glob-parent-3.1.0.tgz, glob-parent-2.0.0.tgz

glob-parent-3.1.0.tgz

Strips glob magic from a string to provide the parent directory path

Library home page: https://registry.npmjs.org/glob-parent/-/glob-parent-3.1.0.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/glob-parent/package.json

Dependency Hierarchy: - laravel-mix-2.1.11.tgz (Root Library) - chokidar-2.0.3.tgz - :x: **glob-parent-3.1.0.tgz** (Vulnerable Library)

glob-parent-2.0.0.tgz

Strips glob magic from a string to provide the parent path

Library home page: https://registry.npmjs.org/glob-parent/-/glob-parent-2.0.0.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/glob-base/node_modules/glob-parent/package.json

Dependency Hierarchy: - laravel-mix-2.1.11.tgz (Root Library) - webpack-dev-server-2.11.2.tgz - http-proxy-middleware-0.17.4.tgz - micromatch-2.3.11.tgz - parse-glob-3.0.4.tgz - glob-base-0.3.0.tgz - :x: **glob-parent-2.0.0.tgz** (Vulnerable Library)

Vulnerability Details

This affects the package glob-parent before 5.1.2. The enclosure regex used to check for strings ending in enclosure containing path separator.

Publish Date: 2021-06-03

URL: CVE-2020-28469

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2020-28469

Release Date: 2021-06-03

Fix Resolution (glob-parent): 5.1.2

Direct dependency fix Resolution (laravel-mix): 6.0.0-beta.15

Fix Resolution (glob-parent): 5.1.2

Direct dependency fix Resolution (laravel-mix): 6.0.0-beta.15

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2020-28469 (High) detected in glob-parent-3.1.0.tgz, glob-parent-2.0.0.tgz - ## CVE-2020-28469 - High Severity Vulnerability
Vulnerable Libraries - glob-parent-3.1.0.tgz, glob-parent-2.0.0.tgz

glob-parent-3.1.0.tgz

Strips glob magic from a string to provide the parent directory path

Library home page: https://registry.npmjs.org/glob-parent/-/glob-parent-3.1.0.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/glob-parent/package.json

Dependency Hierarchy: - laravel-mix-2.1.11.tgz (Root Library) - chokidar-2.0.3.tgz - :x: **glob-parent-3.1.0.tgz** (Vulnerable Library)

glob-parent-2.0.0.tgz

Strips glob magic from a string to provide the parent path

Library home page: https://registry.npmjs.org/glob-parent/-/glob-parent-2.0.0.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/glob-base/node_modules/glob-parent/package.json

Dependency Hierarchy: - laravel-mix-2.1.11.tgz (Root Library) - webpack-dev-server-2.11.2.tgz - http-proxy-middleware-0.17.4.tgz - micromatch-2.3.11.tgz - parse-glob-3.0.4.tgz - glob-base-0.3.0.tgz - :x: **glob-parent-2.0.0.tgz** (Vulnerable Library)

Vulnerability Details

This affects the package glob-parent before 5.1.2. The enclosure regex used to check for strings ending in enclosure containing path separator.

Publish Date: 2021-06-03

URL: CVE-2020-28469

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2020-28469

Release Date: 2021-06-03

Fix Resolution (glob-parent): 5.1.2

Direct dependency fix Resolution (laravel-mix): 6.0.0-beta.15

Fix Resolution (glob-parent): 5.1.2

Direct dependency fix Resolution (laravel-mix): 6.0.0-beta.15

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in glob parent tgz glob parent tgz cve high severity vulnerability vulnerable libraries glob parent tgz glob parent tgz glob parent tgz strips glob magic from a string to provide the parent directory path library home page a href path to dependency file package json path to vulnerable library node modules glob parent package json dependency hierarchy laravel mix tgz root library chokidar tgz x glob parent tgz vulnerable library glob parent tgz strips glob magic from a string to provide the parent path library home page a href path to dependency file package json path to vulnerable library node modules glob base node modules glob parent package json dependency hierarchy laravel mix tgz root library webpack dev server tgz http proxy middleware tgz micromatch tgz parse glob tgz glob base tgz x glob parent tgz vulnerable library vulnerability details this affects the package glob parent before the enclosure regex used to check for strings ending in enclosure containing path separator publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution glob parent direct dependency fix resolution laravel mix beta fix resolution glob parent direct dependency fix resolution laravel mix beta step up your open source security game with whitesource ,0 231971,7647318745.0,IssuesEvent,2018-05-09 03:12:38,gravityview/GravityView,https://api.github.com/repos/gravityview/GravityView,opened,"Labels visible when ""Show label"" not checked",Bug Core: Templates Priority: High,Not template-specific; affecting the [1.x Map layout](https://demo.gravityview.co/view/map/) as well as the [2.0 List layout](https://demo.gravityview.co/view/list/).,1.0,"Labels visible when ""Show label"" not checked - Not template-specific; affecting the [1.x Map layout](https://demo.gravityview.co/view/map/) as well as the [2.0 List layout](https://demo.gravityview.co/view/list/).",0,labels visible when show label not checked not template specific affecting the as well as the ,0 15182,9818594189.0,IssuesEvent,2019-06-13 19:40:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability for godot to remember collapsed items in input map editor panel.,enhancement topic:editor usability,"Godot v2.1.3 [Low priority] Feature request: Currently collapsed items in input map editor panel always get expanded when editing the remaps. I'm asking the ability for godot to remember collapsed items in input map editor panel. Because my english sucks I've recorded a gif showing the current behavior. ![gd_input_panel](https://cloud.githubusercontent.com/assets/10292929/25995712/8e87e9d4-370b-11e7-8d90-fdbe7baad25e.gif) ",True,"Ability for godot to remember collapsed items in input map editor panel. - Godot v2.1.3 [Low priority] Feature request: Currently collapsed items in input map editor panel always get expanded when editing the remaps. I'm asking the ability for godot to remember collapsed items in input map editor panel. Because my english sucks I've recorded a gif showing the current behavior. ![gd_input_panel](https://cloud.githubusercontent.com/assets/10292929/25995712/8e87e9d4-370b-11e7-8d90-fdbe7baad25e.gif) ",1,ability for godot to remember collapsed items in input map editor panel godot feature request currently collapsed items in input map editor panel always get expanded when editing the remaps i m asking the ability for godot to remember collapsed items in input map editor panel because my english sucks i ve recorded a gif showing the current behavior ,1 504766,14620961687.0,IssuesEvent,2020-12-22 20:42:26,LBL-EESA/TECA,https://api.github.com/repos/LBL-EESA/TECA,opened,pressure from sea level pressure,1_high_priority,"For the IVT integral in highresmip, we should mask values that are below the ground surface. Most models have sea level pressure (variable name `psl`); with a surface elevation field, surface pressure can be estimated. The condition for valid data is then $p >= ps$, where `ps` is the surface pressure. A particular model has both ps and psl, which should facilitate testing: PSL: /global/cfs/cdirs/m3522/cmip6/CMIP6_hrmcol/HighResMIP/CMIP6/HighResMIP/ECMWF/ECMWF-IFS-HR/highresSST-present/r1i1p1f1/6hrPlevPt/psl/gr/v20170915/ PS: /global/cfs/cdirs/m3522/cmip6/CMIP6_hrmcol/HighResMIP/CMIP6/HighResMIP/ECMWF/ECMWF-IFS-HR/highresSST-present/r1i1p1f1/Prim6hrPt/ps/gr/v20170915",1.0,"pressure from sea level pressure - For the IVT integral in highresmip, we should mask values that are below the ground surface. Most models have sea level pressure (variable name `psl`); with a surface elevation field, surface pressure can be estimated. The condition for valid data is then $p >= ps$, where `ps` is the surface pressure. A particular model has both ps and psl, which should facilitate testing: PSL: /global/cfs/cdirs/m3522/cmip6/CMIP6_hrmcol/HighResMIP/CMIP6/HighResMIP/ECMWF/ECMWF-IFS-HR/highresSST-present/r1i1p1f1/6hrPlevPt/psl/gr/v20170915/ PS: /global/cfs/cdirs/m3522/cmip6/CMIP6_hrmcol/HighResMIP/CMIP6/HighResMIP/ECMWF/ECMWF-IFS-HR/highresSST-present/r1i1p1f1/Prim6hrPt/ps/gr/v20170915",0,pressure from sea level pressure for the ivt integral in highresmip we should mask values that are below the ground surface most models have sea level pressure variable name psl with a surface elevation field surface pressure can be estimated the condition for valid data is then p ps where ps is the surface pressure a particular model has both ps and psl which should facilitate testing psl global cfs cdirs hrmcol highresmip highresmip ecmwf ecmwf ifs hr highressst present psl gr ps global cfs cdirs hrmcol highresmip highresmip ecmwf ecmwf ifs hr highressst present ps gr ,0 247982,26771142058.0,IssuesEvent,2023-01-31 14:12:48,samqws-test/juice-shop,https://api.github.com/repos/samqws-test/juice-shop,opened,sqlite3-5.0.9.tgz: 1 vulnerabilities (highest severity is: 5.3),security vulnerability,"
Vulnerable Library - sqlite3-5.0.9.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/make-fetch-happen/node_modules/http-cache-semantics/package.json

Found in HEAD commit: dfe26338e450e8fc50a889a1c616f7c847cd3363

## Vulnerabilities | CVE | Severity | CVSS | Dependency | Type | Fixed in (sqlite3 version) | Remediation Available | | ------------- | ------------- | ----- | ----- | ----- | ------------- | --- | | [CVE-2022-25881](https://www.mend.io/vulnerability-database/CVE-2022-25881) | Medium | 5.3 | http-cache-semantics-4.1.0.tgz | Transitive | N/A* | ❌ |

*For some transitive vulnerabilities, there is no version of direct dependency with a fix. Check the section ""Details"" below to see if there is a version of transitive dependency where vulnerability is fixed.

## Details
CVE-2022-25881 ### Vulnerable Library - http-cache-semantics-4.1.0.tgz

Parses Cache-Control and other headers. Helps building correct HTTP caches and proxies

Library home page: https://registry.npmjs.org/http-cache-semantics/-/http-cache-semantics-4.1.0.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/make-fetch-happen/node_modules/http-cache-semantics/package.json

Dependency Hierarchy: - sqlite3-5.0.9.tgz (Root Library) - node-gyp-8.4.1.tgz - make-fetch-happen-9.1.0.tgz - :x: **http-cache-semantics-4.1.0.tgz** (Vulnerable Library)

Found in HEAD commit: dfe26338e450e8fc50a889a1c616f7c847cd3363

Found in base branch: main

### Vulnerability Details

This affects versions of the package http-cache-semantics before 4.1.1. The issue can be exploited via malicious request header values sent to a server, when that server reads the cache policy from the request using this library.

Publish Date: 2023-01-31

URL: CVE-2022-25881

### CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: Low

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Origin: https://www.cve.org/CVERecord?id=CVE-2022-25881

Release Date: 2023-01-31

Fix Resolution: http-cache-semantics - 4.1.1

",True,"sqlite3-5.0.9.tgz: 1 vulnerabilities (highest severity is: 5.3) -
Vulnerable Library - sqlite3-5.0.9.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/make-fetch-happen/node_modules/http-cache-semantics/package.json

Found in HEAD commit: dfe26338e450e8fc50a889a1c616f7c847cd3363

## Vulnerabilities | CVE | Severity | CVSS | Dependency | Type | Fixed in (sqlite3 version) | Remediation Available | | ------------- | ------------- | ----- | ----- | ----- | ------------- | --- | | [CVE-2022-25881](https://www.mend.io/vulnerability-database/CVE-2022-25881) | Medium | 5.3 | http-cache-semantics-4.1.0.tgz | Transitive | N/A* | ❌ |

*For some transitive vulnerabilities, there is no version of direct dependency with a fix. Check the section ""Details"" below to see if there is a version of transitive dependency where vulnerability is fixed.

## Details
CVE-2022-25881 ### Vulnerable Library - http-cache-semantics-4.1.0.tgz

Parses Cache-Control and other headers. Helps building correct HTTP caches and proxies

Library home page: https://registry.npmjs.org/http-cache-semantics/-/http-cache-semantics-4.1.0.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/make-fetch-happen/node_modules/http-cache-semantics/package.json

Dependency Hierarchy: - sqlite3-5.0.9.tgz (Root Library) - node-gyp-8.4.1.tgz - make-fetch-happen-9.1.0.tgz - :x: **http-cache-semantics-4.1.0.tgz** (Vulnerable Library)

Found in HEAD commit: dfe26338e450e8fc50a889a1c616f7c847cd3363

Found in base branch: main

### Vulnerability Details

This affects versions of the package http-cache-semantics before 4.1.1. The issue can be exploited via malicious request header values sent to a server, when that server reads the cache policy from the request using this library.

Publish Date: 2023-01-31

URL: CVE-2022-25881

### CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: Low

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Origin: https://www.cve.org/CVERecord?id=CVE-2022-25881

Release Date: 2023-01-31

Fix Resolution: http-cache-semantics - 4.1.1

",0, tgz vulnerabilities highest severity is vulnerable library tgz path to dependency file package json path to vulnerable library node modules make fetch happen node modules http cache semantics package json found in head commit a href vulnerabilities cve severity cvss dependency type fixed in version remediation available medium http cache semantics tgz transitive n a for some transitive vulnerabilities there is no version of direct dependency with a fix check the section details below to see if there is a version of transitive dependency where vulnerability is fixed details cve vulnerable library http cache semantics tgz parses cache control and other headers helps building correct http caches and proxies library home page a href path to dependency file package json path to vulnerable library node modules make fetch happen node modules http cache semantics package json dependency hierarchy tgz root library node gyp tgz make fetch happen tgz x http cache semantics tgz vulnerable library found in head commit a href found in base branch main vulnerability details this affects versions of the package http cache semantics before the issue can be exploited via malicious request header values sent to a server when that server reads the cache policy from the request using this library publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact low for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution http cache semantics ,0 23956,16719505240.0,IssuesEvent,2021-06-10 04:50:24,proplants/plantbook,https://api.github.com/repos/proplants/plantbook,closed,Добавить оповещения о PR и Review в наш чат,infrastructure task,"есть [action](https://github.com/marketplace/actions/notify-telegram) предлагаю внедрить в процесс, а то руками напоминать, что я вот сделайте ПР сделайте ревью плиз )",1.0,"Добавить оповещения о PR и Review в наш чат - есть [action](https://github.com/marketplace/actions/notify-telegram) предлагаю внедрить в процесс, а то руками напоминать, что я вот сделайте ПР сделайте ревью плиз )",0,добавить оповещения о pr и review в наш чат есть предлагаю внедрить в процесс а то руками напоминать что я вот сделайте пр сделайте ревью плиз ,0 242308,26264668118.0,IssuesEvent,2023-01-06 11:18:45,TreyM-WSS/ember-href-to,https://api.github.com/repos/TreyM-WSS/ember-href-to,opened,CVE-2020-36049 (High) detected in socket.io-parser-3.3.0.tgz,security vulnerability,"## CVE-2020-36049 - High Severity Vulnerability
Vulnerable Library - socket.io-parser-3.3.0.tgz

socket.io protocol parser

Library home page: https://registry.npmjs.org/socket.io-parser/-/socket.io-parser-3.3.0.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/socket.io-client/node_modules/socket.io-parser/package.json

Dependency Hierarchy: - ember-cli-3.20.2.tgz (Root Library) - testem-3.2.0.tgz - socket.io-2.3.0.tgz - socket.io-client-2.3.0.tgz - :x: **socket.io-parser-3.3.0.tgz** (Vulnerable Library)

Found in HEAD commit: cd1f7af6517dd7e004966e102deb42ac27c4e3ac

Found in base branch: master

Vulnerability Details

socket.io-parser before 3.4.1 allows attackers to cause a denial of service (memory consumption) via a large packet because a concatenation approach is used.

Publish Date: 2021-01-08

URL: CVE-2020-36049

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/advisories/GHSA-xfhh-g9f5-x4m4

Release Date: 2021-01-08

Fix Resolution (socket.io-parser): 3.3.2

Direct dependency fix Resolution (ember-cli): 3.21.0

*** :rescue_worker_helmet: Automatic Remediation is available for this issue",True,"CVE-2020-36049 (High) detected in socket.io-parser-3.3.0.tgz - ## CVE-2020-36049 - High Severity Vulnerability
Vulnerable Library - socket.io-parser-3.3.0.tgz

socket.io protocol parser

Library home page: https://registry.npmjs.org/socket.io-parser/-/socket.io-parser-3.3.0.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/socket.io-client/node_modules/socket.io-parser/package.json

Dependency Hierarchy: - ember-cli-3.20.2.tgz (Root Library) - testem-3.2.0.tgz - socket.io-2.3.0.tgz - socket.io-client-2.3.0.tgz - :x: **socket.io-parser-3.3.0.tgz** (Vulnerable Library)

Found in HEAD commit: cd1f7af6517dd7e004966e102deb42ac27c4e3ac

Found in base branch: master

Vulnerability Details

socket.io-parser before 3.4.1 allows attackers to cause a denial of service (memory consumption) via a large packet because a concatenation approach is used.

Publish Date: 2021-01-08

URL: CVE-2020-36049

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/advisories/GHSA-xfhh-g9f5-x4m4

Release Date: 2021-01-08

Fix Resolution (socket.io-parser): 3.3.2

Direct dependency fix Resolution (ember-cli): 3.21.0

*** :rescue_worker_helmet: Automatic Remediation is available for this issue",0,cve high detected in socket io parser tgz cve high severity vulnerability vulnerable library socket io parser tgz socket io protocol parser library home page a href path to dependency file package json path to vulnerable library node modules socket io client node modules socket io parser package json dependency hierarchy ember cli tgz root library testem tgz socket io tgz socket io client tgz x socket io parser tgz vulnerable library found in head commit a href found in base branch master vulnerability details socket io parser before allows attackers to cause a denial of service memory consumption via a large packet because a concatenation approach is used publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution socket io parser direct dependency fix resolution ember cli rescue worker helmet automatic remediation is available for this issue,0 5940,4077223909.0,IssuesEvent,2016-05-30 06:57:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Changing the language directly in the project manager,enhancement topic:editor usability,"Because we can, and since we spawn a new process for the editor anyway, it would be the right time to select another language. In a more practical context, it would also make it very easy to find if we want to encourage people to make screenshots in English for bug reports, and not in their own locale.",True,"Changing the language directly in the project manager - Because we can, and since we spawn a new process for the editor anyway, it would be the right time to select another language. In a more practical context, it would also make it very easy to find if we want to encourage people to make screenshots in English for bug reports, and not in their own locale.",1,changing the language directly in the project manager because we can and since we spawn a new process for the editor anyway it would be the right time to select another language in a more practical context it would also make it very easy to find if we want to encourage people to make screenshots in english for bug reports and not in their own locale ,1 356759,25176256426.0,IssuesEvent,2022-11-11 09:31:28,HakkaNgin/pe,https://api.github.com/repos/HakkaNgin/pe,opened,"The destroy (X) marker should be directly adjacent to the rectangle under AddTagCommand, instead of leaving a space",severity.VeryLow type.DocumentationBug,"![image.png](https://raw.githubusercontent.com/HakkaNgin/pe/main/files/d4f46a4a-e456-454e-ba2c-b633c8d6ae0f.png) ",1.0,"The destroy (X) marker should be directly adjacent to the rectangle under AddTagCommand, instead of leaving a space - ![image.png](https://raw.githubusercontent.com/HakkaNgin/pe/main/files/d4f46a4a-e456-454e-ba2c-b633c8d6ae0f.png) ",0,the destroy x marker should be directly adjacent to the rectangle under addtagcommand instead of leaving a space ,0 740226,25740182166.0,IssuesEvent,2022-12-08 05:14:54,googleapis/nodejs-ai-platform,https://api.github.com/repos/googleapis/nodejs-ai-platform,closed,"AI platform entity type api samples test: ""after all"" hook: should delete the created featurestore for ""should delete the created entity type"" failed",type: bug priority: p1 samples flakybot: issue api: vertex-ai,"Note: #356 was also for this test, but it was closed more than 10 days ago. So, I didn't mark it flaky. ---- commit: 04f7c858217f1a3ce7b1072c7bf8946d39947532 buildURL: [Build Status](https://source.cloud.google.com/results/invocations/2c1b5aae-a46c-4a7a-a474-79da01e686eb), [Sponge](http://sponge2/2c1b5aae-a46c-4a7a-a474-79da01e686eb) status: failed
Test output
7 PERMISSION_DENIED: Permission denied: Consumer 'project:undefined' has been suspended.
Error: 7 PERMISSION_DENIED: Permission denied: Consumer 'project:undefined' has been suspended.
    at Object.callErrorFromStatus (/workspace/node_modules/@grpc/grpc-js/build/src/call.js:31:19)
        -> /workspace/node_modules/@grpc/grpc-js/src/call.ts:81:17
    at Object.onReceiveStatus (/workspace/node_modules/@grpc/grpc-js/build/src/client.js:195:52)
        -> /workspace/node_modules/@grpc/grpc-js/src/client.ts:358:36
    at Object.onReceiveStatus (/workspace/node_modules/@grpc/grpc-js/build/src/client-interceptors.js:365:141)
        -> /workspace/node_modules/@grpc/grpc-js/src/client-interceptors.ts:462:34
    at Object.onReceiveStatus (/workspace/node_modules/@grpc/grpc-js/build/src/client-interceptors.js:328:181)
        -> /workspace/node_modules/@grpc/grpc-js/src/client-interceptors.ts:424:48
    at /workspace/node_modules/@grpc/grpc-js/build/src/call-stream.js:188:78
        -> /workspace/node_modules/@grpc/grpc-js/src/call-stream.ts:334:24
    at processTicksAndRejections (internal/process/task_queues.js:79:11)
for call at
    at ServiceClientImpl.makeUnaryRequest (/workspace/node_modules/@grpc/grpc-js/build/src/client.js:163:34)
        -> /workspace/node_modules/@grpc/grpc-js/src/client.ts:328:30
    at ServiceClientImpl. (/workspace/node_modules/@grpc/grpc-js/build/src/make-client.js:105:19)
        -> /workspace/node_modules/@grpc/grpc-js/src/make-client.ts:189:15
    at /workspace/build/src/v1/featurestore_service_client.js:1180:29
        -> /workspace/src/v1/featurestore_service_client.ts:1488:25
    at /workspace/node_modules/google-gax/build/src/normalCalls/timeout.js:44:16
        -> /workspace/node_modules/google-gax/src/normalCalls/timeout.ts:54:13
    at LongrunningApiCaller._wrapOperation (/workspace/node_modules/google-gax/build/src/longRunningCalls/longRunningApiCaller.js:55:16)
        -> /workspace/node_modules/google-gax/src/longRunningCalls/longRunningApiCaller.ts:80:12
    at /workspace/node_modules/google-gax/build/src/longRunningCalls/longRunningApiCaller.js:46:25
        -> /workspace/node_modules/google-gax/src/longRunningCalls/longRunningApiCaller.ts:64:19
    at OngoingCallPromise.call (/workspace/node_modules/google-gax/build/src/call.js:67:27)
        -> /workspace/node_modules/google-gax/src/call.ts:81:23
    at LongrunningApiCaller.call (/workspace/node_modules/google-gax/build/src/longRunningCalls/longRunningApiCaller.js:45:19)
        -> /workspace/node_modules/google-gax/src/longRunningCalls/longRunningApiCaller.ts:63:15
    at /workspace/node_modules/google-gax/build/src/createApiCall.js:84:30
        -> /workspace/node_modules/google-gax/src/createApiCall.ts:118:26
",1.0,"AI platform entity type api samples test: ""after all"" hook: should delete the created featurestore for ""should delete the created entity type"" failed - Note: #356 was also for this test, but it was closed more than 10 days ago. So, I didn't mark it flaky. ---- commit: 04f7c858217f1a3ce7b1072c7bf8946d39947532 buildURL: [Build Status](https://source.cloud.google.com/results/invocations/2c1b5aae-a46c-4a7a-a474-79da01e686eb), [Sponge](http://sponge2/2c1b5aae-a46c-4a7a-a474-79da01e686eb) status: failed
Test output
7 PERMISSION_DENIED: Permission denied: Consumer 'project:undefined' has been suspended.
Error: 7 PERMISSION_DENIED: Permission denied: Consumer 'project:undefined' has been suspended.
    at Object.callErrorFromStatus (/workspace/node_modules/@grpc/grpc-js/build/src/call.js:31:19)
        -> /workspace/node_modules/@grpc/grpc-js/src/call.ts:81:17
    at Object.onReceiveStatus (/workspace/node_modules/@grpc/grpc-js/build/src/client.js:195:52)
        -> /workspace/node_modules/@grpc/grpc-js/src/client.ts:358:36
    at Object.onReceiveStatus (/workspace/node_modules/@grpc/grpc-js/build/src/client-interceptors.js:365:141)
        -> /workspace/node_modules/@grpc/grpc-js/src/client-interceptors.ts:462:34
    at Object.onReceiveStatus (/workspace/node_modules/@grpc/grpc-js/build/src/client-interceptors.js:328:181)
        -> /workspace/node_modules/@grpc/grpc-js/src/client-interceptors.ts:424:48
    at /workspace/node_modules/@grpc/grpc-js/build/src/call-stream.js:188:78
        -> /workspace/node_modules/@grpc/grpc-js/src/call-stream.ts:334:24
    at processTicksAndRejections (internal/process/task_queues.js:79:11)
for call at
    at ServiceClientImpl.makeUnaryRequest (/workspace/node_modules/@grpc/grpc-js/build/src/client.js:163:34)
        -> /workspace/node_modules/@grpc/grpc-js/src/client.ts:328:30
    at ServiceClientImpl. (/workspace/node_modules/@grpc/grpc-js/build/src/make-client.js:105:19)
        -> /workspace/node_modules/@grpc/grpc-js/src/make-client.ts:189:15
    at /workspace/build/src/v1/featurestore_service_client.js:1180:29
        -> /workspace/src/v1/featurestore_service_client.ts:1488:25
    at /workspace/node_modules/google-gax/build/src/normalCalls/timeout.js:44:16
        -> /workspace/node_modules/google-gax/src/normalCalls/timeout.ts:54:13
    at LongrunningApiCaller._wrapOperation (/workspace/node_modules/google-gax/build/src/longRunningCalls/longRunningApiCaller.js:55:16)
        -> /workspace/node_modules/google-gax/src/longRunningCalls/longRunningApiCaller.ts:80:12
    at /workspace/node_modules/google-gax/build/src/longRunningCalls/longRunningApiCaller.js:46:25
        -> /workspace/node_modules/google-gax/src/longRunningCalls/longRunningApiCaller.ts:64:19
    at OngoingCallPromise.call (/workspace/node_modules/google-gax/build/src/call.js:67:27)
        -> /workspace/node_modules/google-gax/src/call.ts:81:23
    at LongrunningApiCaller.call (/workspace/node_modules/google-gax/build/src/longRunningCalls/longRunningApiCaller.js:45:19)
        -> /workspace/node_modules/google-gax/src/longRunningCalls/longRunningApiCaller.ts:63:15
    at /workspace/node_modules/google-gax/build/src/createApiCall.js:84:30
        -> /workspace/node_modules/google-gax/src/createApiCall.ts:118:26
",0,ai platform entity type api samples test after all hook should delete the created featurestore for should delete the created entity type failed note was also for this test but it was closed more than days ago so i didn t mark it flaky commit buildurl status failed test output permission denied permission denied consumer project undefined has been suspended error permission denied permission denied consumer project undefined has been suspended at object callerrorfromstatus workspace node modules grpc grpc js build src call js workspace node modules grpc grpc js src call ts at object onreceivestatus workspace node modules grpc grpc js build src client js workspace node modules grpc grpc js src client ts at object onreceivestatus workspace node modules grpc grpc js build src client interceptors js workspace node modules grpc grpc js src client interceptors ts at object onreceivestatus workspace node modules grpc grpc js build src client interceptors js workspace node modules grpc grpc js src client interceptors ts at workspace node modules grpc grpc js build src call stream js workspace node modules grpc grpc js src call stream ts at processticksandrejections internal process task queues js for call at at serviceclientimpl makeunaryrequest workspace node modules grpc grpc js build src client js workspace node modules grpc grpc js src client ts at serviceclientimpl workspace node modules grpc grpc js build src make client js workspace node modules grpc grpc js src make client ts at workspace build src featurestore service client js workspace src featurestore service client ts at workspace node modules google gax build src normalcalls timeout js workspace node modules google gax src normalcalls timeout ts at longrunningapicaller wrapoperation workspace node modules google gax build src longrunningcalls longrunningapicaller js workspace node modules google gax src longrunningcalls longrunningapicaller ts at workspace node modules google gax build src longrunningcalls longrunningapicaller js workspace node modules google gax src longrunningcalls longrunningapicaller ts at ongoingcallpromise call workspace node modules google gax build src call js workspace node modules google gax src call ts at longrunningapicaller call workspace node modules google gax build src longrunningcalls longrunningapicaller js workspace node modules google gax src longrunningcalls longrunningapicaller ts at workspace node modules google gax build src createapicall js workspace node modules google gax src createapicall ts ,0 13910,8723317697.0,IssuesEvent,2018-12-09 20:45:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual Shader Editor Duplicate bug,bug topic:editor usability," **Godot version:** Godot 3.1 **Issue description:** Create a Visual shader , Create more then 1 node in the Shader .. Select a node and press CTRL + D to duplicate that node , it duplicate all the nodes not only the selected one ",True,"Visual Shader Editor Duplicate bug - **Godot version:** Godot 3.1 **Issue description:** Create a Visual shader , Create more then 1 node in the Shader .. Select a node and press CTRL + D to duplicate that node , it duplicate all the nodes not only the selected one ",1,visual shader editor duplicate bug godot version godot issue description create a visual shader create more then node in the shader select a node and press ctrl d to duplicate that node it duplicate all the nodes not only the selected one ,1 328665,24194346097.0,IssuesEvent,2022-09-23 21:19:47,hashicorp/terraform-provider-google,https://api.github.com/repos/hashicorp/terraform-provider-google,closed,Cloud SQL disk_size and disk_autoresize documentation is misleading,documentation," ### Community Note * Please vote on this issue by adding a 👍 [reaction](https://blog.github.com/2016-03-10-add-reactions-to-pull-requests-issues-and-comments/) to the original issue to help the community and maintainers prioritize this request. * Please do not leave _+1_ or _me too_ comments, they generate extra noise for issue followers and do not help prioritize the request. * If you are interested in working on this issue or have submitted a pull request, please leave a comment. * If an issue is assigned to the `modular-magician` user, it is either in the process of being autogenerated, or is planned to be autogenerated soon. If an issue is assigned to a user, that user is claiming responsibility for the issue. If an issue is assigned to `hashibot`, a community member has claimed the issue already. ### Description The documentation for `disk_size` and `disk_autoresize` in https://registry.terraform.io/providers/hashicorp/google/latest/docs/resources/sql_database_instance#disk_size seem to indicate that they are mutually exclusive (`disk_size` - ""If you want to set this field, set disk_autoresize to false.""). However in GCP, it's possible to enable both on a Cloud SQL instance - ### Affected Resource(s) * [google_sql_database_instance](https://registry.terraform.io/providers/hashicorp/google/latest/docs/resources/sql_database_instance#disk_size) ",1.0,"Cloud SQL disk_size and disk_autoresize documentation is misleading - ### Community Note * Please vote on this issue by adding a 👍 [reaction](https://blog.github.com/2016-03-10-add-reactions-to-pull-requests-issues-and-comments/) to the original issue to help the community and maintainers prioritize this request. * Please do not leave _+1_ or _me too_ comments, they generate extra noise for issue followers and do not help prioritize the request. * If you are interested in working on this issue or have submitted a pull request, please leave a comment. * If an issue is assigned to the `modular-magician` user, it is either in the process of being autogenerated, or is planned to be autogenerated soon. If an issue is assigned to a user, that user is claiming responsibility for the issue. If an issue is assigned to `hashibot`, a community member has claimed the issue already. ### Description The documentation for `disk_size` and `disk_autoresize` in https://registry.terraform.io/providers/hashicorp/google/latest/docs/resources/sql_database_instance#disk_size seem to indicate that they are mutually exclusive (`disk_size` - ""If you want to set this field, set disk_autoresize to false.""). However in GCP, it's possible to enable both on a Cloud SQL instance - ### Affected Resource(s) * [google_sql_database_instance](https://registry.terraform.io/providers/hashicorp/google/latest/docs/resources/sql_database_instance#disk_size) ",0,cloud sql disk size and disk autoresize documentation is misleading community note please vote on this issue by adding a 👍 to the original issue to help the community and maintainers prioritize this request please do not leave or me too comments they generate extra noise for issue followers and do not help prioritize the request if you are interested in working on this issue or have submitted a pull request please leave a comment if an issue is assigned to the modular magician user it is either in the process of being autogenerated or is planned to be autogenerated soon if an issue is assigned to a user that user is claiming responsibility for the issue if an issue is assigned to hashibot a community member has claimed the issue already description the documentation for disk size and disk autoresize in seem to indicate that they are mutually exclusive disk size if you want to set this field set disk autoresize to false however in gcp it s possible to enable both on a cloud sql instance img width alt screen shot at src affected resource s ,0 22909,20598177945.0,IssuesEvent,2022-03-05 21:05:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cannot see inspector,bug topic:editor usability,"### Godot version Godot Engine v4.0.alpha3.official.256069eaf ### System information mac ### Issue description Inspector is blocked by options of scene view ### Steps to reproduce create label, click on it ### Minimal reproduction project _No response_",True,"Cannot see inspector - ### Godot version Godot Engine v4.0.alpha3.official.256069eaf ### System information mac ### Issue description Inspector is blocked by options of scene view ### Steps to reproduce create label, click on it ### Minimal reproduction project _No response_",1,cannot see inspector godot version godot engine official system information mac issue description img width alt screen shot at pm src inspector is blocked by options of scene view steps to reproduce create label click on it minimal reproduction project no response ,1 19701,14474932383.0,IssuesEvent,2020-12-10 00:24:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script editor: CTRL+Click on extends with relative path provide Errors,bug topic:editor topic:gdscript usability," **Godot version:** Godot 3.1 f148e8eed, platform=x11 bits=64 target=release_debug tools=yes **OS/device including version:** Xubuntu 16.04.5 LTS x64, 4.4.0-135-lowlatency **Issue description:** When ctrl+click on extends with relative path(extends ""base.gd""), Godot generate errors: ``` ERROR: _load: No loader found for resource: res://b At: core/io/resource_loader.cpp:192. ERROR: _load: No loader found for resource: res://ba At: core/io/resource_loader.cpp:192. ERROR: _load: No loader found for resource: res://base At: core/io/resource_loader.cpp:192. ``` **Steps to reproduce:** Open attached project and ctrl+click on ""base.gd"" ![click_on_extends](https://user-images.githubusercontent.com/1049442/45705106-87a69880-bb9a-11e8-98f9-458592805ee9.gif) **Minimal reproduction project:** [click_on_extends.zip](https://github.com/godotengine/godot/files/2393866/click_on_extends.zip) ",True,"Script editor: CTRL+Click on extends with relative path provide Errors - **Godot version:** Godot 3.1 f148e8eed, platform=x11 bits=64 target=release_debug tools=yes **OS/device including version:** Xubuntu 16.04.5 LTS x64, 4.4.0-135-lowlatency **Issue description:** When ctrl+click on extends with relative path(extends ""base.gd""), Godot generate errors: ``` ERROR: _load: No loader found for resource: res://b At: core/io/resource_loader.cpp:192. ERROR: _load: No loader found for resource: res://ba At: core/io/resource_loader.cpp:192. ERROR: _load: No loader found for resource: res://base At: core/io/resource_loader.cpp:192. ``` **Steps to reproduce:** Open attached project and ctrl+click on ""base.gd"" ![click_on_extends](https://user-images.githubusercontent.com/1049442/45705106-87a69880-bb9a-11e8-98f9-458592805ee9.gif) **Minimal reproduction project:** [click_on_extends.zip](https://github.com/godotengine/godot/files/2393866/click_on_extends.zip) ",1,script editor ctrl click on extends with relative path provide errors godot version godot platform bits target release debug tools yes os device including version xubuntu lts lowlatency issue description when ctrl click on extends with relative path extends base gd godot generate errors error load no loader found for resource res b at core io resource loader cpp error load no loader found for resource res ba at core io resource loader cpp error load no loader found for resource res base at core io resource loader cpp steps to reproduce open attached project and ctrl click on base gd minimal reproduction project ,1 415460,12129703827.0,IssuesEvent,2020-04-22 23:19:03,dgraph-io/dgraph,https://api.github.com/repos/dgraph-io/dgraph,closed,Dgraph v20.03.0 Regexp Not returning expected results,area/querylang/function priority/P0 status/accepted,"## SUMMARY Using a query like `regexp(name@en, /.*alien.*/i))` returns back an empty set. This was discovered in the dgraph tour: https://dgraph.io/tour/search/3/# ## ENVIRONMENT * Version: docker image `dgraph/dgraph:v20.03.0` * System: Docker Desktop v2.2.0.5 6GB running on host Mac OS 10.14.6 ## STEPS ### STEP 1 - Env ```bash docker-compose up -d ``` Compose File ```yaml version: ""3.2"" services: zero: image: dgraph/dgraph:${DGRAPH_VERSION} volumes: - /tmp/data:/dgraph ports: - 5080:5080 - 6080:6080 restart: on-failure command: dgraph zero --my=zero:5080 alpha: image: dgraph/dgraph:${DGRAPH_VERSION} volumes: - /tmp/data:/dgraph ports: - 8080:8080 - 9080:9080 restart: on-failure command: dgraph alpha --my=alpha:7080 --lru_mb=2048 --zero=zero:5080 ratel: image: dgraph/dgraph:${DGRAPH_VERSION} ports: - 8000:8000 command: dgraph-ratel ``` ### STEP 2 - Schema Apply the Schema in: * https://dgraph.io/tour/moredata/1/ * https://dgraph.io/tour/moredata/2/ ### STEP 3 - Load Data ```bash wget ""https://github.com/dgraph-io/tutorial/blob/master/resources/1million.rdf.gz?raw=true"" -O 1million.rdf.gz -q docker cp ./1million.rdf.gz dgraph_zero_1:/tmp docker exec -it dgraph_zero_1 dgraph live -f /tmp/1million.rdf.gz --alpha alpha:9080 --zero zero:5080 -c 1 ``` ### STEP 3 - Indexes Apply Indexes from: https://dgraph.io/tour/search/1/ ``` name: string @index(term, fulltext, trigram) @lang . ``` ### STEP 4 - Run query From: https://dgraph.io/tour/search/3/# ``` { aliens(func: regexp(name@en, /.*alien.*/i)) @cascade { name@en ~genre { name@en starring { performance.actor @filter(regexp(name@en, /(.*ali.*e.*n.*)|(.*a.*lie.*n.*)|(.*a.*l.*ien.*)/i)) { name@en } } } } } ``` ## EXPECTED BEHAVIOR ```javascript { ""data"": { ""aliens"": [ { ""name@en"": ""Alien Film"", ""~genre"": [ { ""name@en"": ""Mars Attacks!"", ""starring"": [ { ""performance.actor"": [ { ""name@en"": ""Natalie Portman"" } ] } ] } ] } ] } /* ... */ } ``` ## ACTUAL BEHAVIOR ```javascript { ""data"": { ""aliens"": [] } /* ... */ } ``` ## WORKAROUND I modified the query and this worked: ``` { aliens(func: regexp(name@en, /.*ali.*e.*n.*/i)) @cascade { name@en ~genre { name@en starring { performance.actor @filter(regexp(name@en, /(.*ali.*e.*n.*)|(.*a.*lie.*n.*)|(.*a.*l.*ien.*)/i)) { name@en } } } } } ``` ",1.0,"Dgraph v20.03.0 Regexp Not returning expected results - ## SUMMARY Using a query like `regexp(name@en, /.*alien.*/i))` returns back an empty set. This was discovered in the dgraph tour: https://dgraph.io/tour/search/3/# ## ENVIRONMENT * Version: docker image `dgraph/dgraph:v20.03.0` * System: Docker Desktop v2.2.0.5 6GB running on host Mac OS 10.14.6 ## STEPS ### STEP 1 - Env ```bash docker-compose up -d ``` Compose File ```yaml version: ""3.2"" services: zero: image: dgraph/dgraph:${DGRAPH_VERSION} volumes: - /tmp/data:/dgraph ports: - 5080:5080 - 6080:6080 restart: on-failure command: dgraph zero --my=zero:5080 alpha: image: dgraph/dgraph:${DGRAPH_VERSION} volumes: - /tmp/data:/dgraph ports: - 8080:8080 - 9080:9080 restart: on-failure command: dgraph alpha --my=alpha:7080 --lru_mb=2048 --zero=zero:5080 ratel: image: dgraph/dgraph:${DGRAPH_VERSION} ports: - 8000:8000 command: dgraph-ratel ``` ### STEP 2 - Schema Apply the Schema in: * https://dgraph.io/tour/moredata/1/ * https://dgraph.io/tour/moredata/2/ ### STEP 3 - Load Data ```bash wget ""https://github.com/dgraph-io/tutorial/blob/master/resources/1million.rdf.gz?raw=true"" -O 1million.rdf.gz -q docker cp ./1million.rdf.gz dgraph_zero_1:/tmp docker exec -it dgraph_zero_1 dgraph live -f /tmp/1million.rdf.gz --alpha alpha:9080 --zero zero:5080 -c 1 ``` ### STEP 3 - Indexes Apply Indexes from: https://dgraph.io/tour/search/1/ ``` name: string @index(term, fulltext, trigram) @lang . ``` ### STEP 4 - Run query From: https://dgraph.io/tour/search/3/# ``` { aliens(func: regexp(name@en, /.*alien.*/i)) @cascade { name@en ~genre { name@en starring { performance.actor @filter(regexp(name@en, /(.*ali.*e.*n.*)|(.*a.*lie.*n.*)|(.*a.*l.*ien.*)/i)) { name@en } } } } } ``` ## EXPECTED BEHAVIOR ```javascript { ""data"": { ""aliens"": [ { ""name@en"": ""Alien Film"", ""~genre"": [ { ""name@en"": ""Mars Attacks!"", ""starring"": [ { ""performance.actor"": [ { ""name@en"": ""Natalie Portman"" } ] } ] } ] } ] } /* ... */ } ``` ## ACTUAL BEHAVIOR ```javascript { ""data"": { ""aliens"": [] } /* ... */ } ``` ## WORKAROUND I modified the query and this worked: ``` { aliens(func: regexp(name@en, /.*ali.*e.*n.*/i)) @cascade { name@en ~genre { name@en starring { performance.actor @filter(regexp(name@en, /(.*ali.*e.*n.*)|(.*a.*lie.*n.*)|(.*a.*l.*ien.*)/i)) { name@en } } } } } ``` ",0,dgraph regexp not returning expected results summary using a query like regexp name en alien i returns back an empty set this was discovered in the dgraph tour environment version docker image dgraph dgraph system docker desktop running on host mac os steps step env bash docker compose up d compose file yaml version services zero image dgraph dgraph dgraph version volumes tmp data dgraph ports restart on failure command dgraph zero my zero alpha image dgraph dgraph dgraph version volumes tmp data dgraph ports restart on failure command dgraph alpha my alpha lru mb zero zero ratel image dgraph dgraph dgraph version ports command dgraph ratel step schema apply the schema in step load data bash wget o rdf gz q docker cp rdf gz dgraph zero tmp docker exec it dgraph zero dgraph live f tmp rdf gz alpha alpha zero zero c step indexes apply indexes from name string index term fulltext trigram lang step run query from aliens func regexp name en alien i cascade name en genre name en starring performance actor filter regexp name en ali e n a lie n a l ien i name en expected behavior javascript data aliens name en alien film genre name en mars attacks starring performance actor name en natalie portman actual behavior javascript data aliens workaround i modified the query and this worked aliens func regexp name en ali e n i cascade name en genre name en starring performance actor filter regexp name en ali e n a lie n a l ien i name en ,0 443875,12800893973.0,IssuesEvent,2020-07-02 18:00:35,elixir-cloud-aai/foca,https://api.github.com/repos/elixir-cloud-aai/foca,closed,Generalization of the errors module,priority: low workload: hours,"Generalize the current behavior of the `errors` [module](https://github.com/elixir-cloud-aai/foca/tree/dev/foca/errors) by passing an error model to FOCA's `register_error_handlers()` function and then pass that model to the different handlers. Also find a way to pass actual error parameters (like the exact error message) to a single handler which will match it to the model. Lastly write unit tests for the same. In this way, : - only need a single handler - can define the model in each service according to how it is defined in the specs - don't require the service developer to overwrite error handlers one by one",1.0,"Generalization of the errors module - Generalize the current behavior of the `errors` [module](https://github.com/elixir-cloud-aai/foca/tree/dev/foca/errors) by passing an error model to FOCA's `register_error_handlers()` function and then pass that model to the different handlers. Also find a way to pass actual error parameters (like the exact error message) to a single handler which will match it to the model. Lastly write unit tests for the same. In this way, : - only need a single handler - can define the model in each service according to how it is defined in the specs - don't require the service developer to overwrite error handlers one by one",0,generalization of the errors module generalize the current behavior of the errors by passing an error model to foca s register error handlers function and then pass that model to the different handlers also find a way to pass actual error parameters like the exact error message to a single handler which will match it to the model lastly write unit tests for the same in this way only need a single handler can define the model in each service according to how it is defined in the specs don t require the service developer to overwrite error handlers one by one,0 4883,7494378420.0,IssuesEvent,2018-04-07 08:55:24,FoxDenStudio/FoxGuard-Sponge,https://api.github.com/repos/FoxDenStudio/FoxGuard-Sponge,closed,Immortal Pixelmon mob spawn,compatibility,"Apologies for the lack of information here at the moment - literal 4 minutes before I need to run to work - but just flagging this as it seems like a basic clash. FoxGuard region set to deny mob spawns - works fine, no spawning of mobs - pixelmon or natural MC - after a few minutes idle time compared to a dozen or so before the limit was enabled. Pixelmon spawn grass triggers battles fine. Walking or idling in it initiates a fight - but no pokemon are released for this. Or at least no models are displayed. The GUI switches into the battle display and all works fine, but there is no KO, just the fighting continuing as if there was still HP to deplete. Unsure of whom to send this to, so gifting it to you both ^_^ Pixelmon 2.1.4 FG:0.20.5 Hotfix367 SpongeAPI 5.2.0 snapshot - a3257a0 SForge 2281-Beta 2274 MForge 12.18.3.2281.",True,"Immortal Pixelmon mob spawn - Apologies for the lack of information here at the moment - literal 4 minutes before I need to run to work - but just flagging this as it seems like a basic clash. FoxGuard region set to deny mob spawns - works fine, no spawning of mobs - pixelmon or natural MC - after a few minutes idle time compared to a dozen or so before the limit was enabled. Pixelmon spawn grass triggers battles fine. Walking or idling in it initiates a fight - but no pokemon are released for this. Or at least no models are displayed. The GUI switches into the battle display and all works fine, but there is no KO, just the fighting continuing as if there was still HP to deplete. Unsure of whom to send this to, so gifting it to you both ^_^ Pixelmon 2.1.4 FG:0.20.5 Hotfix367 SpongeAPI 5.2.0 snapshot - a3257a0 SForge 2281-Beta 2274 MForge 12.18.3.2281.",0,immortal pixelmon mob spawn apologies for the lack of information here at the moment literal minutes before i need to run to work but just flagging this as it seems like a basic clash foxguard region set to deny mob spawns works fine no spawning of mobs pixelmon or natural mc after a few minutes idle time compared to a dozen or so before the limit was enabled pixelmon spawn grass triggers battles fine walking or idling in it initiates a fight but no pokemon are released for this or at least no models are displayed the gui switches into the battle display and all works fine but there is no ko just the fighting continuing as if there was still hp to deplete unsure of whom to send this to so gifting it to you both pixelmon fg spongeapi snapshot sforge beta mforge ,0 73269,19618837467.0,IssuesEvent,2022-01-07 01:52:53,tensorflow/tensorflow,https://api.github.com/repos/tensorflow/tensorflow,closed,tensorflow removed numpy 1.20.3,type:build/install TF 2.5,"So I built tensorflow 2.5.0 successfully, but when I installed the wheel it removed my numpy 1.20.3 and downgraded it to 1.19.5 instead. Is this version pin necessary?",1.0,"tensorflow removed numpy 1.20.3 - So I built tensorflow 2.5.0 successfully, but when I installed the wheel it removed my numpy 1.20.3 and downgraded it to 1.19.5 instead. Is this version pin necessary?",0,tensorflow removed numpy so i built tensorflow successfully but when i installed the wheel it removed my numpy and downgraded it to instead is this version pin necessary ,0 17987,12466527090.0,IssuesEvent,2020-05-28 15:36:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Physics material name,feature proposal topic:editor topic:physics usability,"**Godot version:** Godot 3.1 **Issue description:** in Physic material there is Friction , Rough , Bounce and Absorbent , but if you add Name for Example to define what type of this Physic material , for example is it Glass ? is it Metal ? or is it Concrete ? adding this variable will make it very easy to define what surface of that object this will make it very very easy to make Foot steps sounds maybe ? or bullets impacts on objects ? i know there is other ways to do this , but this way is the easier one , like Unreal Engine 4 ![phyisc](https://user-images.githubusercontent.com/34812055/52538447-fa472900-2d72-11e9-9a9a-24b2aed2fdbe.jpg) ",True,"Physics material name - **Godot version:** Godot 3.1 **Issue description:** in Physic material there is Friction , Rough , Bounce and Absorbent , but if you add Name for Example to define what type of this Physic material , for example is it Glass ? is it Metal ? or is it Concrete ? adding this variable will make it very easy to define what surface of that object this will make it very very easy to make Foot steps sounds maybe ? or bullets impacts on objects ? i know there is other ways to do this , but this way is the easier one , like Unreal Engine 4 ![phyisc](https://user-images.githubusercontent.com/34812055/52538447-fa472900-2d72-11e9-9a9a-24b2aed2fdbe.jpg) ",1,physics material name godot version godot issue description in physic material there is friction rough bounce and absorbent but if you add name for example to define what type of this physic material for example is it glass is it metal or is it concrete adding this variable will make it very easy to define what surface of that object this will make it very very easy to make foot steps sounds maybe or bullets impacts on objects i know there is other ways to do this but this way is the easier one like unreal engine ,1 139054,18836175744.0,IssuesEvent,2021-11-11 01:20:48,turkdevops/vue-cli,https://api.github.com/repos/turkdevops/vue-cli,opened,CVE-2021-41249 (Medium) detected in apollo-server-core-2.4.8.tgz,security vulnerability,"## CVE-2021-41249 - Medium Severity Vulnerability
Vulnerable Library - apollo-server-core-2.4.8.tgz

Core engine for Apollo GraphQL server

Library home page: https://registry.npmjs.org/apollo-server-core/-/apollo-server-core-2.4.8.tgz

Path to dependency file: vue-cli/package.json

Path to vulnerable library: vue-cli/node_modules/apollo-server-core

Dependency Hierarchy: - cli-ui-4.0.0-alpha.0.tgz (Root Library) - vue-cli-plugin-apollo-0.19.2.tgz - apollo-server-express-2.4.8.tgz - :x: **apollo-server-core-2.4.8.tgz** (Vulnerable Library)

Found in base branch: fix-babel-core-js

Vulnerability Details

GraphQL Playground is a GraphQL IDE for development of graphQL focused applications. All versions of graphql-playground-react older than graphql-playground-react@1.7.28 are vulnerable to compromised HTTP schema introspection responses or schema prop values with malicious GraphQL type names, exposing a dynamic XSS attack surface that can allow code injection on operation autocomplete. In order for the attack to take place, the user must load a malicious schema in graphql-playground. There are several ways this can occur, including by specifying the URL to a malicious schema in the endpoint query parameter. If a user clicks on a link to a GraphQL Playground installation that specifies a malicious server, arbitrary JavaScript can run in the user's browser, which can be used to exfiltrate user credentials or other harmful goals. If you are using graphql-playground-react directly in your client app, upgrade to version 1.7.28 or later.

Publish Date: 2021-11-04

URL: CVE-2021-41249

CVSS 3 Score Details (4.7)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: Required - Scope: Changed - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/graphql/graphql-playground/security/advisories/GHSA-59r9-6jp6-jcm7,https://github.com/apollographql/apollo-server/security/advisories/GHSA-qm7x-rc44-rrqw

Release Date: 2021-11-04

Fix Resolution: graphql-playground-react - 1.7.28, apollo-server - 2.25.3,3.4.1; apollo-server-core - 2.25.3,3.4.1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2021-41249 (Medium) detected in apollo-server-core-2.4.8.tgz - ## CVE-2021-41249 - Medium Severity Vulnerability
Vulnerable Library - apollo-server-core-2.4.8.tgz

Core engine for Apollo GraphQL server

Library home page: https://registry.npmjs.org/apollo-server-core/-/apollo-server-core-2.4.8.tgz

Path to dependency file: vue-cli/package.json

Path to vulnerable library: vue-cli/node_modules/apollo-server-core

Dependency Hierarchy: - cli-ui-4.0.0-alpha.0.tgz (Root Library) - vue-cli-plugin-apollo-0.19.2.tgz - apollo-server-express-2.4.8.tgz - :x: **apollo-server-core-2.4.8.tgz** (Vulnerable Library)

Found in base branch: fix-babel-core-js

Vulnerability Details

GraphQL Playground is a GraphQL IDE for development of graphQL focused applications. All versions of graphql-playground-react older than graphql-playground-react@1.7.28 are vulnerable to compromised HTTP schema introspection responses or schema prop values with malicious GraphQL type names, exposing a dynamic XSS attack surface that can allow code injection on operation autocomplete. In order for the attack to take place, the user must load a malicious schema in graphql-playground. There are several ways this can occur, including by specifying the URL to a malicious schema in the endpoint query parameter. If a user clicks on a link to a GraphQL Playground installation that specifies a malicious server, arbitrary JavaScript can run in the user's browser, which can be used to exfiltrate user credentials or other harmful goals. If you are using graphql-playground-react directly in your client app, upgrade to version 1.7.28 or later.

Publish Date: 2021-11-04

URL: CVE-2021-41249

CVSS 3 Score Details (4.7)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: Required - Scope: Changed - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/graphql/graphql-playground/security/advisories/GHSA-59r9-6jp6-jcm7,https://github.com/apollographql/apollo-server/security/advisories/GHSA-qm7x-rc44-rrqw

Release Date: 2021-11-04

Fix Resolution: graphql-playground-react - 1.7.28, apollo-server - 2.25.3,3.4.1; apollo-server-core - 2.25.3,3.4.1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in apollo server core tgz cve medium severity vulnerability vulnerable library apollo server core tgz core engine for apollo graphql server library home page a href path to dependency file vue cli package json path to vulnerable library vue cli node modules apollo server core dependency hierarchy cli ui alpha tgz root library vue cli plugin apollo tgz apollo server express tgz x apollo server core tgz vulnerable library found in base branch fix babel core js vulnerability details graphql playground is a graphql ide for development of graphql focused applications all versions of graphql playground react older than graphql playground react are vulnerable to compromised http schema introspection responses or schema prop values with malicious graphql type names exposing a dynamic xss attack surface that can allow code injection on operation autocomplete in order for the attack to take place the user must load a malicious schema in graphql playground there are several ways this can occur including by specifying the url to a malicious schema in the endpoint query parameter if a user clicks on a link to a graphql playground installation that specifies a malicious server arbitrary javascript can run in the user s browser which can be used to exfiltrate user credentials or other harmful goals if you are using graphql playground react directly in your client app upgrade to version or later publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity high privileges required none user interaction required scope changed impact metrics confidentiality impact low integrity impact low availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution graphql playground react apollo server apollo server core step up your open source security game with whitesource ,0 122247,16095960448.0,IssuesEvent,2021-04-26 23:47:53,opengovsg/FormSG,https://api.github.com/repos/opengovsg/FormSG,opened,Competitive research for Date field validations,P2 design,"- [prioritize first] Exclude choice of: Mon, Tue, Wed, Thu, Fri, Sat, Sun, Public Holidays - Start Date and End Date - Any other validations? ",1.0,"Competitive research for Date field validations - - [prioritize first] Exclude choice of: Mon, Tue, Wed, Thu, Fri, Sat, Sun, Public Holidays - Start Date and End Date - Any other validations? ",0,competitive research for date field validations exclude choice of mon tue wed thu fri sat sun public holidays start date and end date any other validations ,0 62720,7626168635.0,IssuesEvent,2018-05-04 01:30:21,dotnet/roslyn,https://api.github.com/repos/dotnet/roslyn,closed,C# Compiler is not consistent with the CLR for the underlying representation of bool,Area-Compilers Area-Language Design Documentation Feature Request,"### Issue Today the C# compiler does not emit code handling for `bool` that is consistent with the underlying representation of `bool` in the CLR. The C# specification states: > The bool type represents boolean logical quantities. The possible values of type bool are true and false. The spec also indicates that it is 1-byte. Specifically that the result of the `sizeof(bool)` expression is `1`. While the ECMA 335 specification states: > A CLI Boolean type occupies 1 byte in memory. A bit pattern of all zeroes denotes a value of false. A bit pattern with any one or more bits set (analogous to a non-zero integer) denotes a value of true. For the purpose of stack operations boolean values are treated as unsigned 1-byte integers (§III.1.1.1). This can lead to confusion about the handling and cause various inconsistencies in various edge cases (see https://github.com/dotnet/coreclr/pull/16138#discussion_r165256495, for such a thread). ### Proposal It would be good to determine: * Should the spec be updated? * The spec would explicitly list the expected values of `true`/`false` so that two implementations don't behave differently * Can the compiler be updated? * Given that we are emitting for the CLR, we would make our handling match the expected representations for the two boolean values (`0`/`not 0`) of the underlying platform ### Current Behavior The majority of the behaviors below actually match the CLR expectation that a `bool` can be more than just `0` or `1`. However some of the behaviors (such as `&&`) does not match this expectation and can cause issues when interoping with any code that would assume otherwise (generally this is some kind of interop or unsafe code). * `!value` ```asm ldarg.1 ldc.i4.0 ceq ``` * `left == right` ```asm ldarg.1 ldarg.2 ceq ``` * `left != right` ```asm ldarg.1 ldarg.2 ceq ldc.i4.0 ceq ``` * `left & right` ```asm ldarg.1 ldarg.2 and ``` * `left | right` ```asm ldarg.1 ldarg.2 or ``` * `left ^ right` ```asm ldarg.1 ldarg.2 xor ``` * `left && right` ```asm ldarg.1 ldarg.2 and ``` * `left || right` ```asm ldarg.1 ldarg.2 or ``` * `value ? ""true"" : ""false""` ```asm ldarg.1 brtrue.s ```",1.0,"C# Compiler is not consistent with the CLR for the underlying representation of bool - ### Issue Today the C# compiler does not emit code handling for `bool` that is consistent with the underlying representation of `bool` in the CLR. The C# specification states: > The bool type represents boolean logical quantities. The possible values of type bool are true and false. The spec also indicates that it is 1-byte. Specifically that the result of the `sizeof(bool)` expression is `1`. While the ECMA 335 specification states: > A CLI Boolean type occupies 1 byte in memory. A bit pattern of all zeroes denotes a value of false. A bit pattern with any one or more bits set (analogous to a non-zero integer) denotes a value of true. For the purpose of stack operations boolean values are treated as unsigned 1-byte integers (§III.1.1.1). This can lead to confusion about the handling and cause various inconsistencies in various edge cases (see https://github.com/dotnet/coreclr/pull/16138#discussion_r165256495, for such a thread). ### Proposal It would be good to determine: * Should the spec be updated? * The spec would explicitly list the expected values of `true`/`false` so that two implementations don't behave differently * Can the compiler be updated? * Given that we are emitting for the CLR, we would make our handling match the expected representations for the two boolean values (`0`/`not 0`) of the underlying platform ### Current Behavior The majority of the behaviors below actually match the CLR expectation that a `bool` can be more than just `0` or `1`. However some of the behaviors (such as `&&`) does not match this expectation and can cause issues when interoping with any code that would assume otherwise (generally this is some kind of interop or unsafe code). * `!value` ```asm ldarg.1 ldc.i4.0 ceq ``` * `left == right` ```asm ldarg.1 ldarg.2 ceq ``` * `left != right` ```asm ldarg.1 ldarg.2 ceq ldc.i4.0 ceq ``` * `left & right` ```asm ldarg.1 ldarg.2 and ``` * `left | right` ```asm ldarg.1 ldarg.2 or ``` * `left ^ right` ```asm ldarg.1 ldarg.2 xor ``` * `left && right` ```asm ldarg.1 ldarg.2 and ``` * `left || right` ```asm ldarg.1 ldarg.2 or ``` * `value ? ""true"" : ""false""` ```asm ldarg.1 brtrue.s ```",0,c compiler is not consistent with the clr for the underlying representation of bool issue today the c compiler does not emit code handling for bool that is consistent with the underlying representation of bool in the clr the c specification states the bool type represents boolean logical quantities the possible values of type bool are true and false the spec also indicates that it is byte specifically that the result of the sizeof bool expression is while the ecma specification states a cli boolean type occupies byte in memory a bit pattern of all zeroes denotes a value of false a bit pattern with any one or more bits set analogous to a non zero integer denotes a value of true for the purpose of stack operations boolean values are treated as unsigned byte integers §iii this can lead to confusion about the handling and cause various inconsistencies in various edge cases see for such a thread proposal it would be good to determine should the spec be updated the spec would explicitly list the expected values of true false so that two implementations don t behave differently can the compiler be updated given that we are emitting for the clr we would make our handling match the expected representations for the two boolean values not of the underlying platform current behavior the majority of the behaviors below actually match the clr expectation that a bool can be more than just or however some of the behaviors such as does not match this expectation and can cause issues when interoping with any code that would assume otherwise generally this is some kind of interop or unsafe code value asm ldarg ldc ceq left right asm ldarg ldarg ceq left right asm ldarg ldarg ceq ldc ceq left right asm ldarg ldarg and left right asm ldarg ldarg or left right asm ldarg ldarg xor left right asm ldarg ldarg and left right asm ldarg ldarg or value true false asm ldarg brtrue s ,0 7798,5215812307.0,IssuesEvent,2017-01-26 07:42:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Remove Warning message when creating a new track in Animation window,enhancement junior job topic:editor usability,"In my opinion there's no reason why you would give a warning message every time you want to create a new track in your animation. As a graphics guy doing a lot of animations this warning message becomes really annoying. It's like asking in Photoshop ""if you really want to create a new layer."" If you accidentally hit the wrong key button when setting a keyframe, then you can easily remove the track from the animation, so it's hard to see the need for the warning message. ",True,"Remove Warning message when creating a new track in Animation window - In my opinion there's no reason why you would give a warning message every time you want to create a new track in your animation. As a graphics guy doing a lot of animations this warning message becomes really annoying. It's like asking in Photoshop ""if you really want to create a new layer."" If you accidentally hit the wrong key button when setting a keyframe, then you can easily remove the track from the animation, so it's hard to see the need for the warning message. ",1,remove warning message when creating a new track in animation window in my opinion there s no reason why you would give a warning message every time you want to create a new track in your animation as a graphics guy doing a lot of animations this warning message becomes really annoying it s like asking in photoshop if you really want to create a new layer if you accidentally hit the wrong key button when setting a keyframe then you can easily remove the track from the animation so it s hard to see the need for the warning message ,1 18284,12733352172.0,IssuesEvent,2020-06-25 12:09:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Child 2D gizmo does not update with animation,bug topic:editor usability," **Godot version:** 3.2.2 rc2 **Issue description:** ![Ln86SiFGtr](https://user-images.githubusercontent.com/2223172/85716789-18ee5b80-b6ed-11ea-8d64-3ffe9a67f392.gif) Notice the Node2D gizmo staying in place until you move cursor over viewport (which focuses the viewport and updates the gizmo only once). **Minimal reproduction project:** [ReproductionProject.zip](https://github.com/godotengine/godot/files/4831075/ReproductionProject.zip) ",True,"Child 2D gizmo does not update with animation - **Godot version:** 3.2.2 rc2 **Issue description:** ![Ln86SiFGtr](https://user-images.githubusercontent.com/2223172/85716789-18ee5b80-b6ed-11ea-8d64-3ffe9a67f392.gif) Notice the Node2D gizmo staying in place until you move cursor over viewport (which focuses the viewport and updates the gizmo only once). **Minimal reproduction project:** [ReproductionProject.zip](https://github.com/godotengine/godot/files/4831075/ReproductionProject.zip) ",1,child gizmo does not update with animation please search existing issues for potential duplicates before filing yours godot version issue description notice the gizmo staying in place until you move cursor over viewport which focuses the viewport and updates the gizmo only once minimal reproduction project ,1 17301,11873449381.0,IssuesEvent,2020-03-26 17:19:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Windows always appear on first screen,bug topic:editor usability,"**Godot version:** 5f1107aa3 **OS/device including version:** Windows 10 **Issue description:** Any new Window will appear on the first screen (monitor). IMO they should appear on the same screen as parent Window. **Steps to reproduce:** 1. Open Godot editor 2. Move it to second screen 3. Add node 4. Dialog appears on another screen :/",True,"Windows always appear on first screen - **Godot version:** 5f1107aa3 **OS/device including version:** Windows 10 **Issue description:** Any new Window will appear on the first screen (monitor). IMO they should appear on the same screen as parent Window. **Steps to reproduce:** 1. Open Godot editor 2. Move it to second screen 3. Add node 4. Dialog appears on another screen :/",1,windows always appear on first screen godot version os device including version windows issue description any new window will appear on the first screen monitor imo they should appear on the same screen as parent window steps to reproduce open godot editor move it to second screen add node dialog appears on another screen ,1 735171,25381995648.0,IssuesEvent,2022-11-21 18:20:41,status-im/status-desktop,https://api.github.com/repos/status-im/status-desktop,opened,Implement new delete message backend workflow,priority 2: medium E:Communities S:3,"Delete message had a breaking change on status-go, where the deleted message is no longer permanently deleted. https://github.com/status-im/status-go/pull/2922 For now, we need to deal with int so that on a restart, we no longer see those deleted messages. We will do the front-end later where we let the user undo the deletion (probably part of https://github.com/status-im/status-desktop/issues/7632)",1.0,"Implement new delete message backend workflow - Delete message had a breaking change on status-go, where the deleted message is no longer permanently deleted. https://github.com/status-im/status-go/pull/2922 For now, we need to deal with int so that on a restart, we no longer see those deleted messages. We will do the front-end later where we let the user undo the deletion (probably part of https://github.com/status-im/status-desktop/issues/7632)",0,implement new delete message backend workflow delete message had a breaking change on status go where the deleted message is no longer permanently deleted for now we need to deal with int so that on a restart we no longer see those deleted messages we will do the front end later where we let the user undo the deletion probably part of ,0 267413,8388557166.0,IssuesEvent,2018-10-09 06:52:03,AnSyn/ansyn,https://api.github.com/repos/AnSyn/ansyn,closed,Bug- remove overlay from case and next/prev overlays,Bug Priority: High,"After an overlay is removed from the case (the previous overlay should be shown) and the navigation to next/prev overlay should be as always (from the active overlay). The current behavior- after an overlay is removed, there is no previous overlay- the navigation (next/prev) begins from the first overlay in the time line (regardless of when the removed overlay was). ",1.0,"Bug- remove overlay from case and next/prev overlays - After an overlay is removed from the case (the previous overlay should be shown) and the navigation to next/prev overlay should be as always (from the active overlay). The current behavior- after an overlay is removed, there is no previous overlay- the navigation (next/prev) begins from the first overlay in the time line (regardless of when the removed overlay was). ",0,bug remove overlay from case and next prev overlays after an overlay is removed from the case the previous overlay should be shown and the navigation to next prev overlay should be as always from the active overlay the current behavior after an overlay is removed there is no previous overlay the navigation next prev begins from the first overlay in the time line regardless of when the removed overlay was ,0 90532,8247526074.0,IssuesEvent,2018-09-11 15:46:14,mozilla/iris,https://api.github.com/repos/mozilla/iris,opened,Fix web_developer_menu test case,test case,toolbars_window_controls/web_developer_menu consistently fails for me on all platforms. Please investigate and fix this test case failure.,1.0,Fix web_developer_menu test case - toolbars_window_controls/web_developer_menu consistently fails for me on all platforms. Please investigate and fix this test case failure.,0,fix web developer menu test case toolbars window controls web developer menu consistently fails for me on all platforms please investigate and fix this test case failure ,0 72652,19401694451.0,IssuesEvent,2021-12-19 09:48:19,guardianproject/tor-android,https://api.github.com/repos/guardianproject/tor-android,closed,some build paths are still included in the binaries,help wanted reproducible builds,"When build paths are included in the binaries, reproducible builds requires a specific setup where all of the paths are the same. We do not need to have any build paths in the binaries, they should be removed whenever possible. Here are some example fixes: * c13c781dc1f8f4030fe284b886f25380a4f1fc50 * 6ecaaf98fa8d55217d9ff2c924cd690dca2f956e This example _diffoscope_ output shows a number of build paths: [build-paths-example-diff.zip](https://github.com/guardianproject/tor-android/files/6700487/build-paths-example-diff.zip) These are the build paths that I know that still need fixing: ### Android NDK ![Screenshot from 2021-06-23 11-05-34](https://user-images.githubusercontent.com/143465/123069333-363e2e80-d402-11eb-957f-a4fdcd080802.png) ### tor default config paths ![Screenshot from 2021-06-23 11-10-44](https://user-images.githubusercontent.com/143465/123070102-fdeb2000-d402-11eb-9919-99e58860fc2d.png) ",1.0,"some build paths are still included in the binaries - When build paths are included in the binaries, reproducible builds requires a specific setup where all of the paths are the same. We do not need to have any build paths in the binaries, they should be removed whenever possible. Here are some example fixes: * c13c781dc1f8f4030fe284b886f25380a4f1fc50 * 6ecaaf98fa8d55217d9ff2c924cd690dca2f956e This example _diffoscope_ output shows a number of build paths: [build-paths-example-diff.zip](https://github.com/guardianproject/tor-android/files/6700487/build-paths-example-diff.zip) These are the build paths that I know that still need fixing: ### Android NDK ![Screenshot from 2021-06-23 11-05-34](https://user-images.githubusercontent.com/143465/123069333-363e2e80-d402-11eb-957f-a4fdcd080802.png) ### tor default config paths ![Screenshot from 2021-06-23 11-10-44](https://user-images.githubusercontent.com/143465/123070102-fdeb2000-d402-11eb-9919-99e58860fc2d.png) ",0,some build paths are still included in the binaries when build paths are included in the binaries reproducible builds requires a specific setup where all of the paths are the same we do not need to have any build paths in the binaries they should be removed whenever possible here are some example fixes this example diffoscope output shows a number of build paths these are the build paths that i know that still need fixing android ndk tor default config paths ,0 69363,9300792896.0,IssuesEvent,2019-03-23 16:36:35,brightcove/brine,https://api.github.com/repos/brightcove/brine,closed,Make header selection more obvious in docs,documentation,the |response_attribute| substitution doesn't seem to be working in the step reference and there' snot much information elsewhere.,1.0,Make header selection more obvious in docs - the |response_attribute| substitution doesn't seem to be working in the step reference and there' snot much information elsewhere.,0,make header selection more obvious in docs the response attribute substitution doesn t seem to be working in the step reference and there snot much information elsewhere ,0 26757,27163372025.0,IssuesEvent,2023-02-17 13:41:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"3-to-4 conversion renames all ""remove"" functions",enhancement topic:editor usability,"### Godot version v4.0.rc1.official [8843d9ad3] ### System information Steam OS Holo, Steam Deck ### Issue description The conversion rule renaming `remove` to `remove_at` for `Array` objects is applied to all functions named `remove`. ### Steps to reproduce Create a 3.0 project with a function called ""remove"" in any script: ```gdscript extends Node func remove(): pass ``` After converting to 4.0, the function will be called ""remove_at"": ```gdscript extends Node func remove_at(): pass ``` ### Minimal reproduction project N/A",True,"3-to-4 conversion renames all ""remove"" functions - ### Godot version v4.0.rc1.official [8843d9ad3] ### System information Steam OS Holo, Steam Deck ### Issue description The conversion rule renaming `remove` to `remove_at` for `Array` objects is applied to all functions named `remove`. ### Steps to reproduce Create a 3.0 project with a function called ""remove"" in any script: ```gdscript extends Node func remove(): pass ``` After converting to 4.0, the function will be called ""remove_at"": ```gdscript extends Node func remove_at(): pass ``` ### Minimal reproduction project N/A",1, to conversion renames all remove functions godot version official system information steam os holo steam deck issue description the conversion rule renaming remove to remove at for array objects is applied to all functions named remove steps to reproduce create a project with a function called remove in any script gdscript extends node func remove pass after converting to the function will be called remove at gdscript extends node func remove at pass minimal reproduction project n a,1 117,2496986379.0,IssuesEvent,2015-01-06 23:58:25,syl20bnr/spacemacs,https://api.github.com/repos/syl20bnr/spacemacs,closed,error: The directory `~/.emacs.d/server' is unsafe,documentation :-> question,"On a fresh install of spacemacs, emacs `GNU Emacs 25.0.50.1 (x86_64-w64-mingw32) of 2014-10-08 on G75VW` reports: ``` Warning (initialization): An error occurred while loading `c:/Users/jkeyes/.emacs.d/init.el': error: The directory `~/.emacs.d/server' is unsafe To ensure normal operation, you should investigate and remove the cause of the error in your initialization file. Start Emacs with the `--debug-init' option to view a complete error backtrace. ``` ",1.0,"error: The directory `~/.emacs.d/server' is unsafe - On a fresh install of spacemacs, emacs `GNU Emacs 25.0.50.1 (x86_64-w64-mingw32) of 2014-10-08 on G75VW` reports: ``` Warning (initialization): An error occurred while loading `c:/Users/jkeyes/.emacs.d/init.el': error: The directory `~/.emacs.d/server' is unsafe To ensure normal operation, you should investigate and remove the cause of the error in your initialization file. Start Emacs with the `--debug-init' option to view a complete error backtrace. ``` ",0,error the directory emacs d server is unsafe on a fresh install of spacemacs emacs gnu emacs of on reports warning initialization an error occurred while loading c users jkeyes emacs d init el error the directory emacs d server is unsafe to ensure normal operation you should investigate and remove the cause of the error in your initialization file start emacs with the debug init option to view a complete error backtrace ,0 86088,8020084312.0,IssuesEvent,2018-07-26 02:40:30,MetaMask/metamask-extension,https://api.github.com/repos/MetaMask/metamask-extension,closed,Write unit tests for the confirm-detail-row.component.js,L03.1-newUI/UAT L06-testing,"`metamask-extension/ui/app/components/confirm-page-container/confirm-detail-row/confirm-detail-row.component.js` needs unit tests. Use `metamask-extension/ui/app/components/send/send-content/send-row-wrapper/send-row-wrapper.component.js` and `metamask-extension/ui/app/components/send/send-content/send-row-wrapper/tests/send-row-wrapper-component.test.js` as an example to follow. Tests to include: - check that the outer div renders (get the div by its classname) - separate unit tests to check that each of `label`, `headerText`, `fiatText` and `ethText` rendered correctly and within the expected divs - check that the passed `fiatTextColor` gets set on the expected div - check that the `className` of the div that includes the `confirm-detail-row__header-text` class is as expected - check that `onHeaderClick()` gets called when `headerText` div gets clicked documentation that might be helpful: - http://airbnb.io/enzyme/ - https://github.com/JedWatson/classnames ",1.0,"Write unit tests for the confirm-detail-row.component.js - `metamask-extension/ui/app/components/confirm-page-container/confirm-detail-row/confirm-detail-row.component.js` needs unit tests. Use `metamask-extension/ui/app/components/send/send-content/send-row-wrapper/send-row-wrapper.component.js` and `metamask-extension/ui/app/components/send/send-content/send-row-wrapper/tests/send-row-wrapper-component.test.js` as an example to follow. Tests to include: - check that the outer div renders (get the div by its classname) - separate unit tests to check that each of `label`, `headerText`, `fiatText` and `ethText` rendered correctly and within the expected divs - check that the passed `fiatTextColor` gets set on the expected div - check that the `className` of the div that includes the `confirm-detail-row__header-text` class is as expected - check that `onHeaderClick()` gets called when `headerText` div gets clicked documentation that might be helpful: - http://airbnb.io/enzyme/ - https://github.com/JedWatson/classnames ",0,write unit tests for the confirm detail row component js metamask extension ui app components confirm page container confirm detail row confirm detail row component js needs unit tests use metamask extension ui app components send send content send row wrapper send row wrapper component js and metamask extension ui app components send send content send row wrapper tests send row wrapper component test js as an example to follow tests to include check that the outer div renders get the div by its classname separate unit tests to check that each of label headertext fiattext and ethtext rendered correctly and within the expected divs check that the passed fiattextcolor gets set on the expected div check that the classname of the div that includes the confirm detail row header text class is as expected check that onheaderclick gets called when headertext div gets clicked documentation that might be helpful ,0 315432,27073070486.0,IssuesEvent,2023-02-14 08:39:37,keycloak/keycloak,https://api.github.com/repos/keycloak/keycloak,opened,Flaky test: org.keycloak.testsuite.model.UserSessionProviderTest#testRestartSession,kind/bug area/ci flaky-test,"## org.keycloak.testsuite.model.UserSessionProviderTest#testRestartSession [Keycloak CI - Base IT (6)](https://github.com/keycloak/keycloak/actions/runs/4146413917/jobs/7172154915) / [Pull Request #16876](https://github.com/keycloak/keycloak/pull/16876) ``` java.lang.AssertionError at org.junit.Assert.fail(Assert.java:87) at org.junit.Assert.assertTrue(Assert.java:42) at org.junit.Assert.assertTrue(Assert.java:53) at org.keycloak.testsuite.model.UserSessionProviderTest.assertSession(UserSessionProviderTest.java:844) ... ``` ``` java.lang.AssertionError at org.junit.Assert.fail(Assert.java:87) at org.junit.Assert.assertTrue(Assert.java:42) at org.junit.Assert.assertTrue(Assert.java:53) at org.keycloak.testsuite.model.UserSessionProviderTest.assertSession(UserSessionProviderTest.java:844) ... ``` ",1.0,"Flaky test: org.keycloak.testsuite.model.UserSessionProviderTest#testRestartSession - ## org.keycloak.testsuite.model.UserSessionProviderTest#testRestartSession [Keycloak CI - Base IT (6)](https://github.com/keycloak/keycloak/actions/runs/4146413917/jobs/7172154915) / [Pull Request #16876](https://github.com/keycloak/keycloak/pull/16876) ``` java.lang.AssertionError at org.junit.Assert.fail(Assert.java:87) at org.junit.Assert.assertTrue(Assert.java:42) at org.junit.Assert.assertTrue(Assert.java:53) at org.keycloak.testsuite.model.UserSessionProviderTest.assertSession(UserSessionProviderTest.java:844) ... ``` ``` java.lang.AssertionError at org.junit.Assert.fail(Assert.java:87) at org.junit.Assert.assertTrue(Assert.java:42) at org.junit.Assert.assertTrue(Assert.java:53) at org.keycloak.testsuite.model.UserSessionProviderTest.assertSession(UserSessionProviderTest.java:844) ... ``` ",0,flaky test org keycloak testsuite model usersessionprovidertest testrestartsession org keycloak testsuite model usersessionprovidertest testrestartsession java lang assertionerror at org junit assert fail assert java at org junit assert asserttrue assert java at org junit assert asserttrue assert java at org keycloak testsuite model usersessionprovidertest assertsession usersessionprovidertest java java lang assertionerror at org junit assert fail assert java at org junit assert asserttrue assert java at org junit assert asserttrue assert java at org keycloak testsuite model usersessionprovidertest assertsession usersessionprovidertest java ,0 18834,13285066780.0,IssuesEvent,2020-08-24 07:28:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocompletion triggers on numbers,bug regression topic:editor topic:gdscript usability," **Godot version:** 3.2.3 rc4 **Issue description:** I noticed that autocompletion is overzealous recently. When you type any standalone number, it will suggest some class containing this number in name. Which often leads to accidental inserting. ![0LxKHJZ116](https://user-images.githubusercontent.com/2223172/90990377-49ddf600-e5a1-11ea-8be4-4cf2c9f1dfd1.gif) ",True,"Autocompletion triggers on numbers - **Godot version:** 3.2.3 rc4 **Issue description:** I noticed that autocompletion is overzealous recently. When you type any standalone number, it will suggest some class containing this number in name. Which often leads to accidental inserting. ![0LxKHJZ116](https://user-images.githubusercontent.com/2223172/90990377-49ddf600-e5a1-11ea-8be4-4cf2c9f1dfd1.gif) ",1,autocompletion triggers on numbers please search existing issues for potential duplicates before filing yours godot version issue description i noticed that autocompletion is overzealous recently when you type any standalone number it will suggest some class containing this number in name which often leads to accidental inserting ,1 78695,7658869473.0,IssuesEvent,2018-05-11 02:42:35,openworm/PyOpenWorm,https://api.github.com/repos/openworm/PyOpenWorm,closed,Fix code coverage reporting pipeline,ready testing,"Coveralls is failing for recent builds. Many people seem to have had this issue: https://github.com/lemurheavy/coveralls-public/issues/281",1.0,"Fix code coverage reporting pipeline - Coveralls is failing for recent builds. Many people seem to have had this issue: https://github.com/lemurheavy/coveralls-public/issues/281",0,fix code coverage reporting pipeline coveralls is failing for recent builds many people seem to have had this issue ,0 3147,3354473276.0,IssuesEvent,2015-11-18 12:21:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,suggest to split script files and help reference,enhancement topic:editor usability,"I tested with commit 18e014a193840141911789aacf57b28a2e001724. I found help tab removed and can open many help reference. It looks good. But, I feel not comfortable to see all opened gdscript with help reference in one list. How about split list to show gdscript and reference separately? ![godot](https://cloud.githubusercontent.com/assets/8281454/11236681/9637874e-8e1e-11e5-803b-a705e1bd383d.jpg) ",True,"suggest to split script files and help reference - I tested with commit 18e014a193840141911789aacf57b28a2e001724. I found help tab removed and can open many help reference. It looks good. But, I feel not comfortable to see all opened gdscript with help reference in one list. How about split list to show gdscript and reference separately? ![godot](https://cloud.githubusercontent.com/assets/8281454/11236681/9637874e-8e1e-11e5-803b-a705e1bd383d.jpg) ",1,suggest to split script files and help reference i tested with commit i found help tab removed and can open many help reference it looks good but i feel not comfortable to see all opened gdscript with help reference in one list how about split list to show gdscript and reference separately ,1 21040,16481385774.0,IssuesEvent,2021-05-24 12:10:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tileset Editor Toolbar not shown unless tile clicked/selected,enhancement topic:editor usability," 3.2.2 Win Create a tileset. Then attempt to edit the tileset. The GUI/UX is very odd. Selecting a picture shows the associated tile, but none of the edit tools or toolbar: ![image](https://user-images.githubusercontent.com/17924807/99009708-5cccea80-2540-11eb-93a2-6f4db95d78ff.png) Selecting the tile starts an edit, but also displays the associated edit toolbar: ![image](https://user-images.githubusercontent.com/17924807/99009726-68b8ac80-2540-11eb-9351-80edcb0150dd.png) I think selecting the image, which causes the tile to display, should ALSO display the GUI",True,"Tileset Editor Toolbar not shown unless tile clicked/selected - 3.2.2 Win Create a tileset. Then attempt to edit the tileset. The GUI/UX is very odd. Selecting a picture shows the associated tile, but none of the edit tools or toolbar: ![image](https://user-images.githubusercontent.com/17924807/99009708-5cccea80-2540-11eb-93a2-6f4db95d78ff.png) Selecting the tile starts an edit, but also displays the associated edit toolbar: ![image](https://user-images.githubusercontent.com/17924807/99009726-68b8ac80-2540-11eb-9351-80edcb0150dd.png) I think selecting the image, which causes the tile to display, should ALSO display the GUI",1,tileset editor toolbar not shown unless tile clicked selected please search existing issues for potential duplicates before filing yours win create a tileset then attempt to edit the tileset the gui ux is very odd selecting a picture shows the associated tile but none of the edit tools or toolbar selecting the tile starts an edit but also displays the associated edit toolbar i think selecting the image which causes the tile to display should also display the gui,1 6180,4166480215.0,IssuesEvent,2016-06-20 03:39:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,GDscript overwriting does not works,bug topic:editor usability,"**Operating system or device:** Godot 2.0.2 win64 official release **Issue description** (what happened, and what was expected): When you click on the ""Edit/create the Node Script"" button into Scene panel, there is a ""Create Script for Node"" dialog box which appears. When you click the "".."" path button, an other dialog box appears. When you select a script that already exists, a confirmation box ask you if you want to overwrite it. If you reply ""OK"", the previous ""Create Script for Node"" dialog box refuses to overwrite it. **Steps to reproduce:** ![bug_0_0](https://cloud.githubusercontent.com/assets/9801802/15012984/07ab588a-11fd-11e6-821d-a04e5afcb1d8.png) ![bug_0_1](https://cloud.githubusercontent.com/assets/9801802/15012988/0aee4ebc-11fd-11e6-95e0-8967621be6a6.png) ![bug_0_2](https://cloud.githubusercontent.com/assets/9801802/15012989/0d95bde4-11fd-11e6-8aa4-6ad0252d2e65.png) ![bug_0_3](https://cloud.githubusercontent.com/assets/9801802/15012992/101b89ae-11fd-11e6-8dcd-e3f0231ec2f6.png) ![bug_0_4](https://cloud.githubusercontent.com/assets/9801802/15012995/12bc4edc-11fd-11e6-9721-af24774b2023.png) **Link to minimal example project** (optional but very welcome): ",True,"GDscript overwriting does not works - **Operating system or device:** Godot 2.0.2 win64 official release **Issue description** (what happened, and what was expected): When you click on the ""Edit/create the Node Script"" button into Scene panel, there is a ""Create Script for Node"" dialog box which appears. When you click the "".."" path button, an other dialog box appears. When you select a script that already exists, a confirmation box ask you if you want to overwrite it. If you reply ""OK"", the previous ""Create Script for Node"" dialog box refuses to overwrite it. **Steps to reproduce:** ![bug_0_0](https://cloud.githubusercontent.com/assets/9801802/15012984/07ab588a-11fd-11e6-821d-a04e5afcb1d8.png) ![bug_0_1](https://cloud.githubusercontent.com/assets/9801802/15012988/0aee4ebc-11fd-11e6-95e0-8967621be6a6.png) ![bug_0_2](https://cloud.githubusercontent.com/assets/9801802/15012989/0d95bde4-11fd-11e6-8aa4-6ad0252d2e65.png) ![bug_0_3](https://cloud.githubusercontent.com/assets/9801802/15012992/101b89ae-11fd-11e6-8dcd-e3f0231ec2f6.png) ![bug_0_4](https://cloud.githubusercontent.com/assets/9801802/15012995/12bc4edc-11fd-11e6-9721-af24774b2023.png) **Link to minimal example project** (optional but very welcome): ",1,gdscript overwriting does not works operating system or device godot official release issue description what happened and what was expected when you click on the edit create the node script button into scene panel there is a create script for node dialog box which appears when you click the path button an other dialog box appears when you select a script that already exists a confirmation box ask you if you want to overwrite it if you reply ok the previous create script for node dialog box refuses to overwrite it steps to reproduce link to minimal example project optional but very welcome ,1 454234,13097105146.0,IssuesEvent,2020-08-03 16:50:12,department-of-veterans-affairs/caseflow,https://api.github.com/repos/department-of-veterans-affairs/caseflow,closed,Update case orders logic,Feature: auto-case-distribution Priority: High Product: caseflow-queue Stakeholder: BVA Team: Echo 🐬 Type: Enhancement User: Judge,"Update case distribution order to: 1. Reduce backlog of legacy hearing cases tied to the judge to 30 1. Continue with current algorithm
Newer old requirements User Story: When a Veteran Law Judge requests more cases, the case distribution logic should be as follows to ensure cases are worked in the correct order: 1. Distribute non-priority cases tied to the judge a. Legacy hearing cases tied to the judge - if the judge has more than 30 tied to them, fill their case order with only legacy hearing cases tied to them until the threshold of 30 has been hit or until their case order (batch size) has been met, whichever comes first. If the judge has <= 30 legacy hearing cases tied to them continue with the below. Creation of backlog [here](https://github.com/department-of-veterans-affairs/caseflow/issues/14543) b. AMA hearing cases with affinity for the judge c. Distribute non-priority cases that are general population based on docket proportions using stochastic rounding We no longer want Priority appeals to be distributed via the Request Cases logic, but instead be automatically distributed when they are ready #14604 ## Current We limit the number of priority appeals distributed in a distribution by ensuring we do not distribute more priority appeals than our priority target. [Priority target is calculated](https://github.com/department-of-veterans-affairs/caseflow/blob/5bbbe90117365a8689e3f894a3cc4223ea229569/app/models/concerns/ama_case_distribution.rb#L112) as the ratio of [sum of priority cases on all dockets](https://github.com/department-of-veterans-affairs/caseflow/blob/57e746e91b91c82c9b5f4edac343bde9688b68d9/app/models/docket_coordinator.rb#L88-L93) to [the total number of attorneys in caseflow * 3](https://github.com/department-of-veterans-affairs/caseflow/blob/57e746e91b91c82c9b5f4edac343bde9688b68d9/app/models/docket_coordinator.rb#L123-L125). This has lead to a steady increase in the number of priority appeals waiting to be distributed (`Distribution.statistics.priority_count` in [Nov 2018](http://query.prod.appeals.va.gov/question#eyJuYW1lIjpudWxsLCJkYXRhc2V0X3F1ZXJ5Ijp7ImRhdGFiYXNlIjoyLCJ0eXBlIjoicXVlcnkiLCJxdWVyeSI6eyJzb3VyY2UtdGFibGUiOjE1LCJvcmRlci1ieSI6W1siYXNjIixbImZpZWxkLWlkIiwyOTZdXV19fSwiZGlzcGxheSI6InRhYmxlIiwidmlzdWFsaXphdGlvbl9zZXR0aW5ncyI6e319) vs [now](http://query.prod.appeals.va.gov/question#eyJuYW1lIjpudWxsLCJkYXRhc2V0X3F1ZXJ5Ijp7ImRhdGFiYXNlIjoyLCJ0eXBlIjoicXVlcnkiLCJxdWVyeSI6eyJzb3VyY2UtdGFibGUiOjE1LCJvcmRlci1ieSI6W1siZGVzYyIsWyJmaWVsZC1pZCIsMjk2XV1dfX0sImRpc3BsYXkiOiJ0YWJsZSIsInZpc3VhbGl6YXRpb25fc2V0dGluZ3MiOnt9fQ==)). We also fill a distribution with legacy and ama hearing docket cases with [non priority cases associated with the judge](https://github.com/department-of-veterans-affairs/caseflow/blob/5bbbe90117365a8689e3f894a3cc4223ea229569/app/models/concerns/ama_case_distribution.rb#L30-L33) before we [distribute priority cases that are not associated with the judge](https://github.com/department-of-veterans-affairs/caseflow/blob/5bbbe90117365a8689e3f894a3cc4223ea229569/app/models/concerns/ama_case_distribution.rb#L38).
Old requirements, now outdated After collecting stats on how the removal of this priority factor will affect other docket distributions and the go-ahead from the board, remove this priority target by replacing `priority_rem` with `@rem`.~ ```diff - # If we haven't yet met the priority target, distribute additional priority appeals. - priority_rem = (priority_target - @appeals.count(&:priority)).clamp(0, @rem) - oldest_priority_appeals_by_docket(priority_rem).each do |docket, n| - distribute_appeals(docket, n, priority: true) - end + # If we haven't yet filled the request order, distribute additional priority appeals. + oldest_priority_appeals_by_docket(@rem).each do |docket, n| + distribute_appeals(docket, n, priority: true) + end ``` The priority cases that are **not** associated with the judge should take precedence over the **non-priority** cases associated with the judge, so ensure we move this distribution to before we [distribute **non-priority** cases that are associated with the judge](https://github.com/department-of-veterans-affairs/caseflow/blob/5bbbe90117365a8689e3f894a3cc4223ea229569/app/models/concerns/ama_case_distribution.rb#L30-L33), but after we [distribute **priority** cases that are associated with the judge](https://github.com/department-of-veterans-affairs/caseflow/blob/5bbbe90117365a8689e3f894a3cc4223ea229569/app/models/concerns/ama_case_distribution.rb#L26-L28)
## Acceptance Criteria - [ ] Please put this work behind the feature toggle: Priority Case Auto-Distribution - [ ] Every case order (distribution request) is filled with legacy hearing cases tied to the judge first. If the judge has more than 30 tied to them distribute their legacy hearing cases until the threshold of 30 has been hit or until their case order (batch size) has been met, whichever comes first - [ ] Once the judge is down to 30 cases in their backlog, if they have more cases to fill in their request, fill the case order per the original algorithm rules ### To reduce confusion Move these 3 lines https://github.com/department-of-veterans-affairs/caseflow/blob/6287312416efb2e55988a3d1bf5d69fbfefb235d/app/models/concerns/ama_case_distribution.rb#L32-L34 to before these three lines. https://github.com/department-of-veterans-affairs/caseflow/blob/6287312416efb2e55988a3d1bf5d69fbfefb235d/app/models/concerns/ama_case_distribution.rb#L26-L28 No other changes, do not remove priority",1.0,"Update case orders logic - Update case distribution order to: 1. Reduce backlog of legacy hearing cases tied to the judge to 30 1. Continue with current algorithm
Newer old requirements User Story: When a Veteran Law Judge requests more cases, the case distribution logic should be as follows to ensure cases are worked in the correct order: 1. Distribute non-priority cases tied to the judge a. Legacy hearing cases tied to the judge - if the judge has more than 30 tied to them, fill their case order with only legacy hearing cases tied to them until the threshold of 30 has been hit or until their case order (batch size) has been met, whichever comes first. If the judge has <= 30 legacy hearing cases tied to them continue with the below. Creation of backlog [here](https://github.com/department-of-veterans-affairs/caseflow/issues/14543) b. AMA hearing cases with affinity for the judge c. Distribute non-priority cases that are general population based on docket proportions using stochastic rounding We no longer want Priority appeals to be distributed via the Request Cases logic, but instead be automatically distributed when they are ready #14604 ## Current We limit the number of priority appeals distributed in a distribution by ensuring we do not distribute more priority appeals than our priority target. [Priority target is calculated](https://github.com/department-of-veterans-affairs/caseflow/blob/5bbbe90117365a8689e3f894a3cc4223ea229569/app/models/concerns/ama_case_distribution.rb#L112) as the ratio of [sum of priority cases on all dockets](https://github.com/department-of-veterans-affairs/caseflow/blob/57e746e91b91c82c9b5f4edac343bde9688b68d9/app/models/docket_coordinator.rb#L88-L93) to [the total number of attorneys in caseflow * 3](https://github.com/department-of-veterans-affairs/caseflow/blob/57e746e91b91c82c9b5f4edac343bde9688b68d9/app/models/docket_coordinator.rb#L123-L125). This has lead to a steady increase in the number of priority appeals waiting to be distributed (`Distribution.statistics.priority_count` in [Nov 2018](http://query.prod.appeals.va.gov/question#eyJuYW1lIjpudWxsLCJkYXRhc2V0X3F1ZXJ5Ijp7ImRhdGFiYXNlIjoyLCJ0eXBlIjoicXVlcnkiLCJxdWVyeSI6eyJzb3VyY2UtdGFibGUiOjE1LCJvcmRlci1ieSI6W1siYXNjIixbImZpZWxkLWlkIiwyOTZdXV19fSwiZGlzcGxheSI6InRhYmxlIiwidmlzdWFsaXphdGlvbl9zZXR0aW5ncyI6e319) vs [now](http://query.prod.appeals.va.gov/question#eyJuYW1lIjpudWxsLCJkYXRhc2V0X3F1ZXJ5Ijp7ImRhdGFiYXNlIjoyLCJ0eXBlIjoicXVlcnkiLCJxdWVyeSI6eyJzb3VyY2UtdGFibGUiOjE1LCJvcmRlci1ieSI6W1siZGVzYyIsWyJmaWVsZC1pZCIsMjk2XV1dfX0sImRpc3BsYXkiOiJ0YWJsZSIsInZpc3VhbGl6YXRpb25fc2V0dGluZ3MiOnt9fQ==)). We also fill a distribution with legacy and ama hearing docket cases with [non priority cases associated with the judge](https://github.com/department-of-veterans-affairs/caseflow/blob/5bbbe90117365a8689e3f894a3cc4223ea229569/app/models/concerns/ama_case_distribution.rb#L30-L33) before we [distribute priority cases that are not associated with the judge](https://github.com/department-of-veterans-affairs/caseflow/blob/5bbbe90117365a8689e3f894a3cc4223ea229569/app/models/concerns/ama_case_distribution.rb#L38).
Old requirements, now outdated After collecting stats on how the removal of this priority factor will affect other docket distributions and the go-ahead from the board, remove this priority target by replacing `priority_rem` with `@rem`.~ ```diff - # If we haven't yet met the priority target, distribute additional priority appeals. - priority_rem = (priority_target - @appeals.count(&:priority)).clamp(0, @rem) - oldest_priority_appeals_by_docket(priority_rem).each do |docket, n| - distribute_appeals(docket, n, priority: true) - end + # If we haven't yet filled the request order, distribute additional priority appeals. + oldest_priority_appeals_by_docket(@rem).each do |docket, n| + distribute_appeals(docket, n, priority: true) + end ``` The priority cases that are **not** associated with the judge should take precedence over the **non-priority** cases associated with the judge, so ensure we move this distribution to before we [distribute **non-priority** cases that are associated with the judge](https://github.com/department-of-veterans-affairs/caseflow/blob/5bbbe90117365a8689e3f894a3cc4223ea229569/app/models/concerns/ama_case_distribution.rb#L30-L33), but after we [distribute **priority** cases that are associated with the judge](https://github.com/department-of-veterans-affairs/caseflow/blob/5bbbe90117365a8689e3f894a3cc4223ea229569/app/models/concerns/ama_case_distribution.rb#L26-L28)
## Acceptance Criteria - [ ] Please put this work behind the feature toggle: Priority Case Auto-Distribution - [ ] Every case order (distribution request) is filled with legacy hearing cases tied to the judge first. If the judge has more than 30 tied to them distribute their legacy hearing cases until the threshold of 30 has been hit or until their case order (batch size) has been met, whichever comes first - [ ] Once the judge is down to 30 cases in their backlog, if they have more cases to fill in their request, fill the case order per the original algorithm rules ### To reduce confusion Move these 3 lines https://github.com/department-of-veterans-affairs/caseflow/blob/6287312416efb2e55988a3d1bf5d69fbfefb235d/app/models/concerns/ama_case_distribution.rb#L32-L34 to before these three lines. https://github.com/department-of-veterans-affairs/caseflow/blob/6287312416efb2e55988a3d1bf5d69fbfefb235d/app/models/concerns/ama_case_distribution.rb#L26-L28 No other changes, do not remove priority",0,update case orders logic update case distribution order to reduce backlog of legacy hearing cases tied to the judge to continue with current algorithm newer old requirements user story when a veteran law judge requests more cases the case distribution logic should be as follows to ensure cases are worked in the correct order distribute non priority cases tied to the judge a legacy hearing cases tied to the judge if the judge has more than tied to them fill their case order with only legacy hearing cases tied to them until the threshold of has been hit or until their case order batch size has been met whichever comes first if the judge has legacy hearing cases tied to them continue with the below creation of backlog b ama hearing cases with affinity for the judge c distribute non priority cases that are general population based on docket proportions using stochastic rounding we no longer want priority appeals to be distributed via the request cases logic but instead be automatically distributed when they are ready current we limit the number of priority appeals distributed in a distribution by ensuring we do not distribute more priority appeals than our priority target as the ratio of to this has lead to a steady increase in the number of priority appeals waiting to be distributed distribution statistics priority count in vs we also fill a distribution with legacy and ama hearing docket cases with before we old requirements now outdated after collecting stats on how the removal of this priority factor will affect other docket distributions and the go ahead from the board remove this priority target by replacing priority rem with rem diff if we haven t yet met the priority target distribute additional priority appeals priority rem priority target appeals count priority clamp rem oldest priority appeals by docket priority rem each do docket n distribute appeals docket n priority true end if we haven t yet filled the request order distribute additional priority appeals oldest priority appeals by docket rem each do docket n distribute appeals docket n priority true end the priority cases that are not associated with the judge should take precedence over the non priority cases associated with the judge so ensure we move this distribution to before we but after we acceptance criteria please put this work behind the feature toggle priority case auto distribution every case order distribution request is filled with legacy hearing cases tied to the judge first if the judge has more than tied to them distribute their legacy hearing cases until the threshold of has been hit or until their case order batch size has been met whichever comes first once the judge is down to cases in their backlog if they have more cases to fill in their request fill the case order per the original algorithm rules to reduce confusion move these lines to before these three lines no other changes do not remove priority,0 563407,16683491028.0,IssuesEvent,2021-06-08 04:38:32,kubeapps/kubeapps,https://api.github.com/repos/kubeapps/kubeapps,closed,[kubeapps-apis] Investigate provision of chart Readme and values,component/apis-server kind/feature priority/high size/M,"### Description: The fluxv2 backend that we'll be using for the plugin does cache the index.yaml for a chart repository nicely, but given its gitops use-case, does not extract or otherwise provide access to other metadata usually presented to users when viewing details of a chart for potential installation. We want to investigate possible options here, such as extracting and caching when a specific chart (version) details are requested, rather than having to extract all and store in a db like is currently done for the existing helm support. @gfichtenholt Feel free to edit and fill in the details here, I'm just creating this so we can include it in the iteration plan (assuming it's going to be something you'll be working on). ",1.0,"[kubeapps-apis] Investigate provision of chart Readme and values - ### Description: The fluxv2 backend that we'll be using for the plugin does cache the index.yaml for a chart repository nicely, but given its gitops use-case, does not extract or otherwise provide access to other metadata usually presented to users when viewing details of a chart for potential installation. We want to investigate possible options here, such as extracting and caching when a specific chart (version) details are requested, rather than having to extract all and store in a db like is currently done for the existing helm support. @gfichtenholt Feel free to edit and fill in the details here, I'm just creating this so we can include it in the iteration plan (assuming it's going to be something you'll be working on). ",0, investigate provision of chart readme and values description the backend that we ll be using for the plugin does cache the index yaml for a chart repository nicely but given its gitops use case does not extract or otherwise provide access to other metadata usually presented to users when viewing details of a chart for potential installation we want to investigate possible options here such as extracting and caching when a specific chart version details are requested rather than having to extract all and store in a db like is currently done for the existing helm support gfichtenholt feel free to edit and fill in the details here i m just creating this so we can include it in the iteration plan assuming it s going to be something you ll be working on ,0 6174,4165749986.0,IssuesEvent,2016-06-19 18:11:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cant add second anchor point to first cotrol point in Path2D,enhancement topic:editor usability,There is no option to add second anchor point in the first point of Path2D - while it is possible to do it on Path3D. Also editing both is quite different and incoherent to me - including shortcuts for doing same things.,True,Cant add second anchor point to first cotrol point in Path2D - There is no option to add second anchor point in the first point of Path2D - while it is possible to do it on Path3D. Also editing both is quite different and incoherent to me - including shortcuts for doing same things.,1,cant add second anchor point to first cotrol point in there is no option to add second anchor point in the first point of while it is possible to do it on also editing both is quite different and incoherent to me including shortcuts for doing same things ,1 221061,17288538674.0,IssuesEvent,2021-07-24 08:01:32,WoWManiaUK/Blackwing-Lair,https://api.github.com/repos/WoWManiaUK/Blackwing-Lair,closed,Missing Quest - All's Well (13924) - Ashenvale,Fixed in Dev - Confirmed by tester,"**Links:** https://www.wowhead.com/quest=13924/alls-well **What is happening:** Quest is not offered. **What should happen:** Upon completion of ""In the Hands of the Perverse"" (13922), The quest giver ""Averus Illwhisper"" (34335) sacrifices himself and the five ""Fallen Moonstone"" needed to complete the quest are deleted. He then becomes ""Averus the Redeemed"" (34358) and offers the quest ""All's Well"" (13924). Upon acceptance you are given ""Sanctified Moonstones"" to turn in to ""Pelturas Whitemoon"" (3894) which ends the quest chain to cure Relara Whitemoon of her sickness. **Is it crashing the server?:** **Other Information:** ",1.0,"Missing Quest - All's Well (13924) - Ashenvale - **Links:** https://www.wowhead.com/quest=13924/alls-well **What is happening:** Quest is not offered. **What should happen:** Upon completion of ""In the Hands of the Perverse"" (13922), The quest giver ""Averus Illwhisper"" (34335) sacrifices himself and the five ""Fallen Moonstone"" needed to complete the quest are deleted. He then becomes ""Averus the Redeemed"" (34358) and offers the quest ""All's Well"" (13924). Upon acceptance you are given ""Sanctified Moonstones"" to turn in to ""Pelturas Whitemoon"" (3894) which ends the quest chain to cure Relara Whitemoon of her sickness. **Is it crashing the server?:** **Other Information:** ",0,missing quest all s well ashenvale links what is happening quest is not offered what should happen upon completion of in the hands of the perverse the quest giver averus illwhisper sacrifices himself and the five fallen moonstone needed to complete the quest are deleted he then becomes averus the redeemed and offers the quest all s well upon acceptance you are given sanctified moonstones to turn in to pelturas whitemoon which ends the quest chain to cure relara whitemoon of her sickness is it crashing the server other information ,0 18043,12504979604.0,IssuesEvent,2020-06-02 09:54:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Menu and mouse behavior enhancement suggestion,feature proposal topic:editor usability,"**Godot version:** v3.0.2 official *(but applies to all versions if i'm not mistaken). **OS/device including version:** macOS / Ubuntu *(but applies to all versions if i'm not mistaken). **Issue description:** Currently, to trigger a menu option with the mouse is necessary to open the menu (click! - _**release**_), point the option and trigger the option (click! - _**release**_). It would be possible to trigger them also opening the menu (click! and **hold**), point to the option an just then **release** the mouse button to trigger it? It is a common convention in most operating systems UI, and I really miss it. I understand it can be difficult to implement, but in my opinion it would make the Godot UI even better and enjoyable than it already is. **Minimal reproduction project:** 1. Click and **hold** the mouse button over the 'Scene' main menu. 2. Drag the mouse to 'New Scene'. 3. **Release** the button. It won't create a new scene! Thank you.",True,"Menu and mouse behavior enhancement suggestion - **Godot version:** v3.0.2 official *(but applies to all versions if i'm not mistaken). **OS/device including version:** macOS / Ubuntu *(but applies to all versions if i'm not mistaken). **Issue description:** Currently, to trigger a menu option with the mouse is necessary to open the menu (click! - _**release**_), point the option and trigger the option (click! - _**release**_). It would be possible to trigger them also opening the menu (click! and **hold**), point to the option an just then **release** the mouse button to trigger it? It is a common convention in most operating systems UI, and I really miss it. I understand it can be difficult to implement, but in my opinion it would make the Godot UI even better and enjoyable than it already is. **Minimal reproduction project:** 1. Click and **hold** the mouse button over the 'Scene' main menu. 2. Drag the mouse to 'New Scene'. 3. **Release** the button. It won't create a new scene! Thank you.",1,menu and mouse behavior enhancement suggestion godot version official but applies to all versions if i m not mistaken os device including version macos ubuntu but applies to all versions if i m not mistaken issue description currently to trigger a menu option with the mouse is necessary to open the menu click release point the option and trigger the option click release it would be possible to trigger them also opening the menu click and hold point to the option an just then release the mouse button to trigger it it is a common convention in most operating systems ui and i really miss it i understand it can be difficult to implement but in my opinion it would make the godot ui even better and enjoyable than it already is minimal reproduction project click and hold the mouse button over the scene main menu drag the mouse to new scene release the button it won t create a new scene thank you ,1 16269,10719850202.0,IssuesEvent,2019-10-26 13:28:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Curve editor: add hint for RMB click,enhancement junior job topic:editor usability," **Godot version:** current tip **OS/device including version:** Linux **Issue description:** It's not entirely clear what to do in an empty curve editor: ![screenshot from 2018-08-28 12-33-17](https://user-images.githubusercontent.com/4047289/44717871-97145380-aabe-11e8-8a03-c27516ff7ca4.png) Add a hint about using the RMB to insert the control points, similar to: ![screenshot from 2018-08-28 12-32-36](https://user-images.githubusercontent.com/4047289/44717936-bf9c4d80-aabe-11e8-825a-bedc7c1f7965.png) ",True,"Curve editor: add hint for RMB click - **Godot version:** current tip **OS/device including version:** Linux **Issue description:** It's not entirely clear what to do in an empty curve editor: ![screenshot from 2018-08-28 12-33-17](https://user-images.githubusercontent.com/4047289/44717871-97145380-aabe-11e8-8a03-c27516ff7ca4.png) Add a hint about using the RMB to insert the control points, similar to: ![screenshot from 2018-08-28 12-32-36](https://user-images.githubusercontent.com/4047289/44717936-bf9c4d80-aabe-11e8-825a-bedc7c1f7965.png) ",1,curve editor add hint for rmb click please search existing issues for potential duplicates before filing yours godot version current tip os device including version linux issue description it s not entirely clear what to do in an empty curve editor add a hint about using the rmb to insert the control points similar to ,1 229485,18356410895.0,IssuesEvent,2021-10-08 18:52:49,iterative/dvc,https://api.github.com/repos/iterative/dvc,closed,test: tests need more love,p3-nice-to-have testing,"There are several issues with tests, which make them annoying and less efficient part of developer workflow (staging is fine). Here is a list: - [x] updater and analytics processes are started during tests - [ ] errors are wrapped in friendly messages, which bloats output - [x] debug log level bloats output - [x] temporary dirs not cleared #1770 - [ ] tests are slow Some of this is either fine or must in staging environment, like DEBUG log level and tests being slow, however, this inhibits developers performance. On tests being slow. Ramdisk or mocked file system access might be used to speed them up in depeveloper environment, while running same as now on staging. ",1.0,"test: tests need more love - There are several issues with tests, which make them annoying and less efficient part of developer workflow (staging is fine). Here is a list: - [x] updater and analytics processes are started during tests - [ ] errors are wrapped in friendly messages, which bloats output - [x] debug log level bloats output - [x] temporary dirs not cleared #1770 - [ ] tests are slow Some of this is either fine or must in staging environment, like DEBUG log level and tests being slow, however, this inhibits developers performance. On tests being slow. Ramdisk or mocked file system access might be used to speed them up in depeveloper environment, while running same as now on staging. ",0,test tests need more love there are several issues with tests which make them annoying and less efficient part of developer workflow staging is fine here is a list updater and analytics processes are started during tests errors are wrapped in friendly messages which bloats output debug log level bloats output temporary dirs not cleared tests are slow some of this is either fine or must in staging environment like debug log level and tests being slow however this inhibits developers performance on tests being slow ramdisk or mocked file system access might be used to speed them up in depeveloper environment while running same as now on staging ,0 15236,9889033867.0,IssuesEvent,2019-06-25 12:58:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Grid Map node editing broken when transform is modified,bug confirmed topic:editor usability,"How to reproduce: Open 3D platformer demo stage.xml scene. Rotate Grid Map node. Try to paint-edit it. What happens: although pre-existing elements are deleted correctly new onea are added in wrong place, looks like they are added based on global not local space. ",True,"Grid Map node editing broken when transform is modified - How to reproduce: Open 3D platformer demo stage.xml scene. Rotate Grid Map node. Try to paint-edit it. What happens: although pre-existing elements are deleted correctly new onea are added in wrong place, looks like they are added based on global not local space. ",1,grid map node editing broken when transform is modified how to reproduce open platformer demo stage xml scene rotate grid map node try to paint edit it what happens although pre existing elements are deleted correctly new onea are added in wrong place looks like they are added based on global not local space ,1 247744,7923151980.0,IssuesEvent,2018-07-05 13:16:29,0-complexity/openvcloud,https://api.github.com/repos/0-complexity/openvcloud,closed,disk type filter in /cloudapi/disks/list doesn't work,priority_major state_verification type_bug,"#### Detailed description disk type filter in /cloudapi/disks/list doesn't work ![image](https://user-images.githubusercontent.com/24386820/42281662-88de2916-7fa4-11e8-8a79-8a644ec67eff.png) #### Steps to reproduce - list disks with type **D** ### current result disks with type **B** are listed ### version ``` OpenvCloud Core: branch: master (feb194b) 7/3/2018, 11:01:52 AM G8VDC: tag: v2.4.0 (b085672) 3/16/2018, 5:09:29 PM Selfhealing: branch: master (b75d214) 7/2/2018, 4:41:42 PM ````",1.0,"disk type filter in /cloudapi/disks/list doesn't work - #### Detailed description disk type filter in /cloudapi/disks/list doesn't work ![image](https://user-images.githubusercontent.com/24386820/42281662-88de2916-7fa4-11e8-8a79-8a644ec67eff.png) #### Steps to reproduce - list disks with type **D** ### current result disks with type **B** are listed ### version ``` OpenvCloud Core: branch: master (feb194b) 7/3/2018, 11:01:52 AM G8VDC: tag: v2.4.0 (b085672) 3/16/2018, 5:09:29 PM Selfhealing: branch: master (b75d214) 7/2/2018, 4:41:42 PM ````",0,disk type filter in cloudapi disks list doesn t work detailed description disk type filter in cloudapi disks list doesn t work steps to reproduce list disks with type d current result disks with type b are listed version openvcloud core branch master am tag pm selfhealing branch master pm ,0 84215,3655359098.0,IssuesEvent,2016-02-17 16:02:54,openshift/origin,https://api.github.com/repos/openshift/origin,closed,Create from image page changes background color at bottom,component/web kind/bug priority/P3,"This page has a gray background, but the bottom of the page is white. There is quite a lot of bottom padding here, too. To reproduce 1. Click add to project 1. Pick a builder image 1. Click the advanced options link I believe this only happens at mobile widths. ![openshift_web_console_and__origin__force_mount_path_to_word_break_so_it_works_at_mobile___7009__-_spadgett_redhat_com_-_red_hat_mail](https://cloud.githubusercontent.com/assets/1167259/12798308/b143da6a-ca96-11e5-98e6-ceb3b798ce93.png) /cc @jwforres @sg00dwin ",1.0,"Create from image page changes background color at bottom - This page has a gray background, but the bottom of the page is white. There is quite a lot of bottom padding here, too. To reproduce 1. Click add to project 1. Pick a builder image 1. Click the advanced options link I believe this only happens at mobile widths. ![openshift_web_console_and__origin__force_mount_path_to_word_break_so_it_works_at_mobile___7009__-_spadgett_redhat_com_-_red_hat_mail](https://cloud.githubusercontent.com/assets/1167259/12798308/b143da6a-ca96-11e5-98e6-ceb3b798ce93.png) /cc @jwforres @sg00dwin ",0,create from image page changes background color at bottom this page has a gray background but the bottom of the page is white there is quite a lot of bottom padding here too to reproduce click add to project pick a builder image click the advanced options link i believe this only happens at mobile widths cc jwforres ,0 271984,8494420172.0,IssuesEvent,2018-10-28 21:19:50,ClinGen/clincoded,https://api.github.com/repos/ClinGen/clincoded,closed,Allow the addition of PMCIDs in addition to PMIDs,external colleague priority: low,Allow the entry of PMCIDs as well as PMIDs when adding literature to the database,1.0,Allow the addition of PMCIDs in addition to PMIDs - Allow the entry of PMCIDs as well as PMIDs when adding literature to the database,0,allow the addition of pmcids in addition to pmids allow the entry of pmcids as well as pmids when adding literature to the database,0 6169,4165387066.0,IssuesEvent,2016-06-19 13:13:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Node Multi-Edit can't attach script to multiple nodes,bug confirmed topic:editor usability,"**Issue description** (what happened, and what was expected): I've tried to add same script to multiple nodes using multi-edit feature and properties editor. It didn't worked had to add them manually to each node :) **Steps to reproduce:** Create many nodes. Select them. Turn ON multi-edit/ Go to properties and try to attach script to them.",True,"Node Multi-Edit can't attach script to multiple nodes - **Issue description** (what happened, and what was expected): I've tried to add same script to multiple nodes using multi-edit feature and properties editor. It didn't worked had to add them manually to each node :) **Steps to reproduce:** Create many nodes. Select them. Turn ON multi-edit/ Go to properties and try to attach script to them.",1,node multi edit can t attach script to multiple nodes issue description what happened and what was expected i ve tried to add same script to multiple nodes using multi edit feature and properties editor it didn t worked had to add them manually to each node steps to reproduce create many nodes select them turn on multi edit go to properties and try to attach script to them ,1 17947,12439819155.0,IssuesEvent,2020-05-26 10:48:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,A way to know in-editor if sub-resources are unique or not,feature proposal topic:editor usability,"Hi, if you duplicate for example an AnimationPlayer its sub-resources remain linked and on the editor there is no way to determine if the sub-resources are unique or not. The only way now is to check the .tscn file. So I was thinking that perhaps a good solution for this would be to show the list of sub-resources ids used by the node on the Inspector, I could try to implement this as well but I would like to know first if you agree with this or not :) ",True,"A way to know in-editor if sub-resources are unique or not - Hi, if you duplicate for example an AnimationPlayer its sub-resources remain linked and on the editor there is no way to determine if the sub-resources are unique or not. The only way now is to check the .tscn file. So I was thinking that perhaps a good solution for this would be to show the list of sub-resources ids used by the node on the Inspector, I could try to implement this as well but I would like to know first if you agree with this or not :) ",1,a way to know in editor if sub resources are unique or not hi if you duplicate for example an animationplayer its sub resources remain linked and on the editor there is no way to determine if the sub resources are unique or not the only way now is to check the tscn file so i was thinking that perhaps a good solution for this would be to show the list of sub resources ids used by the node on the inspector i could try to implement this as well but i would like to know first if you agree with this or not ,1 132668,18268826797.0,IssuesEvent,2021-10-04 11:40:53,artsking/linux-3.0.35,https://api.github.com/repos/artsking/linux-3.0.35,opened,CVE-2014-4171 (Medium) detected in linux-stable-rtv3.8.6,security vulnerability,"## CVE-2014-4171 - Medium Severity Vulnerability
Vulnerable Library - linux-stable-rtv3.8.6

Julia Cartwright's fork of linux-stable-rt.git

Library home page: https://git.kernel.org/pub/scm/linux/kernel/git/julia/linux-stable-rt.git

Found in HEAD commit: 5992fa81c6ac1b4e9db13f5408d914525c5b7875

Found in base branch: master

Vulnerable Source Files (1)

Vulnerability Details

mm/shmem.c in the Linux kernel through 3.15.1 does not properly implement the interaction between range notification and hole punching, which allows local users to cause a denial of service (i_mutex hold) by using the mmap system call to access a hole, as demonstrated by interfering with intended shmem activity by blocking completion of (1) an MADV_REMOVE madvise call or (2) an FALLOC_FL_PUNCH_HOLE fallocate call.

Publish Date: 2014-06-23

URL: CVE-2014-4171

CVSS 3 Score Details (5.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: N/A - Attack Complexity: N/A - Privileges Required: N/A - User Interaction: N/A - Scope: N/A - Impact Metrics: - Confidentiality Impact: N/A - Integrity Impact: N/A - Availability Impact: N/A

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://www.linuxkernelcves.com/cves/CVE-2014-4171

Release Date: 2014-06-23

Fix Resolution: v3.16-rc3,v3.12.26,v3.14.14,v3.2.62

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2014-4171 (Medium) detected in linux-stable-rtv3.8.6 - ## CVE-2014-4171 - Medium Severity Vulnerability
Vulnerable Library - linux-stable-rtv3.8.6

Julia Cartwright's fork of linux-stable-rt.git

Library home page: https://git.kernel.org/pub/scm/linux/kernel/git/julia/linux-stable-rt.git

Found in HEAD commit: 5992fa81c6ac1b4e9db13f5408d914525c5b7875

Found in base branch: master

Vulnerable Source Files (1)

Vulnerability Details

mm/shmem.c in the Linux kernel through 3.15.1 does not properly implement the interaction between range notification and hole punching, which allows local users to cause a denial of service (i_mutex hold) by using the mmap system call to access a hole, as demonstrated by interfering with intended shmem activity by blocking completion of (1) an MADV_REMOVE madvise call or (2) an FALLOC_FL_PUNCH_HOLE fallocate call.

Publish Date: 2014-06-23

URL: CVE-2014-4171

CVSS 3 Score Details (5.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: N/A - Attack Complexity: N/A - Privileges Required: N/A - User Interaction: N/A - Scope: N/A - Impact Metrics: - Confidentiality Impact: N/A - Integrity Impact: N/A - Availability Impact: N/A

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://www.linuxkernelcves.com/cves/CVE-2014-4171

Release Date: 2014-06-23

Fix Resolution: v3.16-rc3,v3.12.26,v3.14.14,v3.2.62

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in linux stable cve medium severity vulnerability vulnerable library linux stable julia cartwright s fork of linux stable rt git library home page a href found in head commit a href found in base branch master vulnerable source files vulnerability details mm shmem c in the linux kernel through does not properly implement the interaction between range notification and hole punching which allows local users to cause a denial of service i mutex hold by using the mmap system call to access a hole as demonstrated by interfering with intended shmem activity by blocking completion of an madv remove madvise call or an falloc fl punch hole fallocate call publish date url a href cvss score details base score metrics exploitability metrics attack vector n a attack complexity n a privileges required n a user interaction n a scope n a impact metrics confidentiality impact n a integrity impact n a availability impact n a for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution step up your open source security game with whitesource ,0 543995,15888455678.0,IssuesEvent,2021-04-10 07:25:35,Domiii/dbux,https://api.github.com/repos/Domiii/dbux,opened,Improve `makeDefaultTraceLabel`,enhancement priority,"Goal: `makeDefaultTraceLabel` is not very useful for most types of expressions, since it only shows the expression itself, which often is the just the variable name. That is not useful when looking for specific interactions of a variable, especially in ""Object Traces"". * [ ] Instead, starting from staticTrace `t` keep going upward in the `staticTree` tree, to find the outer-most `staticTrace` whose `loc` fulfills these two conditions: * It fully contains `t`'s `loc` * It does not span more than one line * (if `t` itself spans more than one line, then just return `t`)",1.0,"Improve `makeDefaultTraceLabel` - Goal: `makeDefaultTraceLabel` is not very useful for most types of expressions, since it only shows the expression itself, which often is the just the variable name. That is not useful when looking for specific interactions of a variable, especially in ""Object Traces"". * [ ] Instead, starting from staticTrace `t` keep going upward in the `staticTree` tree, to find the outer-most `staticTrace` whose `loc` fulfills these two conditions: * It fully contains `t`'s `loc` * It does not span more than one line * (if `t` itself spans more than one line, then just return `t`)",0,improve makedefaulttracelabel goal makedefaulttracelabel is not very useful for most types of expressions since it only shows the expression itself which often is the just the variable name that is not useful when looking for specific interactions of a variable especially in object traces instead starting from statictrace t keep going upward in the statictree tree to find the outer most statictrace whose loc fulfills these two conditions it fully contains t s loc it does not span more than one line if t itself spans more than one line then just return t ,0 15637,10198707235.0,IssuesEvent,2019-08-13 06:25:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Right-click menu deselects edits' content,bug topic:editor usability,"**Godot version:** v3.1.1.stable.official x64, Ubuntu **Issue description:** Editor issue. Right click menu on an edit field and the content of the edit gets deselected. **Steps to reproduce:** * Pick a parameter e.g. position.x in the Inspector. * Select the value. * Right click with the intention of doing ""Cut"" or ""Copy"". * The content of the edit field gets deselected, so cutting or copying doesn't do anything. CTRL+C / CTRL+X do work ",True,"Right-click menu deselects edits' content - **Godot version:** v3.1.1.stable.official x64, Ubuntu **Issue description:** Editor issue. Right click menu on an edit field and the content of the edit gets deselected. **Steps to reproduce:** * Pick a parameter e.g. position.x in the Inspector. * Select the value. * Right click with the intention of doing ""Cut"" or ""Copy"". * The content of the edit field gets deselected, so cutting or copying doesn't do anything. CTRL+C / CTRL+X do work ",1,right click menu deselects edits content godot version stable official ubuntu issue description editor issue right click menu on an edit field and the content of the edit gets deselected steps to reproduce pick a parameter e g position x in the inspector select the value right click with the intention of doing cut or copy the content of the edit field gets deselected so cutting or copying doesn t do anything ctrl c ctrl x do work ,1 707780,24318621143.0,IssuesEvent,2022-09-30 08:44:53,webcompat/web-bugs,https://api.github.com/repos/webcompat/web-bugs,closed,login.cox.com - site is not usable,status-needsinfo browser-firefox priority-normal engine-gecko," **URL**: https://login.cox.com/app/ccires_tveverywhere_1/exk1jha9awwp564kZ0h8/sso/saml?SAMLRequest=hVNdb9owFH3fr4j8TuKEUYFFUrGyakgdRZDuoS%2BV69wSr4nt%2BTp8%2FPsZCBlbt%2B7RR%2Fd8XB97fL2rq2ADFqVWKYlDSgJQQhdSrVPykN%2F2huQ6%2BzBGXleJYZPGlWoJPxpAF0wQwTrPu9EKmxrsCuxGCnhY3qWkdM4giyI0IfekkBf6GUKha49EB7VoNfl690aCBFMvLRV3xzxnlUqvpfLs3VGBGxMJIS3gk9uAD7%2FflmDhKY5g9xp%2FL%2FmIb7dmcPXx9ZGWwwhRHx1JcKutgOMOKXnhFQIJZtOU8GG%2FpDHvS7gqXsR6MJADWo5G%2FVKsYZj4GVxwRLmBXyzEBmYKHVcuJQlNkh4d9eI4TyiL%2B4yOwpjSRxIsrHZa6OqTVKcbbaximqNEpngNyJxgh3tgSUjZ82kI2Zc8X%2FQW96ucBN%2FOzSSHZnxXCtmpi%2Fe1TGtMslN17JjYXiq8L8DPzZCsq9Kzwjd9jqNLg%2Bz8Uj7vHKhDdMzGrrTG7dkS0GhV5LpNcYL%2FHeO8A4Od88PSFj3Drdv%2FP9Gfhlkb8vdYLTT3prPpQldS7KMOXQltfBnduX30YGfT7GY%2B7wQv8Q7syNFf%2Fk32Ew%3D%3D&RelayState=0cae8149-d774-46de-8629-d2caf32de358&SigAlg=http%3A%2F%2Fwww.w3.org%2F2000%2F09%2Fxmldsig%23rsa-sha1&Signature=lewLn5NgTIVFoWlbAeSjE6FuEQ3vEbgrNGTCXgsrxrZpHhZ4yFxwqNgKKG9KDDRHWuC8oPoGMhVLanbQW2obVcuuYmuhHbhd6qyD%2BY1Jmh87YNdBT2griOOb1paIgtqKRWdFl%2F2Q5YyLOhGecG9rXReTpqkMhmpQozYzHn4v8tt7MZONUXG36Hq0U4Thpmj5NnHQ7q1uj0WBDyq8EVB8hujhTEP%2FTjooEJVBk43zA7CUr0xYA87ZTMTfbpCj9JoLNqyW0Nt5XFOrUevNWhpcygFl%2FAdi8Kp27dMsrw6bI8JyrZp9frzBETKQ9v%2F60BR5EUDXS6dcqKEHxUGou1wDEw%3D%3D **Browser / Version**: Firefox 104.0 **Operating System**: Mac OS X 10.15 **Tested Another Browser**: Yes Chrome **Problem type**: Site is not usable **Description**: Unable to login **Steps to Reproduce**: COX 403 Access Forbidden You don't have permission to access this page.
View the screenshot
Browser Configuration
  • None
_From [webcompat.com](https://webcompat.com/) with ❤️_",1.0,"login.cox.com - site is not usable - **URL**: https://login.cox.com/app/ccires_tveverywhere_1/exk1jha9awwp564kZ0h8/sso/saml?SAMLRequest=hVNdb9owFH3fr4j8TuKEUYFFUrGyakgdRZDuoS%2BV69wSr4nt%2BTp8%2FPsZCBlbt%2B7RR%2Fd8XB97fL2rq2ADFqVWKYlDSgJQQhdSrVPykN%2F2huQ6%2BzBGXleJYZPGlWoJPxpAF0wQwTrPu9EKmxrsCuxGCnhY3qWkdM4giyI0IfekkBf6GUKha49EB7VoNfl690aCBFMvLRV3xzxnlUqvpfLs3VGBGxMJIS3gk9uAD7%2FflmDhKY5g9xp%2FL%2FmIb7dmcPXx9ZGWwwhRHx1JcKutgOMOKXnhFQIJZtOU8GG%2FpDHvS7gqXsR6MJADWo5G%2FVKsYZj4GVxwRLmBXyzEBmYKHVcuJQlNkh4d9eI4TyiL%2B4yOwpjSRxIsrHZa6OqTVKcbbaximqNEpngNyJxgh3tgSUjZ82kI2Zc8X%2FQW96ucBN%2FOzSSHZnxXCtmpi%2Fe1TGtMslN17JjYXiq8L8DPzZCsq9Kzwjd9jqNLg%2Bz8Uj7vHKhDdMzGrrTG7dkS0GhV5LpNcYL%2FHeO8A4Od88PSFj3Drdv%2FP9Gfhlkb8vdYLTT3prPpQldS7KMOXQltfBnduX30YGfT7GY%2B7wQv8Q7syNFf%2Fk32Ew%3D%3D&RelayState=0cae8149-d774-46de-8629-d2caf32de358&SigAlg=http%3A%2F%2Fwww.w3.org%2F2000%2F09%2Fxmldsig%23rsa-sha1&Signature=lewLn5NgTIVFoWlbAeSjE6FuEQ3vEbgrNGTCXgsrxrZpHhZ4yFxwqNgKKG9KDDRHWuC8oPoGMhVLanbQW2obVcuuYmuhHbhd6qyD%2BY1Jmh87YNdBT2griOOb1paIgtqKRWdFl%2F2Q5YyLOhGecG9rXReTpqkMhmpQozYzHn4v8tt7MZONUXG36Hq0U4Thpmj5NnHQ7q1uj0WBDyq8EVB8hujhTEP%2FTjooEJVBk43zA7CUr0xYA87ZTMTfbpCj9JoLNqyW0Nt5XFOrUevNWhpcygFl%2FAdi8Kp27dMsrw6bI8JyrZp9frzBETKQ9v%2F60BR5EUDXS6dcqKEHxUGou1wDEw%3D%3D **Browser / Version**: Firefox 104.0 **Operating System**: Mac OS X 10.15 **Tested Another Browser**: Yes Chrome **Problem type**: Site is not usable **Description**: Unable to login **Steps to Reproduce**: COX 403 Access Forbidden You don't have permission to access this page.
View the screenshot
Browser Configuration
  • None
_From [webcompat.com](https://webcompat.com/) with ❤️_",0,login cox com site is not usable url browser version firefox operating system mac os x tested another browser yes chrome problem type site is not usable description unable to login steps to reproduce cox access forbidden you don t have permission to access this page view the screenshot img alt screenshot src browser configuration none from with ❤️ ,0 367620,10856029043.0,IssuesEvent,2019-11-13 19:41:09,kennyrkun/quantumjump,https://api.github.com/repos/kennyrkun/quantumjump,closed,FirstPersonController's velocity should be set to forward through teleports,bug: confirmed low priority,"When the first person controller is teleported, it's velocity remains the same. The way the teleport works is this: the player controller's position is set to the location of the teleport, and the player controller's rotation is set to the teleport location's rotation. So, if the had a rotation of 0 and is teleported to a rotation of 180, the player's velocity will effectively be in reverse. This means if you jump into a teleport, you will come out the other side flying backwards.",1.0,"FirstPersonController's velocity should be set to forward through teleports - When the first person controller is teleported, it's velocity remains the same. The way the teleport works is this: the player controller's position is set to the location of the teleport, and the player controller's rotation is set to the teleport location's rotation. So, if the had a rotation of 0 and is teleported to a rotation of 180, the player's velocity will effectively be in reverse. This means if you jump into a teleport, you will come out the other side flying backwards.",0,firstpersoncontroller s velocity should be set to forward through teleports when the first person controller is teleported it s velocity remains the same the way the teleport works is this the player controller s position is set to the location of the teleport and the player controller s rotation is set to the teleport location s rotation so if the had a rotation of and is teleported to a rotation of the player s velocity will effectively be in reverse this means if you jump into a teleport you will come out the other side flying backwards ,0 10291,6664501367.0,IssuesEvent,2017-10-02 20:23:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Spot light gizmo always faces towards camera direction,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** 59d1f96418540b6d1b8fec5892b3c1b7d1ae69e1 **Issue description:** The spot light faces towards the camera ![peek 2017-08-27 23-20](https://user-images.githubusercontent.com/1103897/29759130-8c71daac-8b7e-11e7-8993-d52c8722b1df.gif) **Steps to reproduce:** rotate the camera with a spot light on the scene ",True,"Spot light gizmo always faces towards camera direction - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** 59d1f96418540b6d1b8fec5892b3c1b7d1ae69e1 **Issue description:** The spot light faces towards the camera ![peek 2017-08-27 23-20](https://user-images.githubusercontent.com/1103897/29759130-8c71daac-8b7e-11e7-8993-d52c8722b1df.gif) **Steps to reproduce:** rotate the camera with a spot light on the scene ",1,spot light gizmo always faces towards camera direction operating system or device godot version gpu model and driver if graphics related issue description the spot light faces towards the camera steps to reproduce rotate the camera with a spot light on the scene ,1 4049,3671735532.0,IssuesEvent,2016-02-22 09:16:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,2D Rotate tool always resets rotation to zero. ,bug topic:editor usability,"**Operating system or device:** Win 7, 64 bit. Godot 2.0 RC1. But I'm assuming it works this way for all platforms and all versions. **Issue description** When rotating nodes in the 2D viewport, the rotation always snaps back to zero first, which makes it confusing to use and nearly impossible to make small, precise changes. ![](http://i.imgur.com/rg7i4P4.gif) I expect it to add an offset to the current location based on your mouse position. (this is how the 3D rotate tool currently works.) _P.S. I like the new bug report template._ ",True,"2D Rotate tool always resets rotation to zero. - **Operating system or device:** Win 7, 64 bit. Godot 2.0 RC1. But I'm assuming it works this way for all platforms and all versions. **Issue description** When rotating nodes in the 2D viewport, the rotation always snaps back to zero first, which makes it confusing to use and nearly impossible to make small, precise changes. ![](http://i.imgur.com/rg7i4P4.gif) I expect it to add an offset to the current location based on your mouse position. (this is how the 3D rotate tool currently works.) _P.S. I like the new bug report template._ ",1, rotate tool always resets rotation to zero operating system or device win bit godot but i m assuming it works this way for all platforms and all versions issue description when rotating nodes in the viewport the rotation always snaps back to zero first which makes it confusing to use and nearly impossible to make small precise changes i expect it to add an offset to the current location based on your mouse position this is how the rotate tool currently works p s i like the new bug report template ,1 324970,9915005945.0,IssuesEvent,2019-06-28 15:42:03,jenkins-x/jx,https://api.github.com/repos/jenkins-x/jx,closed,simplify the UX of `jx create cluster / jx install`,area/create-cluster area/install priority/important-soon,"right now the CLI asks way too many questions when not in batch mode. How about we move most of the questions into an `--advanced` mode so if folks really want they can tweak thing - but just use smart defaults for most questions. I guess we need to decide what are the minimal questions; I guess its * tekton v jenkins * domain * where to put the environment git repos thats probably about it?",1.0,"simplify the UX of `jx create cluster / jx install` - right now the CLI asks way too many questions when not in batch mode. How about we move most of the questions into an `--advanced` mode so if folks really want they can tweak thing - but just use smart defaults for most questions. I guess we need to decide what are the minimal questions; I guess its * tekton v jenkins * domain * where to put the environment git repos thats probably about it?",0,simplify the ux of jx create cluster jx install right now the cli asks way too many questions when not in batch mode how about we move most of the questions into an advanced mode so if folks really want they can tweak thing but just use smart defaults for most questions i guess we need to decide what are the minimal questions i guess its tekton v jenkins domain where to put the environment git repos thats probably about it ,0 752063,26271907864.0,IssuesEvent,2023-01-06 17:49:30,CrowdDotDev/crowd.dev,https://api.github.com/repos/CrowdDotDev/crowd.dev,closed,[C-399] Merging members twice breaking the app,Bug High priority,"When merging a member through the dropdown option, the dialog won't close after a successful merge. So if the user merges the two members again the app will break From [SyncLinear.com](https://synclinear.com) | [C-399](https://linear.app/crowddotdev/issue/C-399/merging-members-twice-breaking-the-app)",1.0,"[C-399] Merging members twice breaking the app - When merging a member through the dropdown option, the dialog won't close after a successful merge. So if the user merges the two members again the app will break From [SyncLinear.com](https://synclinear.com) | [C-399](https://linear.app/crowddotdev/issue/C-399/merging-members-twice-breaking-the-app)",0, merging members twice breaking the app when merging a member through the dropdown option the dialog won t close after a successful merge so if the user merges the two members again the app will break from ,0 268309,28565909482.0,IssuesEvent,2023-04-21 02:04:44,andygonzalez2010/store,https://api.github.com/repos/andygonzalez2010/store,closed,CVE-2022-38749 (Medium) detected in snakeyaml-1.23.jar - autoclosed,Mend: dependency security vulnerability,"## CVE-2022-38749 - Medium Severity Vulnerability
Vulnerable Library - snakeyaml-1.23.jar

YAML 1.1 parser and emitter for Java

Library home page: http://www.snakeyaml.org

Path to dependency file: /pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/org/yaml/snakeyaml/1.23/snakeyaml-1.23.jar

Dependency Hierarchy: - liquibase-core-3.6.3.jar (Root Library) - :x: **snakeyaml-1.23.jar** (Vulnerable Library)

Found in HEAD commit: 3f6d614029f4d6cfdddfcef8468949cb7822503c

Found in base branch: master

Vulnerability Details

Using snakeYAML to parse untrusted YAML files may be vulnerable to Denial of Service attacks (DOS). If the parser is running on user supplied input, an attacker may supply content that causes the parser to crash by stackoverflow.

Publish Date: 2022-09-05

URL: CVE-2022-38749

CVSS 3 Score Details (6.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: Low - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://bitbucket.org/snakeyaml/snakeyaml/issues/526/stackoverflow-oss-fuzz-47027

Release Date: 2022-09-05

Fix Resolution (org.yaml:snakeyaml): 1.31

Direct dependency fix Resolution (org.liquibase:liquibase-core): 3.8.1

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2022-38749 (Medium) detected in snakeyaml-1.23.jar - autoclosed - ## CVE-2022-38749 - Medium Severity Vulnerability
Vulnerable Library - snakeyaml-1.23.jar

YAML 1.1 parser and emitter for Java

Library home page: http://www.snakeyaml.org

Path to dependency file: /pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/org/yaml/snakeyaml/1.23/snakeyaml-1.23.jar

Dependency Hierarchy: - liquibase-core-3.6.3.jar (Root Library) - :x: **snakeyaml-1.23.jar** (Vulnerable Library)

Found in HEAD commit: 3f6d614029f4d6cfdddfcef8468949cb7822503c

Found in base branch: master

Vulnerability Details

Using snakeYAML to parse untrusted YAML files may be vulnerable to Denial of Service attacks (DOS). If the parser is running on user supplied input, an attacker may supply content that causes the parser to crash by stackoverflow.

Publish Date: 2022-09-05

URL: CVE-2022-38749

CVSS 3 Score Details (6.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: Low - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://bitbucket.org/snakeyaml/snakeyaml/issues/526/stackoverflow-oss-fuzz-47027

Release Date: 2022-09-05

Fix Resolution (org.yaml:snakeyaml): 1.31

Direct dependency fix Resolution (org.liquibase:liquibase-core): 3.8.1

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in snakeyaml jar autoclosed cve medium severity vulnerability vulnerable library snakeyaml jar yaml parser and emitter for java library home page a href path to dependency file pom xml path to vulnerable library home wss scanner repository org yaml snakeyaml snakeyaml jar dependency hierarchy liquibase core jar root library x snakeyaml jar vulnerable library found in head commit a href found in base branch master vulnerability details using snakeyaml to parse untrusted yaml files may be vulnerable to denial of service attacks dos if the parser is running on user supplied input an attacker may supply content that causes the parser to crash by stackoverflow publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required low user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution org yaml snakeyaml direct dependency fix resolution org liquibase liquibase core step up your open source security game with mend ,0 11458,7244462998.0,IssuesEvent,2018-02-14 15:12:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Close bottom dock when pressing ESC,enhancement topic:editor usability,"A minor UX enhancement, could pressing Esc close the bottom dock if nothing else listens to that key? I was inspired by the way you can press Esc to close docks in QtCreator, and found myself mechanically press Esc to close those in Godot too, but was annoyed to have to take my mouse and close them manually.",True,"Close bottom dock when pressing ESC - A minor UX enhancement, could pressing Esc close the bottom dock if nothing else listens to that key? I was inspired by the way you can press Esc to close docks in QtCreator, and found myself mechanically press Esc to close those in Godot too, but was annoyed to have to take my mouse and close them manually.",1,close bottom dock when pressing esc a minor ux enhancement could pressing esc close the bottom dock if nothing else listens to that key i was inspired by the way you can press esc to close docks in qtcreator and found myself mechanically press esc to close those in godot too but was annoyed to have to take my mouse and close them manually ,1 18213,12677919650.0,IssuesEvent,2020-06-19 08:45:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Button->ShortCut->InputEventKey in editor difficult to use,enhancement topic:editor usability,"**Godot version:** 3.x (master) **Issue description:** Adding an InputEventKey to a ShortCut to a Button in the editor does not provide an easy way to set the key that will be used as the shortcut. The available fields where the character is set appear to be **scancode** or **unicode** but they are integer fields with no clear mapping to keyboard characters. It would be useful if the functionality was similar to that of Project->Project Settings->Input Map where you are given a ""press a key"" dialog that populates the shortcut. ",True,"Button->ShortCut->InputEventKey in editor difficult to use - **Godot version:** 3.x (master) **Issue description:** Adding an InputEventKey to a ShortCut to a Button in the editor does not provide an easy way to set the key that will be used as the shortcut. The available fields where the character is set appear to be **scancode** or **unicode** but they are integer fields with no clear mapping to keyboard characters. It would be useful if the functionality was similar to that of Project->Project Settings->Input Map where you are given a ""press a key"" dialog that populates the shortcut. ",1,button shortcut inputeventkey in editor difficult to use godot version x master issue description adding an inputeventkey to a shortcut to a button in the editor does not provide an easy way to set the key that will be used as the shortcut the available fields where the character is set appear to be scancode or unicode but they are integer fields with no clear mapping to keyboard characters it would be useful if the functionality was similar to that of project project settings input map where you are given a press a key dialog that populates the shortcut ,1 268246,23352930906.0,IssuesEvent,2022-08-10 03:17:07,Tencent/bk-ci,https://api.github.com/repos/Tencent/bk-ci,closed,bug:metrics第三方平台数据上报逻辑支持跨集群数据上报,kind/bug for gray for test area/ci/backend tested streams/for test streams/for gray streams/done,"**问题:** codecc和质量红线上报给某个集群的metrics服务的统计数据有可能是多个集群的数据,而存第三方平台上报数据的表又做了分库分表方案,这种场景会导致分库分表的分片规则中的集群名称出问题。 **措施:** 第三方平台上报的数据属于哪个集群就交给哪个集群的metrics服务处理。",3.0,"bug:metrics第三方平台数据上报逻辑支持跨集群数据上报 - **问题:** codecc和质量红线上报给某个集群的metrics服务的统计数据有可能是多个集群的数据,而存第三方平台上报数据的表又做了分库分表方案,这种场景会导致分库分表的分片规则中的集群名称出问题。 **措施:** 第三方平台上报的数据属于哪个集群就交给哪个集群的metrics服务处理。",0,bug metrics第三方平台数据上报逻辑支持跨集群数据上报 问题: codecc和质量红线上报给某个集群的metrics服务的统计数据有可能是多个集群的数据,而存第三方平台上报数据的表又做了分库分表方案,这种场景会导致分库分表的分片规则中的集群名称出问题。 措施: 第三方平台上报的数据属于哪个集群就交给哪个集群的metrics服务处理。,0 190605,15252188127.0,IssuesEvent,2021-02-20 01:52:52,neuronsimulator/nrn,https://api.github.com/repos/neuronsimulator/nrn,opened,path issues in install.md,documentation,"If you look at install.md directly, it correctly shows the osx_installer_warning_solution image. However, when that's used for the readthedocs version, the path for that image incorrectly includes extra folders and should be: `https://nrn.readthedocs.io/en/latest/_static/osx_installer_warning_solution.png` (and thus the image doesn't show up on https://nrn.readthedocs.io/en/latest/install/install_instructions.html#mac-os)",1.0,"path issues in install.md - If you look at install.md directly, it correctly shows the osx_installer_warning_solution image. However, when that's used for the readthedocs version, the path for that image incorrectly includes extra folders and should be: `https://nrn.readthedocs.io/en/latest/_static/osx_installer_warning_solution.png` (and thus the image doesn't show up on https://nrn.readthedocs.io/en/latest/install/install_instructions.html#mac-os)",0,path issues in install md if you look at install md directly it correctly shows the osx installer warning solution image however when that s used for the readthedocs version the path for that image incorrectly includes extra folders and should be and thus the image doesn t show up on ,0 20908,16191816674.0,IssuesEvent,2021-05-04 09:32:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,File with extension *.tscn and *.scn not generated previews in filesystem dock,enhancement topic:editor usability," **Godot version:** Godot_v3.3-stable_win64 **OS/device including version:** Win 10 pro 20H2 , AMD Ryzen 5 3500X , NVIDIA GeForce GTX 750 TI (2 Gb RAM), GLES3 **Issue description:** *.tscn and *.scn not generated previews in filesystem dock. But generated in Godot_v3.0.6-stable_win64 **Steps to reproduce:** Create and save any scene with Spatial node containing any Mesh (with or without Light source) **Minimal reproduction project:** [test_no_preview_issue.zip](https://github.com/godotengine/godot/files/6417405/test_no_preview_issue.zip) ",True,"File with extension *.tscn and *.scn not generated previews in filesystem dock - **Godot version:** Godot_v3.3-stable_win64 **OS/device including version:** Win 10 pro 20H2 , AMD Ryzen 5 3500X , NVIDIA GeForce GTX 750 TI (2 Gb RAM), GLES3 **Issue description:** *.tscn and *.scn not generated previews in filesystem dock. But generated in Godot_v3.0.6-stable_win64 **Steps to reproduce:** Create and save any scene with Spatial node containing any Mesh (with or without Light source) **Minimal reproduction project:** [test_no_preview_issue.zip](https://github.com/godotengine/godot/files/6417405/test_no_preview_issue.zip) ",1,file with extension tscn and scn not generated previews in filesystem dock please search existing issues for potential duplicates before filing yours godot version godot stable os device including version win pro amd ryzen nvidia geforce gtx ti gb ram issue description tscn and scn not generated previews in filesystem dock but generated in godot stable steps to reproduce create and save any scene with spatial node containing any mesh with or without light source minimal reproduction project ,1 6250,4194747596.0,IssuesEvent,2016-06-25 08:28:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Light icon in 3D view is low-resolution,confirmed enhancement topic:editor usability,"The light icon in the 3D view is low-resolution, which makes it ugly. I'm using a 1920×1080 screen. It also has visible clipping (because a non-fully transparent pixel touches the edge of the image). *Click on the image to enlarge it.* ![Image](https://lut.im/vGZAe5UQ/qNo27TpW)",True,"Light icon in 3D view is low-resolution - The light icon in the 3D view is low-resolution, which makes it ugly. I'm using a 1920×1080 screen. It also has visible clipping (because a non-fully transparent pixel touches the edge of the image). *Click on the image to enlarge it.* ![Image](https://lut.im/vGZAe5UQ/qNo27TpW)",1,light icon in view is low resolution the light icon in the view is low resolution which makes it ugly i m using a × screen it also has visible clipping because a non fully transparent pixel touches the edge of the image click on the image to enlarge it ,1 26928,27384420829.0,IssuesEvent,2023-02-28 12:20:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Can't copy text from editor help,bug topic:editor usability,"### Godot version 4.0 rc6 ### System information Windows 10 x64 ### Issue description You can select text in editor help, but it can't be copied. Ctrl+C does not change clipboard. ### Steps to reproduce 1. F1 2. Enter 3. Select text 4. Ctrl+C 5. Ctrl+V somewhere ### Minimal reproduction project N/A",True,"Can't copy text from editor help - ### Godot version 4.0 rc6 ### System information Windows 10 x64 ### Issue description You can select text in editor help, but it can't be copied. Ctrl+C does not change clipboard. ### Steps to reproduce 1. F1 2. Enter 3. Select text 4. Ctrl+C 5. Ctrl+V somewhere ### Minimal reproduction project N/A",1,can t copy text from editor help godot version system information windows issue description you can select text in editor help but it can t be copied ctrl c does not change clipboard steps to reproduce enter select text ctrl c ctrl v somewhere minimal reproduction project n a,1 277889,30686947672.0,IssuesEvent,2023-07-26 12:57:57,meilisearch/heed,https://api.github.com/repos/meilisearch/heed,reopened,Implement Send for RoTxn,bug breaking security,"I wanted to make the write transactions `Send` but LMDB's documentation says: > A write [Transaction](https://lmdb.readthedocs.io/en/release/#lmdb.Transaction) may only be used from the thread it was created on. However, I think that making `RoTxn: Sync` with the `sync-read-txn` is not safe, but I may be mistaken. But, for sure, `RoTxn` should implement `Send`, since it can be moved to other threads safely.",True,"Implement Send for RoTxn - I wanted to make the write transactions `Send` but LMDB's documentation says: > A write [Transaction](https://lmdb.readthedocs.io/en/release/#lmdb.Transaction) may only be used from the thread it was created on. However, I think that making `RoTxn: Sync` with the `sync-read-txn` is not safe, but I may be mistaken. But, for sure, `RoTxn` should implement `Send`, since it can be moved to other threads safely.",0,implement send for rotxn i wanted to make the write transactions send but lmdb s documentation says a write may only be used from the thread it was created on however i think that making rotxn sync with the sync read txn is not safe but i may be mistaken but for sure rotxn should implement send since it can be moved to other threads safely ,0 15339,9966613537.0,IssuesEvent,2019-07-08 11:40:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Search feature while assigning NodePaths,feature proposal topic:editor usability," **Godot version:** ANY **OS/device including version:** ANY **Issue description:** As scene grow over the life of a project being able to search for a node in the tree while trying to assign one to a NodePath or any other such functions would become a wise thing to have. **Steps to reproduce:** just have a large scene tree and try to find a single node **Minimal reproduction project:** ",True,"Search feature while assigning NodePaths - **Godot version:** ANY **OS/device including version:** ANY **Issue description:** As scene grow over the life of a project being able to search for a node in the tree while trying to assign one to a NodePath or any other such functions would become a wise thing to have. **Steps to reproduce:** just have a large scene tree and try to find a single node **Minimal reproduction project:** ",1,search feature while assigning nodepaths godot version any os device including version any issue description as scene grow over the life of a project being able to search for a node in the tree while trying to assign one to a nodepath or any other such functions would become a wise thing to have steps to reproduce just have a large scene tree and try to find a single node minimal reproduction project ,1 26414,4699600142.0,IssuesEvent,2016-10-12 16:06:00,ARM-DOE/pyart,https://api.github.com/repos/ARM-DOE/pyart,closed,Trouble converting Rainbow files to Cfradial,component: pyart.aux_io Defect,"I'm unsuccessfully trying to read some Rainbow format radar data into a radar structure (so that I can output cfradial files). In [1]: import pyart ## You are using the Python ARM Radar Toolkit (Py-ART), an open source ## library for working with weather radar data. ## ## If you use this software to prepare a publication, please cite: ## ## JJ Helmus and SM Collis, JORS 2016, doi: 10.5334/jors.119 In [2]: file = '/home/disk/bob/olympex/xband/rainbowFiles/RAW_DOPVOL1_A/DBZ/2016011207500600dBZ.azi' In [3]: radar = pyart.aux_io.read_rainbow_wrl(file) --------------------------------------------------------------------------- TypeError Traceback (most recent call last) in () ----> 1 radar = pyart.aux_io.read_rainbow_wrl(file) /home/disk/shear2/brodzik/.local/lib/python2.7/site-packages/pyart/aux_io/rainbow_wrl.pyc in read_rainbow_wrl(filename, field_names, additional_metadata, file_field_names, exclude_fields, **kwargs) 263 _range['data'] = np.linspace( 264 start_range+r_res / 2., float(nbins - 1.) * r_res+r_res / 2., --> 265 nbins, dtype='float32') 266 267 # containers for data TypeError: linspace() got an unexpected keyword argument 'dtype' I don't know why that line is causing trouble since dtype is a valid keyword argument for np.linspace and float32 is a valid option. Has anyone tried to do such a thing successfully? I've attached the rainbow file in question to this email in case someone wants to give it a try. (2016011207500600dBZ.zip) FYI, I'm using pyart v1.8.0.dev and numpy v1.8.2. The file in question is Rainbow v5.43.10 but I get the same error when trying to read in a Rainbow v5.34.16 file (which is supposedly supported by this version of pyart). I've attached this older file as well (2013070308340000dBuZ.zip). [2013070308340000dBuZ.zip](https://github.com/ARM-DOE/pyart/files/516980/2013070308340000dBuZ.zip) Thanks. Stacy [2016011207500600dBZ.zip](https://github.com/ARM-DOE/pyart/files/516975/2016011207500600dBZ.zip) ",1.0,"Trouble converting Rainbow files to Cfradial - I'm unsuccessfully trying to read some Rainbow format radar data into a radar structure (so that I can output cfradial files). In [1]: import pyart ## You are using the Python ARM Radar Toolkit (Py-ART), an open source ## library for working with weather radar data. ## ## If you use this software to prepare a publication, please cite: ## ## JJ Helmus and SM Collis, JORS 2016, doi: 10.5334/jors.119 In [2]: file = '/home/disk/bob/olympex/xband/rainbowFiles/RAW_DOPVOL1_A/DBZ/2016011207500600dBZ.azi' In [3]: radar = pyart.aux_io.read_rainbow_wrl(file) --------------------------------------------------------------------------- TypeError Traceback (most recent call last) in () ----> 1 radar = pyart.aux_io.read_rainbow_wrl(file) /home/disk/shear2/brodzik/.local/lib/python2.7/site-packages/pyart/aux_io/rainbow_wrl.pyc in read_rainbow_wrl(filename, field_names, additional_metadata, file_field_names, exclude_fields, **kwargs) 263 _range['data'] = np.linspace( 264 start_range+r_res / 2., float(nbins - 1.) * r_res+r_res / 2., --> 265 nbins, dtype='float32') 266 267 # containers for data TypeError: linspace() got an unexpected keyword argument 'dtype' I don't know why that line is causing trouble since dtype is a valid keyword argument for np.linspace and float32 is a valid option. Has anyone tried to do such a thing successfully? I've attached the rainbow file in question to this email in case someone wants to give it a try. (2016011207500600dBZ.zip) FYI, I'm using pyart v1.8.0.dev and numpy v1.8.2. The file in question is Rainbow v5.43.10 but I get the same error when trying to read in a Rainbow v5.34.16 file (which is supposedly supported by this version of pyart). I've attached this older file as well (2013070308340000dBuZ.zip). [2013070308340000dBuZ.zip](https://github.com/ARM-DOE/pyart/files/516980/2013070308340000dBuZ.zip) Thanks. Stacy [2016011207500600dBZ.zip](https://github.com/ARM-DOE/pyart/files/516975/2016011207500600dBZ.zip) ",0,trouble converting rainbow files to cfradial i m unsuccessfully trying to read some rainbow format radar data into a radar structure so that i can output cfradial files in import pyart you are using the python arm radar toolkit py art an open source library for working with weather radar data if you use this software to prepare a publication please cite jj helmus and sm collis jors doi jors in file home disk bob olympex xband rainbowfiles raw a dbz azi in radar pyart aux io read rainbow wrl file typeerror traceback most recent call last in radar pyart aux io read rainbow wrl file home disk brodzik local lib site packages pyart aux io rainbow wrl pyc in read rainbow wrl filename field names additional metadata file field names exclude fields kwargs range np linspace start range r res float nbins r res r res nbins dtype containers for data typeerror linspace got an unexpected keyword argument dtype i don t know why that line is causing trouble since dtype is a valid keyword argument for np linspace and is a valid option has anyone tried to do such a thing successfully i ve attached the rainbow file in question to this email in case someone wants to give it a try zip fyi i m using pyart dev and numpy the file in question is rainbow but i get the same error when trying to read in a rainbow file which is supposedly supported by this version of pyart i ve attached this older file as well zip thanks stacy ,0 24657,24098046168.0,IssuesEvent,2022-09-19 20:44:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimationTree can't replace one connection with another of the same type.,enhancement topic:editor usability topic:animation,"### Godot version 4.0b1 mono ### System information Windows 10, Nvidia gtx 1660Ti, latest drivers, Vulkan ### Issue description In the animation tree if I add two animation nodes set their animations then connect one node to output, everything is ok but if I try to drag the other node's noodle to the output I get a warning as you can see in the image and here: `Unable to connect, port may be in use or connection may be invalid.` I'm not entirely sure if this is a bug but it does feel like one since the workaround is disconnecting the previous connection and connecting the second one which is just extra step which doesn't make much sense? ![godot-bug-AnimationTree](https://user-images.githubusercontent.com/33526847/190929423-882bc64a-0077-48cf-9549-b2898885fb16.png) ### Steps to reproduce 1. Create AnimationTree (set it up with an animation player if you need to) 2. Create two or more animation nodes and set them up with some animation 3. Connect first animation node to the Output 4. Try connecting the second animation node to the output - this gives a warning and doesn't connect. ### Minimal reproduction project -",True,"AnimationTree can't replace one connection with another of the same type. - ### Godot version 4.0b1 mono ### System information Windows 10, Nvidia gtx 1660Ti, latest drivers, Vulkan ### Issue description In the animation tree if I add two animation nodes set their animations then connect one node to output, everything is ok but if I try to drag the other node's noodle to the output I get a warning as you can see in the image and here: `Unable to connect, port may be in use or connection may be invalid.` I'm not entirely sure if this is a bug but it does feel like one since the workaround is disconnecting the previous connection and connecting the second one which is just extra step which doesn't make much sense? ![godot-bug-AnimationTree](https://user-images.githubusercontent.com/33526847/190929423-882bc64a-0077-48cf-9549-b2898885fb16.png) ### Steps to reproduce 1. Create AnimationTree (set it up with an animation player if you need to) 2. Create two or more animation nodes and set them up with some animation 3. Connect first animation node to the Output 4. Try connecting the second animation node to the output - this gives a warning and doesn't connect. ### Minimal reproduction project -",1,animationtree can t replace one connection with another of the same type godot version mono system information windows nvidia gtx latest drivers vulkan issue description in the animation tree if i add two animation nodes set their animations then connect one node to output everything is ok but if i try to drag the other node s noodle to the output i get a warning as you can see in the image and here unable to connect port may be in use or connection may be invalid i m not entirely sure if this is a bug but it does feel like one since the workaround is disconnecting the previous connection and connecting the second one which is just extra step which doesn t make much sense steps to reproduce create animationtree set it up with an animation player if you need to create two or more animation nodes and set them up with some animation connect first animation node to the output try connecting the second animation node to the output this gives a warning and doesn t connect minimal reproduction project ,1 424190,29045540425.0,IssuesEvent,2023-05-13 14:05:44,Cloud-native-engineering/sem01_aws,https://api.github.com/repos/Cloud-native-engineering/sem01_aws,closed,Schreiben der Einleitung,documentation enhancement,"## Beschreibung Die Leserinnen und Leser der Semesterarbeit sollen gut ins Thema geführt werden. Deshalb soll eine Einleitung geschrieben werden. ## Akzeptanzkriterien - [x] Einleitung geschrieben - [x] Rechtschreibung korrigiert ## Abhängigkeiten - keine --- ### Definition of Done - [x] Alle Akzeptanzkriterien erfüllt - [x] Review ist durchgeführt - [x] Keine bekannten Fehler ",1.0,"Schreiben der Einleitung - ## Beschreibung Die Leserinnen und Leser der Semesterarbeit sollen gut ins Thema geführt werden. Deshalb soll eine Einleitung geschrieben werden. ## Akzeptanzkriterien - [x] Einleitung geschrieben - [x] Rechtschreibung korrigiert ## Abhängigkeiten - keine --- ### Definition of Done - [x] Alle Akzeptanzkriterien erfüllt - [x] Review ist durchgeführt - [x] Keine bekannten Fehler ",0,schreiben der einleitung beschreibung die leserinnen und leser der semesterarbeit sollen gut ins thema geführt werden deshalb soll eine einleitung geschrieben werden akzeptanzkriterien einleitung geschrieben rechtschreibung korrigiert abhängigkeiten keine definition of done alle akzeptanzkriterien erfüllt review ist durchgeführt keine bekannten fehler ,0 21711,17570901708.0,IssuesEvent,2021-08-14 17:16:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Some drop-down menus are hard to notice,enhancement topic:editor usability,"**Godot version:** 3.1 stable **Issue description:** Some drop-down menus do not look like menus. The name of the node in the inspector, the ""tilemap"" at the top of the tilemap bar. Those ones. ![image](https://imgur.com/AGcME0e.png) After a year using Godot, I just now learn that these can be clicked. This is not properly shown in the design, it is flat and looks like a title, causing much confusion for anyone who doesn't know otherwise. Other interactive elements in the editor are coloured differently, hinting at their press-able qualities. Just do that for those too. Important tools are hidden behind these invisible drop-downs. Just like this : ![image](https://imgur.com/xOweBLj.png) And then no more confusion, everything is clear. Just make it the same as other similar buttons. ",True,"Some drop-down menus are hard to notice - **Godot version:** 3.1 stable **Issue description:** Some drop-down menus do not look like menus. The name of the node in the inspector, the ""tilemap"" at the top of the tilemap bar. Those ones. ![image](https://imgur.com/AGcME0e.png) After a year using Godot, I just now learn that these can be clicked. This is not properly shown in the design, it is flat and looks like a title, causing much confusion for anyone who doesn't know otherwise. Other interactive elements in the editor are coloured differently, hinting at their press-able qualities. Just do that for those too. Important tools are hidden behind these invisible drop-downs. Just like this : ![image](https://imgur.com/xOweBLj.png) And then no more confusion, everything is clear. Just make it the same as other similar buttons. ",1,some drop down menus are hard to notice godot version stable issue description some drop down menus do not look like menus the name of the node in the inspector the tilemap at the top of the tilemap bar those ones after a year using godot i just now learn that these can be clicked this is not properly shown in the design it is flat and looks like a title causing much confusion for anyone who doesn t know otherwise other interactive elements in the editor are coloured differently hinting at their press able qualities just do that for those too important tools are hidden behind these invisible drop downs just like this and then no more confusion everything is clear just make it the same as other similar buttons ,1 11517,7274532134.0,IssuesEvent,2018-02-21 10:20:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The camera2D smoothing is always active even the Enabled is switching off,bug junior job topic:core usability,"![default](https://user-images.githubusercontent.com/2604688/33819487-a808ff02-de85-11e7-92ab-b7a093c44c2a.PNG) The camera2D is always smoothing even the toggled is off, i can only set speed to 0 for terminating the camera smoothing",True,"The camera2D smoothing is always active even the Enabled is switching off - ![default](https://user-images.githubusercontent.com/2604688/33819487-a808ff02-de85-11e7-92ab-b7a093c44c2a.PNG) The camera2D is always smoothing even the toggled is off, i can only set speed to 0 for terminating the camera smoothing",1,the smoothing is always active even the enabled is switching off the is always smoothing even the toggled is off i can only set speed to for terminating the camera smoothing,1 19831,14617694443.0,IssuesEvent,2020-12-22 15:08:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Better name for ""Makes sure the objects children are not selectable"" + tooltip info",enhancement topic:editor usability,"Godot version: 3.0.4 stable OS/device including version: Win7 Issue description: I've tried to assign the ""Makes sure the objects children are not selectable"" ui button a keyboard key. But I can't find it under editor setting -> shortcuts: ![makes sure](https://user-images.githubusercontent.com/40721994/42261373-526628ac-7f68-11e8-8a63-78fff8554936.jpg) How about disable child object movement or restrict object/node movement? Also it's used soooo much it needs a keyboard key and an easy way to find it. Here is how krita and almost every software does this: ![krita movet](https://user-images.githubusercontent.com/40721994/42261669-4348b05a-7f69-11e8-8188-c2bbcbe6f911.jpg) When hovering above an element/button there is a short description name, the shortkey is shown inside () and the user can find it without any problems to change the button if needed. This tooltip information is very very important I can't believe you haven't done this already. Steps to reproduce: Use the editor ",True,"Better name for ""Makes sure the objects children are not selectable"" + tooltip info - Godot version: 3.0.4 stable OS/device including version: Win7 Issue description: I've tried to assign the ""Makes sure the objects children are not selectable"" ui button a keyboard key. But I can't find it under editor setting -> shortcuts: ![makes sure](https://user-images.githubusercontent.com/40721994/42261373-526628ac-7f68-11e8-8a63-78fff8554936.jpg) How about disable child object movement or restrict object/node movement? Also it's used soooo much it needs a keyboard key and an easy way to find it. Here is how krita and almost every software does this: ![krita movet](https://user-images.githubusercontent.com/40721994/42261669-4348b05a-7f69-11e8-8188-c2bbcbe6f911.jpg) When hovering above an element/button there is a short description name, the shortkey is shown inside () and the user can find it without any problems to change the button if needed. This tooltip information is very very important I can't believe you haven't done this already. Steps to reproduce: Use the editor ",1,better name for makes sure the objects children are not selectable tooltip info godot version stable os device including version issue description i ve tried to assign the makes sure the objects children are not selectable ui button a keyboard key but i can t find it under editor setting shortcuts how about disable child object movement or restrict object node movement also it s used soooo much it needs a keyboard key and an easy way to find it here is how krita and almost every software does this when hovering above an element button there is a short description name the shortkey is shown inside and the user can find it without any problems to change the button if needed this tooltip information is very very important i can t believe you haven t done this already steps to reproduce use the editor ,1 18041,12504958733.0,IssuesEvent,2020-06-02 09:52:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Create a way to move all keyframes more easily (E.g Adding a keyframe at the numbers of the TimeLine),feature proposal topic:editor usability," Godot 3.0.2 Stable Windows 10 Home 64 Bits **Issue description:** I would like to suggest to insert a keyframe in the TimeLine to move all keyframes at same row. Currently you have to drag to select all keyframes, and if you have a lot of keyframes this become troublesome: ![badway](https://user-images.githubusercontent.com/23051495/39721803-06430950-5217-11e8-8c2b-da28f6721251.gif) In DragonBones, a Skeleton Animation 2D tool, you can drag a keyframe at the timeline to move all keyframes of the same row: ![goodway](https://user-images.githubusercontent.com/23051495/39722017-b4257ce2-5217-11e8-9422-6a14f64cfb3d.gif) I worked in a long animation on Godot, and this feature would've helped a lot. ",True,"Create a way to move all keyframes more easily (E.g Adding a keyframe at the numbers of the TimeLine) - Godot 3.0.2 Stable Windows 10 Home 64 Bits **Issue description:** I would like to suggest to insert a keyframe in the TimeLine to move all keyframes at same row. Currently you have to drag to select all keyframes, and if you have a lot of keyframes this become troublesome: ![badway](https://user-images.githubusercontent.com/23051495/39721803-06430950-5217-11e8-8c2b-da28f6721251.gif) In DragonBones, a Skeleton Animation 2D tool, you can drag a keyframe at the timeline to move all keyframes of the same row: ![goodway](https://user-images.githubusercontent.com/23051495/39722017-b4257ce2-5217-11e8-9422-6a14f64cfb3d.gif) I worked in a long animation on Godot, and this feature would've helped a lot. ",1,create a way to move all keyframes more easily e g adding a keyframe at the numbers of the timeline godot stable windows home bits issue description i would like to suggest to insert a keyframe in the timeline to move all keyframes at same row currently you have to drag to select all keyframes and if you have a lot of keyframes this become troublesome in dragonbones a skeleton animation tool you can drag a keyframe at the timeline to move all keyframes of the same row i worked in a long animation on godot and this feature would ve helped a lot ,1 3547,3485249494.0,IssuesEvent,2015-12-31 03:33:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,External resources and subresources are not sorted logically in 2.0 format,bug topic:core usability,"Here is an example of git diff output when converting a 1.1 scene to the 2.0 format: ``` - - - - - - - - - - - + + + + + + + + + + + ``` The ext_resource index seems to be well computed, and I guess the XML scene header should list ext_resource sorted by their index too. The current order does not seem really logical.",True,"External resources and subresources are not sorted logically in 2.0 format - Here is an example of git diff output when converting a 1.1 scene to the 2.0 format: ``` - - - - - - - - - - - + + + + + + + + + + + ``` The ext_resource index seems to be well computed, and I guess the XML scene header should list ext_resource sorted by their index too. The current order does not seem really logical.",1,external resources and subresources are not sorted logically in format here is an example of git diff output when converting a scene to the format the ext resource index seems to be well computed and i guess the xml scene header should list ext resource sorted by their index too the current order does not seem really logical ,1 69744,22638285457.0,IssuesEvent,2022-06-30 21:32:09,idaholab/raven,https://api.github.com/repos/idaholab/raven,closed,[DEFECT] Documentation does not build on Windows,priority_normal defect,"### Thank you for the defect report - [X] I am using the latest version of `RAVEN`. - [X] I have read the [Wiki](https://github.com/idaholab/raven/wiki). - [X] I have created a [minimum, reproducible example](https://stackoverflow.com/help/minimal-reproducible-example) that demonstrates the defect. ### Defect Description On Windows, the documentation is not generated when following the process described in the wiki. running the following does not generate the documentation: `C:\projects\raven\doc> ./make_docs.sh` ### Steps to Reproduce Running the following does not generate the documentation: `C:\projects\raven\doc> ./make_docs.sh` ### Expected Behavior All of the documentation should be built when running: `C:\projects\raven\doc> ./make_docs.sh` ### Screenshots and Input Files _No response_ ### OS Windows ### OS Version ### Dependency Manager CONDA ### For Change Control Board: Issue Review - [X] Is it tagged with a type: defect or task? - [X] Is it tagged with a priority: critical, normal or minor? - [X] If it will impact requirements or requirements tests, is it tagged with requirements? - [X] If it is a defect, can it cause wrong results for users? If so an email needs to be sent to the users. - [X] Is a rationale provided? (Such as explaining why the improvement is needed or why current code is wrong.) ### For Change Control Board: Issue Closure - [x] If the issue is a defect, is the defect fixed? - [x] If the issue is a defect, is the defect tested for in the regression test system? (If not explain why not.) - [x] If the issue can impact users, has an email to the users group been written (the email should specify if the defect impacts stable or master)? - [x] If the issue is a defect, does it impact the latest release branch? If yes, is there any issue tagged with release (create if needed)? - [x] If the issue is being closed without a pull request, has an explanation of why it is being closed been provided?",1.0,"[DEFECT] Documentation does not build on Windows - ### Thank you for the defect report - [X] I am using the latest version of `RAVEN`. - [X] I have read the [Wiki](https://github.com/idaholab/raven/wiki). - [X] I have created a [minimum, reproducible example](https://stackoverflow.com/help/minimal-reproducible-example) that demonstrates the defect. ### Defect Description On Windows, the documentation is not generated when following the process described in the wiki. running the following does not generate the documentation: `C:\projects\raven\doc> ./make_docs.sh` ### Steps to Reproduce Running the following does not generate the documentation: `C:\projects\raven\doc> ./make_docs.sh` ### Expected Behavior All of the documentation should be built when running: `C:\projects\raven\doc> ./make_docs.sh` ### Screenshots and Input Files _No response_ ### OS Windows ### OS Version ### Dependency Manager CONDA ### For Change Control Board: Issue Review - [X] Is it tagged with a type: defect or task? - [X] Is it tagged with a priority: critical, normal or minor? - [X] If it will impact requirements or requirements tests, is it tagged with requirements? - [X] If it is a defect, can it cause wrong results for users? If so an email needs to be sent to the users. - [X] Is a rationale provided? (Such as explaining why the improvement is needed or why current code is wrong.) ### For Change Control Board: Issue Closure - [x] If the issue is a defect, is the defect fixed? - [x] If the issue is a defect, is the defect tested for in the regression test system? (If not explain why not.) - [x] If the issue can impact users, has an email to the users group been written (the email should specify if the defect impacts stable or master)? - [x] If the issue is a defect, does it impact the latest release branch? If yes, is there any issue tagged with release (create if needed)? - [x] If the issue is being closed without a pull request, has an explanation of why it is being closed been provided?",0, documentation does not build on windows thank you for the defect report i am using the latest version of raven i have read the i have created a that demonstrates the defect defect description on windows the documentation is not generated when following the process described in the wiki running the following does not generate the documentation c projects raven doc make docs sh steps to reproduce running the following does not generate the documentation c projects raven doc make docs sh expected behavior all of the documentation should be built when running c projects raven doc make docs sh screenshots and input files no response os windows os version img width alt doc error src dependency manager conda for change control board issue review is it tagged with a type defect or task is it tagged with a priority critical normal or minor if it will impact requirements or requirements tests is it tagged with requirements if it is a defect can it cause wrong results for users if so an email needs to be sent to the users is a rationale provided such as explaining why the improvement is needed or why current code is wrong for change control board issue closure if the issue is a defect is the defect fixed if the issue is a defect is the defect tested for in the regression test system if not explain why not if the issue can impact users has an email to the users group been written the email should specify if the defect impacts stable or master if the issue is a defect does it impact the latest release branch if yes is there any issue tagged with release create if needed if the issue is being closed without a pull request has an explanation of why it is being closed been provided ,0 196457,6928237592.0,IssuesEvent,2017-12-01 03:25:46,kubernetes/kubernetes,https://api.github.com/repos/kubernetes/kubernetes,closed,should support AWS NVMe device,kind/bug milestone/needs-approval priority/critical-urgent sig/aws sig/storage,"**Is this a BUG REPORT or FEATURE REQUEST?**: BUG REPORT /kind bug **What happened**: AWS NVMe device path starts with `/dev/nvme` according to [doc](http://docs.aws.amazon.com/AWSEC2/latest/UserGuide/device_naming.html), it fails aws device probe [here](https://github.com/kubernetes/kubernetes/blob/master/pkg/cloudprovider/providers/aws/aws.go#L1429) ```go for _, blockDevice := range info.BlockDeviceMappings { name := aws.StringValue(blockDevice.DeviceName) if strings.HasPrefix(name, ""/dev/sd"") { name = name[7:] } if strings.HasPrefix(name, ""/dev/xvd"") { name = name[8:] } if len(name) < 1 || len(name) > 2 { glog.Warningf(""Unexpected EBS DeviceName: %q"", aws.StringValue(blockDevice.DeviceName)) } deviceMappings[mountDevice(name)] = awsVolumeID(aws.StringValue(blockDevice.Ebs.VolumeId)) } ``` **What you expected to happen**: NVMe device should be supported. **How to reproduce it (as minimally and precisely as possible)**: Code reading **Anything else we need to know?**: @kubernetes/sig-storage-bugs @kubernetes/sig-aws-misc **Environment**: - Kubernetes version (use `kubectl version`): - Cloud provider or hardware configuration: AWS - OS (e.g. from /etc/os-release): - Kernel (e.g. `uname -a`): - Install tools: - Others: ",1.0,"should support AWS NVMe device - **Is this a BUG REPORT or FEATURE REQUEST?**: BUG REPORT /kind bug **What happened**: AWS NVMe device path starts with `/dev/nvme` according to [doc](http://docs.aws.amazon.com/AWSEC2/latest/UserGuide/device_naming.html), it fails aws device probe [here](https://github.com/kubernetes/kubernetes/blob/master/pkg/cloudprovider/providers/aws/aws.go#L1429) ```go for _, blockDevice := range info.BlockDeviceMappings { name := aws.StringValue(blockDevice.DeviceName) if strings.HasPrefix(name, ""/dev/sd"") { name = name[7:] } if strings.HasPrefix(name, ""/dev/xvd"") { name = name[8:] } if len(name) < 1 || len(name) > 2 { glog.Warningf(""Unexpected EBS DeviceName: %q"", aws.StringValue(blockDevice.DeviceName)) } deviceMappings[mountDevice(name)] = awsVolumeID(aws.StringValue(blockDevice.Ebs.VolumeId)) } ``` **What you expected to happen**: NVMe device should be supported. **How to reproduce it (as minimally and precisely as possible)**: Code reading **Anything else we need to know?**: @kubernetes/sig-storage-bugs @kubernetes/sig-aws-misc **Environment**: - Kubernetes version (use `kubectl version`): - Cloud provider or hardware configuration: AWS - OS (e.g. from /etc/os-release): - Kernel (e.g. `uname -a`): - Install tools: - Others: ",0,should support aws nvme device is this a bug report or feature request bug report kind bug what happened aws nvme device path starts with dev nvme according to it fails aws device probe go for blockdevice range info blockdevicemappings name aws stringvalue blockdevice devicename if strings hasprefix name dev sd name name if strings hasprefix name dev xvd name name if len name glog warningf unexpected ebs devicename q aws stringvalue blockdevice devicename devicemappings awsvolumeid aws stringvalue blockdevice ebs volumeid what you expected to happen nvme device should be supported how to reproduce it as minimally and precisely as possible code reading anything else we need to know kubernetes sig storage bugs kubernetes sig aws misc environment kubernetes version use kubectl version cloud provider or hardware configuration aws os e g from etc os release kernel e g uname a install tools others ,0 66917,16751456037.0,IssuesEvent,2021-06-12 00:51:27,spack/spack,https://api.github.com/repos/spack/spack,opened,Installation issue: mpfr,build-error," ### Steps to reproduce the issue ```console $ spack install mpfr ... ``` ### Information on your system * **Spack:** 0.16.2-3107-177750b215 * **Python:** 3.8.5 * **Platform:** linux-ubuntu20.04-westmere * **Concretizer:** original ### Additional information Salient error: `/tmp/pytest-of-wspear/pytest-2/mock-stage0/spack-stage-mpfr-4.1.0-6rrd4ugygkcolfme4qt2zq75cmmpc7xk/spack-src/missing: line 81: makeinfo: command not found` [spack-build-out.txt](https://github.com/spack/spack/files/6641402/spack-build-out.txt) [spack-build-env.txt](https://github.com/spack/spack/files/6641403/spack-build-env.txt) (No maintainers listed, but the two primary committers on this file.) @tgamblin @adamjstewart ### General information - [x] I have run `spack debug report` and reported the version of Spack/Python/Platform - [x] I have run `spack maintainers ` and @mentioned any maintainers - [x] I have uploaded the build log and environment files - [x] I have searched the issues of this repo and believe this is not a duplicate ",1.0,"Installation issue: mpfr - ### Steps to reproduce the issue ```console $ spack install mpfr ... ``` ### Information on your system * **Spack:** 0.16.2-3107-177750b215 * **Python:** 3.8.5 * **Platform:** linux-ubuntu20.04-westmere * **Concretizer:** original ### Additional information Salient error: `/tmp/pytest-of-wspear/pytest-2/mock-stage0/spack-stage-mpfr-4.1.0-6rrd4ugygkcolfme4qt2zq75cmmpc7xk/spack-src/missing: line 81: makeinfo: command not found` [spack-build-out.txt](https://github.com/spack/spack/files/6641402/spack-build-out.txt) [spack-build-env.txt](https://github.com/spack/spack/files/6641403/spack-build-env.txt) (No maintainers listed, but the two primary committers on this file.) @tgamblin @adamjstewart ### General information - [x] I have run `spack debug report` and reported the version of Spack/Python/Platform - [x] I have run `spack maintainers ` and @mentioned any maintainers - [x] I have uploaded the build log and environment files - [x] I have searched the issues of this repo and believe this is not a duplicate ",0,installation issue mpfr thanks for taking the time to report this build failure to proceed with the report please title the issue installation issue provide the information required below we encourage you to try as much as possible to reduce your problem to the minimal example that still reproduces the issue that would help us a lot in fixing it quickly and effectively steps to reproduce the issue console spack install mpfr information on your system spack python platform linux westmere concretizer original additional information salient error tmp pytest of wspear pytest mock spack stage mpfr spack src missing line makeinfo command not found and mention them here if they exist no maintainers listed but the two primary committers on this file tgamblin adamjstewart general information i have run spack debug report and reported the version of spack python platform i have run spack maintainers and mentioned any maintainers i have uploaded the build log and environment files i have searched the issues of this repo and believe this is not a duplicate ,0 209424,23720779551.0,IssuesEvent,2022-08-30 15:10:40,IMA-WorldHealth/bhima,https://api.github.com/repos/IMA-WorldHealth/bhima,opened,Improve error handling for stock exits for shipments,Bug security Stock,"If a user tries to do a stock exit for shipment there a couple of problems: - Assume the ""Activate the restriction of distribution depots"" flag in the stock settings is set to YES, and the user does NOT have permissions to access the destination depot. When that user tries to do a stock exit for that shipment, clicks on YES for the ""Do you have a shipment ready"" item in the depot selection modal, they will be able to select the shipment but the depot will not be filled in since they do not have permissions. A warning is needed to communicate that to the user. - If one does a stock exit for a shipment from the Shipments Registry action menu, it works regardless of the permission of the user. The code for that needs to be updated to respect the ""Activate the restriction of distribution depots"" flag. See also https://github.com/IMA-WorldHealth/bhima/issues/6793",True,"Improve error handling for stock exits for shipments - If a user tries to do a stock exit for shipment there a couple of problems: - Assume the ""Activate the restriction of distribution depots"" flag in the stock settings is set to YES, and the user does NOT have permissions to access the destination depot. When that user tries to do a stock exit for that shipment, clicks on YES for the ""Do you have a shipment ready"" item in the depot selection modal, they will be able to select the shipment but the depot will not be filled in since they do not have permissions. A warning is needed to communicate that to the user. - If one does a stock exit for a shipment from the Shipments Registry action menu, it works regardless of the permission of the user. The code for that needs to be updated to respect the ""Activate the restriction of distribution depots"" flag. See also https://github.com/IMA-WorldHealth/bhima/issues/6793",0,improve error handling for stock exits for shipments if a user tries to do a stock exit for shipment there a couple of problems assume the activate the restriction of distribution depots flag in the stock settings is set to yes and the user does not have permissions to access the destination depot when that user tries to do a stock exit for that shipment clicks on yes for the do you have a shipment ready item in the depot selection modal they will be able to select the shipment but the depot will not be filled in since they do not have permissions a warning is needed to communicate that to the user if one does a stock exit for a shipment from the shipments registry action menu it works regardless of the permission of the user the code for that needs to be updated to respect the activate the restriction of distribution depots flag see also ,0 118670,15352815060.0,IssuesEvent,2021-03-01 07:39:17,CSCfi/metadata-submitter-frontend,https://api.github.com/repos/CSCfi/metadata-submitter-frontend,opened,Tackle Design issues,design,"#### Description Something that should be done with or before: https://github.com/CSCfi/metadata-submitter-frontend/issues/105 It is also advisable to fix this properly to have uniform style guide. There are several issues with current design that we need to consider to make the application look and feel better: - `Create submission` vs `Create New folder` - button label vs wizard label don't correspond - e.g. `Submission` sounds better (as folder is part of a submission), and maybe reflect in the 2nd step of the wizard the name of the submission (by the name of the folder) ![image](https://user-images.githubusercontent.com/47524/109463703-232bdb00-7a6e-11eb-8401-bae4252143ac.png) - Links at the top point nowhere (submissions and Open submissions point nowhere and should point to submitted/published folders and draft folders) - Spacing between list of objects, form and list of submitted objects is odd, moreover title of the `fill form`, `upload xml file` and `choose from drafts` are inconsistent ![image](https://user-images.githubusercontent.com/47524/109464057-b82ed400-7a6e-11eb-8084-10bd70bb0958.png) ![image](https://user-images.githubusercontent.com/47524/109464151-deed0a80-7a6e-11eb-9dfe-695cedbdd4ee.png) - objects list needs a new design both colors and highlighting elements as well as icons and small improvements such as the first element of the list does not need a border top ![image](https://user-images.githubusercontent.com/47524/109464265-15c32080-7a6f-11eb-8981-6717e301e01f.png) - form buttons don't fit with the other buttons used in the application. Figure out a uniform button design to use: ![image](https://user-images.githubusercontent.com/47524/109464790-e6f97a00-7a6f-11eb-82d6-7cbcc389ec35.png) - subtitles are not visible, make them visible: ![image](https://user-images.githubusercontent.com/47524/109464830-fb3d7700-7a6f-11eb-8644-4af6cd2ba61c.png) - Some of the form elements are not correctly positioned (that part of the form does not expand full length it has available or at least if more contacts are added they should be added to the right not underneath ) also noticed the check box being too close to edge: ![image](https://user-images.githubusercontent.com/47524/109465132-671fdf80-7a70-11eb-84bb-8fd2f7a3aa72.png) - Other check boxes are not properly aligned: ![image](https://user-images.githubusercontent.com/47524/109465595-1c529780-7a71-11eb-8b02-67ffd0f6d96f.png) - Policy List of modifiers needs a new design as currently it does not display properly ![Peek 2021-03-01 09-30](https://user-images.githubusercontent.com/47524/109465353-b9f99700-7a70-11eb-8ba9-ccb4811491f7.gif) - make required fields more visible, as currently just a `*` is not enough - Drafts badge on each object is not 100% clear what it is about, consider showing maybe also 2 badges one for drafts and one for submitted objects or show just a badge for submitted objects and show a badge for drafts near `choose from drafts` ![image](https://user-images.githubusercontent.com/47524/109466173-f8dc1c80-7a71-11eb-9926-0769851da70d.png) Pretty sure there are other issues, #### DoD (Definition of Done) Fix design issues. #### Testing peer review and tests if possible.",1.0,"Tackle Design issues - #### Description Something that should be done with or before: https://github.com/CSCfi/metadata-submitter-frontend/issues/105 It is also advisable to fix this properly to have uniform style guide. There are several issues with current design that we need to consider to make the application look and feel better: - `Create submission` vs `Create New folder` - button label vs wizard label don't correspond - e.g. `Submission` sounds better (as folder is part of a submission), and maybe reflect in the 2nd step of the wizard the name of the submission (by the name of the folder) ![image](https://user-images.githubusercontent.com/47524/109463703-232bdb00-7a6e-11eb-8401-bae4252143ac.png) - Links at the top point nowhere (submissions and Open submissions point nowhere and should point to submitted/published folders and draft folders) - Spacing between list of objects, form and list of submitted objects is odd, moreover title of the `fill form`, `upload xml file` and `choose from drafts` are inconsistent ![image](https://user-images.githubusercontent.com/47524/109464057-b82ed400-7a6e-11eb-8084-10bd70bb0958.png) ![image](https://user-images.githubusercontent.com/47524/109464151-deed0a80-7a6e-11eb-9dfe-695cedbdd4ee.png) - objects list needs a new design both colors and highlighting elements as well as icons and small improvements such as the first element of the list does not need a border top ![image](https://user-images.githubusercontent.com/47524/109464265-15c32080-7a6f-11eb-8981-6717e301e01f.png) - form buttons don't fit with the other buttons used in the application. Figure out a uniform button design to use: ![image](https://user-images.githubusercontent.com/47524/109464790-e6f97a00-7a6f-11eb-82d6-7cbcc389ec35.png) - subtitles are not visible, make them visible: ![image](https://user-images.githubusercontent.com/47524/109464830-fb3d7700-7a6f-11eb-8644-4af6cd2ba61c.png) - Some of the form elements are not correctly positioned (that part of the form does not expand full length it has available or at least if more contacts are added they should be added to the right not underneath ) also noticed the check box being too close to edge: ![image](https://user-images.githubusercontent.com/47524/109465132-671fdf80-7a70-11eb-84bb-8fd2f7a3aa72.png) - Other check boxes are not properly aligned: ![image](https://user-images.githubusercontent.com/47524/109465595-1c529780-7a71-11eb-8b02-67ffd0f6d96f.png) - Policy List of modifiers needs a new design as currently it does not display properly ![Peek 2021-03-01 09-30](https://user-images.githubusercontent.com/47524/109465353-b9f99700-7a70-11eb-8ba9-ccb4811491f7.gif) - make required fields more visible, as currently just a `*` is not enough - Drafts badge on each object is not 100% clear what it is about, consider showing maybe also 2 badges one for drafts and one for submitted objects or show just a badge for submitted objects and show a badge for drafts near `choose from drafts` ![image](https://user-images.githubusercontent.com/47524/109466173-f8dc1c80-7a71-11eb-9926-0769851da70d.png) Pretty sure there are other issues, #### DoD (Definition of Done) Fix design issues. #### Testing peer review and tests if possible.",0,tackle design issues description something that should be done with or before it is also advisable to fix this properly to have uniform style guide there are several issues with current design that we need to consider to make the application look and feel better create submission vs create new folder button label vs wizard label don t correspond e g submission sounds better as folder is part of a submission and maybe reflect in the step of the wizard the name of the submission by the name of the folder links at the top point nowhere submissions and open submissions point nowhere and should point to submitted published folders and draft folders spacing between list of objects form and list of submitted objects is odd moreover title of the fill form upload xml file and choose from drafts are inconsistent objects list needs a new design both colors and highlighting elements as well as icons and small improvements such as the first element of the list does not need a border top form buttons don t fit with the other buttons used in the application figure out a uniform button design to use subtitles are not visible make them visible some of the form elements are not correctly positioned that part of the form does not expand full length it has available or at least if more contacts are added they should be added to the right not underneath also noticed the check box being too close to edge other check boxes are not properly aligned policy list of modifiers needs a new design as currently it does not display properly make required fields more visible as currently just a is not enough drafts badge on each object is not clear what it is about consider showing maybe also badges one for drafts and one for submitted objects or show just a badge for submitted objects and show a badge for drafts near choose from drafts pretty sure there are other issues dod definition of done fix design issues testing peer review and tests if possible ,0 10429,6718925944.0,IssuesEvent,2017-10-15 18:24:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"export (float,min,max) clamps float to int",enhancement hacktoberfest topic:editor usability,"This issue: #539 still happens in godot 2.1.4. Code that I am using is: export(float, -100, 100) var variable = 0.0 in inspector any number given is then rounded to int. In future should I comment on closed issue instead opening new one?",True,"export (float,min,max) clamps float to int - This issue: #539 still happens in godot 2.1.4. Code that I am using is: export(float, -100, 100) var variable = 0.0 in inspector any number given is then rounded to int. In future should I comment on closed issue instead opening new one?",1,export float min max clamps float to int this issue still happens in godot code that i am using is export float var variable in inspector any number given is then rounded to int in future should i comment on closed issue instead opening new one ,1 23596,22304360329.0,IssuesEvent,2022-06-13 11:41:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Animation editor creating only one track when multiple node are selected,bug topic:editor usability topic:animation,"### Godot version v4.0.alpha.custom_build [b9375ea7f] ### System information MacOS ### Issue description When multiple nodes are selected inserting a key creates tracks only for the node that was clicked last ### Steps to reproduce Select a multiple nodes and try to create animation tracks for all ### Minimal reproduction project _No response_ *Bugsquad edit (keywords for easier searching): MultiNodeEdit*",True,"Animation editor creating only one track when multiple node are selected - ### Godot version v4.0.alpha.custom_build [b9375ea7f] ### System information MacOS ### Issue description When multiple nodes are selected inserting a key creates tracks only for the node that was clicked last ### Steps to reproduce Select a multiple nodes and try to create animation tracks for all ### Minimal reproduction project _No response_ *Bugsquad edit (keywords for easier searching): MultiNodeEdit*",1,animation editor creating only one track when multiple node are selected godot version alpha custom build system information macos issue description when multiple nodes are selected inserting a key creates tracks only for the node that was clicked last steps to reproduce select a multiple nodes and try to create animation tracks for all minimal reproduction project no response bugsquad edit keywords for easier searching multinodeedit ,1 15825,10317153971.0,IssuesEvent,2019-08-30 11:58:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inspector dock changes size when selected,bug confirmed topic:editor usability," **Godot version:** 5b5db08 **Issue description:** When clicking the Inspector dock, it will change its size. It only affects this dock alone, no matter its current location: ![peek 2019-01-25 11-00](https://user-images.githubusercontent.com/30739239/51747391-428ef780-20a1-11e9-9abe-7adf98e921ba.gif)",True,"Inspector dock changes size when selected - **Godot version:** 5b5db08 **Issue description:** When clicking the Inspector dock, it will change its size. It only affects this dock alone, no matter its current location: ![peek 2019-01-25 11-00](https://user-images.githubusercontent.com/30739239/51747391-428ef780-20a1-11e9-9abe-7adf98e921ba.gif)",1,inspector dock changes size when selected please search existing issues for potential duplicates before filing yours godot version issue description when clicking the inspector dock it will change its size it only affects this dock alone no matter its current location ,1 13093,8251903517.0,IssuesEvent,2018-09-12 09:13:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't select child node by clicking on viewport,bug topic:editor usability," **Godot version:** 3.1.dev cb7fe2c79 **OS/device including version:** **Issue description:** Can't select child node by clicking node on viewport when parent node is selected. it works fine with 3.0.2-official **Steps to reproduce:** ![3 0 2-official](https://user-images.githubusercontent.com/8281454/38639923-a878ec08-3e0d-11e8-93a8-2bae876b2153.gif) [3.0.2-official] ![3 1 dev](https://user-images.githubusercontent.com/8281454/38639929-b109fee8-3e0d-11e8-9e08-7595b5690d42.gif) [3.1.dev] **Minimal reproduction project:** ",True,"Can't select child node by clicking on viewport - **Godot version:** 3.1.dev cb7fe2c79 **OS/device including version:** **Issue description:** Can't select child node by clicking node on viewport when parent node is selected. it works fine with 3.0.2-official **Steps to reproduce:** ![3 0 2-official](https://user-images.githubusercontent.com/8281454/38639923-a878ec08-3e0d-11e8-93a8-2bae876b2153.gif) [3.0.2-official] ![3 1 dev](https://user-images.githubusercontent.com/8281454/38639929-b109fee8-3e0d-11e8-9e08-7595b5690d42.gif) [3.1.dev] **Minimal reproduction project:** ",1,can t select child node by clicking on viewport please search existing issues for potential duplicates before filing yours godot version dev os device including version issue description can t select child node by clicking node on viewport when parent node is selected it works fine with official steps to reproduce minimal reproduction project ,1 591469,17840647223.0,IssuesEvent,2021-09-03 09:37:35,cloudskiff/driftctl,https://api.github.com/repos/cloudskiff/driftctl,closed,Display resource source in JSON output,priority/3 kind/maintenance,"**Description** We want to display resource source in JSON output **Example** ```json ""differences"": [ { ""res"": { ""id"": ""diff-id-1"", ""type"": ""aws_diff_resource"", ""source"": { ""module"": ""module.dev_dynamodb_from_omaha_role"", ""name"": ""main"", ""state"": ""s3://terraform-state-bucket/accounts/foo.tfstate"" }, }, ``` Blocked by https://github.com/cloudskiff/driftctl/issues/873",1.0,"Display resource source in JSON output - **Description** We want to display resource source in JSON output **Example** ```json ""differences"": [ { ""res"": { ""id"": ""diff-id-1"", ""type"": ""aws_diff_resource"", ""source"": { ""module"": ""module.dev_dynamodb_from_omaha_role"", ""name"": ""main"", ""state"": ""s3://terraform-state-bucket/accounts/foo.tfstate"" }, }, ``` Blocked by https://github.com/cloudskiff/driftctl/issues/873",0,display resource source in json output description we want to display resource source in json output example json differences res id diff id type aws diff resource source module module dev dynamodb from omaha role name main state terraform state bucket accounts foo tfstate blocked by ,0 19775,14539518607.0,IssuesEvent,2020-12-15 12:00:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Default color for ruler text with light theme to dark,bug topic:editor usability,"**Godot version:** v3.2.3.stable **OS/device including version:** Windows 10 **Issue description:** The text for the ruler position with light theme is nearly invisible. It needs an other default color. **Steps to reproduce:** Switch to light theme, open a new empty scene, move the ruler and look at the ruler text. ![Zwischenablage01](https://user-images.githubusercontent.com/9704038/96834123-bc544080-1441-11eb-936a-bece51f67d95.png) related to #33523?",True,"Default color for ruler text with light theme to dark - **Godot version:** v3.2.3.stable **OS/device including version:** Windows 10 **Issue description:** The text for the ruler position with light theme is nearly invisible. It needs an other default color. **Steps to reproduce:** Switch to light theme, open a new empty scene, move the ruler and look at the ruler text. ![Zwischenablage01](https://user-images.githubusercontent.com/9704038/96834123-bc544080-1441-11eb-936a-bece51f67d95.png) related to #33523?",1,default color for ruler text with light theme to dark godot version stable os device including version windows issue description the text for the ruler position with light theme is nearly invisible it needs an other default color steps to reproduce switch to light theme open a new empty scene move the ruler and look at the ruler text related to ,1 26714,4240721449.0,IssuesEvent,2016-07-06 14:18:40,part-up/part-up,https://api.github.com/repos/part-up/part-up,closed,Mixed content warning in browser,Acceptance test output bug chat,"On android you now get a 'not safe warning' in the browser. Looking at the js console, I see a mixed content warning (see example below). chrome-extension://fdjamakpfbbddfjaooikfcpapjohcfmg/content/contentScripts/kwift.CHROME.min.js:1 Mixed Content: The page at 'https://part-up.com/tribes/swarmorganizing/chat' was loaded over HTTPS, but requested an insecure image 'http://www.newworldcampus.nl/wp-content/uploads/logo-nwc.png'. This content should also be served over HTTPS.",1.0,"Mixed content warning in browser - On android you now get a 'not safe warning' in the browser. Looking at the js console, I see a mixed content warning (see example below). chrome-extension://fdjamakpfbbddfjaooikfcpapjohcfmg/content/contentScripts/kwift.CHROME.min.js:1 Mixed Content: The page at 'https://part-up.com/tribes/swarmorganizing/chat' was loaded over HTTPS, but requested an insecure image 'http://www.newworldcampus.nl/wp-content/uploads/logo-nwc.png'. This content should also be served over HTTPS.",0,mixed content warning in browser on android you now get a not safe warning in the browser looking at the js console i see a mixed content warning see example below chrome extension fdjamakpfbbddfjaooikfcpapjohcfmg content contentscripts kwift chrome min js mixed content the page at was loaded over https but requested an insecure image this content should also be served over https ,0 40721,10140876248.0,IssuesEvent,2019-08-03 08:31:04,STEllAR-GROUP/hpx,https://api.github.com/repos/STEllAR-GROUP/hpx,closed,Refine `hpx::traits::is_bitwise_serializable`,category: serialization tag: wontfix type: defect,"`hpx::traits::is_bitwise_serializable` should be defined in terms of `std::is_trivially_copyable`. After merging #2152 some compilers had problems with that. We need to investigate further. ",1.0,"Refine `hpx::traits::is_bitwise_serializable` - `hpx::traits::is_bitwise_serializable` should be defined in terms of `std::is_trivially_copyable`. After merging #2152 some compilers had problems with that. We need to investigate further. ",0,refine hpx traits is bitwise serializable hpx traits is bitwise serializable should be defined in terms of std is trivially copyable after merging some compilers had problems with that we need to investigate further ,0 523507,15184012680.0,IssuesEvent,2021-02-15 08:59:02,webcompat/web-bugs,https://api.github.com/repos/webcompat/web-bugs,closed,www.zee5.com - see bug description,browser-fenix engine-gecko ml-needsdiagnosis-false ml-probability-high priority-normal," **URL**: https://www.zee5.com/tvshows/details/comedy-khiladigalu-championship-season-2/0-6-2871/comedy-khiladigalu-championship-season-2-february-06-2021/0-1-manual_7aoquorrgbd0 **Browser / Version**: Firefox Mobile 87.0 **Operating System**: Android 10 **Tested Another Browser**: No **Problem type**: Something else **Description**: shows a warning to update the app when video starts to play **Steps to Reproduce**: When video starts to play, it shows update the app to continue
Browser Configuration
  • gfx.webrender.all: false
  • gfx.webrender.blob-images: true
  • gfx.webrender.enabled: false
  • image.mem.shared: true
  • buildID: 20210211092822
  • channel: nightly
  • hasTouchScreen: true
  • mixed active content blocked: false
  • mixed passive content blocked: false
  • tracking content blocked: false
_From [webcompat.com](https://webcompat.com/) with ❤️_",1.0,"www.zee5.com - see bug description - **URL**: https://www.zee5.com/tvshows/details/comedy-khiladigalu-championship-season-2/0-6-2871/comedy-khiladigalu-championship-season-2-february-06-2021/0-1-manual_7aoquorrgbd0 **Browser / Version**: Firefox Mobile 87.0 **Operating System**: Android 10 **Tested Another Browser**: No **Problem type**: Something else **Description**: shows a warning to update the app when video starts to play **Steps to Reproduce**: When video starts to play, it shows update the app to continue
Browser Configuration
  • gfx.webrender.all: false
  • gfx.webrender.blob-images: true
  • gfx.webrender.enabled: false
  • image.mem.shared: true
  • buildID: 20210211092822
  • channel: nightly
  • hasTouchScreen: true
  • mixed active content blocked: false
  • mixed passive content blocked: false
  • tracking content blocked: false
_From [webcompat.com](https://webcompat.com/) with ❤️_",0, see bug description url browser version firefox mobile operating system android tested another browser no problem type something else description shows a warning to update the app when video starts to play steps to reproduce when video starts to play it shows update the app to continue browser configuration gfx webrender all false gfx webrender blob images true gfx webrender enabled false image mem shared true buildid channel nightly hastouchscreen true mixed active content blocked false mixed passive content blocked false tracking content blocked false from with ❤️ ,0 62823,14656623608.0,IssuesEvent,2020-12-28 13:50:23,fu1771695yongxie/react-beautiful-dnd,https://api.github.com/repos/fu1771695yongxie/react-beautiful-dnd,opened,CVE-2020-7789 (Medium) detected in node-notifier-6.0.0.tgz,security vulnerability,"## CVE-2020-7789 - Medium Severity Vulnerability
Vulnerable Library - node-notifier-6.0.0.tgz

A Node.js module for sending notifications on native Mac, Windows (post and pre 8) and Linux (or Growl as fallback)

Library home page: https://registry.npmjs.org/node-notifier/-/node-notifier-6.0.0.tgz

Path to dependency file: react-beautiful-dnd/package.json

Path to vulnerable library: react-beautiful-dnd/node_modules/node-notifier/package.json

Dependency Hierarchy: - jest-25.5.4.tgz (Root Library) - core-25.5.4.tgz - reporters-25.5.1.tgz - :x: **node-notifier-6.0.0.tgz** (Vulnerable Library)

Found in HEAD commit: 1b8fdade31513b58c89ac3536c50f4e9f6976477

Found in base branch: master

Vulnerability Details

This affects the package node-notifier before 9.0.0. It allows an attacker to run arbitrary commands on Linux machines due to the options params not being sanitised when being passed an array.

Publish Date: 2020-12-11

URL: CVE-2020-7789

CVSS 3 Score Details (5.6)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2020-7789

Release Date: 2020-12-11

Fix Resolution: 9.0.0

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2020-7789 (Medium) detected in node-notifier-6.0.0.tgz - ## CVE-2020-7789 - Medium Severity Vulnerability
Vulnerable Library - node-notifier-6.0.0.tgz

A Node.js module for sending notifications on native Mac, Windows (post and pre 8) and Linux (or Growl as fallback)

Library home page: https://registry.npmjs.org/node-notifier/-/node-notifier-6.0.0.tgz

Path to dependency file: react-beautiful-dnd/package.json

Path to vulnerable library: react-beautiful-dnd/node_modules/node-notifier/package.json

Dependency Hierarchy: - jest-25.5.4.tgz (Root Library) - core-25.5.4.tgz - reporters-25.5.1.tgz - :x: **node-notifier-6.0.0.tgz** (Vulnerable Library)

Found in HEAD commit: 1b8fdade31513b58c89ac3536c50f4e9f6976477

Found in base branch: master

Vulnerability Details

This affects the package node-notifier before 9.0.0. It allows an attacker to run arbitrary commands on Linux machines due to the options params not being sanitised when being passed an array.

Publish Date: 2020-12-11

URL: CVE-2020-7789

CVSS 3 Score Details (5.6)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2020-7789

Release Date: 2020-12-11

Fix Resolution: 9.0.0

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in node notifier tgz cve medium severity vulnerability vulnerable library node notifier tgz a node js module for sending notifications on native mac windows post and pre and linux or growl as fallback library home page a href path to dependency file react beautiful dnd package json path to vulnerable library react beautiful dnd node modules node notifier package json dependency hierarchy jest tgz root library core tgz reporters tgz x node notifier tgz vulnerable library found in head commit a href found in base branch master vulnerability details this affects the package node notifier before it allows an attacker to run arbitrary commands on linux machines due to the options params not being sanitised when being passed an array publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity high privileges required none user interaction none scope unchanged impact metrics confidentiality impact low integrity impact low availability impact low for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution step up your open source security game with whitesource ,0 13546,8561496233.0,IssuesEvent,2018-11-09 07:13:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Animation timeline advances a step when keyframing from the inspector.,bug topic:editor usability,"Win10 64-bit commit: 8d75ea755cb933a5c4a0f9ec296e8b8c34ef9999 When clicking a keyframe in the inspector, it will step the time line forward. There was some work on the past done on this, but the advancing I believe is intended only for advancing ""frame"" properties on Sprites and AnimatedSprites, etc. The commit that causes this is: 5f2f1089086ad64636efc2a4096e55e4483c927a A related commit is: 127940bd55751fa33394da2f9536c63bffe18398 I missed it earlier, since I mostly work from the toolbar keyframes, which are not affected, but found it today keyframing less common properties in the inspector. ![ezgif com-video-to-gif](https://user-images.githubusercontent.com/13004169/47608177-60ad7300-da32-11e8-979b-3395a4edb166.gif) @DualMatrix I think these two things need to be combined in some way. A condition to only advance steps when keyframing ""frame"" properties. Advancing the timeline on the other types makes things very difficult, as you might have to keep dragging back the time slider when changing and rekeying multiple tracks with keyframes on the same time position.",True,"Animation timeline advances a step when keyframing from the inspector. - Win10 64-bit commit: 8d75ea755cb933a5c4a0f9ec296e8b8c34ef9999 When clicking a keyframe in the inspector, it will step the time line forward. There was some work on the past done on this, but the advancing I believe is intended only for advancing ""frame"" properties on Sprites and AnimatedSprites, etc. The commit that causes this is: 5f2f1089086ad64636efc2a4096e55e4483c927a A related commit is: 127940bd55751fa33394da2f9536c63bffe18398 I missed it earlier, since I mostly work from the toolbar keyframes, which are not affected, but found it today keyframing less common properties in the inspector. ![ezgif com-video-to-gif](https://user-images.githubusercontent.com/13004169/47608177-60ad7300-da32-11e8-979b-3395a4edb166.gif) @DualMatrix I think these two things need to be combined in some way. A condition to only advance steps when keyframing ""frame"" properties. Advancing the timeline on the other types makes things very difficult, as you might have to keep dragging back the time slider when changing and rekeying multiple tracks with keyframes on the same time position.",1,animation timeline advances a step when keyframing from the inspector bit commit when clicking a keyframe in the inspector it will step the time line forward there was some work on the past done on this but the advancing i believe is intended only for advancing frame properties on sprites and animatedsprites etc the commit that causes this is a related commit is i missed it earlier since i mostly work from the toolbar keyframes which are not affected but found it today keyframing less common properties in the inspector dualmatrix i think these two things need to be combined in some way a condition to only advance steps when keyframing frame properties advancing the timeline on the other types makes things very difficult as you might have to keep dragging back the time slider when changing and rekeying multiple tracks with keyframes on the same time position ,1 27009,27539907478.0,IssuesEvent,2023-03-07 07:46:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocomplete gets in the way when writing numbers,bug topic:gdscript topic:editor confirmed usability,"### Godot version v4.0.beta17.official [c40020513] ### System information Fedora Linux 37 Wayland, AMD RX 6600, AMD Ryzen 7 3700x ### Issue description When writing numbers, Godot's autocomplete gets on the way suggesting keyboard enums (i.e. KEY_0). Here's a video explaining better the issue: [Screencast from 2023-02-01 23-29-34.webm](https://user-images.githubusercontent.com/13603525/216232512-76a3b8b2-045e-44fc-bbe3-d5a27933eb09.webm) ### Steps to reproduce Open a script and type any number from 0 to 10. Godot will try to suggest immediately anything that has that number. A work around is to accept the suggestion then CTRL - Z to revert to the original number ### Minimal reproduction project N/A *Bugsquad edit:* Keywords for search: code completion, autocompletion, intellisense, numerical.",True,"Autocomplete gets in the way when writing numbers - ### Godot version v4.0.beta17.official [c40020513] ### System information Fedora Linux 37 Wayland, AMD RX 6600, AMD Ryzen 7 3700x ### Issue description When writing numbers, Godot's autocomplete gets on the way suggesting keyboard enums (i.e. KEY_0). Here's a video explaining better the issue: [Screencast from 2023-02-01 23-29-34.webm](https://user-images.githubusercontent.com/13603525/216232512-76a3b8b2-045e-44fc-bbe3-d5a27933eb09.webm) ### Steps to reproduce Open a script and type any number from 0 to 10. Godot will try to suggest immediately anything that has that number. A work around is to accept the suggestion then CTRL - Z to revert to the original number ### Minimal reproduction project N/A *Bugsquad edit:* Keywords for search: code completion, autocompletion, intellisense, numerical.",1,autocomplete gets in the way when writing numbers godot version official system information fedora linux wayland amd rx amd ryzen issue description when writing numbers godot s autocomplete gets on the way suggesting keyboard enums i e key here s a video explaining better the issue steps to reproduce open a script and type any number from to godot will try to suggest immediately anything that has that number a work around is to accept the suggestion then ctrl z to revert to the original number minimal reproduction project n a bugsquad edit keywords for search code completion autocompletion intellisense numerical ,1 24517,23866127459.0,IssuesEvent,2022-09-07 11:11:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Adding TileMap layer switches to TileSet editor,bug topic:editor usability regression topic:2d,"### Godot version 86dd3f3 ### System information Windows 10 x64 ### Issue description ![godot windows tools x86_64_gFTtOi2XW2](https://user-images.githubusercontent.com/2223172/188864351-a69e6074-c875-4eea-b8dd-e2639a0c1bd9.gif) It appeared recently. ### Steps to reproduce 1. Add TileMap 2. Edit it 3. Add layer 4. You are now editing TileSet ### Minimal reproduction project _No response_",True,"Adding TileMap layer switches to TileSet editor - ### Godot version 86dd3f3 ### System information Windows 10 x64 ### Issue description ![godot windows tools x86_64_gFTtOi2XW2](https://user-images.githubusercontent.com/2223172/188864351-a69e6074-c875-4eea-b8dd-e2639a0c1bd9.gif) It appeared recently. ### Steps to reproduce 1. Add TileMap 2. Edit it 3. Add layer 4. You are now editing TileSet ### Minimal reproduction project _No response_",1,adding tilemap layer switches to tileset editor godot version system information windows issue description it appeared recently steps to reproduce add tilemap edit it add layer you are now editing tileset minimal reproduction project no response ,1 20960,16374296316.0,IssuesEvent,2021-05-15 19:42:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Profiler: the checkboxes seem difficult to tick,enhancement topic:editor usability,"Tested on Godot 2.1 beta, Windows 10 64 bits When testing the debugger, I found that ticking the checkboxes that toggle curves are not very responsive, I often have to click several times on them, even when the game is paused or profiling is stopped. However, no problem when the game doesn't runs. ",True,"Profiler: the checkboxes seem difficult to tick - Tested on Godot 2.1 beta, Windows 10 64 bits When testing the debugger, I found that ticking the checkboxes that toggle curves are not very responsive, I often have to click several times on them, even when the game is paused or profiling is stopped. However, no problem when the game doesn't runs. ",1,profiler the checkboxes seem difficult to tick tested on godot beta windows bits when testing the debugger i found that ticking the checkboxes that toggle curves are not very responsive i often have to click several times on them even when the game is paused or profiling is stopped however no problem when the game doesn t runs ,1 12031,2678027364.0,IssuesEvent,2015-03-26 07:12:15,andialbrecht/testmig1,https://api.github.com/repos/andialbrecht/testmig1,closed,SVN urls don't get the revision properly,Component-Engine Priority-Medium Type-Defect,"Original [issue 46](https://code.google.com/p/rietveld/issues/detail?id=46) created by andialbrecht on 2008-09-17T08:02:39.000Z: What steps will reproduce the problem? Go to http://codereview.appspot.com/5076/diff/1/6 What is the expected output? What do you see instead? Expected diff. Instead see "error: old chunk mismatch" Please provide any additional information below. I believe that the SVN URLs aren't correct. When using an invalid repository base, I saw how the URL was constructed, and it didn't seem correct. http://codereview.appspot.com/5078/diff/1/6 has an error in repository base, implies that repository is using URL http://svn.apache.org/repos/asf/incubator/shindig/trunk/java/server/src/test/java/org/apache/shindig/server/endtoend/EndToEndServer.java?rev=685757 for the old version. This URL doesn't respect the version number (remove rev= and the content is the same)",1.0,"SVN urls don't get the revision properly - Original [issue 46](https://code.google.com/p/rietveld/issues/detail?id=46) created by andialbrecht on 2008-09-17T08:02:39.000Z: What steps will reproduce the problem? Go to http://codereview.appspot.com/5076/diff/1/6 What is the expected output? What do you see instead? Expected diff. Instead see "error: old chunk mismatch" Please provide any additional information below. I believe that the SVN URLs aren't correct. When using an invalid repository base, I saw how the URL was constructed, and it didn't seem correct. http://codereview.appspot.com/5078/diff/1/6 has an error in repository base, implies that repository is using URL http://svn.apache.org/repos/asf/incubator/shindig/trunk/java/server/src/test/java/org/apache/shindig/server/endtoend/EndToEndServer.java?rev=685757 for the old version. This URL doesn't respect the version number (remove rev= and the content is the same)",0,svn urls don t get the revision properly original created by andialbrecht on what steps will reproduce the problem go to what is the expected output what do you see instead expected diff instead see quot error old chunk mismatch quot please provide any additional information below i believe that the svn urls aren t correct when using an invalid repository base i saw how the url was constructed and it didn t seem correct has an error in repository base implies that repository is using url for the old version this url doesn t respect the version number remove rev and the content is the same ,0 299,2521881728.0,IssuesEvent,2015-01-19 17:35:03,eugenkiss/chanobol,https://api.github.com/repos/eugenkiss/chanobol,closed,Handling of Menu in Fragments,code,I don't like the handling of the toolbar menu in the fragments with menu groups and needing to hide and make visible menu groups in onresume and so on. There must be a better way.,1.0,Handling of Menu in Fragments - I don't like the handling of the toolbar menu in the fragments with menu groups and needing to hide and make visible menu groups in onresume and so on. There must be a better way.,0,handling of menu in fragments i don t like the handling of the toolbar menu in the fragments with menu groups and needing to hide and make visible menu groups in onresume and so on there must be a better way ,0 502416,14545879064.0,IssuesEvent,2020-12-15 20:20:22,carbon-design-system/carbon-for-ibm-dotcom,https://api.github.com/repos/carbon-design-system/carbon-for-ibm-dotcom,closed,Create the Locale Modal for Vanilla,Airtable Done dev icebox priority: high," #### User Story > As a `[user role below]`: IBM.com Library adopter > I need to: have a footer with the locale button > so that I can: integrate the IBM.com Library approved footer in my non-React application #### Additional information - This component was originally created in the Fall of 2019. The original issues are included in the IBM Enterprise Digital Design System Github. - [Locale Selector component MVP link](https://github.ibm.com/webstandards/digital-design/issues/1077) - [Locale Selector enhancements included in release 2](https://github.ibm.com/webstandards/digital-design/issues/1804) #### Acceptance criteria - [ ] _{{State acceptance criteria}}_ - [ ] _{{State another}}_ - [ ] _{{And another}}_ ",1.0,"Create the Locale Modal for Vanilla - #### User Story > As a `[user role below]`: IBM.com Library adopter > I need to: have a footer with the locale button > so that I can: integrate the IBM.com Library approved footer in my non-React application #### Additional information - This component was originally created in the Fall of 2019. The original issues are included in the IBM Enterprise Digital Design System Github. - [Locale Selector component MVP link](https://github.ibm.com/webstandards/digital-design/issues/1077) - [Locale Selector enhancements included in release 2](https://github.ibm.com/webstandards/digital-design/issues/1804) #### Acceptance criteria - [ ] _{{State acceptance criteria}}_ - [ ] _{{State another}}_ - [ ] _{{And another}}_ ",0,create the locale modal for vanilla user story as a ibm com library adopter i need to have a footer with the locale button so that i can integrate the ibm com library approved footer in my non react application additional information this component was originally created in the fall of the original issues are included in the ibm enterprise digital design system github acceptance criteria state acceptance criteria state another and another ,0 21154,16598395421.0,IssuesEvent,2021-06-01 15:58:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,func name autocomplete doesn't appear until you type something,bug topic:editor usability,"**Godot version:** 3.2 **Issue description:** Title. ![image](https://user-images.githubusercontent.com/2223172/76024664-c9143a80-5f2b-11ea-8d17-c75dc7bbcc13.png) ![image](https://user-images.githubusercontent.com/2223172/76024672-cfa2b200-5f2b-11ea-863d-b433b98580d1.png) You should be able to use Ctrl + Space at least to force the popup.",True,"func name autocomplete doesn't appear until you type something - **Godot version:** 3.2 **Issue description:** Title. ![image](https://user-images.githubusercontent.com/2223172/76024664-c9143a80-5f2b-11ea-8d17-c75dc7bbcc13.png) ![image](https://user-images.githubusercontent.com/2223172/76024672-cfa2b200-5f2b-11ea-863d-b433b98580d1.png) You should be able to use Ctrl + Space at least to force the popup.",1,func name autocomplete doesn t appear until you type something godot version issue description title you should be able to use ctrl space at least to force the popup ,1 10691,6886081344.0,IssuesEvent,2017-11-21 18:10:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Spatial Editor: Camera Y rotation unbounded - causes unnecessary spinning when switching to top/bottom view,bug topic:editor usability,"Using the latest version I have on Windows ( 3.0 Alpha, build from a couple of days ago, build from earlier today had compilation issues but as far as I can tell it's not been changed yet) **Issue description:** In editor/plugins/spatial_editor_plugin.cpp, the cursor.x_rot has an enforced bound of Pi and -Pi, but y_rot is allowed to take any value (so it can orbit properly). As far as I can tell though, no attempt is then made to keep the value between Pi and -Pi after the lerp to the new camera angle has been made. This causes the y_rot to take large values (unbounded). When the perspective is then changed with the top view button or by pressing 7, it then tries to lerp from this large value back down to 0, causing the whole thing to spin like crazy instead of just making the small needed movement. I tried to make a fix but it's very late here and I figured I would post here before I sleep. **Steps to reproduce:** Open any 3D scene Spin around a few times with middle mouse button + move. Use the top view button/hit 7. ",True,"Spatial Editor: Camera Y rotation unbounded - causes unnecessary spinning when switching to top/bottom view - Using the latest version I have on Windows ( 3.0 Alpha, build from a couple of days ago, build from earlier today had compilation issues but as far as I can tell it's not been changed yet) **Issue description:** In editor/plugins/spatial_editor_plugin.cpp, the cursor.x_rot has an enforced bound of Pi and -Pi, but y_rot is allowed to take any value (so it can orbit properly). As far as I can tell though, no attempt is then made to keep the value between Pi and -Pi after the lerp to the new camera angle has been made. This causes the y_rot to take large values (unbounded). When the perspective is then changed with the top view button or by pressing 7, it then tries to lerp from this large value back down to 0, causing the whole thing to spin like crazy instead of just making the small needed movement. I tried to make a fix but it's very late here and I figured I would post here before I sleep. **Steps to reproduce:** Open any 3D scene Spin around a few times with middle mouse button + move. Use the top view button/hit 7. ",1,spatial editor camera y rotation unbounded causes unnecessary spinning when switching to top bottom view using the latest version i have on windows alpha build from a couple of days ago build from earlier today had compilation issues but as far as i can tell it s not been changed yet issue description in editor plugins spatial editor plugin cpp the cursor x rot has an enforced bound of pi and pi but y rot is allowed to take any value so it can orbit properly as far as i can tell though no attempt is then made to keep the value between pi and pi after the lerp to the new camera angle has been made this causes the y rot to take large values unbounded when the perspective is then changed with the top view button or by pressing it then tries to lerp from this large value back down to causing the whole thing to spin like crazy instead of just making the small needed movement i tried to make a fix but it s very late here and i figured i would post here before i sleep steps to reproduce open any scene spin around a few times with middle mouse button move use the top view button hit ,1 13677,8638314069.0,IssuesEvent,2018-11-23 14:21:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Better bounding box select in 3D,enhancement topic:editor usability,"**Issue description** (what happened, and what was expected): Awesome feature of Select Mode (Q) is that it can do bounding box selection, helps with selecting multiple or small objects, but it doesn't work if there are other objects behind object we want to select. It then selects that ""behind object"" and because current nature of this tool automatically transforms it to the movement of the mouse, so there is no way to use bounding box selection in most scenes. I would suggest to separate selection from multi transform tool and make it more like ON/OFF mode for transform gizmos. It would also help if user wants, for example, only translate objects that he selects, or only select object without seeing any transform widgets on the screen that can stand in the way sometimes. I can elaborate that idea (visual help what I have in mind?) if that's not enough. ",True,"Better bounding box select in 3D - **Issue description** (what happened, and what was expected): Awesome feature of Select Mode (Q) is that it can do bounding box selection, helps with selecting multiple or small objects, but it doesn't work if there are other objects behind object we want to select. It then selects that ""behind object"" and because current nature of this tool automatically transforms it to the movement of the mouse, so there is no way to use bounding box selection in most scenes. I would suggest to separate selection from multi transform tool and make it more like ON/OFF mode for transform gizmos. It would also help if user wants, for example, only translate objects that he selects, or only select object without seeing any transform widgets on the screen that can stand in the way sometimes. I can elaborate that idea (visual help what I have in mind?) if that's not enough. ",1,better bounding box select in issue description what happened and what was expected awesome feature of select mode q is that it can do bounding box selection helps with selecting multiple or small objects but it doesn t work if there are other objects behind object we want to select it then selects that behind object and because current nature of this tool automatically transforms it to the movement of the mouse so there is no way to use bounding box selection in most scenes i would suggest to separate selection from multi transform tool and make it more like on off mode for transform gizmos it would also help if user wants for example only translate objects that he selects or only select object without seeing any transform widgets on the screen that can stand in the way sometimes i can elaborate that idea visual help what i have in mind if that s not enough ,1 439057,30676700392.0,IssuesEvent,2023-07-26 06:05:27,jerryjliu/llama_index,https://api.github.com/repos/jerryjliu/llama_index,closed,[Documentation]: Please add the changelog to github releases,documentation triage,"### Documentation Issue Description Right now, all the changes only appear in the readthedocs site (https://gpt-index.readthedocs.io/en/latest/development/changelog.html), but not in the actual repository. It would be more acessible to see the changes on the same place where we check for updates on the repo. The changelog would also show up for anyone following the repository on github, making information more readily availiable. ### Documenation Link https://github.com/jerryjliu/llama_index/releases",1.0,"[Documentation]: Please add the changelog to github releases - ### Documentation Issue Description Right now, all the changes only appear in the readthedocs site (https://gpt-index.readthedocs.io/en/latest/development/changelog.html), but not in the actual repository. It would be more acessible to see the changes on the same place where we check for updates on the repo. The changelog would also show up for anyone following the repository on github, making information more readily availiable. ### Documenation Link https://github.com/jerryjliu/llama_index/releases",0, please add the changelog to github releases documentation issue description right now all the changes only appear in the readthedocs site but not in the actual repository it would be more acessible to see the changes on the same place where we check for updates on the repo the changelog would also show up for anyone following the repository on github making information more readily availiable documenation link ,0 27513,29499413710.0,IssuesEvent,2023-06-02 20:05:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Bookmarks don't draw,bug topic:editor usability regression,"### Godot version 4.1 dev4 ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description https://github.com/godotengine/godot/assets/2223172/fe382ae2-04bb-4efa-b666-9e94ebb56a9c ### Steps to reproduce 1​. Go to Script Editor 2​. Toggle bookmark (Go To -> Toggle Bookmark) 3[.](https://media.tenor.com/_BiwWBWhYucAAAAd/what-huh.gif) It's not visible ### Minimal reproduction project N/A",True,"Bookmarks don't draw - ### Godot version 4.1 dev4 ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description https://github.com/godotengine/godot/assets/2223172/fe382ae2-04bb-4efa-b666-9e94ebb56a9c ### Steps to reproduce 1​. Go to Script Editor 2​. Toggle bookmark (Go To -> Toggle Bookmark) 3[.](https://media.tenor.com/_BiwWBWhYucAAAAd/what-huh.gif) It's not visible ### Minimal reproduction project N/A",1,bookmarks don t draw godot version system information windows vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description steps to reproduce ​ go to script editor ​ toggle bookmark go to toggle bookmark it s not visible minimal reproduction project n a,1 153033,12132850465.0,IssuesEvent,2020-04-23 08:02:23,WoWManiaUK/Blackwing-Lair,https://api.github.com/repos/WoWManiaUK/Blackwing-Lair,closed,[Quest] Parts is-Parts - southern barrens,Confirmed By Tester Fixed in Dev zone 20-30,"https://www.youtube.com/watch?v=Ll_ywVkDKlk https://www.wowhead.com/quest=24619/parts-is-parts **What is happening:** after i use the quest item (Calder's Bonesaw) no parts of the corpse appear **What should happen:** to use Calder's Bonesaw to make parts of the corpse and collect them ",1.0,"[Quest] Parts is-Parts - southern barrens - https://www.youtube.com/watch?v=Ll_ywVkDKlk https://www.wowhead.com/quest=24619/parts-is-parts **What is happening:** after i use the quest item (Calder's Bonesaw) no parts of the corpse appear **What should happen:** to use Calder's Bonesaw to make parts of the corpse and collect them ",0, parts is parts southern barrens what is happening after i use the quest item calder s bonesaw no parts of the corpse appear what should happen to use calder s bonesaw to make parts of the corpse and collect them ,0 20045,14947213440.0,IssuesEvent,2021-01-26 08:17:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Web Editor doesn't create Project issue,discussion platform:html5 topic:editor usability," **Godot version:** v3.2.4.beta4.offical.b5e8b48bb **OS/device including version:** Windows, PC, Nvidia GTX 1060 3GB, Vulkan **Issue description:** ""Missing Project"" issue **Steps to reproduce:** Creating a project **Minimal reproduction project:** ![image](https://user-images.githubusercontent.com/42213155/105632237-d182a600-5e5a-11eb-80f8-e3f28a65ca0c.png) ![image](https://user-images.githubusercontent.com/42213155/105630933-6c2bb680-5e54-11eb-8423-aea950887b26.png) ",True,"Web Editor doesn't create Project issue - **Godot version:** v3.2.4.beta4.offical.b5e8b48bb **OS/device including version:** Windows, PC, Nvidia GTX 1060 3GB, Vulkan **Issue description:** ""Missing Project"" issue **Steps to reproduce:** Creating a project **Minimal reproduction project:** ![image](https://user-images.githubusercontent.com/42213155/105632237-d182a600-5e5a-11eb-80f8-e3f28a65ca0c.png) ![image](https://user-images.githubusercontent.com/42213155/105630933-6c2bb680-5e54-11eb-8423-aea950887b26.png) ",1,web editor doesn t create project issue please search existing issues for potential duplicates before filing yours godot version offical os device including version windows pc nvidia gtx vulkan issue description missing project issue steps to reproduce creating a project minimal reproduction project ,1 80590,10193807444.0,IssuesEvent,2019-08-12 14:25:45,OpenFeign/feign,https://api.github.com/repos/OpenFeign/feign,closed,Add Support for @BeanParam to feign-jaxrs,documentation help wanted needs info,"`@BeanParam` is useful for taking a request like `client().objects().list(0, 10, ""My Objects"", null)` and allowing for a more fluent client like `client().objects().list(new ListRequest().query(""My Objects""))`. ",1.0,"Add Support for @BeanParam to feign-jaxrs - `@BeanParam` is useful for taking a request like `client().objects().list(0, 10, ""My Objects"", null)` and allowing for a more fluent client like `client().objects().list(new ListRequest().query(""My Objects""))`. ",0,add support for beanparam to feign jaxrs beanparam is useful for taking a request like client objects list my objects null and allowing for a more fluent client like client objects list new listrequest query my objects ,0 24394,23719003523.0,IssuesEvent,2022-08-30 14:00:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Problems with Tweens and types,discussion topic:core usability topic:animation,"### Godot version 90a1e51 ### System information W10 ### Issue description This is a side-effect of #52731. Here's some perfectly valid bogus code: ``` var tween = create_tween() tween.tween_property($Node2D, ""position:x"", 100, 1).as_relative() ``` So what is wrong about it? This error: ``` Trying to call a function on a null value. ``` That's pretty confusing and doesn't tell you anything. (although it should probably include method name at least, see #53878) Your actual error is hidden in the debugger and its ``` Type mismatch between property and final value: float and int ``` Yes, `position:x` is a float, `100` is an int. Due to type validations, this is no longer valid code. The fact that float and int are incompatible is a problem in itself. I guess int should be just converted to float in such cases, instead of throwing error that is completely unexpected. But another problem is that the game actually stops on the first error, which isn't really related to your code, and the actual error is waiting in the debugger tab, easy to miss. This is because on type mismatch Tween methods will return null instead of Tweeners. I see a couple possible ways to fix this. Either: - type mismatch should stop the game, so that you see it immediately. Not sure if possible, no idea what determines a stopping error - type mismatch should result in empty Tweener instead, which would error out during animation. It defers the stopping error, not sure if the new one would be more intuitive Or if we allow int/float interpolations, the issue won't be as prominent, because the error in my example is just unexpected. ### Steps to reproduce Try the code above. ### Minimal reproduction project _No response_",True,"Problems with Tweens and types - ### Godot version 90a1e51 ### System information W10 ### Issue description This is a side-effect of #52731. Here's some perfectly valid bogus code: ``` var tween = create_tween() tween.tween_property($Node2D, ""position:x"", 100, 1).as_relative() ``` So what is wrong about it? This error: ``` Trying to call a function on a null value. ``` That's pretty confusing and doesn't tell you anything. (although it should probably include method name at least, see #53878) Your actual error is hidden in the debugger and its ``` Type mismatch between property and final value: float and int ``` Yes, `position:x` is a float, `100` is an int. Due to type validations, this is no longer valid code. The fact that float and int are incompatible is a problem in itself. I guess int should be just converted to float in such cases, instead of throwing error that is completely unexpected. But another problem is that the game actually stops on the first error, which isn't really related to your code, and the actual error is waiting in the debugger tab, easy to miss. This is because on type mismatch Tween methods will return null instead of Tweeners. I see a couple possible ways to fix this. Either: - type mismatch should stop the game, so that you see it immediately. Not sure if possible, no idea what determines a stopping error - type mismatch should result in empty Tweener instead, which would error out during animation. It defers the stopping error, not sure if the new one would be more intuitive Or if we allow int/float interpolations, the issue won't be as prominent, because the error in my example is just unexpected. ### Steps to reproduce Try the code above. ### Minimal reproduction project _No response_",1,problems with tweens and types godot version system information issue description this is a side effect of here s some perfectly valid bogus code var tween create tween tween tween property position x as relative so what is wrong about it this error trying to call a function on a null value that s pretty confusing and doesn t tell you anything although it should probably include method name at least see your actual error is hidden in the debugger and its type mismatch between property and final value float and int yes position x is a float is an int due to type validations this is no longer valid code the fact that float and int are incompatible is a problem in itself i guess int should be just converted to float in such cases instead of throwing error that is completely unexpected but another problem is that the game actually stops on the first error which isn t really related to your code and the actual error is waiting in the debugger tab easy to miss this is because on type mismatch tween methods will return null instead of tweeners i see a couple possible ways to fix this either type mismatch should stop the game so that you see it immediately not sure if possible no idea what determines a stopping error type mismatch should result in empty tweener instead which would error out during animation it defers the stopping error not sure if the new one would be more intuitive or if we allow int float interpolations the issue won t be as prominent because the error in my example is just unexpected steps to reproduce try the code above minimal reproduction project no response ,1 13882,8709178546.0,IssuesEvent,2018-12-06 13:14:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Sorting projects in Project List inside Project Manager ,feature proposal junior job topic:editor usability,"This is a feature proposal. There is a neat favorite feature in Project List inside the Project Manager (with the Stars to the left of project names) but it would be awesome if we could also sort the Project List by alphabetical name or reverse the order. It could be sorted for Paths too. Anyway, just an idea for improvement.",True,"Sorting projects in Project List inside Project Manager - This is a feature proposal. There is a neat favorite feature in Project List inside the Project Manager (with the Stars to the left of project names) but it would be awesome if we could also sort the Project List by alphabetical name or reverse the order. It could be sorted for Paths too. Anyway, just an idea for improvement.",1,sorting projects in project list inside project manager this is a feature proposal there is a neat favorite feature in project list inside the project manager with the stars to the left of project names but it would be awesome if we could also sort the project list by alphabetical name or reverse the order it could be sorted for paths too anyway just an idea for improvement ,1 115850,24824281660.0,IssuesEvent,2022-10-25 19:09:55,dotnet/runtime,https://api.github.com/repos/dotnet/runtime,closed,JIT optimization: tail merge,enhancement tenet-performance area-CodeGen-coreclr optimization in-pr,"Tracking issue for a classic codesize optimization that's not currently implemented in RyuJIT. The optimization would find predecessors of a common successor (along non-critical edges) that all end in equivalent sequences leading up to the join, and move the `goto`s and join earlier such that statically only one copy of the equivalent sequence remains. We'd want to treat `return`s as ""joining"" at the continuation so that we could eliminate redundant epilogs when a function has (statically) multiple `return`s of the same expression. category:cq theme:optimization skill-level:expert cost:medium",1.0,"JIT optimization: tail merge - Tracking issue for a classic codesize optimization that's not currently implemented in RyuJIT. The optimization would find predecessors of a common successor (along non-critical edges) that all end in equivalent sequences leading up to the join, and move the `goto`s and join earlier such that statically only one copy of the equivalent sequence remains. We'd want to treat `return`s as ""joining"" at the continuation so that we could eliminate redundant epilogs when a function has (statically) multiple `return`s of the same expression. category:cq theme:optimization skill-level:expert cost:medium",0,jit optimization tail merge tracking issue for a classic codesize optimization that s not currently implemented in ryujit the optimization would find predecessors of a common successor along non critical edges that all end in equivalent sequences leading up to the join and move the goto s and join earlier such that statically only one copy of the equivalent sequence remains we d want to treat return s as joining at the continuation so that we could eliminate redundant epilogs when a function has statically multiple return s of the same expression category cq theme optimization skill level expert cost medium,0 26325,26701444790.0,IssuesEvent,2023-01-27 14:42:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor nodes not filtered on the 'Create CanvasItem' window,bug topic:editor usability,"### Godot version v4.0.beta15.official [4fa6edc88] ### System information Windows10, Forward+, AMD Ryzen 5 5600H with Radeon Graphics ### Issue description Users can only add Control and Node2D nodes on the Create CanvasItem window, but there are Editor nodes not filtered out. ### Steps to reproduce Right-clicking on the 2D viewport. Select the add node feature. A Create CanvasItem window shows. Users can only add Control and Node2D nodes, but there are Editor nodes not filtered out. ![图片](https://user-images.githubusercontent.com/80319225/214565483-98717565-c2e5-41d8-83a0-a985a96fc595.png) ### Minimal reproduction project No project is needed.",True,"Editor nodes not filtered on the 'Create CanvasItem' window - ### Godot version v4.0.beta15.official [4fa6edc88] ### System information Windows10, Forward+, AMD Ryzen 5 5600H with Radeon Graphics ### Issue description Users can only add Control and Node2D nodes on the Create CanvasItem window, but there are Editor nodes not filtered out. ### Steps to reproduce Right-clicking on the 2D viewport. Select the add node feature. A Create CanvasItem window shows. Users can only add Control and Node2D nodes, but there are Editor nodes not filtered out. ![图片](https://user-images.githubusercontent.com/80319225/214565483-98717565-c2e5-41d8-83a0-a985a96fc595.png) ### Minimal reproduction project No project is needed.",1,editor nodes not filtered on the create canvasitem window godot version official system information forward amd ryzen with radeon graphics issue description users can only add control and nodes on the create canvasitem window but there are editor nodes not filtered out steps to reproduce right clicking on the viewport select the add node feature a create canvasitem window shows users can only add control and nodes but there are editor nodes not filtered out minimal reproduction project no project is needed ,1 317364,9664109297.0,IssuesEvent,2019-05-21 03:52:25,gardners/surveysystem,https://api.github.com/repos/gardners/surveysystem,opened,frontend: switch from bootstrap to material ui,Priority: HIGH frontend task,"We are currently using simple Vanilla [Bootstrap 4](https://getbootstrap.com/) CSS As discusses at this project stage it is necessary to switch to a higher end ui library: https://material-ui.com/ affected dependencies - bootstrap.css - fontawesome - slider packages - timepicker packages - node-sass",1.0,"frontend: switch from bootstrap to material ui - We are currently using simple Vanilla [Bootstrap 4](https://getbootstrap.com/) CSS As discusses at this project stage it is necessary to switch to a higher end ui library: https://material-ui.com/ affected dependencies - bootstrap.css - fontawesome - slider packages - timepicker packages - node-sass",0,frontend switch from bootstrap to material ui we are currently using simple vanilla css as discusses at this project stage it is necessary to switch to a higher end ui library affected dependencies bootstrap css fontawesome slider packages timepicker packages node sass,0 340950,10280536556.0,IssuesEvent,2019-08-26 05:46:58,webcompat/web-bugs,https://api.github.com/repos/webcompat/web-bugs,closed,www.google.com - video or audio doesn't play,browser-chrome priority-critical," **URL**: http://www.google.com **Browser / Version**: Chrome 72 **Operating System**: Windows 11 **Tested Another Browser**: Yes **Problem type**: Video or audio doesn't play **Description**: test **Steps to Reproduce**: steps
Browser Configuration
  • None
_From [webcompat.com](https://webcompat.com/) with ❤️_",1.0,"www.google.com - video or audio doesn't play - **URL**: http://www.google.com **Browser / Version**: Chrome 72 **Operating System**: Windows 11 **Tested Another Browser**: Yes **Problem type**: Video or audio doesn't play **Description**: test **Steps to Reproduce**: steps
Browser Configuration
  • None
_From [webcompat.com](https://webcompat.com/) with ❤️_",0, video or audio doesn t play url browser version chrome operating system windows tested another browser yes problem type video or audio doesn t play description test steps to reproduce steps browser configuration none from with ❤️ ,0 337253,24532272678.0,IssuesEvent,2022-10-11 17:28:47,OceanParcels/parcels,https://api.github.com/repos/OceanParcels/parcels,closed,[OVERVIEW] Follow-up issues from particle-particle interaction,documentation particle-particle interaction,"Please process / integrate this list of follow-up issues of particle-particle interaction in-order. 1. [x] Fix smalldt - longruntime issue (#1055 ) 2. [ ] Handle State, Operation and Error codes in InteractionKernels (#1056 ) 3. [x] ~~Implement InteractionKernels for JIT on SoA (#1057 )~~ 4. [x] ~~Implement InteractionKernels for JIT and SciPy on AoS (#1058 )~~ 5. [x] ~~Implement InteractionKernels for JIT and SciPy on Nodes (#1059 )~~ 6. [x] ~~Implement MPI support for InteractionKernels (#1060 )~~ 7. [ ] Expand tests to cases for interaction kernels (#1061 ) 8. [ ] Jupyter notebook examples for InteractionKernel (#1062 ) ",1.0,"[OVERVIEW] Follow-up issues from particle-particle interaction - Please process / integrate this list of follow-up issues of particle-particle interaction in-order. 1. [x] Fix smalldt - longruntime issue (#1055 ) 2. [ ] Handle State, Operation and Error codes in InteractionKernels (#1056 ) 3. [x] ~~Implement InteractionKernels for JIT on SoA (#1057 )~~ 4. [x] ~~Implement InteractionKernels for JIT and SciPy on AoS (#1058 )~~ 5. [x] ~~Implement InteractionKernels for JIT and SciPy on Nodes (#1059 )~~ 6. [x] ~~Implement MPI support for InteractionKernels (#1060 )~~ 7. [ ] Expand tests to cases for interaction kernels (#1061 ) 8. [ ] Jupyter notebook examples for InteractionKernel (#1062 ) ",0, follow up issues from particle particle interaction please process integrate this list of follow up issues of particle particle interaction in order fix smalldt longruntime issue handle state operation and error codes in interactionkernels implement interactionkernels for jit on soa implement interactionkernels for jit and scipy on aos implement interactionkernels for jit and scipy on nodes implement mpi support for interactionkernels expand tests to cases for interaction kernels jupyter notebook examples for interactionkernel ,0 301013,26009643001.0,IssuesEvent,2022-12-20 23:33:08,project-chip/connectedhomeip,https://api.github.com/repos/project-chip/connectedhomeip,closed,[TE-7-Test-Harness] cli.sh available test cases are failing with Google Thermostat,testing stale TE7 cert v1.1,"Trying to use test-harness-7 tool to execute TE-7 test cases related to thermostat. **Steps followed : 1. setup test-harness-7 on raspi 2. Commissioned thermostat using test-harness-7's chip-tool [./chip-tool pairing onnetwork ] 3. Edited wifi_config and dut_config in test-harness.config file as below. ubuntu@matter-te-7:~$ cat test-harness.config** { ""logging"": { ""path"": ""./logs"", ""filename"": ""{time:YYYY-MM-DD}.log"", ""level"": ""debug"", ""rotation"": ""20 days"", ""retention"": ""1 months"", ""format"": ""{level: <8} | {time:YYYY-MM-DD HH:mm:ss.SSS} | {name}:{function}:{line} | {message}"" }, ""notifier"":{ ""enable_notifications"": false, ""notifier_config"":{ ""username"": ""xiole.chip.test@gmail.com"", ""password"": ""yntwdxwyofvehafg"", ""to"": ""xiole.chip.test@gmail.com"", ""subject"": ""CHIP Tool Crash Log"" } }, ""network"":{ ""fabric_id"":""0"", ""thread"": { ""dataset"": { ""channel"": ""15"", ""panid"": ""0x1234"", ""extpanid"": ""1111111122222222"", ""masterkey"": ""00112233445566778899aabbccddeeff"", ""networkname"": ""DEMO"" }, ""rcp_serial_path"": ""/dev/ttyACM0"", ""rcp_baudrate"": 115200, ""on_mesh_prefix"": ""fd11:22::/64"", ""network_interface"": ""wlan0"" }, ""wifi"":{ ""ssid"": ""rkreddy"", ""password"": ""adhyareddy"" } }, ""dut_config"":{ ""pairing_mode"":""onnetwork"", ""setup_code"":""12958229"", ""discriminator"":""3840"", ""ip_address"":""10.0.0.245"", ""port"":""5540"" } } **4. from $cli, executed TC_DM_1.1 test case and i see below error command ---> [./cli.sh run-tests --selected-tests '{""chip_tool_tests"":{""FirstChipToolSuite"":{""TC_DM_1_1"":1}}}']** **Error** INFO | 2021-12-29 22:23:30.766 | Run Test Runner is Ready INFO | 2021-12-29 22:23:30.771 | Test Run Executing INFO | 2021-12-29 22:23:30.783 | Test Suite Executing: Test Suite run with chip-tool tests INFO | 2021-12-29 22:23:30.785 | Setting up chip_tool INFO | 2021-12-29 22:25:33.216 | Pair with DUT CHIPTOOL | 2021-12-29 22:25:33.218 | [1640816611.365406][8:8] CHIP:CTL: Generating NOC CHIPTOOL | 2021-12-29 22:25:33.219 | [1640816611.365756][8:8] CHIP:CTL: Generating ICAC CHIPTOOL | 2021-12-29 22:25:33.220 | [1640816611.366031][8:8] CHIP:CTL: Generating RCAC CHIPTOOL | 2021-12-29 22:25:33.222 | [1640816611.375033][8:8] CHIP:DL: AUDIT: ===== RANDOM NUMBER GENERATOR AUDIT START ==== CHIPTOOL | 2021-12-29 22:25:33.223 | [1640816611.375077][8:8] CHIP:DL: AUDIT: * Validate buf1 and buf2 are <<>> CHIPTOOL | 2021-12-29 22:25:33.224 | [1640816611.375094][8:8] CHIP:DL: AUDIT: * Validate r1 and r2 are <<>> CHIPTOOL | 2021-12-29 22:25:33.226 | [1640816611.375111][8:8] CHIP:DL: AUDIT: * buf1: EC1BFAE170938194B9DD0C5EFE1523A1 CHIPTOOL | 2021-12-29 22:25:33.228 | [1640816611.375126][8:8] CHIP:DL: AUDIT: * buf2: 7B8FD073A47F01AE4DB0313640184EF1 CHIPTOOL | 2021-12-29 22:25:33.229 | [1640816611.375195][8:8] CHIP:DL: AUDIT: * r1: 0x6E6E3F1B r2: 0x1D0FA07B CHIPTOOL | 2021-12-29 22:25:33.230 | [1640816611.375212][8:8] CHIP:DL: AUDIT: ===== RANDOM NUMBER GENERATOR AUDIT END ==== CHIPTOOL | 2021-12-29 22:25:33.231 | [1640816611.375671][8:8] CHIP:DL: writing settings to file (/tmp/chip_factory.ini-TpPVnN) CHIPTOOL | 2021-12-29 22:25:33.232 | [1640816611.375943][8:8] CHIP:DL: renamed tmp file to file (/tmp/chip_factory.ini) CHIPTOOL | 2021-12-29 22:25:33.233 | [1640816611.376364][8:8] CHIP:DL: writing settings to file (/tmp/chip_config.ini-C6VcDO) CHIPTOOL | 2021-12-29 22:25:33.234 | [1640816611.376568][8:8] CHIP:DL: renamed tmp file to file (/tmp/chip_config.ini) CHIPTOOL | 2021-12-29 22:25:33.236 | [1640816611.376973][8:8] CHIP:DL: writing settings to file (/tmp/chip_counters.ini-lFsXUN) CHIPTOOL | 2021-12-29 22:25:33.237 | [1640816611.377170][8:8] CHIP:DL: renamed tmp file to file (/tmp/chip_counters.ini) CHIPTOOL | 2021-12-29 22:25:33.239 | [1640816611.377510][8:8] CHIP:DL: writing settings to file (/tmp/chip_counters.ini-Kz7SVP) CHIPTOOL | 2021-12-29 22:25:33.240 | [1640816611.378126][8:8] CHIP:DL: renamed tmp file to file (/tmp/chip_counters.ini) CHIPTOOL | 2021-12-29 22:25:33.241 | [1640816611.378188][8:8] CHIP:DL: NVS set: chip-counters/reboot-count = 1 (0x1) CHIPTOOL | 2021-12-29 22:25:33.242 | [1640816611.378453][8:8] CHIP:DL: writing settings to file (/tmp/chip_counters.ini-5krcRM) CHIPTOOL | 2021-12-29 22:25:33.243 | [1640816611.379111][8:8] CHIP:DL: renamed tmp file to file (/tmp/chip_counters.ini) CHIPTOOL | 2021-12-29 22:25:33.245 | [1640816611.379179][8:8] CHIP:DL: NVS set: chip-counters/total-operational-hours = 0 (0x0) CHIPTOOL | 2021-12-29 22:25:33.246 | [1640816611.379481][8:8] CHIP:DL: writing settings to file (/tmp/chip_counters.ini-DBzcoN) CHIPTOOL | 2021-12-29 22:25:33.248 | [1640816611.380121][8:8] CHIP:DL: renamed tmp file to file (/tmp/chip_counters.ini) CHIPTOOL | 2021-12-29 22:25:33.249 | [1640816611.380183][8:8] CHIP:DL: NVS set: chip-counters/boot-reason = 0 (0x0) CHIPTOOL | 2021-12-29 22:25:33.250 | [1640816611.381117][8:8] CHIP:DL: Got Ethernet interface: eth0 CHIPTOOL | 2021-12-29 22:25:33.251 | [1640816611.381718][8:8] CHIP:DL: Found the primary Ethernet interface:eth0 CHIPTOOL | 2021-12-29 22:25:33.252 | [1640816611.382334][8:8] CHIP:DL: Got WiFi interface: wlan0 CHIPTOOL | 2021-12-29 22:25:33.254 | [1640816611.384720][8:8] CHIP:DL: Found the primary WiFi interface:wlan0 CHIPTOOL | 2021-12-29 22:25:33.255 | [1640816611.384796][8:8] CHIP:IN: UDP::Init bind&listen port=5541 CHIPTOOL | 2021-12-29 22:25:33.256 | [1640816611.384907][8:8] CHIP:IN: UDP::Init bound to port=5541 CHIPTOOL | 2021-12-29 22:25:33.261 | [1640816611.384935][8:8] CHIP:IN: UDP::Init bind&listen port=5541 CHIPTOOL | 2021-12-29 22:25:33.263 | [1640816611.385026][8:8] CHIP:IN: UDP::Init bound to port=5541 CHIPTOOL | 2021-12-29 22:25:33.264 | [1640816611.385043][8:8] CHIP:IN: TransportMgr initialized CHIPTOOL | 2021-12-29 22:25:33.265 | [1640816611.385102][8:8] CHIP:DIS: Init fabric pairing table with server storage CHIPTOOL | 2021-12-29 22:25:33.267 | [1640816611.385565][8:8] CHIP:DL: writing settings to file (/tmp/chip_counters.ini-nMNKkM) CHIPTOOL | 2021-12-29 22:25:33.268 | [1640816611.386256][8:8] CHIP:DL: renamed tmp file to file (/tmp/chip_counters.ini) CHIPTOOL | 2021-12-29 22:25:33.270 | [1640816611.386315][8:8] CHIP:DL: NVS set: chip-counters/GlobalMCTR = 1000 (0x3E8) CHIPTOOL | 2021-12-29 22:25:33.271 | [1640816611.386434][8:8] CHIP:CTL: System State Initialized... CHIPTOOL | 2021-12-29 22:25:33.272 | [1640816611.388509][8:8] CHIP:DL: MDNS failed to join multicast group on eth0 for address type IPv4: ../../third_party/connectedhomeip/src/inet/IPEndPointBasis.cpp:387: Inet Error 0x00000110: Address not found CHIPTOOL | 2021-12-29 22:25:33.274 | [1640816611.393028][8:8] CHIP:DL: MDNS failed to join multicast group on vethf47a1f6 for address type IPv4: ../../third_party/connectedhomeip/src/inet/IPEndPointBasis.cpp:387: Inet Error 0x00000110: Address not found CHIPTOOL | 2021-12-29 22:25:33.275 | [1640816611.394507][8:8] CHIP:DL: MDNS failed to join multicast group on vethff776cf for address type IPv4: ../../third_party/connectedhomeip/src/inet/IPEndPointBasis.cpp:387: Inet Error 0x00000110: Address not found CHIPTOOL | 2021-12-29 22:25:33.277 | [1640816611.396022][8:8] CHIP:DL: MDNS failed to join multicast group on veth2d9a590 for address type IPv4: ../../third_party/connectedhomeip/src/inet/IPEndPointBasis.cpp:387: Inet Error 0x00000110: Address not found CHIPTOOL | 2021-12-29 22:25:33.278 | [1640816611.397499][8:8] CHIP:DL: MDNS failed to join multicast group on vethd1c4227 for address type IPv4: ../../third_party/connectedhomeip/src/inet/IPEndPointBasis.cpp:387: Inet Error 0x00000110: Address not found CHIPTOOL | 2021-12-29 22:25:33.280 | [1640816611.397668][8:8] CHIP:ZCL: Using ZAP configuration... CHIPTOOL | 2021-12-29 22:25:33.281 | [1640816611.398348][8:8] CHIP:DIS: Verifying the received credentials CHIPTOOL | 2021-12-29 22:25:33.282 | [1640816611.400526][8:8] CHIP:DIS: Added new fabric at index: 1, Initialized: 1 CHIPTOOL | 2021-12-29 22:25:33.283 | [1640816611.400568][8:8] CHIP:DIS: Assigned compressed fabric ID: 0x702D544ABC90021B, node ID: 0x000000000001B669 CHIPTOOL | 2021-12-29 22:25:33.284 | [1640816611.400585][8:8] CHIP:CTL: Joined the fabric at index 1. Compressed fabric ID is: 0x702D544ABC90021B CHIPTOOL | 2021-12-29 22:25:33.285 | [1640816611.400943][8:18] CHIP:DL: CHIP task running CHIPTOOL | 2021-12-29 22:25:33.287 | [1640816611.401276][8:18] CHIP:DIS: Attempt to mDNS broadcast failed: ../../third_party/connectedhomeip/src/inet/IPEndPointBasis.cpp:687: OS Error 0x02000065: Network is unreachable CHIPTOOL | 2021-12-29 22:25:33.288 | [1640816611.402199][8:18] CHIP:DIS: Attempt to mDNS broadcast failed: ../../third_party/connectedhomeip/src/inet/IPEndPointBasis.cpp:687: OS Error 0x02000065: Network is unreachable CHIPTOOL | 2021-12-29 22:25:33.289 | [1640816731.401355][8:8] CHIP:-: ../../commands/common/CHIPCommand.cpp:125: CHIP Error 0x00000032: Timeout at ../../commands/common/CHIPCommand.cpp:84 CHIPTOOL | 2021-12-29 22:25:33.290 | [1640816731.401441][8:8] CHIP:TOO: Run command failure: ../../commands/common/CHIPCommand.cpp:125: CHIP Error 0x00000032: Timeout CHIPTOOL | 2021-12-29 22:25:33.291 | [1640816731.527525][8:8] CHIP:CTL: Shutting down the System State, this will teardown the CHIP Stack CHIPTOOL | 2021-12-29 22:25:33.292 | [1640816731.528030][8:8] CHIP:DL: writing settings to file (/tmp/chip_counters.ini-DnBWIO) CHIPTOOL | 2021-12-29 22:25:33.293 | [1640816731.528922][8:8] CHIP:DL: renamed tmp file to file (/tmp/chip_counters.ini) CHIPTOOL | 2021-12-29 22:25:33.297 | [1640816731.529015][8:8] CHIP:DL: NVS set: chip-counters/total-operational-hours = 0 (0x0) CHIPTOOL | 2021-12-29 22:25:33.298 | [1640816731.529033][8:8] CHIP:DL: Inet Layer shutdown CHIPTOOL | 2021-12-29 22:25:33.299 | [1640816731.529500][8:8] CHIP:DL: BLE layer shutdown CHIPTOOL | 2021-12-29 22:25:33.300 | [1640816731.529523][8:8] CHIP:DL: System Layer shutdown ERROR | 2021-12-29 22:25:33.301 | Test Suite Error: Error occurred during setup of test suite.#FirstChipToolSuite. #Failed to pair with DUT INFO | 2021-12-29 22:25:33.345 | Cancel test case INFO | 2021-12-29 22:25:33.348 | Cancel test step INFO | 2021-12-29 22:25:33.350 | Cancel test step INFO | 2021-12-29 22:25:33.352 | Cancel test step INFO | 2021-12-29 22:25:33.355 | Cancel test step INFO | 2021-12-29 22:25:33.357 | Cancel test step INFO | 2021-12-29 22:25:33.359 | Cancel test step INFO | 2021-12-29 22:25:33.362 | Cancel test step INFO | 2021-12-29 22:25:33.364 | Cancel test step INFO | 2021-12-29 22:25:33.366 | Cancel test step INFO | 2021-12-29 22:25:33.369 | Cancel test step INFO | 2021-12-29 22:25:33.371 | Cancel test step INFO | 2021-12-29 22:25:33.373 | Cancel test step INFO | 2021-12-29 22:25:33.375 | Cancel test step INFO | 2021-12-29 22:25:33.377 | Cancel test step INFO | 2021-12-29 22:25:33.380 | Cancel test step INFO | 2021-12-29 22:25:33.385 | Cancel test step INFO | 2021-12-29 22:25:33.388 | Cancel test step INFO | 2021-12-29 22:25:33.390 | Cancel test step INFO | 2021-12-29 22:25:33.392 | Cancel test step INFO | 2021-12-29 22:25:33.395 | Stopping chip-tool container INFO | 2021-12-29 22:25:33.397 | Test Suite Completed [ERROR]: Test Suite run with chip-tool tests INFO | 2021-12-29 22:25:33.405 | Test Run Completed [ERROR] Issue : In test-harness.config file under dut_config I don't see these parameters (node_id and pin code) but I see TE-6 supported parameters (setup code, discriminatior, ip address, port). Is test-harness should be updated or need any extra parameters to be added? ",1.0,"[TE-7-Test-Harness] cli.sh available test cases are failing with Google Thermostat - Trying to use test-harness-7 tool to execute TE-7 test cases related to thermostat. **Steps followed : 1. setup test-harness-7 on raspi 2. Commissioned thermostat using test-harness-7's chip-tool [./chip-tool pairing onnetwork ] 3. Edited wifi_config and dut_config in test-harness.config file as below. ubuntu@matter-te-7:~$ cat test-harness.config** { ""logging"": { ""path"": ""./logs"", ""filename"": ""{time:YYYY-MM-DD}.log"", ""level"": ""debug"", ""rotation"": ""20 days"", ""retention"": ""1 months"", ""format"": ""{level: <8} | {time:YYYY-MM-DD HH:mm:ss.SSS} | {name}:{function}:{line} | {message}"" }, ""notifier"":{ ""enable_notifications"": false, ""notifier_config"":{ ""username"": ""xiole.chip.test@gmail.com"", ""password"": ""yntwdxwyofvehafg"", ""to"": ""xiole.chip.test@gmail.com"", ""subject"": ""CHIP Tool Crash Log"" } }, ""network"":{ ""fabric_id"":""0"", ""thread"": { ""dataset"": { ""channel"": ""15"", ""panid"": ""0x1234"", ""extpanid"": ""1111111122222222"", ""masterkey"": ""00112233445566778899aabbccddeeff"", ""networkname"": ""DEMO"" }, ""rcp_serial_path"": ""/dev/ttyACM0"", ""rcp_baudrate"": 115200, ""on_mesh_prefix"": ""fd11:22::/64"", ""network_interface"": ""wlan0"" }, ""wifi"":{ ""ssid"": ""rkreddy"", ""password"": ""adhyareddy"" } }, ""dut_config"":{ ""pairing_mode"":""onnetwork"", ""setup_code"":""12958229"", ""discriminator"":""3840"", ""ip_address"":""10.0.0.245"", ""port"":""5540"" } } **4. from $cli, executed TC_DM_1.1 test case and i see below error command ---> [./cli.sh run-tests --selected-tests '{""chip_tool_tests"":{""FirstChipToolSuite"":{""TC_DM_1_1"":1}}}']** **Error** INFO | 2021-12-29 22:23:30.766 | Run Test Runner is Ready INFO | 2021-12-29 22:23:30.771 | Test Run Executing INFO | 2021-12-29 22:23:30.783 | Test Suite Executing: Test Suite run with chip-tool tests INFO | 2021-12-29 22:23:30.785 | Setting up chip_tool INFO | 2021-12-29 22:25:33.216 | Pair with DUT CHIPTOOL | 2021-12-29 22:25:33.218 | [1640816611.365406][8:8] CHIP:CTL: Generating NOC CHIPTOOL | 2021-12-29 22:25:33.219 | [1640816611.365756][8:8] CHIP:CTL: Generating ICAC CHIPTOOL | 2021-12-29 22:25:33.220 | [1640816611.366031][8:8] CHIP:CTL: Generating RCAC CHIPTOOL | 2021-12-29 22:25:33.222 | [1640816611.375033][8:8] CHIP:DL: AUDIT: ===== RANDOM NUMBER GENERATOR AUDIT START ==== CHIPTOOL | 2021-12-29 22:25:33.223 | [1640816611.375077][8:8] CHIP:DL: AUDIT: * Validate buf1 and buf2 are <<>> CHIPTOOL | 2021-12-29 22:25:33.224 | [1640816611.375094][8:8] CHIP:DL: AUDIT: * Validate r1 and r2 are <<>> CHIPTOOL | 2021-12-29 22:25:33.226 | [1640816611.375111][8:8] CHIP:DL: AUDIT: * buf1: EC1BFAE170938194B9DD0C5EFE1523A1 CHIPTOOL | 2021-12-29 22:25:33.228 | [1640816611.375126][8:8] CHIP:DL: AUDIT: * buf2: 7B8FD073A47F01AE4DB0313640184EF1 CHIPTOOL | 2021-12-29 22:25:33.229 | [1640816611.375195][8:8] CHIP:DL: AUDIT: * r1: 0x6E6E3F1B r2: 0x1D0FA07B CHIPTOOL | 2021-12-29 22:25:33.230 | [1640816611.375212][8:8] CHIP:DL: AUDIT: ===== RANDOM NUMBER GENERATOR AUDIT END ==== CHIPTOOL | 2021-12-29 22:25:33.231 | [1640816611.375671][8:8] CHIP:DL: writing settings to file (/tmp/chip_factory.ini-TpPVnN) CHIPTOOL | 2021-12-29 22:25:33.232 | [1640816611.375943][8:8] CHIP:DL: renamed tmp file to file (/tmp/chip_factory.ini) CHIPTOOL | 2021-12-29 22:25:33.233 | [1640816611.376364][8:8] CHIP:DL: writing settings to file (/tmp/chip_config.ini-C6VcDO) CHIPTOOL | 2021-12-29 22:25:33.234 | [1640816611.376568][8:8] CHIP:DL: renamed tmp file to file (/tmp/chip_config.ini) CHIPTOOL | 2021-12-29 22:25:33.236 | [1640816611.376973][8:8] CHIP:DL: writing settings to file (/tmp/chip_counters.ini-lFsXUN) CHIPTOOL | 2021-12-29 22:25:33.237 | [1640816611.377170][8:8] CHIP:DL: renamed tmp file to file (/tmp/chip_counters.ini) CHIPTOOL | 2021-12-29 22:25:33.239 | [1640816611.377510][8:8] CHIP:DL: writing settings to file (/tmp/chip_counters.ini-Kz7SVP) CHIPTOOL | 2021-12-29 22:25:33.240 | [1640816611.378126][8:8] CHIP:DL: renamed tmp file to file (/tmp/chip_counters.ini) CHIPTOOL | 2021-12-29 22:25:33.241 | [1640816611.378188][8:8] CHIP:DL: NVS set: chip-counters/reboot-count = 1 (0x1) CHIPTOOL | 2021-12-29 22:25:33.242 | [1640816611.378453][8:8] CHIP:DL: writing settings to file (/tmp/chip_counters.ini-5krcRM) CHIPTOOL | 2021-12-29 22:25:33.243 | [1640816611.379111][8:8] CHIP:DL: renamed tmp file to file (/tmp/chip_counters.ini) CHIPTOOL | 2021-12-29 22:25:33.245 | [1640816611.379179][8:8] CHIP:DL: NVS set: chip-counters/total-operational-hours = 0 (0x0) CHIPTOOL | 2021-12-29 22:25:33.246 | [1640816611.379481][8:8] CHIP:DL: writing settings to file (/tmp/chip_counters.ini-DBzcoN) CHIPTOOL | 2021-12-29 22:25:33.248 | [1640816611.380121][8:8] CHIP:DL: renamed tmp file to file (/tmp/chip_counters.ini) CHIPTOOL | 2021-12-29 22:25:33.249 | [1640816611.380183][8:8] CHIP:DL: NVS set: chip-counters/boot-reason = 0 (0x0) CHIPTOOL | 2021-12-29 22:25:33.250 | [1640816611.381117][8:8] CHIP:DL: Got Ethernet interface: eth0 CHIPTOOL | 2021-12-29 22:25:33.251 | [1640816611.381718][8:8] CHIP:DL: Found the primary Ethernet interface:eth0 CHIPTOOL | 2021-12-29 22:25:33.252 | [1640816611.382334][8:8] CHIP:DL: Got WiFi interface: wlan0 CHIPTOOL | 2021-12-29 22:25:33.254 | [1640816611.384720][8:8] CHIP:DL: Found the primary WiFi interface:wlan0 CHIPTOOL | 2021-12-29 22:25:33.255 | [1640816611.384796][8:8] CHIP:IN: UDP::Init bind&listen port=5541 CHIPTOOL | 2021-12-29 22:25:33.256 | [1640816611.384907][8:8] CHIP:IN: UDP::Init bound to port=5541 CHIPTOOL | 2021-12-29 22:25:33.261 | [1640816611.384935][8:8] CHIP:IN: UDP::Init bind&listen port=5541 CHIPTOOL | 2021-12-29 22:25:33.263 | [1640816611.385026][8:8] CHIP:IN: UDP::Init bound to port=5541 CHIPTOOL | 2021-12-29 22:25:33.264 | [1640816611.385043][8:8] CHIP:IN: TransportMgr initialized CHIPTOOL | 2021-12-29 22:25:33.265 | [1640816611.385102][8:8] CHIP:DIS: Init fabric pairing table with server storage CHIPTOOL | 2021-12-29 22:25:33.267 | [1640816611.385565][8:8] CHIP:DL: writing settings to file (/tmp/chip_counters.ini-nMNKkM) CHIPTOOL | 2021-12-29 22:25:33.268 | [1640816611.386256][8:8] CHIP:DL: renamed tmp file to file (/tmp/chip_counters.ini) CHIPTOOL | 2021-12-29 22:25:33.270 | [1640816611.386315][8:8] CHIP:DL: NVS set: chip-counters/GlobalMCTR = 1000 (0x3E8) CHIPTOOL | 2021-12-29 22:25:33.271 | [1640816611.386434][8:8] CHIP:CTL: System State Initialized... CHIPTOOL | 2021-12-29 22:25:33.272 | [1640816611.388509][8:8] CHIP:DL: MDNS failed to join multicast group on eth0 for address type IPv4: ../../third_party/connectedhomeip/src/inet/IPEndPointBasis.cpp:387: Inet Error 0x00000110: Address not found CHIPTOOL | 2021-12-29 22:25:33.274 | [1640816611.393028][8:8] CHIP:DL: MDNS failed to join multicast group on vethf47a1f6 for address type IPv4: ../../third_party/connectedhomeip/src/inet/IPEndPointBasis.cpp:387: Inet Error 0x00000110: Address not found CHIPTOOL | 2021-12-29 22:25:33.275 | [1640816611.394507][8:8] CHIP:DL: MDNS failed to join multicast group on vethff776cf for address type IPv4: ../../third_party/connectedhomeip/src/inet/IPEndPointBasis.cpp:387: Inet Error 0x00000110: Address not found CHIPTOOL | 2021-12-29 22:25:33.277 | [1640816611.396022][8:8] CHIP:DL: MDNS failed to join multicast group on veth2d9a590 for address type IPv4: ../../third_party/connectedhomeip/src/inet/IPEndPointBasis.cpp:387: Inet Error 0x00000110: Address not found CHIPTOOL | 2021-12-29 22:25:33.278 | [1640816611.397499][8:8] CHIP:DL: MDNS failed to join multicast group on vethd1c4227 for address type IPv4: ../../third_party/connectedhomeip/src/inet/IPEndPointBasis.cpp:387: Inet Error 0x00000110: Address not found CHIPTOOL | 2021-12-29 22:25:33.280 | [1640816611.397668][8:8] CHIP:ZCL: Using ZAP configuration... CHIPTOOL | 2021-12-29 22:25:33.281 | [1640816611.398348][8:8] CHIP:DIS: Verifying the received credentials CHIPTOOL | 2021-12-29 22:25:33.282 | [1640816611.400526][8:8] CHIP:DIS: Added new fabric at index: 1, Initialized: 1 CHIPTOOL | 2021-12-29 22:25:33.283 | [1640816611.400568][8:8] CHIP:DIS: Assigned compressed fabric ID: 0x702D544ABC90021B, node ID: 0x000000000001B669 CHIPTOOL | 2021-12-29 22:25:33.284 | [1640816611.400585][8:8] CHIP:CTL: Joined the fabric at index 1. Compressed fabric ID is: 0x702D544ABC90021B CHIPTOOL | 2021-12-29 22:25:33.285 | [1640816611.400943][8:18] CHIP:DL: CHIP task running CHIPTOOL | 2021-12-29 22:25:33.287 | [1640816611.401276][8:18] CHIP:DIS: Attempt to mDNS broadcast failed: ../../third_party/connectedhomeip/src/inet/IPEndPointBasis.cpp:687: OS Error 0x02000065: Network is unreachable CHIPTOOL | 2021-12-29 22:25:33.288 | [1640816611.402199][8:18] CHIP:DIS: Attempt to mDNS broadcast failed: ../../third_party/connectedhomeip/src/inet/IPEndPointBasis.cpp:687: OS Error 0x02000065: Network is unreachable CHIPTOOL | 2021-12-29 22:25:33.289 | [1640816731.401355][8:8] CHIP:-: ../../commands/common/CHIPCommand.cpp:125: CHIP Error 0x00000032: Timeout at ../../commands/common/CHIPCommand.cpp:84 CHIPTOOL | 2021-12-29 22:25:33.290 | [1640816731.401441][8:8] CHIP:TOO: Run command failure: ../../commands/common/CHIPCommand.cpp:125: CHIP Error 0x00000032: Timeout CHIPTOOL | 2021-12-29 22:25:33.291 | [1640816731.527525][8:8] CHIP:CTL: Shutting down the System State, this will teardown the CHIP Stack CHIPTOOL | 2021-12-29 22:25:33.292 | [1640816731.528030][8:8] CHIP:DL: writing settings to file (/tmp/chip_counters.ini-DnBWIO) CHIPTOOL | 2021-12-29 22:25:33.293 | [1640816731.528922][8:8] CHIP:DL: renamed tmp file to file (/tmp/chip_counters.ini) CHIPTOOL | 2021-12-29 22:25:33.297 | [1640816731.529015][8:8] CHIP:DL: NVS set: chip-counters/total-operational-hours = 0 (0x0) CHIPTOOL | 2021-12-29 22:25:33.298 | [1640816731.529033][8:8] CHIP:DL: Inet Layer shutdown CHIPTOOL | 2021-12-29 22:25:33.299 | [1640816731.529500][8:8] CHIP:DL: BLE layer shutdown CHIPTOOL | 2021-12-29 22:25:33.300 | [1640816731.529523][8:8] CHIP:DL: System Layer shutdown ERROR | 2021-12-29 22:25:33.301 | Test Suite Error: Error occurred during setup of test suite.#FirstChipToolSuite. #Failed to pair with DUT INFO | 2021-12-29 22:25:33.345 | Cancel test case INFO | 2021-12-29 22:25:33.348 | Cancel test step INFO | 2021-12-29 22:25:33.350 | Cancel test step INFO | 2021-12-29 22:25:33.352 | Cancel test step INFO | 2021-12-29 22:25:33.355 | Cancel test step INFO | 2021-12-29 22:25:33.357 | Cancel test step INFO | 2021-12-29 22:25:33.359 | Cancel test step INFO | 2021-12-29 22:25:33.362 | Cancel test step INFO | 2021-12-29 22:25:33.364 | Cancel test step INFO | 2021-12-29 22:25:33.366 | Cancel test step INFO | 2021-12-29 22:25:33.369 | Cancel test step INFO | 2021-12-29 22:25:33.371 | Cancel test step INFO | 2021-12-29 22:25:33.373 | Cancel test step INFO | 2021-12-29 22:25:33.375 | Cancel test step INFO | 2021-12-29 22:25:33.377 | Cancel test step INFO | 2021-12-29 22:25:33.380 | Cancel test step INFO | 2021-12-29 22:25:33.385 | Cancel test step INFO | 2021-12-29 22:25:33.388 | Cancel test step INFO | 2021-12-29 22:25:33.390 | Cancel test step INFO | 2021-12-29 22:25:33.392 | Cancel test step INFO | 2021-12-29 22:25:33.395 | Stopping chip-tool container INFO | 2021-12-29 22:25:33.397 | Test Suite Completed [ERROR]: Test Suite run with chip-tool tests INFO | 2021-12-29 22:25:33.405 | Test Run Completed [ERROR] Issue : In test-harness.config file under dut_config I don't see these parameters (node_id and pin code) but I see TE-6 supported parameters (setup code, discriminatior, ip address, port). Is test-harness should be updated or need any extra parameters to be added? ",0, cli sh available test cases are failing with google thermostat trying to use test harness tool to execute te test cases related to thermostat steps followed setup test harness on raspi commissioned thermostat using test harness s chip tool edited wifi config and dut config in test harness config file as below ubuntu matter te cat test harness config logging path logs filename time yyyy mm dd log level debug rotation days retention months format level time yyyy mm dd hh mm ss sss name function line message notifier enable notifications false notifier config username xiole chip test gmail com password yntwdxwyofvehafg to xiole chip test gmail com subject chip tool crash log network fabric id thread dataset channel panid extpanid masterkey networkname demo rcp serial path dev rcp baudrate on mesh prefix network interface wifi ssid rkreddy password adhyareddy dut config pairing mode onnetwork setup code discriminator ip address port from cli executed tc dm test case and i see below error command error info run test runner is ready info test run executing info test suite executing test suite run with chip tool tests info setting up chip tool info pair with dut chiptool chip ctl generating noc chiptool chip ctl generating icac chiptool chip ctl generating rcac chiptool chip dl audit random number generator audit start chiptool chip dl audit validate and are chiptool chip dl audit validate and are chiptool chip dl audit chiptool chip dl audit chiptool chip dl audit chiptool chip dl audit random number generator audit end chiptool chip dl writing settings to file tmp chip factory ini tppvnn chiptool chip dl renamed tmp file to file tmp chip factory ini chiptool chip dl writing settings to file tmp chip config ini chiptool chip dl renamed tmp file to file tmp chip config ini chiptool chip dl writing settings to file tmp chip counters ini lfsxun chiptool chip dl renamed tmp file to file tmp chip counters ini chiptool chip dl writing settings to file tmp chip counters ini chiptool chip dl renamed tmp file to file tmp chip counters ini chiptool chip dl nvs set chip counters reboot count chiptool chip dl writing settings to file tmp chip counters ini chiptool chip dl renamed tmp file to file tmp chip counters ini chiptool chip dl nvs set chip counters total operational hours chiptool chip dl writing settings to file tmp chip counters ini dbzcon chiptool chip dl renamed tmp file to file tmp chip counters ini chiptool chip dl nvs set chip counters boot reason chiptool chip dl got ethernet interface chiptool chip dl found the primary ethernet interface chiptool chip dl got wifi interface chiptool chip dl found the primary wifi interface chiptool chip in udp init bind listen port chiptool chip in udp init bound to port chiptool chip in udp init bind listen port chiptool chip in udp init bound to port chiptool chip in transportmgr initialized chiptool chip dis init fabric pairing table with server storage chiptool chip dl writing settings to file tmp chip counters ini nmnkkm chiptool chip dl renamed tmp file to file tmp chip counters ini chiptool chip dl nvs set chip counters globalmctr chiptool chip ctl system state initialized chiptool chip dl mdns failed to join multicast group on for address type third party connectedhomeip src inet ipendpointbasis cpp inet error address not found chiptool chip dl mdns failed to join multicast group on for address type third party connectedhomeip src inet ipendpointbasis cpp inet error address not found chiptool chip dl mdns failed to join multicast group on for address type third party connectedhomeip src inet ipendpointbasis cpp inet error address not found chiptool chip dl mdns failed to join multicast group on for address type third party connectedhomeip src inet ipendpointbasis cpp inet error address not found chiptool chip dl mdns failed to join multicast group on for address type third party connectedhomeip src inet ipendpointbasis cpp inet error address not found chiptool chip zcl using zap configuration chiptool chip dis verifying the received credentials chiptool chip dis added new fabric at index initialized chiptool chip dis assigned compressed fabric id node id chiptool chip ctl joined the fabric at index compressed fabric id is chiptool chip dl chip task running chiptool chip dis attempt to mdns broadcast failed third party connectedhomeip src inet ipendpointbasis cpp os error network is unreachable chiptool chip dis attempt to mdns broadcast failed third party connectedhomeip src inet ipendpointbasis cpp os error network is unreachable chiptool chip commands common chipcommand cpp chip error timeout at commands common chipcommand cpp chiptool chip too run command failure commands common chipcommand cpp chip error timeout chiptool chip ctl shutting down the system state this will teardown the chip stack chiptool chip dl writing settings to file tmp chip counters ini dnbwio chiptool chip dl renamed tmp file to file tmp chip counters ini chiptool chip dl nvs set chip counters total operational hours chiptool chip dl inet layer shutdown chiptool chip dl ble layer shutdown chiptool chip dl system layer shutdown error test suite error error occurred during setup of test suite firstchiptoolsuite failed to pair with dut info cancel test case info cancel test step info cancel test step info cancel test step info cancel test step info cancel test step info cancel test step info cancel test step info cancel test step info cancel test step info cancel test step info cancel test step info cancel test step info cancel test step info cancel test step info cancel test step info cancel test step info cancel test step info cancel test step info cancel test step info stopping chip tool container info test suite completed test suite run with chip tool tests info test run completed issue in test harness config file under dut config i don t see these parameters node id and pin code but i see te supported parameters setup code discriminatior ip address port is test harness should be updated or need any extra parameters to be added ,0 709493,24380029155.0,IssuesEvent,2022-10-04 06:56:25,zephyrproject-rtos/zephyr,https://api.github.com/repos/zephyrproject-rtos/zephyr,closed,Add overlay-bt-minimal.conf for smp_svr sample application,Enhancement priority: low area: Bluetooth area: mcumgr,"**Is your enhancement proposal related to a problem? Please describe.** At present, the smp_svr sample application will not build for constrained devices, and will only just fit some other devices e.g. nRF52832, whereby about 98% of the total RAM is used. **Describe the solution you'd like** There should therefore be a minimal bt configuration that can be used for these devices with reduced functionality or features but that can fit **Describe alternatives you've considered** Reduce the feature set for all devices, not good as it then places unwarranted limitations on more capable devices",1.0,"Add overlay-bt-minimal.conf for smp_svr sample application - **Is your enhancement proposal related to a problem? Please describe.** At present, the smp_svr sample application will not build for constrained devices, and will only just fit some other devices e.g. nRF52832, whereby about 98% of the total RAM is used. **Describe the solution you'd like** There should therefore be a minimal bt configuration that can be used for these devices with reduced functionality or features but that can fit **Describe alternatives you've considered** Reduce the feature set for all devices, not good as it then places unwarranted limitations on more capable devices",0,add overlay bt minimal conf for smp svr sample application is your enhancement proposal related to a problem please describe at present the smp svr sample application will not build for constrained devices and will only just fit some other devices e g whereby about of the total ram is used describe the solution you d like there should therefore be a minimal bt configuration that can be used for these devices with reduced functionality or features but that can fit describe alternatives you ve considered reduce the feature set for all devices not good as it then places unwarranted limitations on more capable devices,0 203678,23169656551.0,IssuesEvent,2022-07-30 14:03:55,MatBenfield/news,https://api.github.com/repos/MatBenfield/news,closed,[SecurityWeek] Major Cybersecurity Breach of US Court System Comes to Light,SecurityWeek Stale," **The US federal court system suffered a major cybersecurity breach in 2020, House Judiciary chairman Rep. Jerrold Nadler revealed in a public hearing on Thursday.** [read more](https://www.securityweek.com/major-cybersecurity-breach-us-court-system-comes-light) ",True,"[SecurityWeek] Major Cybersecurity Breach of US Court System Comes to Light - **The US federal court system suffered a major cybersecurity breach in 2020, House Judiciary chairman Rep. Jerrold Nadler revealed in a public hearing on Thursday.** [read more](https://www.securityweek.com/major-cybersecurity-breach-us-court-system-comes-light) ",0, major cybersecurity breach of us court system comes to light the us federal court system suffered a major cybersecurity breach in house judiciary chairman rep jerrold nadler revealed in a public hearing on thursday ,0 3389,3436517617.0,IssuesEvent,2015-12-12 13:10:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Debugger closes after closing a running game.,enhancement topic:editor usability,"When the debugger is set to stay (in the script view, debug > show debugger), it'll always close after running and closing a game. It'd be ideal if it stayed open if explicitly set to show.",True,"Debugger closes after closing a running game. - When the debugger is set to stay (in the script view, debug > show debugger), it'll always close after running and closing a game. It'd be ideal if it stayed open if explicitly set to show.",1,debugger closes after closing a running game when the debugger is set to stay in the script view debug show debugger it ll always close after running and closing a game it d be ideal if it stayed open if explicitly set to show ,1 12759,8068723328.0,IssuesEvent,2018-08-06 00:10:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Minimizing the editor shrinks all panels,platform:windows usability," **Godot version:** 3.1 6c569c9 **OS/device including version:** Windows 10 x64 **Issue description:** A short video demonstrating the problem: https://streamable.com/doj64 **Steps to reproduce:** 1. Open a project 2. Resize any panel to whatever size 3. Minimize the window 4. Restore the window",True,"Minimizing the editor shrinks all panels - **Godot version:** 3.1 6c569c9 **OS/device including version:** Windows 10 x64 **Issue description:** A short video demonstrating the problem: https://streamable.com/doj64 **Steps to reproduce:** 1. Open a project 2. Resize any panel to whatever size 3. Minimize the window 4. Restore the window",1,minimizing the editor shrinks all panels please search existing issues for potential duplicates before filing yours godot version os device including version windows issue description a short video demonstrating the problem steps to reproduce open a project resize any panel to whatever size minimize the window restore the window,1 15901,10369944881.0,IssuesEvent,2019-09-08 08:28:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Complex custom resources: workflow problems,enhancement topic:core topic:mono usability," **Godot version:** 488884178e773a6e80070663d92cc53cb820bff9 **Issue description:** There are a number of open issues and comments surrounding the usage of custom resources in Godot, but I didn't find anything which comprehensively covers the problem, so I thought I'd create an issue on it here, since now the problems surrounding loading custom resources are resolved when using C#. The following text uses C# examples, but the same applies to GDScript. Consider we have the following hypothetical data structures saved into different scripts: ```cs public class MonsterInfo : Resource { [Export] public Stats stats; [Export] public ElementalResistances resistances; [Export] public DropChance[] dropChances; [Export] ... } public class Stats : Resource { [Export] public int strength; [Export] public int defense; [Export] public int magic; [Export] public int resistance; [Export] ... } public class ElementalResistances : Resource { [Export] public int fire; [Export] public int water; [Export] public int holy; [Export] public int unholy; [Export] ... } public class DropChance : Resource { [Export] public Item item; [Export] public float chance; } ``` So, our `MonsterInfo` resource will hold various other resources which describe its make-up; we can save this to disk and have our own database editable right there in the editor. Great! But once you create a new `MonsterInfo` resource, you run into this problem: every property exported gives just a big list of resources to create from, none of which are what you really want: ![image](https://user-images.githubusercontent.com/28724859/54003564-3a9e8a80-4118-11e9-9220-f341b8623e4f.png) In order to assign something to these slots, it is required to create them first in the FileSystem, save them to disk, then drag and drop them into the slot. So your project winds up littered with all these extra resources that exist just to be placed into those slots, when what you really want is the ability to just create a resource right there and have them 'built-in' to the file, as you can do with other resources. This is especially egregious with `DropChance`: for every entry you'd like to create describing what items this monster will drop when killed, that's another resource you have to go through the process of creating. One proposed solution to this problem is to keep everything within the one resource: ```cs class MonsterInfo : Resource{ [Export] public int strength; [Export] public int defense; ... [Export] public int fireRes; [Export] public int waterRes; ... [Export] public Item itemA; [Export] public float itemADropChance; [Export] public Item itemB; [Export] public item itemBDropChance; ... } ``` However, this introduces a problem where, if you have another resource of type `PlayableCharacterInfo`, which also uses `Stats`, `ElementalResistances` and so forth, you must copy/paste your code, or try to refactor it by introducing a base class, which can have its own problems (since multiple inheritance isn't a thing in either GDScript or C#.) Another possible solution (at least for `DropChance`) is to use a dictionary, where you manually define an entry that takes one resource (or path to a resource) and one float; however, dictionaries aren't really designed for this usage, and if you needed to introduce a 3rd variable, the problem gets even worse, where you now have to associate an array as the value to the dictionary which contains the rest of the info. This entire solution is unwieldy due to the fact that you don't have any guarantee of what's in these dictionaries or if the array is in the right order, so extra care must be given here and you must reference back to this resource when working with it in code to ensure you're accessing them properly, as there's no names associated with this data, nor any type safety; the same applies in the case of foregoing custom resources for, say, `Stats`, and just using an int array instead: you have to count how many entries you're adding, and you have to memorize the order in which they're meant to go, as there's no names to go by here either. A third solution is to just forego custom resources all together and use JSON or some other text format, which has the drawback of being more difficult to work with (no inspector, so none of the benefits which can come from it), and since you still have to figure out what to do with all your data once it's parsed, introducing more work on behalf of the developer; it's something which can break easily in ways that are hard to debug, as another developer who works in this manner has revealed to me. One could create an inspector of their own to work with all this data, but that's yet more work for each new resource introduced, not leveraging the power of Godot already present. Perhaps the most robust solution right now is to also forego custom resources but to instead define your data into one big script that contains just definitions; while less than ideal, as you still have much typing to do, you can at least be certain that you have a name associated with all your data, with type safety, and neatly organized into sub-objects which can just be associated with any data type of your choosing: ```cs private static readonly Dictionary MonsterDefinitions = new Dictionary { ... stats = new Stats { strength = 381, psionics = 412, defense = 255, resistance = 307, ... }, elements = new Elements { sun = 2, moon = 2, ... }, skills = new Skills { trainer = 3, smash = 3, ... }, ... ``` And then there's the business where you create a plugin for this stuff, but that's also unwieldy and shrouded in mystery. In an ideal Godot, you would simply be able to create a resource of the exported type right there in the slot, and then modify the built-in entry that way; now you don't need to clutter up the project with possibly hundreds (or more, depending on the complexity of your data) of resources that do nothing but provide the makeup of other more complex resources (say, you have 100 different monsters in your game, each of which requires 5 other resources to describe it), or try to come up with some other less-than-ideal solution. Compare this situation to Unity3D's ScriptableObject/Serializable attribute, the parallel to Godot's custom resources: ```cs public class MonsterInfo : ScriptableObject{ public Stats stats; ... } [System.Serializable] public class Stats{ public int strength; ... } ``` In this case, all the public values of `Stats` will just show up in the inspector when a `MonsterInfo` file is inspected, and can thus be assigned to right there, in its own collapsible menu; it makes creating complex data simple and intuitive, again, bringing all the benefits of the inspector with it. I think Godot can be just as easy and simple to work with data in this regard, but currently it is not.",True,"Complex custom resources: workflow problems - **Godot version:** 488884178e773a6e80070663d92cc53cb820bff9 **Issue description:** There are a number of open issues and comments surrounding the usage of custom resources in Godot, but I didn't find anything which comprehensively covers the problem, so I thought I'd create an issue on it here, since now the problems surrounding loading custom resources are resolved when using C#. The following text uses C# examples, but the same applies to GDScript. Consider we have the following hypothetical data structures saved into different scripts: ```cs public class MonsterInfo : Resource { [Export] public Stats stats; [Export] public ElementalResistances resistances; [Export] public DropChance[] dropChances; [Export] ... } public class Stats : Resource { [Export] public int strength; [Export] public int defense; [Export] public int magic; [Export] public int resistance; [Export] ... } public class ElementalResistances : Resource { [Export] public int fire; [Export] public int water; [Export] public int holy; [Export] public int unholy; [Export] ... } public class DropChance : Resource { [Export] public Item item; [Export] public float chance; } ``` So, our `MonsterInfo` resource will hold various other resources which describe its make-up; we can save this to disk and have our own database editable right there in the editor. Great! But once you create a new `MonsterInfo` resource, you run into this problem: every property exported gives just a big list of resources to create from, none of which are what you really want: ![image](https://user-images.githubusercontent.com/28724859/54003564-3a9e8a80-4118-11e9-9220-f341b8623e4f.png) In order to assign something to these slots, it is required to create them first in the FileSystem, save them to disk, then drag and drop them into the slot. So your project winds up littered with all these extra resources that exist just to be placed into those slots, when what you really want is the ability to just create a resource right there and have them 'built-in' to the file, as you can do with other resources. This is especially egregious with `DropChance`: for every entry you'd like to create describing what items this monster will drop when killed, that's another resource you have to go through the process of creating. One proposed solution to this problem is to keep everything within the one resource: ```cs class MonsterInfo : Resource{ [Export] public int strength; [Export] public int defense; ... [Export] public int fireRes; [Export] public int waterRes; ... [Export] public Item itemA; [Export] public float itemADropChance; [Export] public Item itemB; [Export] public item itemBDropChance; ... } ``` However, this introduces a problem where, if you have another resource of type `PlayableCharacterInfo`, which also uses `Stats`, `ElementalResistances` and so forth, you must copy/paste your code, or try to refactor it by introducing a base class, which can have its own problems (since multiple inheritance isn't a thing in either GDScript or C#.) Another possible solution (at least for `DropChance`) is to use a dictionary, where you manually define an entry that takes one resource (or path to a resource) and one float; however, dictionaries aren't really designed for this usage, and if you needed to introduce a 3rd variable, the problem gets even worse, where you now have to associate an array as the value to the dictionary which contains the rest of the info. This entire solution is unwieldy due to the fact that you don't have any guarantee of what's in these dictionaries or if the array is in the right order, so extra care must be given here and you must reference back to this resource when working with it in code to ensure you're accessing them properly, as there's no names associated with this data, nor any type safety; the same applies in the case of foregoing custom resources for, say, `Stats`, and just using an int array instead: you have to count how many entries you're adding, and you have to memorize the order in which they're meant to go, as there's no names to go by here either. A third solution is to just forego custom resources all together and use JSON or some other text format, which has the drawback of being more difficult to work with (no inspector, so none of the benefits which can come from it), and since you still have to figure out what to do with all your data once it's parsed, introducing more work on behalf of the developer; it's something which can break easily in ways that are hard to debug, as another developer who works in this manner has revealed to me. One could create an inspector of their own to work with all this data, but that's yet more work for each new resource introduced, not leveraging the power of Godot already present. Perhaps the most robust solution right now is to also forego custom resources but to instead define your data into one big script that contains just definitions; while less than ideal, as you still have much typing to do, you can at least be certain that you have a name associated with all your data, with type safety, and neatly organized into sub-objects which can just be associated with any data type of your choosing: ```cs private static readonly Dictionary MonsterDefinitions = new Dictionary { ... stats = new Stats { strength = 381, psionics = 412, defense = 255, resistance = 307, ... }, elements = new Elements { sun = 2, moon = 2, ... }, skills = new Skills { trainer = 3, smash = 3, ... }, ... ``` And then there's the business where you create a plugin for this stuff, but that's also unwieldy and shrouded in mystery. In an ideal Godot, you would simply be able to create a resource of the exported type right there in the slot, and then modify the built-in entry that way; now you don't need to clutter up the project with possibly hundreds (or more, depending on the complexity of your data) of resources that do nothing but provide the makeup of other more complex resources (say, you have 100 different monsters in your game, each of which requires 5 other resources to describe it), or try to come up with some other less-than-ideal solution. Compare this situation to Unity3D's ScriptableObject/Serializable attribute, the parallel to Godot's custom resources: ```cs public class MonsterInfo : ScriptableObject{ public Stats stats; ... } [System.Serializable] public class Stats{ public int strength; ... } ``` In this case, all the public values of `Stats` will just show up in the inspector when a `MonsterInfo` file is inspected, and can thus be assigned to right there, in its own collapsible menu; it makes creating complex data simple and intuitive, again, bringing all the benefits of the inspector with it. I think Godot can be just as easy and simple to work with data in this regard, but currently it is not.",1,complex custom resources workflow problems please search existing issues for potential duplicates before filing yours godot version issue description there are a number of open issues and comments surrounding the usage of custom resources in godot but i didn t find anything which comprehensively covers the problem so i thought i d create an issue on it here since now the problems surrounding loading custom resources are resolved when using c the following text uses c examples but the same applies to gdscript consider we have the following hypothetical data structures saved into different scripts cs public class monsterinfo resource public stats stats public elementalresistances resistances public dropchance dropchances public class stats resource public int strength public int defense public int magic public int resistance public class elementalresistances resource public int fire public int water public int holy public int unholy public class dropchance resource public item item public float chance so our monsterinfo resource will hold various other resources which describe its make up we can save this to disk and have our own database editable right there in the editor great but once you create a new monsterinfo resource you run into this problem every property exported gives just a big list of resources to create from none of which are what you really want in order to assign something to these slots it is required to create them first in the filesystem save them to disk then drag and drop them into the slot so your project winds up littered with all these extra resources that exist just to be placed into those slots when what you really want is the ability to just create a resource right there and have them built in to the file as you can do with other resources this is especially egregious with dropchance for every entry you d like to create describing what items this monster will drop when killed that s another resource you have to go through the process of creating one proposed solution to this problem is to keep everything within the one resource cs class monsterinfo resource public int strength public int defense public int fireres public int waterres public item itema public float itemadropchance public item itemb public item itembdropchance however this introduces a problem where if you have another resource of type playablecharacterinfo which also uses stats elementalresistances and so forth you must copy paste your code or try to refactor it by introducing a base class which can have its own problems since multiple inheritance isn t a thing in either gdscript or c another possible solution at least for dropchance is to use a dictionary where you manually define an entry that takes one resource or path to a resource and one float however dictionaries aren t really designed for this usage and if you needed to introduce a variable the problem gets even worse where you now have to associate an array as the value to the dictionary which contains the rest of the info this entire solution is unwieldy due to the fact that you don t have any guarantee of what s in these dictionaries or if the array is in the right order so extra care must be given here and you must reference back to this resource when working with it in code to ensure you re accessing them properly as there s no names associated with this data nor any type safety the same applies in the case of foregoing custom resources for say stats and just using an int array instead you have to count how many entries you re adding and you have to memorize the order in which they re meant to go as there s no names to go by here either a third solution is to just forego custom resources all together and use json or some other text format which has the drawback of being more difficult to work with no inspector so none of the benefits which can come from it and since you still have to figure out what to do with all your data once it s parsed introducing more work on behalf of the developer it s something which can break easily in ways that are hard to debug as another developer who works in this manner has revealed to me one could create an inspector of their own to work with all this data but that s yet more work for each new resource introduced not leveraging the power of godot already present perhaps the most robust solution right now is to also forego custom resources but to instead define your data into one big script that contains just definitions while less than ideal as you still have much typing to do you can at least be certain that you have a name associated with all your data with type safety and neatly organized into sub objects which can just be associated with any data type of your choosing cs private static readonly dictionary monsterdefinitions new dictionary stats new stats strength psionics defense resistance elements new elements sun moon skills new skills trainer smash and then there s the business where you create a plugin for this stuff but that s also unwieldy and shrouded in mystery in an ideal godot you would simply be able to create a resource of the exported type right there in the slot and then modify the built in entry that way now you don t need to clutter up the project with possibly hundreds or more depending on the complexity of your data of resources that do nothing but provide the makeup of other more complex resources say you have different monsters in your game each of which requires other resources to describe it or try to come up with some other less than ideal solution compare this situation to s scriptableobject serializable attribute the parallel to godot s custom resources cs public class monsterinfo scriptableobject public stats stats public class stats public int strength in this case all the public values of stats will just show up in the inspector when a monsterinfo file is inspected and can thus be assigned to right there in its own collapsible menu it makes creating complex data simple and intuitive again bringing all the benefits of the inspector with it i think godot can be just as easy and simple to work with data in this regard but currently it is not ,1 16631,11161720215.0,IssuesEvent,2019-12-26 14:55:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Error log becomes unusable when it has many lines,bug confirmed topic:editor usability,"Godot 3.0 master One of my projects produced a lot of errors (1428), and I noticed the error list becomes extremely slow when I scroll down, even though only a few entries (10) are drawn. Clicking items in it also becomes very slow, I have to wait a few seconds before I can see the call stack. ![image](https://user-images.githubusercontent.com/1311555/30244807-fbf99b7a-95c5-11e7-9712-a87ba6af0b89.png)",True,"Error log becomes unusable when it has many lines - Godot 3.0 master One of my projects produced a lot of errors (1428), and I noticed the error list becomes extremely slow when I scroll down, even though only a few entries (10) are drawn. Clicking items in it also becomes very slow, I have to wait a few seconds before I can see the call stack. ![image](https://user-images.githubusercontent.com/1311555/30244807-fbf99b7a-95c5-11e7-9712-a87ba6af0b89.png)",1,error log becomes unusable when it has many lines godot master one of my projects produced a lot of errors and i noticed the error list becomes extremely slow when i scroll down even though only a few entries are drawn clicking items in it also becomes very slow i have to wait a few seconds before i can see the call stack ,1 16003,10477116202.0,IssuesEvent,2019-09-23 20:09:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"'Use Bezier Curves' option when adding rotation keyframe adds a standard keyframe track, not a curve",bug topic:editor usability," **Godot version:** 3.1 (Mac version) **OS/device including version:** Mac OS 10.14 **Issue description:** Inserting keyframes and selecting 'Use Bezier Curves' does not work correctly for the rotation property. Instead it adds a regular key track **unless** you also add 'position' or 'scale' properties. **Steps to reproduce:** Only rotation selected: ![01](https://user-images.githubusercontent.com/24660807/56763676-e0768900-679a-11e9-97f7-9f1bdd5ccbcc.png) 'Use Bezier Curves' is checked: ![02](https://user-images.githubusercontent.com/24660807/56763677-e0768900-679a-11e9-888e-312abb8d7b1f.png) It adds a standard keyframe track: ![03](https://user-images.githubusercontent.com/24660807/56763679-e0768900-679a-11e9-92ab-2184e40d9cda.png) Delete keyframe and select another property as well: ![04](https://user-images.githubusercontent.com/24660807/56763680-e0768900-679a-11e9-99e4-7b04e011b112.png) Now it adds bezier curve tracks: ![05](https://user-images.githubusercontent.com/24660807/56763682-e0768900-679a-11e9-9bb6-d578dee812ae.png) ",True,"'Use Bezier Curves' option when adding rotation keyframe adds a standard keyframe track, not a curve - **Godot version:** 3.1 (Mac version) **OS/device including version:** Mac OS 10.14 **Issue description:** Inserting keyframes and selecting 'Use Bezier Curves' does not work correctly for the rotation property. Instead it adds a regular key track **unless** you also add 'position' or 'scale' properties. **Steps to reproduce:** Only rotation selected: ![01](https://user-images.githubusercontent.com/24660807/56763676-e0768900-679a-11e9-97f7-9f1bdd5ccbcc.png) 'Use Bezier Curves' is checked: ![02](https://user-images.githubusercontent.com/24660807/56763677-e0768900-679a-11e9-888e-312abb8d7b1f.png) It adds a standard keyframe track: ![03](https://user-images.githubusercontent.com/24660807/56763679-e0768900-679a-11e9-92ab-2184e40d9cda.png) Delete keyframe and select another property as well: ![04](https://user-images.githubusercontent.com/24660807/56763680-e0768900-679a-11e9-99e4-7b04e011b112.png) Now it adds bezier curve tracks: ![05](https://user-images.githubusercontent.com/24660807/56763682-e0768900-679a-11e9-9bb6-d578dee812ae.png) ",1, use bezier curves option when adding rotation keyframe adds a standard keyframe track not a curve please search existing issues for potential duplicates before filing yours godot version mac version os device including version mac os issue description inserting keyframes and selecting use bezier curves does not work correctly for the rotation property instead it adds a regular key track unless you also add position or scale properties steps to reproduce only rotation selected use bezier curves is checked it adds a standard keyframe track delete keyframe and select another property as well now it adds bezier curve tracks ,1 26369,26765871341.0,IssuesEvent,2023-01-31 10:34:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""(Re)importing Assets"" dialog blocks screen making it difficult to do other things while waiting...",bug topic:editor usability topic:import,"### Godot version Godot 4, d1e5903c67956707948b1de370b807e3aad395b7 ### System information Arch Linux, Gnome Shell, Wayland ### Issue description The ""(Re)importing Assets"" dialog blocks all other windows while importing is in progress. This window is always on top, immovable, and unhideable. For long import operations it makes using other applications on the system difficult. ![Screenshot from 2023-01-27 00-39-51](https://user-images.githubusercontent.com/6334580/215018181-41c17f90-140b-4b86-8d62-3515accdf3a7.png) ![Screenshot from 2023-01-27 00-40-26](https://user-images.githubusercontent.com/6334580/215018190-e2f26c78-1260-4499-8ca7-9146c260a6d0.png) ![Screenshot from 2023-01-27 00-44-18](https://user-images.githubusercontent.com/6334580/215018197-850ab0c3-f5e4-47b6-babf-771851d5a876.png) ### Steps to reproduce Cause files to import, try to use other applications while import is in progress. ### Minimal reproduction project N/A",True,"""(Re)importing Assets"" dialog blocks screen making it difficult to do other things while waiting... - ### Godot version Godot 4, d1e5903c67956707948b1de370b807e3aad395b7 ### System information Arch Linux, Gnome Shell, Wayland ### Issue description The ""(Re)importing Assets"" dialog blocks all other windows while importing is in progress. This window is always on top, immovable, and unhideable. For long import operations it makes using other applications on the system difficult. ![Screenshot from 2023-01-27 00-39-51](https://user-images.githubusercontent.com/6334580/215018181-41c17f90-140b-4b86-8d62-3515accdf3a7.png) ![Screenshot from 2023-01-27 00-40-26](https://user-images.githubusercontent.com/6334580/215018190-e2f26c78-1260-4499-8ca7-9146c260a6d0.png) ![Screenshot from 2023-01-27 00-44-18](https://user-images.githubusercontent.com/6334580/215018197-850ab0c3-f5e4-47b6-babf-771851d5a876.png) ### Steps to reproduce Cause files to import, try to use other applications while import is in progress. ### Minimal reproduction project N/A",1, re importing assets dialog blocks screen making it difficult to do other things while waiting godot version godot system information arch linux gnome shell wayland issue description the re importing assets dialog blocks all other windows while importing is in progress this window is always on top immovable and unhideable for long import operations it makes using other applications on the system difficult steps to reproduce cause files to import try to use other applications while import is in progress minimal reproduction project n a,1 426448,29519995378.0,IssuesEvent,2023-06-04 23:46:42,Arquisoft/lomap_en3a,https://api.github.com/repos/Arquisoft/lomap_en3a,closed,Section 7 - Deployment view,documentation,Technical infrastructure and mapping of building blocks to infrastructure elements,1.0,Section 7 - Deployment view - Technical infrastructure and mapping of building blocks to infrastructure elements,0,section deployment view technical infrastructure and mapping of building blocks to infrastructure elements,0 24525,23873095677.0,IssuesEvent,2022-09-07 16:23:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changing layer changes atlas source,bug topic:editor usability topic:2d,"### Godot version c2d55a4 ### System information Windows 10 x64 ### Issue description Another weird source interaction. Related to sorting (like in #58482) ![Vm8ruuRV0f](https://user-images.githubusercontent.com/2223172/181937166-b4f7b2dd-0dcf-49bb-b158-c62281992512.gif) ### Steps to reproduce 1. Add TileMap with 2 tilesets (can be 2 icon.pngs) 2. Change sorting to e.g. ID descending 3. Add layer 4. Pick some tile I think 5. Change layer 6. Your source is changed EDIT: Updated steps. You need TileMap with a couple of layers. 1. Draw some tiles 2. Change tile source sorting (make sure the new order is different from default) 3. Pick any source (different than in 1.) 4. Pick tiles from the scene. Your selected source is the same as in 1. 5. Change layer. Your selected source is the same as in 3. ### Minimal reproduction project _No response_",True,"Changing layer changes atlas source - ### Godot version c2d55a4 ### System information Windows 10 x64 ### Issue description Another weird source interaction. Related to sorting (like in #58482) ![Vm8ruuRV0f](https://user-images.githubusercontent.com/2223172/181937166-b4f7b2dd-0dcf-49bb-b158-c62281992512.gif) ### Steps to reproduce 1. Add TileMap with 2 tilesets (can be 2 icon.pngs) 2. Change sorting to e.g. ID descending 3. Add layer 4. Pick some tile I think 5. Change layer 6. Your source is changed EDIT: Updated steps. You need TileMap with a couple of layers. 1. Draw some tiles 2. Change tile source sorting (make sure the new order is different from default) 3. Pick any source (different than in 1.) 4. Pick tiles from the scene. Your selected source is the same as in 1. 5. Change layer. Your selected source is the same as in 3. ### Minimal reproduction project _No response_",1,changing layer changes atlas source godot version system information windows issue description another weird source interaction related to sorting like in steps to reproduce add tilemap with tilesets can be icon pngs change sorting to e g id descending add layer pick some tile i think change layer your source is changed edit updated steps you need tilemap with a couple of layers draw some tiles change tile source sorting make sure the new order is different from default pick any source different than in pick tiles from the scene your selected source is the same as in change layer your selected source is the same as in minimal reproduction project no response ,1 132475,18724824951.0,IssuesEvent,2021-11-03 15:19:12,collect-nyc/collect_site,https://api.github.com/repos/collect-nyc/collect_site,opened,"Credits: Include support for line breaks, carriage returns, multiple entries per category",design,"Maintain line height from general style 13pt/18h ",1.0,"Credits: Include support for line breaks, carriage returns, multiple entries per category - Maintain line height from general style 13pt/18h ",0,credits include support for line breaks carriage returns multiple entries per category maintain line height from general style img width alt screen shot at am src ,0 45228,7167187680.0,IssuesEvent,2018-01-29 19:41:54,STScI-JWST/jwst,https://api.github.com/repos/STScI-JWST/jwst,opened,Update jump step docs regarding saturation,documentation jump,According to https://jira.stsci.edu/browse/JP-147 the jump step documentation is not explicit enough about jump detection not taking place for data samples that are flagged as saturated. So we should make this more obvious.,1.0,Update jump step docs regarding saturation - According to https://jira.stsci.edu/browse/JP-147 the jump step documentation is not explicit enough about jump detection not taking place for data samples that are flagged as saturated. So we should make this more obvious.,0,update jump step docs regarding saturation according to the jump step documentation is not explicit enough about jump detection not taking place for data samples that are flagged as saturated so we should make this more obvious ,0 75480,25866911546.0,IssuesEvent,2022-12-13 21:46:29,vector-im/element-web,https://api.github.com/repos/vector-im/element-web,closed,"""People"" metaspace shows favourite rooms",T-Defect S-Major A-Room-List A-Spaces O-Uncommon,"### Steps to reproduce 1. Click on ""People"" metaspace ### Outcome #### What did you expect? See only people listed in the left panel #### What happened instead? See rooms under ""Favourites"" listed in the left panel ![Screenshot from 2022-11-28 09-56-04](https://user-images.githubusercontent.com/51663/204248792-e37e68cf-e377-416e-95f0-ecf72f460505.png) ### Operating system _No response_ ### Browser information Chromium 107.0.5304.121 (Official Build) Arch Linux (64-bit) ### URL for webapp develop.element.io ### Application version Element version: cbf5c43ae79d-react-569a36493378-js-b318a77ecef1 Olm version: 3.2.12 ### Homeserver matrix.org ### Will you send logs? No",1.0,"""People"" metaspace shows favourite rooms - ### Steps to reproduce 1. Click on ""People"" metaspace ### Outcome #### What did you expect? See only people listed in the left panel #### What happened instead? See rooms under ""Favourites"" listed in the left panel ![Screenshot from 2022-11-28 09-56-04](https://user-images.githubusercontent.com/51663/204248792-e37e68cf-e377-416e-95f0-ecf72f460505.png) ### Operating system _No response_ ### Browser information Chromium 107.0.5304.121 (Official Build) Arch Linux (64-bit) ### URL for webapp develop.element.io ### Application version Element version: cbf5c43ae79d-react-569a36493378-js-b318a77ecef1 Olm version: 3.2.12 ### Homeserver matrix.org ### Will you send logs? No",0, people metaspace shows favourite rooms steps to reproduce click on people metaspace outcome what did you expect see only people listed in the left panel what happened instead see rooms under favourites listed in the left panel operating system no response browser information chromium official build arch linux bit url for webapp develop element io application version element version react js olm version homeserver matrix org will you send logs no,0 11701,7371303435.0,IssuesEvent,2018-03-13 11:16:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocomplete not working properly with partially written paths and get_node() syntactic sugar ($),bug topic:editor usability," (I search every issue containing ""autocomplete"". Sorry if I it a duplicate) **Godot version:** 3.0rc1 **OS/device including version:** Win7 64 **Issue description:** If I have ""$path/to"" written somewhere and want to modify it to be ""$path/to/child"". If I start writing, the correct autocomplete candidate will be offered but upon pressing tab the whole path is appended rather than only the part needed. In this example rather than ""$path/to/child"" the autocomplete will write ""$path/to/path/to/child"" This doesn't happen with paths between double quotes **Minimal reproduction project:** ![image](https://user-images.githubusercontent.com/526829/35056429-8f695fd2-fb90-11e7-9309-1d36d10465f0.png) ",True,"Autocomplete not working properly with partially written paths and get_node() syntactic sugar ($) - (I search every issue containing ""autocomplete"". Sorry if I it a duplicate) **Godot version:** 3.0rc1 **OS/device including version:** Win7 64 **Issue description:** If I have ""$path/to"" written somewhere and want to modify it to be ""$path/to/child"". If I start writing, the correct autocomplete candidate will be offered but upon pressing tab the whole path is appended rather than only the part needed. In this example rather than ""$path/to/child"" the autocomplete will write ""$path/to/path/to/child"" This doesn't happen with paths between double quotes **Minimal reproduction project:** ![image](https://user-images.githubusercontent.com/526829/35056429-8f695fd2-fb90-11e7-9309-1d36d10465f0.png) ",1,autocomplete not working properly with partially written paths and get node syntactic sugar please search existing issues for potential duplicates before filing yours i search every issue containing autocomplete sorry if i it a duplicate godot version os device including version issue description if i have path to written somewhere and want to modify it to be path to child if i start writing the correct autocomplete candidate will be offered but upon pressing tab the whole path is appended rather than only the part needed in this example rather than path to child the autocomplete will write path to path to child this doesn t happen with paths between double quotes minimal reproduction project ,1 26705,27101344179.0,IssuesEvent,2023-02-15 08:54:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AudioPlaybackTrack put an infinite length rectangle when the waveform cannot be read,bug topic:editor usability topic:audio topic:animation,"### Godot version 4.0.rc ### System information Any ### Issue description Placing an empty AudioStream or a procedural AudioStream will cause AudioPlaybackTrack to place an infinite length rectangle. It is not useful and should at least be a diamond. ![image](https://user-images.githubusercontent.com/61938263/218740713-284b8fdf-387b-4cc1-a726-1e157b0a35cb.png) ### Steps to reproduce Put AudioStreamRandomizer or some procedural AudioStream on AudioPlaybackTrack ### Minimal reproduction project N/A",True,"AudioPlaybackTrack put an infinite length rectangle when the waveform cannot be read - ### Godot version 4.0.rc ### System information Any ### Issue description Placing an empty AudioStream or a procedural AudioStream will cause AudioPlaybackTrack to place an infinite length rectangle. It is not useful and should at least be a diamond. ![image](https://user-images.githubusercontent.com/61938263/218740713-284b8fdf-387b-4cc1-a726-1e157b0a35cb.png) ### Steps to reproduce Put AudioStreamRandomizer or some procedural AudioStream on AudioPlaybackTrack ### Minimal reproduction project N/A",1,audioplaybacktrack put an infinite length rectangle when the waveform cannot be read godot version rc system information any issue description placing an empty audiostream or a procedural audiostream will cause audioplaybacktrack to place an infinite length rectangle it is not useful and should at least be a diamond steps to reproduce put audiostreamrandomizer or some procedural audiostream on audioplaybacktrack minimal reproduction project n a,1 341490,30588921616.0,IssuesEvent,2023-07-21 15:23:07,WPChill/download-monitor,https://api.github.com/repos/WPChill/download-monitor,closed,Download does not exist & modal popup error.,Bug needs testing,"If the download does not exist and ""No Access Modal"" setting is on, clicking on a link returns a 403 Forbidden error in ajax and no popup with ""Download does not exist"" shows. To reproduce: 1 .Create a guttenberg button and add the download link to an non existing download to it ( http://dlm.local?download=999999 ) 2. Activate the ""No Access Modal"" setting 3. Click the button.",1.0,"Download does not exist & modal popup error. - If the download does not exist and ""No Access Modal"" setting is on, clicking on a link returns a 403 Forbidden error in ajax and no popup with ""Download does not exist"" shows. To reproduce: 1 .Create a guttenberg button and add the download link to an non existing download to it ( http://dlm.local?download=999999 ) 2. Activate the ""No Access Modal"" setting 3. Click the button.",0,download does not exist modal popup error if the download does not exist and no access modal setting is on clicking on a link returns a forbidden error in ajax and no popup with download does not exist shows to reproduce create a guttenberg button and add the download link to an non existing download to it activate the no access modal setting click the button ,0 49432,6026106923.0,IssuesEvent,2017-06-08 10:22:33,DMPRoadmap/roadmap,https://api.github.com/repos/DMPRoadmap/roadmap,closed,Creating plans for funders without templates,DMPonline-test MVP-v0.3,"Hi, I created a plan for Hartstichting (Dutch Heart Foundation). They don't have a template yet but I was given the DCC generic template. I am told something has changed in the functionality so the programme logic now says that, if a funder doesn't have a template, user gets generic template. Was this intended?",1.0,"Creating plans for funders without templates - Hi, I created a plan for Hartstichting (Dutch Heart Foundation). They don't have a template yet but I was given the DCC generic template. I am told something has changed in the functionality so the programme logic now says that, if a funder doesn't have a template, user gets generic template. Was this intended?",0,creating plans for funders without templates hi i created a plan for hartstichting dutch heart foundation they don t have a template yet but i was given the dcc generic template i am told something has changed in the functionality so the programme logic now says that if a funder doesn t have a template user gets generic template was this intended ,0 5872,4048669736.0,IssuesEvent,2016-05-23 11:17:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,[Tracker] Drag Drop related issues,enhancement topic:editor tracker usability,"This is a tracker for drag drop related issues: https://github.com/godotengine/godot/issues/3543 (feature request) https://github.com/godotengine/godot/issues/4712 (bug) https://github.com/godotengine/godot/issues/4628 (bug) https://github.com/godotengine/godot/issues/2505 (feature request) https://github.com/godotengine/godot/issues/1030 (feature request) ",True,"[Tracker] Drag Drop related issues - This is a tracker for drag drop related issues: https://github.com/godotengine/godot/issues/3543 (feature request) https://github.com/godotengine/godot/issues/4712 (bug) https://github.com/godotengine/godot/issues/4628 (bug) https://github.com/godotengine/godot/issues/2505 (feature request) https://github.com/godotengine/godot/issues/1030 (feature request) ",1, drag drop related issues this is a tracker for drag drop related issues feature request bug bug feature request feature request ,1 13645,8632060817.0,IssuesEvent,2018-11-22 09:44:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,replaying an edited scene after a bug does not replay the former edited scene by default,enhancement topic:editor usability,"**Operating system or device - Godot version:** official 2.0.2stable win64 **Issue description** (what happened, and what was expected): Lets say I have two scene opened into the editor. Scene A and B. When I work on Scene A and press the ""Play the edited scene"" (F6) and that a bug occurs into one of its scripts, the debugger appears and the ""Play the edited scene"" button is changed into a ""Replay"" button. If I edit Scene B and press the ""replay"" button, this is Scene B that is played instead of Scene A that should be replayed. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"replaying an edited scene after a bug does not replay the former edited scene by default - **Operating system or device - Godot version:** official 2.0.2stable win64 **Issue description** (what happened, and what was expected): Lets say I have two scene opened into the editor. Scene A and B. When I work on Scene A and press the ""Play the edited scene"" (F6) and that a bug occurs into one of its scripts, the debugger appears and the ""Play the edited scene"" button is changed into a ""Replay"" button. If I edit Scene B and press the ""replay"" button, this is Scene B that is played instead of Scene A that should be replayed. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,replaying an edited scene after a bug does not replay the former edited scene by default operating system or device godot version official issue description what happened and what was expected lets say i have two scene opened into the editor scene a and b when i work on scene a and press the play the edited scene and that a bug occurs into one of its scripts the debugger appears and the play the edited scene button is changed into a replay button if i edit scene b and press the replay button this is scene b that is played instead of scene a that should be replayed steps to reproduce link to minimal example project optional but very welcome ,1 100217,8728004502.0,IssuesEvent,2018-12-10 16:18:59,remy/nodemon,https://api.github.com/repos/remy/nodemon,closed,Malware found in dependency (windows / upgrade didn't work fully),needs latest nodemon windows,"On windows machine. Xeon E5-2694 v4 16.0 GB RAM Nodemon version: 1.18.7 Found with Trend Micro OfficeScan ### Malware location & description #### SHA ENCRYPTED - coinminer.win32.malbtc.aa - C:\Users\xxx\AppData\Roaming\npm-cache\_cacache\content-v2\sha512\94\0a\ - b8b4b616(...) #### APPLICATION ROOT(?) - coinminer.js.malbtc.aa - C:\Users\xxx\AppData\Roaming\npm\node_modules\nodemon\node_modules\flatmap-stream\ - index.min.js #### ? - coinminer.js.malbtc.aa.component - C:\Users\xxx\AppData\Roaming\npm\node_modules\nodemon\node_modules\flatmap-stream\test - data.js ",1.0,"Malware found in dependency (windows / upgrade didn't work fully) - On windows machine. Xeon E5-2694 v4 16.0 GB RAM Nodemon version: 1.18.7 Found with Trend Micro OfficeScan ### Malware location & description #### SHA ENCRYPTED - coinminer.win32.malbtc.aa - C:\Users\xxx\AppData\Roaming\npm-cache\_cacache\content-v2\sha512\94\0a\ - b8b4b616(...) #### APPLICATION ROOT(?) - coinminer.js.malbtc.aa - C:\Users\xxx\AppData\Roaming\npm\node_modules\nodemon\node_modules\flatmap-stream\ - index.min.js #### ? - coinminer.js.malbtc.aa.component - C:\Users\xxx\AppData\Roaming\npm\node_modules\nodemon\node_modules\flatmap-stream\test - data.js ",0,malware found in dependency windows upgrade didn t work fully on windows machine xeon gb ram nodemon version found with trend micro officescan malware location description sha encrypted coinminer malbtc aa c users xxx appdata roaming npm cache cacache content application root coinminer js malbtc aa c users xxx appdata roaming npm node modules nodemon node modules flatmap stream index min js coinminer js malbtc aa component c users xxx appdata roaming npm node modules nodemon node modules flatmap stream test data js ,0 77630,27085819763.0,IssuesEvent,2023-02-14 16:55:14,vector-im/element-web,https://api.github.com/repos/vector-im/element-web,opened,Confusing display of custom power level in room user list,T-Defect,"### Steps to reproduce 1. Go to a room that was migrated from Gitter, e.g. https://app.gitter.im/#/room/#ADOdb_ADOdb:gitter.im 2. In the room's People list, notice that users who previously were admins before Gitter migrated to Matrix, are now listed as *Mods*. However, @MadLittleMods informed me that they effectively are Admins, but with a Custom power level of **90** (see [discussion thread](https://matrix.to/#/!IxQMqGgyzZgHKssexF:gitter.im/$5OBWedojqUtnt-S18OT-WAspbZlRbCfxuL6beXvEOuU?via=gitter.im&via=matrix.org&via=aria-net.org)). 4. Invite a new user, and make them *Moderator* 6. In the user list, they are shown as **Mod** just like the old admins, but in reality their Power level is **50** ![image](https://user-images.githubusercontent.com/449891/218801978-b082d51b-e7cb-4fe9-bfb3-bb079ea82d9f.png) ![image](https://user-images.githubusercontent.com/449891/218801898-efdf5c09-4d0f-4366-91e7-c34fab8b5716.png) ### Outcome #### What did you expect? The People list should display the user's actual power level, and definitely **not** regroup custom power levels with standard ones, which is confusing (and misleading). #### What happened instead? Custom power level 90 is displayed as `Mod` ### Operating system Windows ### Browser information Firefox 102.4.0esr ### URL for webapp app.gitter.im and app.element.io ### Application version Version de Gitter : 1.11.23-rc.1 Version de Olm : 3.2.12 / Version de Element : 1.11.23 Version de Olm : 3.2.12 ### Homeserver gitter.im and matrix.org ### Will you send logs? No",1.0,"Confusing display of custom power level in room user list - ### Steps to reproduce 1. Go to a room that was migrated from Gitter, e.g. https://app.gitter.im/#/room/#ADOdb_ADOdb:gitter.im 2. In the room's People list, notice that users who previously were admins before Gitter migrated to Matrix, are now listed as *Mods*. However, @MadLittleMods informed me that they effectively are Admins, but with a Custom power level of **90** (see [discussion thread](https://matrix.to/#/!IxQMqGgyzZgHKssexF:gitter.im/$5OBWedojqUtnt-S18OT-WAspbZlRbCfxuL6beXvEOuU?via=gitter.im&via=matrix.org&via=aria-net.org)). 4. Invite a new user, and make them *Moderator* 6. In the user list, they are shown as **Mod** just like the old admins, but in reality their Power level is **50** ![image](https://user-images.githubusercontent.com/449891/218801978-b082d51b-e7cb-4fe9-bfb3-bb079ea82d9f.png) ![image](https://user-images.githubusercontent.com/449891/218801898-efdf5c09-4d0f-4366-91e7-c34fab8b5716.png) ### Outcome #### What did you expect? The People list should display the user's actual power level, and definitely **not** regroup custom power levels with standard ones, which is confusing (and misleading). #### What happened instead? Custom power level 90 is displayed as `Mod` ### Operating system Windows ### Browser information Firefox 102.4.0esr ### URL for webapp app.gitter.im and app.element.io ### Application version Version de Gitter : 1.11.23-rc.1 Version de Olm : 3.2.12 / Version de Element : 1.11.23 Version de Olm : 3.2.12 ### Homeserver gitter.im and matrix.org ### Will you send logs? No",0,confusing display of custom power level in room user list steps to reproduce go to a room that was migrated from gitter e g in the room s people list notice that users who previously were admins before gitter migrated to matrix are now listed as mods however madlittlemods informed me that they effectively are admins but with a custom power level of see invite a new user and make them moderator in the user list they are shown as mod just like the old admins but in reality their power level is outcome what did you expect the people list should display the user s actual power level and definitely not regroup custom power levels with standard ones which is confusing and misleading what happened instead custom power level is displayed as mod operating system windows browser information firefox url for webapp app gitter im and app element io application version version de gitter  rc version de olm  version de element  version de olm  homeserver gitter im and matrix org will you send logs no,0 29924,11786085083.0,IssuesEvent,2020-03-17 11:33:40,scriptex/webpack-mpa-next,https://api.github.com/repos/scriptex/webpack-mpa-next,closed,CVE-2020-7598 (High) detected in multiple libraries,security vulnerability,"## CVE-2020-7598 - High Severity Vulnerability
Vulnerable Libraries - minimist-0.0.8.tgz, minimist-1.1.3.tgz, minimist-0.0.10.tgz, minimist-1.2.0.tgz

minimist-0.0.8.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-0.0.8.tgz

Path to dependency file: /tmp/ws-scm/webpack-mpa-next/package.json

Path to vulnerable library: /tmp/ws-scm/webpack-mpa-next/node_modules/mkdirp/node_modules/minimist/package.json

Dependency Hierarchy: - babel-loader-8.0.6.tgz (Root Library) - mkdirp-0.5.1.tgz - :x: **minimist-0.0.8.tgz** (Vulnerable Library)

minimist-1.1.3.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-1.1.3.tgz

Path to dependency file: /tmp/ws-scm/webpack-mpa-next/package.json

Path to vulnerable library: /tmp/ws-scm/webpack-mpa-next/node_modules/gonzales-pe/node_modules/minimist/package.json

Dependency Hierarchy: - stylelint-13.2.1.tgz (Root Library) - postcss-sass-0.4.2.tgz - gonzales-pe-4.2.4.tgz - :x: **minimist-1.1.3.tgz** (Vulnerable Library)

minimist-0.0.10.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-0.0.10.tgz

Path to dependency file: /tmp/ws-scm/webpack-mpa-next/package.json

Path to vulnerable library: /tmp/ws-scm/webpack-mpa-next/node_modules/optimist/node_modules/minimist/package.json

Dependency Hierarchy: - webpack-spritesmith-1.1.0.tgz (Root Library) - spritesheet-templates-10.5.0.tgz - handlebars-4.7.3.tgz - optimist-0.6.1.tgz - :x: **minimist-0.0.10.tgz** (Vulnerable Library)

minimist-1.2.0.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-1.2.0.tgz

Dependency Hierarchy: - browser-sync-2.26.7.tgz (Root Library) - chokidar-2.1.8.tgz - fsevents-1.2.11.tgz - node-pre-gyp-0.14.0.tgz - rc-1.2.8.tgz - :x: **minimist-1.2.0.tgz** (Vulnerable Library)

Found in HEAD commit: ae3b121e2fab0097052d10d972f83d82dec89875

Vulnerability Details

minimist before 1.2.2 could be tricked into adding or modifying properties of Object.prototype using a ""constructor"" or ""__proto__"" payload.

Publish Date: 2020-03-11

URL: CVE-2020-7598

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/substack/minimist/commit/63e7ed05aa4b1889ec2f3b196426db4500cbda94

Release Date: 2020-03-11

Fix Resolution: minimist - 0.2.1,1.2.2

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2020-7598 (High) detected in multiple libraries - ## CVE-2020-7598 - High Severity Vulnerability
Vulnerable Libraries - minimist-0.0.8.tgz, minimist-1.1.3.tgz, minimist-0.0.10.tgz, minimist-1.2.0.tgz

minimist-0.0.8.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-0.0.8.tgz

Path to dependency file: /tmp/ws-scm/webpack-mpa-next/package.json

Path to vulnerable library: /tmp/ws-scm/webpack-mpa-next/node_modules/mkdirp/node_modules/minimist/package.json

Dependency Hierarchy: - babel-loader-8.0.6.tgz (Root Library) - mkdirp-0.5.1.tgz - :x: **minimist-0.0.8.tgz** (Vulnerable Library)

minimist-1.1.3.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-1.1.3.tgz

Path to dependency file: /tmp/ws-scm/webpack-mpa-next/package.json

Path to vulnerable library: /tmp/ws-scm/webpack-mpa-next/node_modules/gonzales-pe/node_modules/minimist/package.json

Dependency Hierarchy: - stylelint-13.2.1.tgz (Root Library) - postcss-sass-0.4.2.tgz - gonzales-pe-4.2.4.tgz - :x: **minimist-1.1.3.tgz** (Vulnerable Library)

minimist-0.0.10.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-0.0.10.tgz

Path to dependency file: /tmp/ws-scm/webpack-mpa-next/package.json

Path to vulnerable library: /tmp/ws-scm/webpack-mpa-next/node_modules/optimist/node_modules/minimist/package.json

Dependency Hierarchy: - webpack-spritesmith-1.1.0.tgz (Root Library) - spritesheet-templates-10.5.0.tgz - handlebars-4.7.3.tgz - optimist-0.6.1.tgz - :x: **minimist-0.0.10.tgz** (Vulnerable Library)

minimist-1.2.0.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-1.2.0.tgz

Dependency Hierarchy: - browser-sync-2.26.7.tgz (Root Library) - chokidar-2.1.8.tgz - fsevents-1.2.11.tgz - node-pre-gyp-0.14.0.tgz - rc-1.2.8.tgz - :x: **minimist-1.2.0.tgz** (Vulnerable Library)

Found in HEAD commit: ae3b121e2fab0097052d10d972f83d82dec89875

Vulnerability Details

minimist before 1.2.2 could be tricked into adding or modifying properties of Object.prototype using a ""constructor"" or ""__proto__"" payload.

Publish Date: 2020-03-11

URL: CVE-2020-7598

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/substack/minimist/commit/63e7ed05aa4b1889ec2f3b196426db4500cbda94

Release Date: 2020-03-11

Fix Resolution: minimist - 0.2.1,1.2.2

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in multiple libraries cve high severity vulnerability vulnerable libraries minimist tgz minimist tgz minimist tgz minimist tgz minimist tgz parse argument options library home page a href path to dependency file tmp ws scm webpack mpa next package json path to vulnerable library tmp ws scm webpack mpa next node modules mkdirp node modules minimist package json dependency hierarchy babel loader tgz root library mkdirp tgz x minimist tgz vulnerable library minimist tgz parse argument options library home page a href path to dependency file tmp ws scm webpack mpa next package json path to vulnerable library tmp ws scm webpack mpa next node modules gonzales pe node modules minimist package json dependency hierarchy stylelint tgz root library postcss sass tgz gonzales pe tgz x minimist tgz vulnerable library minimist tgz parse argument options library home page a href path to dependency file tmp ws scm webpack mpa next package json path to vulnerable library tmp ws scm webpack mpa next node modules optimist node modules minimist package json dependency hierarchy webpack spritesmith tgz root library spritesheet templates tgz handlebars tgz optimist tgz x minimist tgz vulnerable library minimist tgz parse argument options library home page a href dependency hierarchy browser sync tgz root library chokidar tgz fsevents tgz node pre gyp tgz rc tgz x minimist tgz vulnerable library found in head commit a href vulnerability details minimist before could be tricked into adding or modifying properties of object prototype using a constructor or proto payload publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution minimist step up your open source security game with whitesource ,0 499001,14437378684.0,IssuesEvent,2020-12-07 11:27:50,webcompat/web-bugs,https://api.github.com/repos/webcompat/web-bugs,closed,users.sch.gr - desktop site instead of mobile site,browser-firefox engine-gecko priority-normal status-needsinfo-oana," **URL**: http://users.sch.gr/kodulis/quizJS/testBrowsers.html **Browser / Version**: Firefox 83.0 **Operating System**: Windows 10 **Tested Another Browser**: Yes Chrome **Problem type**: Desktop site instead of mobile site **Description**: Desktop site instead of mobile site **Steps to Reproduce**: Flex box lost its functionality after 26 October 2020. Can not stretch two images INSIDE a flex div, they overflow OUTSIDE the box. See my special designed page which proudly demonstrated this functionality. A functionality no other browser supported. Until at least 26/10/2020 the 2 images (bull and Hopper) streched without distortion inside the blue flex box (anytimes I inserted them). Now unfortunately they overflow OUTSIDE the box. What is going on?
View the screenshot
Browser Configuration
  • None
_From [webcompat.com](https://webcompat.com/) with ❤️_",1.0,"users.sch.gr - desktop site instead of mobile site - **URL**: http://users.sch.gr/kodulis/quizJS/testBrowsers.html **Browser / Version**: Firefox 83.0 **Operating System**: Windows 10 **Tested Another Browser**: Yes Chrome **Problem type**: Desktop site instead of mobile site **Description**: Desktop site instead of mobile site **Steps to Reproduce**: Flex box lost its functionality after 26 October 2020. Can not stretch two images INSIDE a flex div, they overflow OUTSIDE the box. See my special designed page which proudly demonstrated this functionality. A functionality no other browser supported. Until at least 26/10/2020 the 2 images (bull and Hopper) streched without distortion inside the blue flex box (anytimes I inserted them). Now unfortunately they overflow OUTSIDE the box. What is going on?
View the screenshot
Browser Configuration
  • None
_From [webcompat.com](https://webcompat.com/) with ❤️_",0,users sch gr desktop site instead of mobile site url browser version firefox operating system windows tested another browser yes chrome problem type desktop site instead of mobile site description desktop site instead of mobile site steps to reproduce flex box lost its functionality after october can not stretch two images inside a flex div they overflow outside the box see my special designed page which proudly demonstrated this functionality a functionality no other browser supported until at least the images bull and hopper streched without distortion inside the blue flex box anytimes i inserted them now unfortunately they overflow outside the box what is going on view the screenshot img alt screenshot src browser configuration none from with ❤️ ,0 59102,11944994694.0,IssuesEvent,2020-04-03 04:19:40,home-assistant/brands,https://api.github.com/repos/home-assistant/brands,closed,OpenTherm Gateway is missing brand images,has-codeowner has-config-flow," ## The problem The OpenTherm Gateway integration has missing brand images. We recently started this Brands repository, to create a centralized storage of all brand-related images. These images are used on our website and the Home Assistant frontend. The following images are missing and would ideally be added: - `src/opentherm_gw/logo.png` - `src/opentherm_gw/icon@2x.png` - `src/opentherm_gw/logo@2x.png` For image specifications and requirements, please see [README.md](https://github.com/home-assistant/brands/blob/master/README.md). ## Additional information For more information about this repository, read the [README.md](https://github.com/home-assistant/brands/blob/master/README.md) file of this repository. It contains information on how this repository works, and image specification and requirements. ## Codeowner mention Hi there, @mvn23! Mind taking a look at this issue as it is with an integration (opentherm_gw) you are listed as a [codeowner](https://github.com/home-assistant/core/blob/dev/homeassistant/components/opentherm_gw/manifest.json) for? Thanks! Resolving this issue is not limited to codeowners! If you want to help us out, feel free to resolve this issue! Thanks already! ",1.0,"OpenTherm Gateway is missing brand images - ## The problem The OpenTherm Gateway integration has missing brand images. We recently started this Brands repository, to create a centralized storage of all brand-related images. These images are used on our website and the Home Assistant frontend. The following images are missing and would ideally be added: - `src/opentherm_gw/logo.png` - `src/opentherm_gw/icon@2x.png` - `src/opentherm_gw/logo@2x.png` For image specifications and requirements, please see [README.md](https://github.com/home-assistant/brands/blob/master/README.md). ## Additional information For more information about this repository, read the [README.md](https://github.com/home-assistant/brands/blob/master/README.md) file of this repository. It contains information on how this repository works, and image specification and requirements. ## Codeowner mention Hi there, @mvn23! Mind taking a look at this issue as it is with an integration (opentherm_gw) you are listed as a [codeowner](https://github.com/home-assistant/core/blob/dev/homeassistant/components/opentherm_gw/manifest.json) for? Thanks! Resolving this issue is not limited to codeowners! If you want to help us out, feel free to resolve this issue! Thanks already! ",0,opentherm gateway is missing brand images the problem the opentherm gateway integration has missing brand images we recently started this brands repository to create a centralized storage of all brand related images these images are used on our website and the home assistant frontend the following images are missing and would ideally be added src opentherm gw logo png src opentherm gw icon png src opentherm gw logo png for image specifications and requirements please see additional information for more information about this repository read the file of this repository it contains information on how this repository works and image specification and requirements codeowner mention hi there mind taking a look at this issue as it is with an integration opentherm gw you are listed as a for thanks resolving this issue is not limited to codeowners if you want to help us out feel free to resolve this issue thanks already ,0 7699,5144880452.0,IssuesEvent,2017-01-12 19:56:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Option to change the default PascalCase/CamelCase into snake_case when adding Nodes,feature proposal junior job topic:editor usability,"I am blown away that I can't find an existing issue about this. Most people that I know, uses snake_case in all their Godot projects. I don't see why we couldn't implement an option to change the PascalCase into snake_case when adding them to the scene :)",True,"Option to change the default PascalCase/CamelCase into snake_case when adding Nodes - I am blown away that I can't find an existing issue about this. Most people that I know, uses snake_case in all their Godot projects. I don't see why we couldn't implement an option to change the PascalCase into snake_case when adding them to the scene :)",1,option to change the default pascalcase camelcase into snake case when adding nodes i am blown away that i can t find an existing issue about this most people that i know uses snake case in all their godot projects i don t see why we couldn t implement an option to change the pascalcase into snake case when adding them to the scene ,1 17465,12059421106.0,IssuesEvent,2020-04-15 19:14:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Node selection outline not shown in editor when node is locked,enhancement topic:editor usability,"**Godot version:** 3.2 **OS/device including version:** Win 10 1903 **Issue description:** Node selection outline not shown when node is in locked state. **Steps to reproduce:** Add 2 control nodes to blank scene Lock one of the nodes The node that is locked will no longer display it's selection outline The other (not locked) still will **Minimal reproduction project:** Blank project with above steps If the locked layer could be outlined in grey, that would be great. It is helpful in scenarios where you want to better understand the layout of a UI. If someone would point me in the direction of the files which would deal with this issue, then I could potentially look at it. I tried having a look myself but am not sure where the interaction is between clicking the lock button and the editor display.",True,"Node selection outline not shown in editor when node is locked - **Godot version:** 3.2 **OS/device including version:** Win 10 1903 **Issue description:** Node selection outline not shown when node is in locked state. **Steps to reproduce:** Add 2 control nodes to blank scene Lock one of the nodes The node that is locked will no longer display it's selection outline The other (not locked) still will **Minimal reproduction project:** Blank project with above steps If the locked layer could be outlined in grey, that would be great. It is helpful in scenarios where you want to better understand the layout of a UI. If someone would point me in the direction of the files which would deal with this issue, then I could potentially look at it. I tried having a look myself but am not sure where the interaction is between clicking the lock button and the editor display.",1,node selection outline not shown in editor when node is locked godot version os device including version win issue description node selection outline not shown when node is in locked state steps to reproduce add control nodes to blank scene lock one of the nodes the node that is locked will no longer display it s selection outline the other not locked still will minimal reproduction project blank project with above steps if the locked layer could be outlined in grey that would be great it is helpful in scenarios where you want to better understand the layout of a ui if someone would point me in the direction of the files which would deal with this issue then i could potentially look at it i tried having a look myself but am not sure where the interaction is between clicking the lock button and the editor display ,1 101227,4110828874.0,IssuesEvent,2016-06-07 01:40:40,kubernetes/kubernetes,https://api.github.com/repos/kubernetes/kubernetes,closed,Deployment deployment should support rollover,kind/flake priority/P0 team/ux,"Same test as #22719 but different failure. https://console.cloud.google.com/storage/kubernetes-jenkins/logs/kubernetes-e2e-gke/7324/ ``` [It] deployment should support rollover /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/deployment.go:71 May 19 12:53:53.784: INFO: Pod name rollover-pod: Found 0 pods out of 4 May 19 12:53:58.790: INFO: Pod name rollover-pod: Found 4 pods out of 4 STEP: ensuring each pod is running W0519 12:53:58.790804 4366 request.go:347] Field selector: v1 - pods - metadata.name - test-rollover-controller-1n0xm: need to check if this is versioned correctly. W0519 12:53:58.792935 4366 request.go:347] Field selector: v1 - pods - metadata.name - test-rollover-controller-gg7bu: need to check if this is versioned correctly. W0519 12:53:58.810121 4366 request.go:347] Field selector: v1 - pods - metadata.name - test-rollover-controller-psxi4: need to check if this is versioned correctly. W0519 12:53:59.044348 4366 request.go:347] Field selector: v1 - pods - metadata.name - test-rollover-controller-sbus0: need to check if this is versioned correctly. STEP: trying to dial each unique pod May 19 12:53:59.123: INFO: Controller rollover-pod: Got non-empty result from replica 1 [test-rollover-controller-1n0xm]: ""\n\n\nWelcome to nginx!\n\n\n\n

Welcome to nginx!

\n

If you see this page, the nginx web server is successfully installed and\nworking. Further configuration is required.

\n\n

For online documentation and support please refer to\nnginx.org.
\nCommercial support is available at\nnginx.com.

\n\n

Thank you for using nginx.

\n\n\n"", 1 of 4 required successes so far May 19 12:53:59.220: INFO: Controller rollover-pod: Got non-empty result from replica 2 [test-rollover-controller-gg7bu]: ""\n\n\nWelcome to nginx!\n\n\n\n

Welcome to nginx!

\n

If you see this page, the nginx web server is successfully installed and\nworking. Further configuration is required.

\n\n

For online documentation and support please refer to\nnginx.org.
\nCommercial support is available at\nnginx.com.

\n\n

Thank you for using nginx.

\n\n\n"", 2 of 4 required successes so far May 19 12:53:59.299: INFO: Controller rollover-pod: Got non-empty result from replica 3 [test-rollover-controller-psxi4]: ""\n\n\nWelcome to nginx!\n\n\n\n

Welcome to nginx!

\n

If you see this page, the nginx web server is successfully installed and\nworking. Further configuration is required.

\n\n

For online documentation and support please refer to\nnginx.org.
\nCommercial support is available at\nnginx.com.

\n\n

Thank you for using nginx.

\n\n\n"", 3 of 4 required successes so far May 19 12:53:59.358: INFO: Controller rollover-pod: Got non-empty result from replica 4 [test-rollover-controller-sbus0]: ""\n\n\nWelcome to nginx!\n\n\n\n

Welcome to nginx!

\n

If you see this page, the nginx web server is successfully installed and\nworking. Further configuration is required.

\n\n

For online documentation and support please refer to\nnginx.org.
\nCommercial support is available at\nnginx.com.

\n\n

Thank you for using nginx.

\n\n\n"", 4 of 4 required successes so far May 19 12:54:05.368: INFO: Creating deployment test-rollover-deployment May 19 12:54:07.440: INFO: Updating deployment test-rollover-deployment May 19 12:59:11.501: INFO: Deployment: kind:"""" apiVersion:"""" . Selector = matchLabels: May 19 12:59:11.501: INFO: All old ReplicaSets (1/2) of deployment test-rollover-deployment: kind:"""" apiVersion:"""" . Selector = matchLabels: matchLabels: matchLabels: May 19 12:59:11.502: INFO: All old ReplicaSets (2/2) of deployment test-rollover-deployment: kind:"""" apiVersion:"""" . Selector = matchLabels: matchLabels: May 19 12:59:11.502: INFO: New ReplicaSet of deployment test-rollover-deployment: kind:"""" apiVersion:"""" . Selector = matchLabels: matchLabels: May 19 12:59:11.509: INFO: Pod test-rollover-controller-1n0xm is available: {TypeMeta:{Kind: APIVersion:} ObjectMeta:{Name:test-rollover-controller-1n0xm GenerateName:test-rollover-controller- Namespace:e2e-tests-deployment-oybdc SelfLink:/api/v1/namespaces/e2e-tests-deployment-oybdc/pods/test-rollover-controller-1n0xm UID:6a549fe5-1dfb-11e6-a239-42010af0001e ResourceVersion:2148 Generation:0 CreationTimestamp:{Time:2016-05-19 12:53:53 -0700 PDT} DeletionTimestamp: DeletionGracePeriodSeconds: Labels:map[name:rollover-pod pod:nginx pod-template-hash:1321378927] Annotations:map[kubernetes.io/created-by:{""kind"":""SerializedReference"",""apiVersion"":""v1"",""reference"":{""kind"":""ReplicaSet"",""namespace"":""e2e-tests-deployment-oybdc"",""name"":""test-rollover-controller"",""uid"":""6a49adea-1dfb-11e6-a239-42010af0001e"",""apiVersion"":""extensions"",""resourceVersion"":""1451""}} ] OwnerReferences:[] Finalizers:[]} Spec:{Volumes:[{Name:default-token-h8oc4 VolumeSource:{HostPath: EmptyDir: GCEPersistentDisk: AWSElasticBlockStore: GitRepo: Secret:0xc820bec7e0 NFS: ISCSI: Glusterfs: PersistentVolumeClaim: RBD: FlexVolume: Cinder: CephFS: Flocker: DownwardAPI: FC: AzureFile: ConfigMap:}}] InitContainers:[] Containers:[{Name:nginx Image:gcr.io/google_containers/nginx:1.7.9 Command:[] Args:[] WorkingDir: Ports:[] Env:[] Resources:{Limits:map[] Requests:map[]} VolumeMounts:[{Name:default-token-h8oc4 ReadOnly:true MountPath:/var/run/secrets/kubernetes.io/serviceaccount SubPath:}] LivenessProbe: ReadinessProbe: Lifecycle: TerminationMessagePath:/dev/termination-log ImagePullPolicy:IfNotPresent SecurityContext: Stdin:false StdinOnce:false TTY:false}] RestartPolicy:Always TerminationGracePeriodSeconds:0xc820bec7f0 ActiveDeadlineSeconds: DNSPolicy:ClusterFirst NodeSelector:map[] ServiceAccountName:default NodeName:gke-jenkins-e2e-default-pool-b9f48651-3w70 SecurityContext:0xc820010bc0 ImagePullSecrets:[] Hostname: Subdomain:} Status:{Phase:Running Conditions:[{Type:Initialized Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:53:53 -0700 PDT} Reason: Message:} {Type:Ready Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:53:56 -0700 PDT} Reason: Message:} {Type:PodScheduled Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:53:53 -0700 PDT} Reason: Message:}] Message: Reason: HostIP:10.240.0.5 PodIP:10.180.2.14 StartTime:2016-05-19T12:53:53-07:00 InitContainerStatuses:[] ContainerStatuses:[{Name:nginx State:{Waiting: Running:0xc820bebb80 Terminated:} LastTerminationState:{Waiting: Running: Terminated:} Ready:true RestartCount:0 Image:gcr.io/google_containers/nginx:1.7.9 ImageID:docker://7332861f06d0f1487265e8c3d99bb8800df8e6770e11ad1fe5a7c580362c2a80 ContainerID:docker://fda2a1e9ab67db66a4173a76f5cbc266981ecff08f096f188eff8cbfa04fae77}]}} May 19 12:59:11.510: INFO: Pod test-rollover-controller-gg7bu is available: {TypeMeta:{Kind: APIVersion:} ObjectMeta:{Name:test-rollover-controller-gg7bu GenerateName:test-rollover-controller- Namespace:e2e-tests-deployment-oybdc SelfLink:/api/v1/namespaces/e2e-tests-deployment-oybdc/pods/test-rollover-controller-gg7bu UID:6a505141-1dfb-11e6-a239-42010af0001e ResourceVersion:2151 Generation:0 CreationTimestamp:{Time:2016-05-19 12:53:53 -0700 PDT} DeletionTimestamp: DeletionGracePeriodSeconds: Labels:map[name:rollover-pod pod:nginx pod-template-hash:1321378927] Annotations:map[kubernetes.io/created-by:{""kind"":""SerializedReference"",""apiVersion"":""v1"",""reference"":{""kind"":""ReplicaSet"",""namespace"":""e2e-tests-deployment-oybdc"",""name"":""test-rollover-controller"",""uid"":""6a49adea-1dfb-11e6-a239-42010af0001e"",""apiVersion"":""extensions"",""resourceVersion"":""1451""}} ] OwnerReferences:[] Finalizers:[]} Spec:{Volumes:[{Name:default-token-h8oc4 VolumeSource:{HostPath: EmptyDir: GCEPersistentDisk: AWSElasticBlockStore: GitRepo: Secret:0xc820bec800 NFS: ISCSI: Glusterfs: PersistentVolumeClaim: RBD: FlexVolume: Cinder: CephFS: Flocker: DownwardAPI: FC: AzureFile: ConfigMap:}}] InitContainers:[] Containers:[{Name:nginx Image:gcr.io/google_containers/nginx:1.7.9 Command:[] Args:[] WorkingDir: Ports:[] Env:[] Resources:{Limits:map[] Requests:map[]} VolumeMounts:[{Name:default-token-h8oc4 ReadOnly:true MountPath:/var/run/secrets/kubernetes.io/serviceaccount SubPath:}] LivenessProbe: ReadinessProbe: Lifecycle: TerminationMessagePath:/dev/termination-log ImagePullPolicy:IfNotPresent SecurityContext: Stdin:false StdinOnce:false TTY:false}] RestartPolicy:Always TerminationGracePeriodSeconds:0xc820bec7f8 ActiveDeadlineSeconds: DNSPolicy:ClusterFirst NodeSelector:map[] ServiceAccountName:default NodeName:gke-jenkins-e2e-default-pool-b9f48651-wnyy SecurityContext:0xc820010dc0 ImagePullSecrets:[] Hostname: Subdomain:} Status:{Phase:Running Conditions:[{Type:Initialized Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:53:53 -0700 PDT} Reason: Message:} {Type:Ready Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:53:58 -0700 PDT} Reason: Message:} {Type:PodScheduled Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:53:53 -0700 PDT} Reason: Message:}] Message: Reason: HostIP:10.240.0.4 PodIP:10.180.0.16 StartTime:2016-05-19T12:53:53-07:00 InitContainerStatuses:[] ContainerStatuses:[{Name:nginx State:{Waiting: Running:0xc820bebbc0 Terminated:} LastTerminationState:{Waiting: Running: Terminated:} Ready:true RestartCount:0 Image:gcr.io/google_containers/nginx:1.7.9 ImageID:docker://7332861f06d0f1487265e8c3d99bb8800df8e6770e11ad1fe5a7c580362c2a80 ContainerID:docker://11a24322c7705325a5aa508936368e67faa926c98220e459c91cb8f0450f217a}]}} May 19 12:59:11.510: INFO: Pod test-rollover-controller-sbus0 is available: {TypeMeta:{Kind: APIVersion:} ObjectMeta:{Name:test-rollover-controller-sbus0 GenerateName:test-rollover-controller- Namespace:e2e-tests-deployment-oybdc SelfLink:/api/v1/namespaces/e2e-tests-deployment-oybdc/pods/test-rollover-controller-sbus0 UID:6a54c8a3-1dfb-11e6-a239-42010af0001e ResourceVersion:2159 Generation:0 CreationTimestamp:{Time:2016-05-19 12:53:53 -0700 PDT} DeletionTimestamp: DeletionGracePeriodSeconds: Labels:map[pod:nginx pod-template-hash:1321378927 name:rollover-pod] Annotations:map[kubernetes.io/created-by:{""kind"":""SerializedReference"",""apiVersion"":""v1"",""reference"":{""kind"":""ReplicaSet"",""namespace"":""e2e-tests-deployment-oybdc"",""name"":""test-rollover-controller"",""uid"":""6a49adea-1dfb-11e6-a239-42010af0001e"",""apiVersion"":""extensions"",""resourceVersion"":""1451""}} ] OwnerReferences:[] Finalizers:[]} Spec:{Volumes:[{Name:default-token-h8oc4 VolumeSource:{HostPath: EmptyDir: GCEPersistentDisk: AWSElasticBlockStore: GitRepo: Secret:0xc820bec810 NFS: ISCSI: Glusterfs: PersistentVolumeClaim: RBD: FlexVolume: Cinder: CephFS: Flocker: DownwardAPI: FC: AzureFile: ConfigMap:}}] InitContainers:[] Containers:[{Name:nginx Image:gcr.io/google_containers/nginx:1.7.9 Command:[] Args:[] WorkingDir: Ports:[] Env:[] Resources:{Limits:map[] Requests:map[]} VolumeMounts:[{Name:default-token-h8oc4 ReadOnly:true MountPath:/var/run/secrets/kubernetes.io/serviceaccount SubPath:}] LivenessProbe: ReadinessProbe: Lifecycle: TerminationMessagePath:/dev/termination-log ImagePullPolicy:IfNotPresent SecurityContext: Stdin:false StdinOnce:false TTY:false}] RestartPolicy:Always TerminationGracePeriodSeconds:0xc820bec820 ActiveDeadlineSeconds: DNSPolicy:ClusterFirst NodeSelector:map[] ServiceAccountName:default NodeName:gke-jenkins-e2e-default-pool-b9f48651-07l9 SecurityContext:0xc8200110c0 ImagePullSecrets:[] Hostname: Subdomain:} Status:{Phase:Running Conditions:[{Type:Initialized Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:53:53 -0700 PDT} Reason: Message:} {Type:Ready Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:53:55 -0700 PDT} Reason: Message:} {Type:PodScheduled Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:53:54 -0700 PDT} Reason: Message:}] Message: Reason: HostIP:10.240.0.6 PodIP:10.180.1.14 StartTime:2016-05-19T12:53:53-07:00 InitContainerStatuses:[] ContainerStatuses:[{Name:nginx State:{Waiting: Running:0xc820bebc00 Terminated:} LastTerminationState:{Waiting: Running: Terminated:} Ready:true RestartCount:0 Image:gcr.io/google_containers/nginx:1.7.9 ImageID:docker://7332861f06d0f1487265e8c3d99bb8800df8e6770e11ad1fe5a7c580362c2a80 ContainerID:docker://0c45e77b044e4a6afe13f5b4642ca5137baea3adcea14004e95000c080f61057}]}} May 19 12:59:11.510: INFO: Pod test-rollover-deployment-3104088211-a84by is available: {TypeMeta:{Kind: APIVersion:} ObjectMeta:{Name:test-rollover-deployment-3104088211-a84by GenerateName:test-rollover-deployment-3104088211- Namespace:e2e-tests-deployment-oybdc SelfLink:/api/v1/namespaces/e2e-tests-deployment-oybdc/pods/test-rollover-deployment-3104088211-a84by UID:81ca06e1-1dfb-11e6-a239-42010af0001e ResourceVersion:3211 Generation:0 CreationTimestamp:{Time:2016-05-19 12:54:33 -0700 PDT} DeletionTimestamp: DeletionGracePeriodSeconds: Labels:map[name:rollover-pod pod-template-hash:3104088211] Annotations:map[kubernetes.io/created-by:{""kind"":""SerializedReference"",""apiVersion"":""v1"",""reference"":{""kind"":""ReplicaSet"",""namespace"":""e2e-tests-deployment-oybdc"",""name"":""test-rollover-deployment-3104088211"",""uid"":""7273bd6e-1dfb-11e6-a239-42010af0001e"",""apiVersion"":""extensions"",""resourceVersion"":""3146""}} ] OwnerReferences:[] Finalizers:[]} Spec:{Volumes:[{Name:default-token-h8oc4 VolumeSource:{HostPath: EmptyDir: GCEPersistentDisk: AWSElasticBlockStore: GitRepo: Secret:0xc8209a5ea0 NFS: ISCSI: Glusterfs: PersistentVolumeClaim: RBD: FlexVolume: Cinder: CephFS: Flocker: DownwardAPI: FC: AzureFile: ConfigMap:}}] InitContainers:[] Containers:[{Name:redis Image:gcr.io/google_containers/redis:e2e Command:[] Args:[] WorkingDir: Ports:[] Env:[] Resources:{Limits:map[] Requests:map[]} VolumeMounts:[{Name:default-token-h8oc4 ReadOnly:true MountPath:/var/run/secrets/kubernetes.io/serviceaccount SubPath:}] LivenessProbe: ReadinessProbe: Lifecycle: TerminationMessagePath:/dev/termination-log ImagePullPolicy:IfNotPresent SecurityContext: Stdin:false StdinOnce:false TTY:false}] RestartPolicy:Always TerminationGracePeriodSeconds:0xc8209a5eb0 ActiveDeadlineSeconds: DNSPolicy:ClusterFirst NodeSelector:map[] ServiceAccountName:default NodeName:gke-jenkins-e2e-default-pool-b9f48651-3w70 SecurityContext:0xc820a50900 ImagePullSecrets:[] Hostname: Subdomain:} Status:{Phase:Running Conditions:[{Type:Initialized Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:54:33 -0700 PDT} Reason: Message:} {Type:Ready Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:54:35 -0700 PDT} Reason: Message:} {Type:PodScheduled Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:54:33 -0700 PDT} Reason: Message:}] Message: Reason: HostIP:10.240.0.5 PodIP:10.180.2.3 StartTime:2016-05-19T12:54:33-07:00 InitContainerStatuses:[] ContainerStatuses:[{Name:redis State:{Waiting: Running:0xc820dd8980 Terminated:} LastTerminationState:{Waiting: Running: Terminated:} Ready:true RestartCount:0 Image:gcr.io/google_containers/redis:e2e ImageID:docker://e5f6c5a2b5646828f51e8e0d30a2987df7e8183ab2c3ed0ca19eaa03cc5db08c ContainerID:docker://8ccd03769c41cf2757c2eba728342d3ca0024db4c35627738f8ed141b445b47c}]}} May 19 12:59:11.510: INFO: Pod test-rollover-deployment-3104088211-cc8bz is available: {TypeMeta:{Kind: APIVersion:} ObjectMeta:{Name:test-rollover-deployment-3104088211-cc8bz GenerateName:test-rollover-deployment-3104088211- Namespace:e2e-tests-deployment-oybdc SelfLink:/api/v1/namespaces/e2e-tests-deployment-oybdc/pods/test-rollover-deployment-3104088211-cc8bz UID:72a1aa22-1dfb-11e6-a239-42010af0001e ResourceVersion:2399 Generation:0 CreationTimestamp:{Time:2016-05-19 12:54:07 -0700 PDT} DeletionTimestamp: DeletionGracePeriodSeconds: Labels:map[name:rollover-pod pod-template-hash:3104088211] Annotations:map[kubernetes.io/created-by:{""kind"":""SerializedReference"",""apiVersion"":""v1"",""reference"":{""kind"":""ReplicaSet"",""namespace"":""e2e-tests-deployment-oybdc"",""name"":""test-rollover-deployment-3104088211"",""uid"":""7273bd6e-1dfb-11e6-a239-42010af0001e"",""apiVersion"":""extensions"",""resourceVersion"":""2284""}} ] OwnerReferences:[] Finalizers:[]} Spec:{Volumes:[{Name:default-token-h8oc4 VolumeSource:{HostPath: EmptyDir: GCEPersistentDisk: AWSElasticBlockStore: GitRepo: Secret:0xc8209a5ec0 NFS: ISCSI: Glusterfs: PersistentVolumeClaim: RBD: FlexVolume: Cinder: CephFS: Flocker: DownwardAPI: FC: AzureFile: ConfigMap:}}] InitContainers:[] Containers:[{Name:redis Image:gcr.io/google_containers/redis:e2e Command:[] Args:[] WorkingDir: Ports:[] Env:[] Resources:{Limits:map[] Requests:map[]} VolumeMounts:[{Name:default-token-h8oc4 ReadOnly:true MountPath:/var/run/secrets/kubernetes.io/serviceaccount SubPath:}] LivenessProbe: ReadinessProbe: Lifecycle: TerminationMessagePath:/dev/termination-log ImagePullPolicy:IfNotPresent SecurityContext: Stdin:false StdinOnce:false TTY:false}] RestartPolicy:Always TerminationGracePeriodSeconds:0xc8209a5eb8 ActiveDeadlineSeconds: DNSPolicy:ClusterFirst NodeSelector:map[] ServiceAccountName:default NodeName:gke-jenkins-e2e-default-pool-b9f48651-wnyy SecurityContext:0xc820a50980 ImagePullSecrets:[] Hostname: Subdomain:} Status:{Phase:Running Conditions:[{Type:Initialized Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:54:07 -0700 PDT} Reason: Message:} {Type:Ready Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:54:08 -0700 PDT} Reason: Message:} {Type:PodScheduled Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:54:07 -0700 PDT} Reason: Message:}] Message: Reason: HostIP:10.240.0.4 PodIP:10.180.0.15 StartTime:2016-05-19T12:54:07-07:00 InitContainerStatuses:[] ContainerStatuses:[{Name:redis State:{Waiting: Running:0xc820dd89c0 Terminated:} LastTerminationState:{Waiting: Running: Terminated:} Ready:true RestartCount:0 Image:gcr.io/google_containers/redis:e2e ImageID:docker://e5f6c5a2b5646828f51e8e0d30a2987df7e8183ab2c3ed0ca19eaa03cc5db08c ContainerID:docker://8acf88086bb1745f5172731e1f8c1c527c923c3fc0162632f0369e9fc1ec2f0e}]}} May 19 12:59:11.510: INFO: Pod test-rollover-deployment-3104088211-vme5t is available: {TypeMeta:{Kind: APIVersion:} ObjectMeta:{Name:test-rollover-deployment-3104088211-vme5t GenerateName:test-rollover-deployment-3104088211- Namespace:e2e-tests-deployment-oybdc SelfLink:/api/v1/namespaces/e2e-tests-deployment-oybdc/pods/test-rollover-deployment-3104088211-vme5t UID:72a285b7-1dfb-11e6-a239-42010af0001e ResourceVersion:3289 Generation:0 CreationTimestamp:{Time:2016-05-19 12:54:07 -0700 PDT} DeletionTimestamp: DeletionGracePeriodSeconds: Labels:map[pod-template-hash:3104088211 name:rollover-pod] Annotations:map[kubernetes.io/created-by:{""kind"":""SerializedReference"",""apiVersion"":""v1"",""reference"":{""kind"":""ReplicaSet"",""namespace"":""e2e-tests-deployment-oybdc"",""name"":""test-rollover-deployment-3104088211"",""uid"":""7273bd6e-1dfb-11e6-a239-42010af0001e"",""apiVersion"":""extensions"",""resourceVersion"":""2284""}} ] OwnerReferences:[] Finalizers:[]} Spec:{Volumes:[{Name:default-token-h8oc4 VolumeSource:{HostPath: EmptyDir: GCEPersistentDisk: AWSElasticBlockStore: GitRepo: Secret:0xc8209a5ed0 NFS: ISCSI: Glusterfs: PersistentVolumeClaim: RBD: FlexVolume: Cinder: CephFS: Flocker: DownwardAPI: FC: AzureFile: ConfigMap:}}] InitContainers:[] Containers:[{Name:redis Image:gcr.io/google_containers/redis:e2e Command:[] Args:[] WorkingDir: Ports:[] Env:[] Resources:{Limits:map[] Requests:map[]} VolumeMounts:[{Name:default-token-h8oc4 ReadOnly:true MountPath:/var/run/secrets/kubernetes.io/serviceaccount SubPath:}] LivenessProbe: ReadinessProbe: Lifecycle: TerminationMessagePath:/dev/termination-log ImagePullPolicy:IfNotPresent SecurityContext: Stdin:false StdinOnce:false TTY:false}] RestartPolicy:Always TerminationGracePeriodSeconds:0xc8209a5ee0 ActiveDeadlineSeconds: DNSPolicy:ClusterFirst NodeSelector:map[] ServiceAccountName:default NodeName:gke-jenkins-e2e-default-pool-b9f48651-07l9 SecurityContext:0xc820a50a00 ImagePullSecrets:[] Hostname: Subdomain:} Status:{Phase:Running Conditions:[{Type:Initialized Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:54:07 -0700 PDT} Reason: Message:} {Type:Ready Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:54:39 -0700 PDT} Reason: Message:} {Type:PodScheduled Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:54:07 -0700 PDT} Reason: Message:}] Message: Reason: HostIP:10.240.0.6 PodIP:10.180.1.12 StartTime:2016-05-19T12:54:07-07:00 InitContainerStatuses:[] ContainerStatuses:[{Name:redis State:{Waiting: Running:0xc820dd8a00 Terminated:} LastTerminationState:{Waiting: Running: Terminated:} Ready:true RestartCount:0 Image:gcr.io/google_containers/redis:e2e ImageID:docker://e5f6c5a2b5646828f51e8e0d30a2987df7e8183ab2c3ed0ca19eaa03cc5db08c ContainerID:docker://f9eb83c777573747dde4a51a7f06ac41958aa03e44e879118922313f19d45c44}]}} May 19 12:59:11.513: INFO: Deleting deployment test-rollover-deployment [AfterEach] [k8s.io] Deployment /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:109 STEP: Collecting events from namespace ""e2e-tests-deployment-oybdc"". May 19 13:00:11.603: INFO: At {2016-05-19 12:53:53 -0700 PDT} - event for test-rollover-controller: {replicaset-controller } SuccessfulCreate: Created pod: test-rollover-controller-sbus0 May 19 13:00:11.603: INFO: At {2016-05-19 12:53:53 -0700 PDT} - event for test-rollover-controller: {replicaset-controller } SuccessfulCreate: Created pod: test-rollover-controller-1n0xm May 19 13:00:11.603: INFO: At {2016-05-19 12:53:53 -0700 PDT} - event for test-rollover-controller: {replicaset-controller } SuccessfulCreate: Created pod: test-rollover-controller-psxi4 May 19 13:00:11.603: INFO: At {2016-05-19 12:53:53 -0700 PDT} - event for test-rollover-controller: {replicaset-controller } SuccessfulCreate: Created pod: test-rollover-controller-gg7bu May 19 13:00:11.603: INFO: At {2016-05-19 12:53:53 -0700 PDT} - event for test-rollover-controller-gg7bu: {default-scheduler } Scheduled: Successfully assigned test-rollover-controller-gg7bu to gke-jenkins-e2e-default-pool-b9f48651-wnyy May 19 13:00:11.603: INFO: At {2016-05-19 12:53:54 -0700 PDT} - event for test-rollover-controller-1n0xm: {default-scheduler } Scheduled: Successfully assigned test-rollover-controller-1n0xm to gke-jenkins-e2e-default-pool-b9f48651-3w70 May 19 13:00:11.603: INFO: At {2016-05-19 12:53:54 -0700 PDT} - event for test-rollover-controller-psxi4: {default-scheduler } Scheduled: Successfully assigned test-rollover-controller-psxi4 to gke-jenkins-e2e-default-pool-b9f48651-wnyy May 19 13:00:11.603: INFO: At {2016-05-19 12:53:54 -0700 PDT} - event for test-rollover-controller-sbus0: {default-scheduler } Scheduled: Successfully assigned test-rollover-controller-sbus0 to gke-jenkins-e2e-default-pool-b9f48651-07l9 May 19 13:00:11.603: INFO: At {2016-05-19 12:53:54 -0700 PDT} - event for test-rollover-controller-sbus0: {kubelet gke-jenkins-e2e-default-pool-b9f48651-07l9} Created: Created container with docker id 0c45e77b044e May 19 13:00:11.603: INFO: At {2016-05-19 12:53:54 -0700 PDT} - event for test-rollover-controller-sbus0: {kubelet gke-jenkins-e2e-default-pool-b9f48651-07l9} Pulled: Container image ""gcr.io/google_containers/nginx:1.7.9"" already present on machine May 19 13:00:11.603: INFO: At {2016-05-19 12:53:55 -0700 PDT} - event for test-rollover-controller-1n0xm: {kubelet gke-jenkins-e2e-default-pool-b9f48651-3w70} Pulled: Container image ""gcr.io/google_containers/nginx:1.7.9"" already present on machine May 19 13:00:11.603: INFO: At {2016-05-19 12:53:55 -0700 PDT} - event for test-rollover-controller-1n0xm: {kubelet gke-jenkins-e2e-default-pool-b9f48651-3w70} Created: Created container with docker id fda2a1e9ab67 May 19 13:00:11.603: INFO: At {2016-05-19 12:53:55 -0700 PDT} - event for test-rollover-controller-gg7bu: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Created: Created container with docker id 11a24322c770 May 19 13:00:11.603: INFO: At {2016-05-19 12:53:55 -0700 PDT} - event for test-rollover-controller-gg7bu: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Pulled: Container image ""gcr.io/google_containers/nginx:1.7.9"" already present on machine May 19 13:00:11.603: INFO: At {2016-05-19 12:53:55 -0700 PDT} - event for test-rollover-controller-psxi4: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Started: Started container with docker id 01cf0674457e May 19 13:00:11.603: INFO: At {2016-05-19 12:53:55 -0700 PDT} - event for test-rollover-controller-psxi4: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Pulled: Container image ""gcr.io/google_containers/nginx:1.7.9"" already present on machine May 19 13:00:11.603: INFO: At {2016-05-19 12:53:55 -0700 PDT} - event for test-rollover-controller-psxi4: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Created: Created container with docker id 01cf0674457e May 19 13:00:11.603: INFO: At {2016-05-19 12:53:55 -0700 PDT} - event for test-rollover-controller-sbus0: {kubelet gke-jenkins-e2e-default-pool-b9f48651-07l9} Started: Started container with docker id 0c45e77b044e May 19 13:00:11.603: INFO: At {2016-05-19 12:53:56 -0700 PDT} - event for test-rollover-controller-1n0xm: {kubelet gke-jenkins-e2e-default-pool-b9f48651-3w70} Started: Started container with docker id fda2a1e9ab67 May 19 13:00:11.603: INFO: At {2016-05-19 12:53:56 -0700 PDT} - event for test-rollover-controller-gg7bu: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Started: Started container with docker id 11a24322c770 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:06 -0700 PDT} - event for test-rollover-controller: {replicaset-controller } SuccessfulDelete: Deleted pod: test-rollover-controller-psxi4 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:06 -0700 PDT} - event for test-rollover-deployment: {deployment-controller } ScalingReplicaSet: Scaled up replica set test-rollover-deployment-3098649686 to 2 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:06 -0700 PDT} - event for test-rollover-deployment: {deployment-controller } ScalingReplicaSet: Scaled up replica set test-rollover-deployment-3098649686 to 1 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:06 -0700 PDT} - event for test-rollover-deployment: {deployment-controller } ScalingReplicaSet: Scaled down replica set test-rollover-controller to 3 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:06 -0700 PDT} - event for test-rollover-deployment-3098649686: {replicaset-controller } SuccessfulCreate: Created pod: test-rollover-deployment-3098649686-izas7 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:06 -0700 PDT} - event for test-rollover-deployment-3098649686-izas7: {default-scheduler } Scheduled: Successfully assigned test-rollover-deployment-3098649686-izas7 to gke-jenkins-e2e-default-pool-b9f48651-3w70 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-controller-psxi4: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Killing: Killing container with docker id 01cf0674457e: Need to kill pod. May 19 13:00:11.603: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment: {deployment-controller } ScalingReplicaSet: Scaled up replica set test-rollover-deployment-3104088211 to 2 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment: {deployment-controller } ScalingReplicaSet: Scaled down replica set test-rollover-deployment-3098649686 to 0 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment-3098649686: {replicaset-controller } SuccessfulDelete: Deleted pod: test-rollover-deployment-3098649686-izas7 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment-3098649686: {replicaset-controller } SuccessfulDelete: Deleted pod: test-rollover-deployment-3098649686-nn9hp May 19 13:00:11.603: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment-3098649686: {replicaset-controller } SuccessfulCreate: Created pod: test-rollover-deployment-3098649686-nn9hp May 19 13:00:11.604: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment-3098649686-nn9hp: {default-scheduler } Scheduled: Successfully assigned test-rollover-deployment-3098649686-nn9hp to gke-jenkins-e2e-default-pool-b9f48651-wnyy May 19 13:00:11.604: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment-3104088211: {replicaset-controller } SuccessfulCreate: Created pod: test-rollover-deployment-3104088211-vme5t May 19 13:00:11.604: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment-3104088211: {replicaset-controller } SuccessfulCreate: Created pod: test-rollover-deployment-3104088211-cc8bz May 19 13:00:11.604: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment-3104088211-cc8bz: {default-scheduler } Scheduled: Successfully assigned test-rollover-deployment-3104088211-cc8bz to gke-jenkins-e2e-default-pool-b9f48651-wnyy May 19 13:00:11.604: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment-3104088211-vme5t: {default-scheduler } Scheduled: Successfully assigned test-rollover-deployment-3104088211-vme5t to gke-jenkins-e2e-default-pool-b9f48651-07l9 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:08 -0700 PDT} - event for test-rollover-deployment-3104088211-cc8bz: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Created: Created container with docker id 8acf88086bb1 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:08 -0700 PDT} - event for test-rollover-deployment-3104088211-cc8bz: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Started: Started container with docker id 8acf88086bb1 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:08 -0700 PDT} - event for test-rollover-deployment-3104088211-cc8bz: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Pulled: Container image ""gcr.io/google_containers/redis:e2e"" already present on machine May 19 13:00:11.604: INFO: At {2016-05-19 12:54:08 -0700 PDT} - event for test-rollover-deployment-3104088211-vme5t: {kubelet gke-jenkins-e2e-default-pool-b9f48651-07l9} Pulling: pulling image ""gcr.io/google_containers/redis:e2e"" May 19 13:00:11.604: INFO: At {2016-05-19 12:54:14 -0700 PDT} - event for test-rollover-deployment-3098649686-izas7: {kubelet gke-jenkins-e2e-default-pool-b9f48651-3w70} Pulling: pulling image ""gcr.io/google_samples/gb-redisslave:v1"" May 19 13:00:11.604: INFO: At {2016-05-19 12:54:14 -0700 PDT} - event for test-rollover-deployment-3098649686-nn9hp: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Pulling: pulling image ""gcr.io/google_samples/gb-redisslave:v1"" May 19 13:00:11.604: INFO: At {2016-05-19 12:54:30 -0700 PDT} - event for test-rollover-deployment-3098649686-izas7: {kubelet gke-jenkins-e2e-default-pool-b9f48651-3w70} Pulled: Successfully pulled image ""gcr.io/google_samples/gb-redisslave:v1"" May 19 13:00:11.604: INFO: At {2016-05-19 12:54:30 -0700 PDT} - event for test-rollover-deployment-3098649686-izas7: {kubelet gke-jenkins-e2e-default-pool-b9f48651-3w70} FailedSync: Error syncing pod, skipping: failed to ""StartContainer"" for ""redis-slave"" with RunContainerError: ""GenerateRunContainerOptions: impossible: cannot find the mounted volumes for pod \""test-rollover-deployment-3098649686-izas7_e2e-tests-deployment-oybdc(71ff315a-1dfb-11e6-a239-42010af0001e)\"""" May 19 13:00:11.604: INFO: At {2016-05-19 12:54:33 -0700 PDT} - event for test-rollover-deployment: {deployment-controller } ScalingReplicaSet: Scaled down replica set test-rollover-controller to 2 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:33 -0700 PDT} - event for test-rollover-deployment: {deployment-controller } ScalingReplicaSet: Scaled up replica set test-rollover-deployment-3104088211 to 3 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:33 -0700 PDT} - event for test-rollover-deployment-3098649686-nn9hp: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} FailedSync: Error syncing pod, skipping: failed to ""StartContainer"" for ""redis-slave"" with RunContainerError: ""GenerateRunContainerOptions: impossible: cannot find the mounted volumes for pod \""test-rollover-deployment-3098649686-nn9hp_e2e-tests-deployment-oybdc(72220963-1dfb-11e6-a239-42010af0001e)\"""" May 19 13:00:11.604: INFO: At {2016-05-19 12:54:33 -0700 PDT} - event for test-rollover-deployment-3098649686-nn9hp: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Pulled: Successfully pulled image ""gcr.io/google_samples/gb-redisslave:v1"" May 19 13:00:11.604: INFO: At {2016-05-19 12:54:33 -0700 PDT} - event for test-rollover-deployment-3104088211: {replicaset-controller } SuccessfulCreate: Created pod: test-rollover-deployment-3104088211-a84by May 19 13:00:11.604: INFO: At {2016-05-19 12:54:33 -0700 PDT} - event for test-rollover-deployment-3104088211-a84by: {kubelet gke-jenkins-e2e-default-pool-b9f48651-3w70} Pulled: Container image ""gcr.io/google_containers/redis:e2e"" already present on machine May 19 13:00:11.604: INFO: At {2016-05-19 12:54:33 -0700 PDT} - event for test-rollover-deployment-3104088211-a84by: {default-scheduler } Scheduled: Successfully assigned test-rollover-deployment-3104088211-a84by to gke-jenkins-e2e-default-pool-b9f48651-3w70 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:34 -0700 PDT} - event for test-rollover-deployment-3104088211-a84by: {kubelet gke-jenkins-e2e-default-pool-b9f48651-3w70} Started: Started container with docker id 8ccd03769c41 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:34 -0700 PDT} - event for test-rollover-deployment-3104088211-a84by: {kubelet gke-jenkins-e2e-default-pool-b9f48651-3w70} Created: Created container with docker id 8ccd03769c41 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:38 -0700 PDT} - event for test-rollover-deployment-3104088211-vme5t: {kubelet gke-jenkins-e2e-default-pool-b9f48651-07l9} Started: Started container with docker id f9eb83c77757 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:38 -0700 PDT} - event for test-rollover-deployment-3104088211-vme5t: {kubelet gke-jenkins-e2e-default-pool-b9f48651-07l9} Created: Created container with docker id f9eb83c77757 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:38 -0700 PDT} - event for test-rollover-deployment-3104088211-vme5t: {kubelet gke-jenkins-e2e-default-pool-b9f48651-07l9} Pulled: Successfully pulled image ""gcr.io/google_containers/redis:e2e"" May 19 13:00:11.619: INFO: POD NODE PHASE GRACE CONDITIONS May 19 13:00:11.619: INFO: test-webserver-fef6df7b-1dfb-11e6-a46c-0242ac110003 gke-jenkins-e2e-default-pool-b9f48651-wnyy Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:58:03 -0700 PDT} } {Ready False {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:58:03 -0700 PDT} ContainersNotReady containers with unready status: [test-webserber]} {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:58:03 -0700 PDT} }] May 19 13:00:11.619: INFO: test-rollover-controller-1n0xm gke-jenkins-e2e-default-pool-b9f48651-3w70 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:53 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:56 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:53 -0700 PDT} }] May 19 13:00:11.619: INFO: test-rollover-controller-gg7bu gke-jenkins-e2e-default-pool-b9f48651-wnyy Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:53 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:58 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:53 -0700 PDT} }] May 19 13:00:11.619: INFO: test-rollover-controller-sbus0 gke-jenkins-e2e-default-pool-b9f48651-07l9 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:53 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:55 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:54 -0700 PDT} }] May 19 13:00:11.619: INFO: test-rollover-deployment-3104088211-a84by gke-jenkins-e2e-default-pool-b9f48651-3w70 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:54:33 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:54:35 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:54:33 -0700 PDT} }] May 19 13:00:11.619: INFO: test-rollover-deployment-3104088211-cc8bz gke-jenkins-e2e-default-pool-b9f48651-wnyy Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:54:07 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:54:08 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:54:07 -0700 PDT} }] May 19 13:00:11.619: INFO: test-rollover-deployment-3104088211-vme5t gke-jenkins-e2e-default-pool-b9f48651-07l9 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:54:07 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:54:39 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:54:07 -0700 PDT} }] May 19 13:00:11.619: INFO: foo-36hvx gke-jenkins-e2e-default-pool-b9f48651-3w70 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:18 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:21 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:18 -0700 PDT} }] May 19 13:00:11.619: INFO: foo-bklsf gke-jenkins-e2e-default-pool-b9f48651-3w70 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:18 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:21 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:18 -0700 PDT} }] May 19 13:00:11.619: INFO: foo-07p3z gke-jenkins-e2e-default-pool-b9f48651-07l9 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:19 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:21 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:19 -0700 PDT} }] May 19 13:00:11.619: INFO: foo-b91ft gke-jenkins-e2e-default-pool-b9f48651-3w70 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:19 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:22 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:19 -0700 PDT} }] May 19 13:00:11.619: INFO: scale-down-ug6k3 gke-jenkins-e2e-default-pool-b9f48651-3w70 Running 30s [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:59:20 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:59:21 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:59:21 -0700 PDT} }] May 19 13:00:11.619: INFO: fluentd-cloud-logging-gke-jenkins-e2e-default-pool-b9f48651-07l9 gke-jenkins-e2e-default-pool-b9f48651-07l9 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:03 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:25 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:03 -0700 PDT} }] May 19 13:00:11.619: INFO: fluentd-cloud-logging-gke-jenkins-e2e-default-pool-b9f48651-3w70 gke-jenkins-e2e-default-pool-b9f48651-3w70 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:03 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:25 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:03 -0700 PDT} }] May 19 13:00:11.620: INFO: fluentd-cloud-logging-gke-jenkins-e2e-default-pool-b9f48651-wnyy gke-jenkins-e2e-default-pool-b9f48651-wnyy Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:01 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:23 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:01 -0700 PDT} }] May 19 13:00:11.620: INFO: heapster-v1.1.0.beta1-2658213798-030gh gke-jenkins-e2e-default-pool-b9f48651-wnyy Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:32 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:37 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:32 -0700 PDT} }] May 19 13:00:11.620: INFO: kube-dns-v11-kjqw4 gke-jenkins-e2e-default-pool-b9f48651-07l9 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:26 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:16 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:26 -0700 PDT} }] May 19 13:00:11.620: INFO: kube-proxy-gke-jenkins-e2e-default-pool-b9f48651-07l9 gke-jenkins-e2e-default-pool-b9f48651-07l9 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:03 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:26 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:03 -0700 PDT} }] May 19 13:00:11.620: INFO: kube-proxy-gke-jenkins-e2e-default-pool-b9f48651-3w70 gke-jenkins-e2e-default-pool-b9f48651-3w70 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:03 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:20 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:03 -0700 PDT} }] May 19 13:00:11.620: INFO: kube-proxy-gke-jenkins-e2e-default-pool-b9f48651-wnyy gke-jenkins-e2e-default-pool-b9f48651-wnyy Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:01 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:17 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:01 -0700 PDT} }] May 19 13:00:11.620: INFO: kubernetes-dashboard-v1.0.1-5fi9o gke-jenkins-e2e-default-pool-b9f48651-wnyy Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:25 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:29 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:25 -0700 PDT} }] May 19 13:00:11.620: INFO: l7-lb-controller-v0.6.0-0teyj gke-jenkins-e2e-default-pool-b9f48651-07l9 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:26 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:41 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:26 -0700 PDT} }] May 19 13:00:11.620: INFO: May 19 13:00:11.626: INFO: Logging node info for node gke-jenkins-e2e-default-pool-b9f48651-07l9 May 19 13:00:11.630: INFO: Node Info: kind:"""" apiVersion:"""" May 19 13:00:11.630: INFO: Logging kubelet events for node gke-jenkins-e2e-default-pool-b9f48651-07l9 May 19 13:00:11.642: INFO: Logging pods the kubelet thinks is on node gke-jenkins-e2e-default-pool-b9f48651-07l9 May 19 13:00:11.670: INFO: l7-lb-controller-v0.6.0-0teyj started at 2016-05-19T12:52:26-07:00 (0+2 container statuses recorded) May 19 13:00:11.670: INFO: Container default-http-backend ready: true, restart count 0 May 19 13:00:11.670: INFO: Container l7-lb-controller ready: true, restart count 0 May 19 13:00:11.670: INFO: foo-07p3z started at 2016-05-19T12:53:19-07:00 (0+1 container statuses recorded) May 19 13:00:11.670: INFO: Container c ready: true, restart count 0 May 19 13:00:11.670: INFO: kube-dns-v11-kjqw4 started at 2016-05-19T12:52:26-07:00 (0+4 container statuses recorded) May 19 13:00:11.670: INFO: Container etcd ready: true, restart count 0 May 19 13:00:11.670: INFO: Container healthz ready: true, restart count 0 May 19 13:00:11.670: INFO: Container kube2sky ready: true, restart count 0 May 19 13:00:11.670: INFO: Container skydns ready: true, restart count 0 May 19 13:00:11.670: INFO: kube-proxy-gke-jenkins-e2e-default-pool-b9f48651-07l9 started at (0+0 container statuses recorded) May 19 13:00:11.670: INFO: test-rollover-controller-sbus0 started at 2016-05-19T12:53:53-07:00 (0+1 container statuses recorded) May 19 13:00:11.670: INFO: Container nginx ready: true, restart count 0 May 19 13:00:11.670: INFO: fluentd-cloud-logging-gke-jenkins-e2e-default-pool-b9f48651-07l9 started at (0+0 container statuses recorded) May 19 13:00:11.670: INFO: test-rollover-deployment-3104088211-vme5t started at 2016-05-19T12:54:07-07:00 (0+1 container statuses recorded) May 19 13:00:11.670: INFO: Container redis ready: true, restart count 0 W0519 13:00:11.687150 4366 metrics_grabber.go:74] Master node is not registered. Grabbing metrics from Scheduler and ControllerManager is disabled. May 19 13:00:11.867: INFO: Latency metrics for node gke-jenkins-e2e-default-pool-b9f48651-07l9 May 19 13:00:11.867: INFO: {Operation: Method:pod_start_latency_microseconds Quantile:0.99 Latency:1m32.575952s} May 19 13:00:11.867: INFO: {Operation: Method:pod_worker_start_latency_microseconds Quantile:0.99 Latency:1m10.010861s} May 19 13:00:11.867: INFO: {Operation: Method:pod_start_latency_microseconds Quantile:0.9 Latency:42.670364s} May 19 13:00:11.867: INFO: {Operation:SyncPod Method:container_manager_latency_microseconds Quantile:0.99 Latency:38.910364s} May 19 13:00:11.867: INFO: {Operation:stop_container Method:docker_operations_latency_microseconds Quantile:0.99 Latency:30.45333s} May 19 13:00:11.867: INFO: {Operation:pull_image Method:docker_operations_latency_microseconds Quantile:0.99 Latency:29.760887s} May 19 13:00:11.867: INFO: {Operation:create Method:pod_worker_latency_microseconds Quantile:0.5 Latency:22.422959s} May 19 13:00:11.867: INFO: {Operation:create Method:pod_worker_latency_microseconds Quantile:0.99 Latency:22.422959s} May 19 13:00:11.867: INFO: {Operation:create Method:pod_worker_latency_microseconds Quantile:0.9 Latency:22.422959s} May 19 13:00:11.867: INFO: {Operation:pull_image Method:docker_operations_latency_microseconds Quantile:0.9 Latency:11.43723s} May 19 13:00:11.867: INFO: Logging node info for node gke-jenkins-e2e-default-pool-b9f48651-3w70 May 19 13:00:11.873: INFO: Node Info: kind:"""" apiVersion:"""" May 19 13:00:11.873: INFO: Logging kubelet events for node gke-jenkins-e2e-default-pool-b9f48651-3w70 May 19 13:00:11.886: INFO: Logging pods the kubelet thinks is on node gke-jenkins-e2e-default-pool-b9f48651-3w70 May 19 13:00:11.897: INFO: fluentd-cloud-logging-gke-jenkins-e2e-default-pool-b9f48651-3w70 started at (0+0 container statuses recorded) May 19 13:00:11.897: INFO: test-rollover-controller-1n0xm started at 2016-05-19T12:53:53-07:00 (0+1 container statuses recorded) May 19 13:00:11.897: INFO: Container nginx ready: true, restart count 0 May 19 13:00:11.897: INFO: kube-proxy-gke-jenkins-e2e-default-pool-b9f48651-3w70 started at (0+0 container statuses recorded) May 19 13:00:11.897: INFO: foo-bklsf started at 2016-05-19T12:53:18-07:00 (0+1 container statuses recorded) May 19 13:00:11.897: INFO: Container c ready: true, restart count 0 May 19 13:00:11.897: INFO: foo-b91ft started at 2016-05-19T12:53:19-07:00 (0+1 container statuses recorded) May 19 13:00:11.897: INFO: Container c ready: true, restart count 0 May 19 13:00:11.897: INFO: scale-down-ug6k3 started at 2016-05-19T12:59:20-07:00 (0+1 container statuses recorded) May 19 13:00:11.897: INFO: Container c ready: true, restart count 0 May 19 13:00:11.897: INFO: test-rollover-deployment-3104088211-a84by started at 2016-05-19T12:54:33-07:00 (0+1 container statuses recorded) May 19 13:00:11.897: INFO: Container redis ready: true, restart count 0 May 19 13:00:11.897: INFO: foo-36hvx started at 2016-05-19T12:53:18-07:00 (0+1 container statuses recorded) May 19 13:00:11.897: INFO: Container c ready: true, restart count 0 W0519 13:00:11.903894 4366 metrics_grabber.go:74] Master node is not registered. Grabbing metrics from Scheduler and ControllerManager is disabled. May 19 13:00:12.121: INFO: Latency metrics for node gke-jenkins-e2e-default-pool-b9f48651-3w70 May 19 13:00:12.121: INFO: {Operation: Method:pod_start_latency_microseconds Quantile:0.99 Latency:1m31.570897s} May 19 13:00:12.121: INFO: {Operation: Method:pod_worker_start_latency_microseconds Quantile:0.99 Latency:1m10.012519s} May 19 13:00:12.121: INFO: {Operation:SyncPod Method:container_manager_latency_microseconds Quantile:0.99 Latency:44.421537s} May 19 13:00:12.121: INFO: {Operation: Method:pod_start_latency_microseconds Quantile:0.9 Latency:39.769994s} May 19 13:00:12.121: INFO: {Operation:stop_container Method:docker_operations_latency_microseconds Quantile:0.99 Latency:30.087359s} May 19 13:00:12.121: INFO: {Operation:pull_image Method:docker_operations_latency_microseconds Quantile:0.99 Latency:28.185911s} May 19 13:00:12.121: INFO: {Operation:pull_image Method:docker_operations_latency_microseconds Quantile:0.9 Latency:15.531689s} May 19 13:00:12.121: INFO: Logging node info for node gke-jenkins-e2e-default-pool-b9f48651-wnyy May 19 13:00:12.126: INFO: Node Info: kind:"""" apiVersion:"""" May 19 13:00:12.126: INFO: Logging kubelet events for node gke-jenkins-e2e-default-pool-b9f48651-wnyy May 19 13:00:12.132: INFO: Logging pods the kubelet thinks is on node gke-jenkins-e2e-default-pool-b9f48651-wnyy May 19 13:00:12.142: INFO: heapster-v1.1.0.beta1-2658213798-030gh started at 2016-05-19T12:52:32-07:00 (0+2 container statuses recorded) May 19 13:00:12.142: INFO: Container heapster ready: true, restart count 0 May 19 13:00:12.142: INFO: Container heapster-nanny ready: true, restart count 0 May 19 13:00:12.142: INFO: test-webserver-fef6df7b-1dfb-11e6-a46c-0242ac110003 started at 2016-05-19T12:58:03-07:00 (0+1 container statuses recorded) May 19 13:00:12.142: INFO: Container test-webserber ready: false, restart count 0 May 19 13:00:12.142: INFO: test-rollover-deployment-3104088211-cc8bz started at 2016-05-19T12:54:07-07:00 (0+1 container statuses recorded) May 19 13:00:12.142: INFO: Container redis ready: true, restart count 0 May 19 13:00:12.142: INFO: kube-proxy-gke-jenkins-e2e-default-pool-b9f48651-wnyy started at (0+0 container statuses recorded) May 19 13:00:12.142: INFO: kubernetes-dashboard-v1.0.1-5fi9o started at 2016-05-19T12:52:25-07:00 (0+1 container statuses recorded) May 19 13:00:12.142: INFO: Container kubernetes-dashboard ready: true, restart count 0 May 19 13:00:12.142: INFO: test-rollover-controller-gg7bu started at 2016-05-19T12:53:53-07:00 (0+1 container statuses recorded) May 19 13:00:12.142: INFO: Container nginx ready: true, restart count 0 May 19 13:00:12.142: INFO: fluentd-cloud-logging-gke-jenkins-e2e-default-pool-b9f48651-wnyy started at (0+0 container statuses recorded) W0519 13:00:12.147396 4366 metrics_grabber.go:74] Master node is not registered. Grabbing metrics from Scheduler and ControllerManager is disabled. May 19 13:00:12.248: INFO: Latency metrics for node gke-jenkins-e2e-default-pool-b9f48651-wnyy May 19 13:00:12.292: INFO: {Operation: Method:pod_start_latency_microseconds Quantile:0.99 Latency:1m31.690529s} May 19 13:00:12.292: INFO: {Operation:create Method:pod_worker_latency_microseconds Quantile:0.9 Latency:41.085503s} May 19 13:00:12.292: INFO: {Operation:create Method:pod_worker_latency_microseconds Quantile:0.99 Latency:41.085503s} May 19 13:00:12.292: INFO: {Operation:pull_image Method:docker_operations_latency_microseconds Quantile:0.99 Latency:32.599948s} May 19 13:00:12.292: INFO: {Operation:stop_container Method:docker_operations_latency_microseconds Quantile:0.99 Latency:30.287445s} May 19 13:00:12.292: INFO: {Operation:SyncPod Method:container_manager_latency_microseconds Quantile:0.99 Latency:26.379942s} May 19 13:00:12.292: INFO: {Operation: Method:pod_start_latency_microseconds Quantile:0.9 Latency:26.109318s} May 19 13:00:12.293: INFO: {Operation:pull_image Method:docker_operations_latency_microseconds Quantile:0.9 Latency:17.539384s} May 19 13:00:12.293: INFO: {Operation:create Method:pod_worker_latency_microseconds Quantile:0.5 Latency:10.652796s} May 19 13:00:12.293: INFO: Waiting up to 1m0s for all nodes to be ready STEP: Destroying namespace ""e2e-tests-deployment-oybdc"" for this suite. • Failure [383.992 seconds] [k8s.io] Deployment /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:508 deployment should support rollover [It] /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/deployment.go:71 Expected error: <*errors.errorString | 0xc8207e2040>: { s: ""error waiting for deployment test-rollover-deployment status to match expectation: timed out waiting for the condition"", } error waiting for deployment test-rollover-deployment status to match expectation: timed out waiting for the condition not to have occurred /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/deployment.go:560 ```",1.0,"Deployment deployment should support rollover - Same test as #22719 but different failure. https://console.cloud.google.com/storage/kubernetes-jenkins/logs/kubernetes-e2e-gke/7324/ ``` [It] deployment should support rollover /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/deployment.go:71 May 19 12:53:53.784: INFO: Pod name rollover-pod: Found 0 pods out of 4 May 19 12:53:58.790: INFO: Pod name rollover-pod: Found 4 pods out of 4 STEP: ensuring each pod is running W0519 12:53:58.790804 4366 request.go:347] Field selector: v1 - pods - metadata.name - test-rollover-controller-1n0xm: need to check if this is versioned correctly. W0519 12:53:58.792935 4366 request.go:347] Field selector: v1 - pods - metadata.name - test-rollover-controller-gg7bu: need to check if this is versioned correctly. W0519 12:53:58.810121 4366 request.go:347] Field selector: v1 - pods - metadata.name - test-rollover-controller-psxi4: need to check if this is versioned correctly. W0519 12:53:59.044348 4366 request.go:347] Field selector: v1 - pods - metadata.name - test-rollover-controller-sbus0: need to check if this is versioned correctly. STEP: trying to dial each unique pod May 19 12:53:59.123: INFO: Controller rollover-pod: Got non-empty result from replica 1 [test-rollover-controller-1n0xm]: ""\n\n\nWelcome to nginx!\n\n\n\n

Welcome to nginx!

\n

If you see this page, the nginx web server is successfully installed and\nworking. Further configuration is required.

\n\n

For online documentation and support please refer to\nnginx.org.
\nCommercial support is available at\nnginx.com.

\n\n

Thank you for using nginx.

\n\n\n"", 1 of 4 required successes so far May 19 12:53:59.220: INFO: Controller rollover-pod: Got non-empty result from replica 2 [test-rollover-controller-gg7bu]: ""\n\n\nWelcome to nginx!\n\n\n\n

Welcome to nginx!

\n

If you see this page, the nginx web server is successfully installed and\nworking. Further configuration is required.

\n\n

For online documentation and support please refer to\nnginx.org.
\nCommercial support is available at\nnginx.com.

\n\n

Thank you for using nginx.

\n\n\n"", 2 of 4 required successes so far May 19 12:53:59.299: INFO: Controller rollover-pod: Got non-empty result from replica 3 [test-rollover-controller-psxi4]: ""\n\n\nWelcome to nginx!\n\n\n\n

Welcome to nginx!

\n

If you see this page, the nginx web server is successfully installed and\nworking. Further configuration is required.

\n\n

For online documentation and support please refer to\nnginx.org.
\nCommercial support is available at\nnginx.com.

\n\n

Thank you for using nginx.

\n\n\n"", 3 of 4 required successes so far May 19 12:53:59.358: INFO: Controller rollover-pod: Got non-empty result from replica 4 [test-rollover-controller-sbus0]: ""\n\n\nWelcome to nginx!\n\n\n\n

Welcome to nginx!

\n

If you see this page, the nginx web server is successfully installed and\nworking. Further configuration is required.

\n\n

For online documentation and support please refer to\nnginx.org.
\nCommercial support is available at\nnginx.com.

\n\n

Thank you for using nginx.

\n\n\n"", 4 of 4 required successes so far May 19 12:54:05.368: INFO: Creating deployment test-rollover-deployment May 19 12:54:07.440: INFO: Updating deployment test-rollover-deployment May 19 12:59:11.501: INFO: Deployment: kind:"""" apiVersion:"""" . Selector = matchLabels: May 19 12:59:11.501: INFO: All old ReplicaSets (1/2) of deployment test-rollover-deployment: kind:"""" apiVersion:"""" . Selector = matchLabels: matchLabels: matchLabels: May 19 12:59:11.502: INFO: All old ReplicaSets (2/2) of deployment test-rollover-deployment: kind:"""" apiVersion:"""" . Selector = matchLabels: matchLabels: May 19 12:59:11.502: INFO: New ReplicaSet of deployment test-rollover-deployment: kind:"""" apiVersion:"""" . Selector = matchLabels: matchLabels: May 19 12:59:11.509: INFO: Pod test-rollover-controller-1n0xm is available: {TypeMeta:{Kind: APIVersion:} ObjectMeta:{Name:test-rollover-controller-1n0xm GenerateName:test-rollover-controller- Namespace:e2e-tests-deployment-oybdc SelfLink:/api/v1/namespaces/e2e-tests-deployment-oybdc/pods/test-rollover-controller-1n0xm UID:6a549fe5-1dfb-11e6-a239-42010af0001e ResourceVersion:2148 Generation:0 CreationTimestamp:{Time:2016-05-19 12:53:53 -0700 PDT} DeletionTimestamp: DeletionGracePeriodSeconds: Labels:map[name:rollover-pod pod:nginx pod-template-hash:1321378927] Annotations:map[kubernetes.io/created-by:{""kind"":""SerializedReference"",""apiVersion"":""v1"",""reference"":{""kind"":""ReplicaSet"",""namespace"":""e2e-tests-deployment-oybdc"",""name"":""test-rollover-controller"",""uid"":""6a49adea-1dfb-11e6-a239-42010af0001e"",""apiVersion"":""extensions"",""resourceVersion"":""1451""}} ] OwnerReferences:[] Finalizers:[]} Spec:{Volumes:[{Name:default-token-h8oc4 VolumeSource:{HostPath: EmptyDir: GCEPersistentDisk: AWSElasticBlockStore: GitRepo: Secret:0xc820bec7e0 NFS: ISCSI: Glusterfs: PersistentVolumeClaim: RBD: FlexVolume: Cinder: CephFS: Flocker: DownwardAPI: FC: AzureFile: ConfigMap:}}] InitContainers:[] Containers:[{Name:nginx Image:gcr.io/google_containers/nginx:1.7.9 Command:[] Args:[] WorkingDir: Ports:[] Env:[] Resources:{Limits:map[] Requests:map[]} VolumeMounts:[{Name:default-token-h8oc4 ReadOnly:true MountPath:/var/run/secrets/kubernetes.io/serviceaccount SubPath:}] LivenessProbe: ReadinessProbe: Lifecycle: TerminationMessagePath:/dev/termination-log ImagePullPolicy:IfNotPresent SecurityContext: Stdin:false StdinOnce:false TTY:false}] RestartPolicy:Always TerminationGracePeriodSeconds:0xc820bec7f0 ActiveDeadlineSeconds: DNSPolicy:ClusterFirst NodeSelector:map[] ServiceAccountName:default NodeName:gke-jenkins-e2e-default-pool-b9f48651-3w70 SecurityContext:0xc820010bc0 ImagePullSecrets:[] Hostname: Subdomain:} Status:{Phase:Running Conditions:[{Type:Initialized Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:53:53 -0700 PDT} Reason: Message:} {Type:Ready Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:53:56 -0700 PDT} Reason: Message:} {Type:PodScheduled Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:53:53 -0700 PDT} Reason: Message:}] Message: Reason: HostIP:10.240.0.5 PodIP:10.180.2.14 StartTime:2016-05-19T12:53:53-07:00 InitContainerStatuses:[] ContainerStatuses:[{Name:nginx State:{Waiting: Running:0xc820bebb80 Terminated:} LastTerminationState:{Waiting: Running: Terminated:} Ready:true RestartCount:0 Image:gcr.io/google_containers/nginx:1.7.9 ImageID:docker://7332861f06d0f1487265e8c3d99bb8800df8e6770e11ad1fe5a7c580362c2a80 ContainerID:docker://fda2a1e9ab67db66a4173a76f5cbc266981ecff08f096f188eff8cbfa04fae77}]}} May 19 12:59:11.510: INFO: Pod test-rollover-controller-gg7bu is available: {TypeMeta:{Kind: APIVersion:} ObjectMeta:{Name:test-rollover-controller-gg7bu GenerateName:test-rollover-controller- Namespace:e2e-tests-deployment-oybdc SelfLink:/api/v1/namespaces/e2e-tests-deployment-oybdc/pods/test-rollover-controller-gg7bu UID:6a505141-1dfb-11e6-a239-42010af0001e ResourceVersion:2151 Generation:0 CreationTimestamp:{Time:2016-05-19 12:53:53 -0700 PDT} DeletionTimestamp: DeletionGracePeriodSeconds: Labels:map[name:rollover-pod pod:nginx pod-template-hash:1321378927] Annotations:map[kubernetes.io/created-by:{""kind"":""SerializedReference"",""apiVersion"":""v1"",""reference"":{""kind"":""ReplicaSet"",""namespace"":""e2e-tests-deployment-oybdc"",""name"":""test-rollover-controller"",""uid"":""6a49adea-1dfb-11e6-a239-42010af0001e"",""apiVersion"":""extensions"",""resourceVersion"":""1451""}} ] OwnerReferences:[] Finalizers:[]} Spec:{Volumes:[{Name:default-token-h8oc4 VolumeSource:{HostPath: EmptyDir: GCEPersistentDisk: AWSElasticBlockStore: GitRepo: Secret:0xc820bec800 NFS: ISCSI: Glusterfs: PersistentVolumeClaim: RBD: FlexVolume: Cinder: CephFS: Flocker: DownwardAPI: FC: AzureFile: ConfigMap:}}] InitContainers:[] Containers:[{Name:nginx Image:gcr.io/google_containers/nginx:1.7.9 Command:[] Args:[] WorkingDir: Ports:[] Env:[] Resources:{Limits:map[] Requests:map[]} VolumeMounts:[{Name:default-token-h8oc4 ReadOnly:true MountPath:/var/run/secrets/kubernetes.io/serviceaccount SubPath:}] LivenessProbe: ReadinessProbe: Lifecycle: TerminationMessagePath:/dev/termination-log ImagePullPolicy:IfNotPresent SecurityContext: Stdin:false StdinOnce:false TTY:false}] RestartPolicy:Always TerminationGracePeriodSeconds:0xc820bec7f8 ActiveDeadlineSeconds: DNSPolicy:ClusterFirst NodeSelector:map[] ServiceAccountName:default NodeName:gke-jenkins-e2e-default-pool-b9f48651-wnyy SecurityContext:0xc820010dc0 ImagePullSecrets:[] Hostname: Subdomain:} Status:{Phase:Running Conditions:[{Type:Initialized Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:53:53 -0700 PDT} Reason: Message:} {Type:Ready Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:53:58 -0700 PDT} Reason: Message:} {Type:PodScheduled Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:53:53 -0700 PDT} Reason: Message:}] Message: Reason: HostIP:10.240.0.4 PodIP:10.180.0.16 StartTime:2016-05-19T12:53:53-07:00 InitContainerStatuses:[] ContainerStatuses:[{Name:nginx State:{Waiting: Running:0xc820bebbc0 Terminated:} LastTerminationState:{Waiting: Running: Terminated:} Ready:true RestartCount:0 Image:gcr.io/google_containers/nginx:1.7.9 ImageID:docker://7332861f06d0f1487265e8c3d99bb8800df8e6770e11ad1fe5a7c580362c2a80 ContainerID:docker://11a24322c7705325a5aa508936368e67faa926c98220e459c91cb8f0450f217a}]}} May 19 12:59:11.510: INFO: Pod test-rollover-controller-sbus0 is available: {TypeMeta:{Kind: APIVersion:} ObjectMeta:{Name:test-rollover-controller-sbus0 GenerateName:test-rollover-controller- Namespace:e2e-tests-deployment-oybdc SelfLink:/api/v1/namespaces/e2e-tests-deployment-oybdc/pods/test-rollover-controller-sbus0 UID:6a54c8a3-1dfb-11e6-a239-42010af0001e ResourceVersion:2159 Generation:0 CreationTimestamp:{Time:2016-05-19 12:53:53 -0700 PDT} DeletionTimestamp: DeletionGracePeriodSeconds: Labels:map[pod:nginx pod-template-hash:1321378927 name:rollover-pod] Annotations:map[kubernetes.io/created-by:{""kind"":""SerializedReference"",""apiVersion"":""v1"",""reference"":{""kind"":""ReplicaSet"",""namespace"":""e2e-tests-deployment-oybdc"",""name"":""test-rollover-controller"",""uid"":""6a49adea-1dfb-11e6-a239-42010af0001e"",""apiVersion"":""extensions"",""resourceVersion"":""1451""}} ] OwnerReferences:[] Finalizers:[]} Spec:{Volumes:[{Name:default-token-h8oc4 VolumeSource:{HostPath: EmptyDir: GCEPersistentDisk: AWSElasticBlockStore: GitRepo: Secret:0xc820bec810 NFS: ISCSI: Glusterfs: PersistentVolumeClaim: RBD: FlexVolume: Cinder: CephFS: Flocker: DownwardAPI: FC: AzureFile: ConfigMap:}}] InitContainers:[] Containers:[{Name:nginx Image:gcr.io/google_containers/nginx:1.7.9 Command:[] Args:[] WorkingDir: Ports:[] Env:[] Resources:{Limits:map[] Requests:map[]} VolumeMounts:[{Name:default-token-h8oc4 ReadOnly:true MountPath:/var/run/secrets/kubernetes.io/serviceaccount SubPath:}] LivenessProbe: ReadinessProbe: Lifecycle: TerminationMessagePath:/dev/termination-log ImagePullPolicy:IfNotPresent SecurityContext: Stdin:false StdinOnce:false TTY:false}] RestartPolicy:Always TerminationGracePeriodSeconds:0xc820bec820 ActiveDeadlineSeconds: DNSPolicy:ClusterFirst NodeSelector:map[] ServiceAccountName:default NodeName:gke-jenkins-e2e-default-pool-b9f48651-07l9 SecurityContext:0xc8200110c0 ImagePullSecrets:[] Hostname: Subdomain:} Status:{Phase:Running Conditions:[{Type:Initialized Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:53:53 -0700 PDT} Reason: Message:} {Type:Ready Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:53:55 -0700 PDT} Reason: Message:} {Type:PodScheduled Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:53:54 -0700 PDT} Reason: Message:}] Message: Reason: HostIP:10.240.0.6 PodIP:10.180.1.14 StartTime:2016-05-19T12:53:53-07:00 InitContainerStatuses:[] ContainerStatuses:[{Name:nginx State:{Waiting: Running:0xc820bebc00 Terminated:} LastTerminationState:{Waiting: Running: Terminated:} Ready:true RestartCount:0 Image:gcr.io/google_containers/nginx:1.7.9 ImageID:docker://7332861f06d0f1487265e8c3d99bb8800df8e6770e11ad1fe5a7c580362c2a80 ContainerID:docker://0c45e77b044e4a6afe13f5b4642ca5137baea3adcea14004e95000c080f61057}]}} May 19 12:59:11.510: INFO: Pod test-rollover-deployment-3104088211-a84by is available: {TypeMeta:{Kind: APIVersion:} ObjectMeta:{Name:test-rollover-deployment-3104088211-a84by GenerateName:test-rollover-deployment-3104088211- Namespace:e2e-tests-deployment-oybdc SelfLink:/api/v1/namespaces/e2e-tests-deployment-oybdc/pods/test-rollover-deployment-3104088211-a84by UID:81ca06e1-1dfb-11e6-a239-42010af0001e ResourceVersion:3211 Generation:0 CreationTimestamp:{Time:2016-05-19 12:54:33 -0700 PDT} DeletionTimestamp: DeletionGracePeriodSeconds: Labels:map[name:rollover-pod pod-template-hash:3104088211] Annotations:map[kubernetes.io/created-by:{""kind"":""SerializedReference"",""apiVersion"":""v1"",""reference"":{""kind"":""ReplicaSet"",""namespace"":""e2e-tests-deployment-oybdc"",""name"":""test-rollover-deployment-3104088211"",""uid"":""7273bd6e-1dfb-11e6-a239-42010af0001e"",""apiVersion"":""extensions"",""resourceVersion"":""3146""}} ] OwnerReferences:[] Finalizers:[]} Spec:{Volumes:[{Name:default-token-h8oc4 VolumeSource:{HostPath: EmptyDir: GCEPersistentDisk: AWSElasticBlockStore: GitRepo: Secret:0xc8209a5ea0 NFS: ISCSI: Glusterfs: PersistentVolumeClaim: RBD: FlexVolume: Cinder: CephFS: Flocker: DownwardAPI: FC: AzureFile: ConfigMap:}}] InitContainers:[] Containers:[{Name:redis Image:gcr.io/google_containers/redis:e2e Command:[] Args:[] WorkingDir: Ports:[] Env:[] Resources:{Limits:map[] Requests:map[]} VolumeMounts:[{Name:default-token-h8oc4 ReadOnly:true MountPath:/var/run/secrets/kubernetes.io/serviceaccount SubPath:}] LivenessProbe: ReadinessProbe: Lifecycle: TerminationMessagePath:/dev/termination-log ImagePullPolicy:IfNotPresent SecurityContext: Stdin:false StdinOnce:false TTY:false}] RestartPolicy:Always TerminationGracePeriodSeconds:0xc8209a5eb0 ActiveDeadlineSeconds: DNSPolicy:ClusterFirst NodeSelector:map[] ServiceAccountName:default NodeName:gke-jenkins-e2e-default-pool-b9f48651-3w70 SecurityContext:0xc820a50900 ImagePullSecrets:[] Hostname: Subdomain:} Status:{Phase:Running Conditions:[{Type:Initialized Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:54:33 -0700 PDT} Reason: Message:} {Type:Ready Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:54:35 -0700 PDT} Reason: Message:} {Type:PodScheduled Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:54:33 -0700 PDT} Reason: Message:}] Message: Reason: HostIP:10.240.0.5 PodIP:10.180.2.3 StartTime:2016-05-19T12:54:33-07:00 InitContainerStatuses:[] ContainerStatuses:[{Name:redis State:{Waiting: Running:0xc820dd8980 Terminated:} LastTerminationState:{Waiting: Running: Terminated:} Ready:true RestartCount:0 Image:gcr.io/google_containers/redis:e2e ImageID:docker://e5f6c5a2b5646828f51e8e0d30a2987df7e8183ab2c3ed0ca19eaa03cc5db08c ContainerID:docker://8ccd03769c41cf2757c2eba728342d3ca0024db4c35627738f8ed141b445b47c}]}} May 19 12:59:11.510: INFO: Pod test-rollover-deployment-3104088211-cc8bz is available: {TypeMeta:{Kind: APIVersion:} ObjectMeta:{Name:test-rollover-deployment-3104088211-cc8bz GenerateName:test-rollover-deployment-3104088211- Namespace:e2e-tests-deployment-oybdc SelfLink:/api/v1/namespaces/e2e-tests-deployment-oybdc/pods/test-rollover-deployment-3104088211-cc8bz UID:72a1aa22-1dfb-11e6-a239-42010af0001e ResourceVersion:2399 Generation:0 CreationTimestamp:{Time:2016-05-19 12:54:07 -0700 PDT} DeletionTimestamp: DeletionGracePeriodSeconds: Labels:map[name:rollover-pod pod-template-hash:3104088211] Annotations:map[kubernetes.io/created-by:{""kind"":""SerializedReference"",""apiVersion"":""v1"",""reference"":{""kind"":""ReplicaSet"",""namespace"":""e2e-tests-deployment-oybdc"",""name"":""test-rollover-deployment-3104088211"",""uid"":""7273bd6e-1dfb-11e6-a239-42010af0001e"",""apiVersion"":""extensions"",""resourceVersion"":""2284""}} ] OwnerReferences:[] Finalizers:[]} Spec:{Volumes:[{Name:default-token-h8oc4 VolumeSource:{HostPath: EmptyDir: GCEPersistentDisk: AWSElasticBlockStore: GitRepo: Secret:0xc8209a5ec0 NFS: ISCSI: Glusterfs: PersistentVolumeClaim: RBD: FlexVolume: Cinder: CephFS: Flocker: DownwardAPI: FC: AzureFile: ConfigMap:}}] InitContainers:[] Containers:[{Name:redis Image:gcr.io/google_containers/redis:e2e Command:[] Args:[] WorkingDir: Ports:[] Env:[] Resources:{Limits:map[] Requests:map[]} VolumeMounts:[{Name:default-token-h8oc4 ReadOnly:true MountPath:/var/run/secrets/kubernetes.io/serviceaccount SubPath:}] LivenessProbe: ReadinessProbe: Lifecycle: TerminationMessagePath:/dev/termination-log ImagePullPolicy:IfNotPresent SecurityContext: Stdin:false StdinOnce:false TTY:false}] RestartPolicy:Always TerminationGracePeriodSeconds:0xc8209a5eb8 ActiveDeadlineSeconds: DNSPolicy:ClusterFirst NodeSelector:map[] ServiceAccountName:default NodeName:gke-jenkins-e2e-default-pool-b9f48651-wnyy SecurityContext:0xc820a50980 ImagePullSecrets:[] Hostname: Subdomain:} Status:{Phase:Running Conditions:[{Type:Initialized Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:54:07 -0700 PDT} Reason: Message:} {Type:Ready Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:54:08 -0700 PDT} Reason: Message:} {Type:PodScheduled Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:54:07 -0700 PDT} Reason: Message:}] Message: Reason: HostIP:10.240.0.4 PodIP:10.180.0.15 StartTime:2016-05-19T12:54:07-07:00 InitContainerStatuses:[] ContainerStatuses:[{Name:redis State:{Waiting: Running:0xc820dd89c0 Terminated:} LastTerminationState:{Waiting: Running: Terminated:} Ready:true RestartCount:0 Image:gcr.io/google_containers/redis:e2e ImageID:docker://e5f6c5a2b5646828f51e8e0d30a2987df7e8183ab2c3ed0ca19eaa03cc5db08c ContainerID:docker://8acf88086bb1745f5172731e1f8c1c527c923c3fc0162632f0369e9fc1ec2f0e}]}} May 19 12:59:11.510: INFO: Pod test-rollover-deployment-3104088211-vme5t is available: {TypeMeta:{Kind: APIVersion:} ObjectMeta:{Name:test-rollover-deployment-3104088211-vme5t GenerateName:test-rollover-deployment-3104088211- Namespace:e2e-tests-deployment-oybdc SelfLink:/api/v1/namespaces/e2e-tests-deployment-oybdc/pods/test-rollover-deployment-3104088211-vme5t UID:72a285b7-1dfb-11e6-a239-42010af0001e ResourceVersion:3289 Generation:0 CreationTimestamp:{Time:2016-05-19 12:54:07 -0700 PDT} DeletionTimestamp: DeletionGracePeriodSeconds: Labels:map[pod-template-hash:3104088211 name:rollover-pod] Annotations:map[kubernetes.io/created-by:{""kind"":""SerializedReference"",""apiVersion"":""v1"",""reference"":{""kind"":""ReplicaSet"",""namespace"":""e2e-tests-deployment-oybdc"",""name"":""test-rollover-deployment-3104088211"",""uid"":""7273bd6e-1dfb-11e6-a239-42010af0001e"",""apiVersion"":""extensions"",""resourceVersion"":""2284""}} ] OwnerReferences:[] Finalizers:[]} Spec:{Volumes:[{Name:default-token-h8oc4 VolumeSource:{HostPath: EmptyDir: GCEPersistentDisk: AWSElasticBlockStore: GitRepo: Secret:0xc8209a5ed0 NFS: ISCSI: Glusterfs: PersistentVolumeClaim: RBD: FlexVolume: Cinder: CephFS: Flocker: DownwardAPI: FC: AzureFile: ConfigMap:}}] InitContainers:[] Containers:[{Name:redis Image:gcr.io/google_containers/redis:e2e Command:[] Args:[] WorkingDir: Ports:[] Env:[] Resources:{Limits:map[] Requests:map[]} VolumeMounts:[{Name:default-token-h8oc4 ReadOnly:true MountPath:/var/run/secrets/kubernetes.io/serviceaccount SubPath:}] LivenessProbe: ReadinessProbe: Lifecycle: TerminationMessagePath:/dev/termination-log ImagePullPolicy:IfNotPresent SecurityContext: Stdin:false StdinOnce:false TTY:false}] RestartPolicy:Always TerminationGracePeriodSeconds:0xc8209a5ee0 ActiveDeadlineSeconds: DNSPolicy:ClusterFirst NodeSelector:map[] ServiceAccountName:default NodeName:gke-jenkins-e2e-default-pool-b9f48651-07l9 SecurityContext:0xc820a50a00 ImagePullSecrets:[] Hostname: Subdomain:} Status:{Phase:Running Conditions:[{Type:Initialized Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:54:07 -0700 PDT} Reason: Message:} {Type:Ready Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:54:39 -0700 PDT} Reason: Message:} {Type:PodScheduled Status:True LastProbeTime:{Time:0001-01-01 00:00:00 +0000 UTC} LastTransitionTime:{Time:2016-05-19 12:54:07 -0700 PDT} Reason: Message:}] Message: Reason: HostIP:10.240.0.6 PodIP:10.180.1.12 StartTime:2016-05-19T12:54:07-07:00 InitContainerStatuses:[] ContainerStatuses:[{Name:redis State:{Waiting: Running:0xc820dd8a00 Terminated:} LastTerminationState:{Waiting: Running: Terminated:} Ready:true RestartCount:0 Image:gcr.io/google_containers/redis:e2e ImageID:docker://e5f6c5a2b5646828f51e8e0d30a2987df7e8183ab2c3ed0ca19eaa03cc5db08c ContainerID:docker://f9eb83c777573747dde4a51a7f06ac41958aa03e44e879118922313f19d45c44}]}} May 19 12:59:11.513: INFO: Deleting deployment test-rollover-deployment [AfterEach] [k8s.io] Deployment /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:109 STEP: Collecting events from namespace ""e2e-tests-deployment-oybdc"". May 19 13:00:11.603: INFO: At {2016-05-19 12:53:53 -0700 PDT} - event for test-rollover-controller: {replicaset-controller } SuccessfulCreate: Created pod: test-rollover-controller-sbus0 May 19 13:00:11.603: INFO: At {2016-05-19 12:53:53 -0700 PDT} - event for test-rollover-controller: {replicaset-controller } SuccessfulCreate: Created pod: test-rollover-controller-1n0xm May 19 13:00:11.603: INFO: At {2016-05-19 12:53:53 -0700 PDT} - event for test-rollover-controller: {replicaset-controller } SuccessfulCreate: Created pod: test-rollover-controller-psxi4 May 19 13:00:11.603: INFO: At {2016-05-19 12:53:53 -0700 PDT} - event for test-rollover-controller: {replicaset-controller } SuccessfulCreate: Created pod: test-rollover-controller-gg7bu May 19 13:00:11.603: INFO: At {2016-05-19 12:53:53 -0700 PDT} - event for test-rollover-controller-gg7bu: {default-scheduler } Scheduled: Successfully assigned test-rollover-controller-gg7bu to gke-jenkins-e2e-default-pool-b9f48651-wnyy May 19 13:00:11.603: INFO: At {2016-05-19 12:53:54 -0700 PDT} - event for test-rollover-controller-1n0xm: {default-scheduler } Scheduled: Successfully assigned test-rollover-controller-1n0xm to gke-jenkins-e2e-default-pool-b9f48651-3w70 May 19 13:00:11.603: INFO: At {2016-05-19 12:53:54 -0700 PDT} - event for test-rollover-controller-psxi4: {default-scheduler } Scheduled: Successfully assigned test-rollover-controller-psxi4 to gke-jenkins-e2e-default-pool-b9f48651-wnyy May 19 13:00:11.603: INFO: At {2016-05-19 12:53:54 -0700 PDT} - event for test-rollover-controller-sbus0: {default-scheduler } Scheduled: Successfully assigned test-rollover-controller-sbus0 to gke-jenkins-e2e-default-pool-b9f48651-07l9 May 19 13:00:11.603: INFO: At {2016-05-19 12:53:54 -0700 PDT} - event for test-rollover-controller-sbus0: {kubelet gke-jenkins-e2e-default-pool-b9f48651-07l9} Created: Created container with docker id 0c45e77b044e May 19 13:00:11.603: INFO: At {2016-05-19 12:53:54 -0700 PDT} - event for test-rollover-controller-sbus0: {kubelet gke-jenkins-e2e-default-pool-b9f48651-07l9} Pulled: Container image ""gcr.io/google_containers/nginx:1.7.9"" already present on machine May 19 13:00:11.603: INFO: At {2016-05-19 12:53:55 -0700 PDT} - event for test-rollover-controller-1n0xm: {kubelet gke-jenkins-e2e-default-pool-b9f48651-3w70} Pulled: Container image ""gcr.io/google_containers/nginx:1.7.9"" already present on machine May 19 13:00:11.603: INFO: At {2016-05-19 12:53:55 -0700 PDT} - event for test-rollover-controller-1n0xm: {kubelet gke-jenkins-e2e-default-pool-b9f48651-3w70} Created: Created container with docker id fda2a1e9ab67 May 19 13:00:11.603: INFO: At {2016-05-19 12:53:55 -0700 PDT} - event for test-rollover-controller-gg7bu: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Created: Created container with docker id 11a24322c770 May 19 13:00:11.603: INFO: At {2016-05-19 12:53:55 -0700 PDT} - event for test-rollover-controller-gg7bu: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Pulled: Container image ""gcr.io/google_containers/nginx:1.7.9"" already present on machine May 19 13:00:11.603: INFO: At {2016-05-19 12:53:55 -0700 PDT} - event for test-rollover-controller-psxi4: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Started: Started container with docker id 01cf0674457e May 19 13:00:11.603: INFO: At {2016-05-19 12:53:55 -0700 PDT} - event for test-rollover-controller-psxi4: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Pulled: Container image ""gcr.io/google_containers/nginx:1.7.9"" already present on machine May 19 13:00:11.603: INFO: At {2016-05-19 12:53:55 -0700 PDT} - event for test-rollover-controller-psxi4: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Created: Created container with docker id 01cf0674457e May 19 13:00:11.603: INFO: At {2016-05-19 12:53:55 -0700 PDT} - event for test-rollover-controller-sbus0: {kubelet gke-jenkins-e2e-default-pool-b9f48651-07l9} Started: Started container with docker id 0c45e77b044e May 19 13:00:11.603: INFO: At {2016-05-19 12:53:56 -0700 PDT} - event for test-rollover-controller-1n0xm: {kubelet gke-jenkins-e2e-default-pool-b9f48651-3w70} Started: Started container with docker id fda2a1e9ab67 May 19 13:00:11.603: INFO: At {2016-05-19 12:53:56 -0700 PDT} - event for test-rollover-controller-gg7bu: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Started: Started container with docker id 11a24322c770 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:06 -0700 PDT} - event for test-rollover-controller: {replicaset-controller } SuccessfulDelete: Deleted pod: test-rollover-controller-psxi4 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:06 -0700 PDT} - event for test-rollover-deployment: {deployment-controller } ScalingReplicaSet: Scaled up replica set test-rollover-deployment-3098649686 to 2 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:06 -0700 PDT} - event for test-rollover-deployment: {deployment-controller } ScalingReplicaSet: Scaled up replica set test-rollover-deployment-3098649686 to 1 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:06 -0700 PDT} - event for test-rollover-deployment: {deployment-controller } ScalingReplicaSet: Scaled down replica set test-rollover-controller to 3 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:06 -0700 PDT} - event for test-rollover-deployment-3098649686: {replicaset-controller } SuccessfulCreate: Created pod: test-rollover-deployment-3098649686-izas7 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:06 -0700 PDT} - event for test-rollover-deployment-3098649686-izas7: {default-scheduler } Scheduled: Successfully assigned test-rollover-deployment-3098649686-izas7 to gke-jenkins-e2e-default-pool-b9f48651-3w70 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-controller-psxi4: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Killing: Killing container with docker id 01cf0674457e: Need to kill pod. May 19 13:00:11.603: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment: {deployment-controller } ScalingReplicaSet: Scaled up replica set test-rollover-deployment-3104088211 to 2 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment: {deployment-controller } ScalingReplicaSet: Scaled down replica set test-rollover-deployment-3098649686 to 0 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment-3098649686: {replicaset-controller } SuccessfulDelete: Deleted pod: test-rollover-deployment-3098649686-izas7 May 19 13:00:11.603: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment-3098649686: {replicaset-controller } SuccessfulDelete: Deleted pod: test-rollover-deployment-3098649686-nn9hp May 19 13:00:11.603: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment-3098649686: {replicaset-controller } SuccessfulCreate: Created pod: test-rollover-deployment-3098649686-nn9hp May 19 13:00:11.604: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment-3098649686-nn9hp: {default-scheduler } Scheduled: Successfully assigned test-rollover-deployment-3098649686-nn9hp to gke-jenkins-e2e-default-pool-b9f48651-wnyy May 19 13:00:11.604: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment-3104088211: {replicaset-controller } SuccessfulCreate: Created pod: test-rollover-deployment-3104088211-vme5t May 19 13:00:11.604: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment-3104088211: {replicaset-controller } SuccessfulCreate: Created pod: test-rollover-deployment-3104088211-cc8bz May 19 13:00:11.604: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment-3104088211-cc8bz: {default-scheduler } Scheduled: Successfully assigned test-rollover-deployment-3104088211-cc8bz to gke-jenkins-e2e-default-pool-b9f48651-wnyy May 19 13:00:11.604: INFO: At {2016-05-19 12:54:07 -0700 PDT} - event for test-rollover-deployment-3104088211-vme5t: {default-scheduler } Scheduled: Successfully assigned test-rollover-deployment-3104088211-vme5t to gke-jenkins-e2e-default-pool-b9f48651-07l9 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:08 -0700 PDT} - event for test-rollover-deployment-3104088211-cc8bz: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Created: Created container with docker id 8acf88086bb1 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:08 -0700 PDT} - event for test-rollover-deployment-3104088211-cc8bz: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Started: Started container with docker id 8acf88086bb1 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:08 -0700 PDT} - event for test-rollover-deployment-3104088211-cc8bz: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Pulled: Container image ""gcr.io/google_containers/redis:e2e"" already present on machine May 19 13:00:11.604: INFO: At {2016-05-19 12:54:08 -0700 PDT} - event for test-rollover-deployment-3104088211-vme5t: {kubelet gke-jenkins-e2e-default-pool-b9f48651-07l9} Pulling: pulling image ""gcr.io/google_containers/redis:e2e"" May 19 13:00:11.604: INFO: At {2016-05-19 12:54:14 -0700 PDT} - event for test-rollover-deployment-3098649686-izas7: {kubelet gke-jenkins-e2e-default-pool-b9f48651-3w70} Pulling: pulling image ""gcr.io/google_samples/gb-redisslave:v1"" May 19 13:00:11.604: INFO: At {2016-05-19 12:54:14 -0700 PDT} - event for test-rollover-deployment-3098649686-nn9hp: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Pulling: pulling image ""gcr.io/google_samples/gb-redisslave:v1"" May 19 13:00:11.604: INFO: At {2016-05-19 12:54:30 -0700 PDT} - event for test-rollover-deployment-3098649686-izas7: {kubelet gke-jenkins-e2e-default-pool-b9f48651-3w70} Pulled: Successfully pulled image ""gcr.io/google_samples/gb-redisslave:v1"" May 19 13:00:11.604: INFO: At {2016-05-19 12:54:30 -0700 PDT} - event for test-rollover-deployment-3098649686-izas7: {kubelet gke-jenkins-e2e-default-pool-b9f48651-3w70} FailedSync: Error syncing pod, skipping: failed to ""StartContainer"" for ""redis-slave"" with RunContainerError: ""GenerateRunContainerOptions: impossible: cannot find the mounted volumes for pod \""test-rollover-deployment-3098649686-izas7_e2e-tests-deployment-oybdc(71ff315a-1dfb-11e6-a239-42010af0001e)\"""" May 19 13:00:11.604: INFO: At {2016-05-19 12:54:33 -0700 PDT} - event for test-rollover-deployment: {deployment-controller } ScalingReplicaSet: Scaled down replica set test-rollover-controller to 2 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:33 -0700 PDT} - event for test-rollover-deployment: {deployment-controller } ScalingReplicaSet: Scaled up replica set test-rollover-deployment-3104088211 to 3 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:33 -0700 PDT} - event for test-rollover-deployment-3098649686-nn9hp: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} FailedSync: Error syncing pod, skipping: failed to ""StartContainer"" for ""redis-slave"" with RunContainerError: ""GenerateRunContainerOptions: impossible: cannot find the mounted volumes for pod \""test-rollover-deployment-3098649686-nn9hp_e2e-tests-deployment-oybdc(72220963-1dfb-11e6-a239-42010af0001e)\"""" May 19 13:00:11.604: INFO: At {2016-05-19 12:54:33 -0700 PDT} - event for test-rollover-deployment-3098649686-nn9hp: {kubelet gke-jenkins-e2e-default-pool-b9f48651-wnyy} Pulled: Successfully pulled image ""gcr.io/google_samples/gb-redisslave:v1"" May 19 13:00:11.604: INFO: At {2016-05-19 12:54:33 -0700 PDT} - event for test-rollover-deployment-3104088211: {replicaset-controller } SuccessfulCreate: Created pod: test-rollover-deployment-3104088211-a84by May 19 13:00:11.604: INFO: At {2016-05-19 12:54:33 -0700 PDT} - event for test-rollover-deployment-3104088211-a84by: {kubelet gke-jenkins-e2e-default-pool-b9f48651-3w70} Pulled: Container image ""gcr.io/google_containers/redis:e2e"" already present on machine May 19 13:00:11.604: INFO: At {2016-05-19 12:54:33 -0700 PDT} - event for test-rollover-deployment-3104088211-a84by: {default-scheduler } Scheduled: Successfully assigned test-rollover-deployment-3104088211-a84by to gke-jenkins-e2e-default-pool-b9f48651-3w70 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:34 -0700 PDT} - event for test-rollover-deployment-3104088211-a84by: {kubelet gke-jenkins-e2e-default-pool-b9f48651-3w70} Started: Started container with docker id 8ccd03769c41 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:34 -0700 PDT} - event for test-rollover-deployment-3104088211-a84by: {kubelet gke-jenkins-e2e-default-pool-b9f48651-3w70} Created: Created container with docker id 8ccd03769c41 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:38 -0700 PDT} - event for test-rollover-deployment-3104088211-vme5t: {kubelet gke-jenkins-e2e-default-pool-b9f48651-07l9} Started: Started container with docker id f9eb83c77757 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:38 -0700 PDT} - event for test-rollover-deployment-3104088211-vme5t: {kubelet gke-jenkins-e2e-default-pool-b9f48651-07l9} Created: Created container with docker id f9eb83c77757 May 19 13:00:11.604: INFO: At {2016-05-19 12:54:38 -0700 PDT} - event for test-rollover-deployment-3104088211-vme5t: {kubelet gke-jenkins-e2e-default-pool-b9f48651-07l9} Pulled: Successfully pulled image ""gcr.io/google_containers/redis:e2e"" May 19 13:00:11.619: INFO: POD NODE PHASE GRACE CONDITIONS May 19 13:00:11.619: INFO: test-webserver-fef6df7b-1dfb-11e6-a46c-0242ac110003 gke-jenkins-e2e-default-pool-b9f48651-wnyy Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:58:03 -0700 PDT} } {Ready False {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:58:03 -0700 PDT} ContainersNotReady containers with unready status: [test-webserber]} {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:58:03 -0700 PDT} }] May 19 13:00:11.619: INFO: test-rollover-controller-1n0xm gke-jenkins-e2e-default-pool-b9f48651-3w70 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:53 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:56 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:53 -0700 PDT} }] May 19 13:00:11.619: INFO: test-rollover-controller-gg7bu gke-jenkins-e2e-default-pool-b9f48651-wnyy Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:53 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:58 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:53 -0700 PDT} }] May 19 13:00:11.619: INFO: test-rollover-controller-sbus0 gke-jenkins-e2e-default-pool-b9f48651-07l9 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:53 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:55 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:54 -0700 PDT} }] May 19 13:00:11.619: INFO: test-rollover-deployment-3104088211-a84by gke-jenkins-e2e-default-pool-b9f48651-3w70 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:54:33 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:54:35 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:54:33 -0700 PDT} }] May 19 13:00:11.619: INFO: test-rollover-deployment-3104088211-cc8bz gke-jenkins-e2e-default-pool-b9f48651-wnyy Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:54:07 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:54:08 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:54:07 -0700 PDT} }] May 19 13:00:11.619: INFO: test-rollover-deployment-3104088211-vme5t gke-jenkins-e2e-default-pool-b9f48651-07l9 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:54:07 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:54:39 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:54:07 -0700 PDT} }] May 19 13:00:11.619: INFO: foo-36hvx gke-jenkins-e2e-default-pool-b9f48651-3w70 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:18 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:21 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:18 -0700 PDT} }] May 19 13:00:11.619: INFO: foo-bklsf gke-jenkins-e2e-default-pool-b9f48651-3w70 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:18 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:21 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:18 -0700 PDT} }] May 19 13:00:11.619: INFO: foo-07p3z gke-jenkins-e2e-default-pool-b9f48651-07l9 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:19 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:21 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:19 -0700 PDT} }] May 19 13:00:11.619: INFO: foo-b91ft gke-jenkins-e2e-default-pool-b9f48651-3w70 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:19 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:22 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:19 -0700 PDT} }] May 19 13:00:11.619: INFO: scale-down-ug6k3 gke-jenkins-e2e-default-pool-b9f48651-3w70 Running 30s [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:59:20 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:59:21 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:59:21 -0700 PDT} }] May 19 13:00:11.619: INFO: fluentd-cloud-logging-gke-jenkins-e2e-default-pool-b9f48651-07l9 gke-jenkins-e2e-default-pool-b9f48651-07l9 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:03 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:25 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:03 -0700 PDT} }] May 19 13:00:11.619: INFO: fluentd-cloud-logging-gke-jenkins-e2e-default-pool-b9f48651-3w70 gke-jenkins-e2e-default-pool-b9f48651-3w70 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:03 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:25 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:03 -0700 PDT} }] May 19 13:00:11.620: INFO: fluentd-cloud-logging-gke-jenkins-e2e-default-pool-b9f48651-wnyy gke-jenkins-e2e-default-pool-b9f48651-wnyy Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:01 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:23 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:01 -0700 PDT} }] May 19 13:00:11.620: INFO: heapster-v1.1.0.beta1-2658213798-030gh gke-jenkins-e2e-default-pool-b9f48651-wnyy Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:32 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:37 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:32 -0700 PDT} }] May 19 13:00:11.620: INFO: kube-dns-v11-kjqw4 gke-jenkins-e2e-default-pool-b9f48651-07l9 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:26 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:53:16 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:26 -0700 PDT} }] May 19 13:00:11.620: INFO: kube-proxy-gke-jenkins-e2e-default-pool-b9f48651-07l9 gke-jenkins-e2e-default-pool-b9f48651-07l9 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:03 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:26 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:03 -0700 PDT} }] May 19 13:00:11.620: INFO: kube-proxy-gke-jenkins-e2e-default-pool-b9f48651-3w70 gke-jenkins-e2e-default-pool-b9f48651-3w70 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:03 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:20 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:03 -0700 PDT} }] May 19 13:00:11.620: INFO: kube-proxy-gke-jenkins-e2e-default-pool-b9f48651-wnyy gke-jenkins-e2e-default-pool-b9f48651-wnyy Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:01 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:17 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:01 -0700 PDT} }] May 19 13:00:11.620: INFO: kubernetes-dashboard-v1.0.1-5fi9o gke-jenkins-e2e-default-pool-b9f48651-wnyy Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:25 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:29 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:25 -0700 PDT} }] May 19 13:00:11.620: INFO: l7-lb-controller-v0.6.0-0teyj gke-jenkins-e2e-default-pool-b9f48651-07l9 Running [{Initialized True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:26 -0700 PDT} } {Ready True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:41 -0700 PDT} } {PodScheduled True {0001-01-01 00:00:00 +0000 UTC} {2016-05-19 12:52:26 -0700 PDT} }] May 19 13:00:11.620: INFO: May 19 13:00:11.626: INFO: Logging node info for node gke-jenkins-e2e-default-pool-b9f48651-07l9 May 19 13:00:11.630: INFO: Node Info: kind:"""" apiVersion:"""" May 19 13:00:11.630: INFO: Logging kubelet events for node gke-jenkins-e2e-default-pool-b9f48651-07l9 May 19 13:00:11.642: INFO: Logging pods the kubelet thinks is on node gke-jenkins-e2e-default-pool-b9f48651-07l9 May 19 13:00:11.670: INFO: l7-lb-controller-v0.6.0-0teyj started at 2016-05-19T12:52:26-07:00 (0+2 container statuses recorded) May 19 13:00:11.670: INFO: Container default-http-backend ready: true, restart count 0 May 19 13:00:11.670: INFO: Container l7-lb-controller ready: true, restart count 0 May 19 13:00:11.670: INFO: foo-07p3z started at 2016-05-19T12:53:19-07:00 (0+1 container statuses recorded) May 19 13:00:11.670: INFO: Container c ready: true, restart count 0 May 19 13:00:11.670: INFO: kube-dns-v11-kjqw4 started at 2016-05-19T12:52:26-07:00 (0+4 container statuses recorded) May 19 13:00:11.670: INFO: Container etcd ready: true, restart count 0 May 19 13:00:11.670: INFO: Container healthz ready: true, restart count 0 May 19 13:00:11.670: INFO: Container kube2sky ready: true, restart count 0 May 19 13:00:11.670: INFO: Container skydns ready: true, restart count 0 May 19 13:00:11.670: INFO: kube-proxy-gke-jenkins-e2e-default-pool-b9f48651-07l9 started at (0+0 container statuses recorded) May 19 13:00:11.670: INFO: test-rollover-controller-sbus0 started at 2016-05-19T12:53:53-07:00 (0+1 container statuses recorded) May 19 13:00:11.670: INFO: Container nginx ready: true, restart count 0 May 19 13:00:11.670: INFO: fluentd-cloud-logging-gke-jenkins-e2e-default-pool-b9f48651-07l9 started at (0+0 container statuses recorded) May 19 13:00:11.670: INFO: test-rollover-deployment-3104088211-vme5t started at 2016-05-19T12:54:07-07:00 (0+1 container statuses recorded) May 19 13:00:11.670: INFO: Container redis ready: true, restart count 0 W0519 13:00:11.687150 4366 metrics_grabber.go:74] Master node is not registered. Grabbing metrics from Scheduler and ControllerManager is disabled. May 19 13:00:11.867: INFO: Latency metrics for node gke-jenkins-e2e-default-pool-b9f48651-07l9 May 19 13:00:11.867: INFO: {Operation: Method:pod_start_latency_microseconds Quantile:0.99 Latency:1m32.575952s} May 19 13:00:11.867: INFO: {Operation: Method:pod_worker_start_latency_microseconds Quantile:0.99 Latency:1m10.010861s} May 19 13:00:11.867: INFO: {Operation: Method:pod_start_latency_microseconds Quantile:0.9 Latency:42.670364s} May 19 13:00:11.867: INFO: {Operation:SyncPod Method:container_manager_latency_microseconds Quantile:0.99 Latency:38.910364s} May 19 13:00:11.867: INFO: {Operation:stop_container Method:docker_operations_latency_microseconds Quantile:0.99 Latency:30.45333s} May 19 13:00:11.867: INFO: {Operation:pull_image Method:docker_operations_latency_microseconds Quantile:0.99 Latency:29.760887s} May 19 13:00:11.867: INFO: {Operation:create Method:pod_worker_latency_microseconds Quantile:0.5 Latency:22.422959s} May 19 13:00:11.867: INFO: {Operation:create Method:pod_worker_latency_microseconds Quantile:0.99 Latency:22.422959s} May 19 13:00:11.867: INFO: {Operation:create Method:pod_worker_latency_microseconds Quantile:0.9 Latency:22.422959s} May 19 13:00:11.867: INFO: {Operation:pull_image Method:docker_operations_latency_microseconds Quantile:0.9 Latency:11.43723s} May 19 13:00:11.867: INFO: Logging node info for node gke-jenkins-e2e-default-pool-b9f48651-3w70 May 19 13:00:11.873: INFO: Node Info: kind:"""" apiVersion:"""" May 19 13:00:11.873: INFO: Logging kubelet events for node gke-jenkins-e2e-default-pool-b9f48651-3w70 May 19 13:00:11.886: INFO: Logging pods the kubelet thinks is on node gke-jenkins-e2e-default-pool-b9f48651-3w70 May 19 13:00:11.897: INFO: fluentd-cloud-logging-gke-jenkins-e2e-default-pool-b9f48651-3w70 started at (0+0 container statuses recorded) May 19 13:00:11.897: INFO: test-rollover-controller-1n0xm started at 2016-05-19T12:53:53-07:00 (0+1 container statuses recorded) May 19 13:00:11.897: INFO: Container nginx ready: true, restart count 0 May 19 13:00:11.897: INFO: kube-proxy-gke-jenkins-e2e-default-pool-b9f48651-3w70 started at (0+0 container statuses recorded) May 19 13:00:11.897: INFO: foo-bklsf started at 2016-05-19T12:53:18-07:00 (0+1 container statuses recorded) May 19 13:00:11.897: INFO: Container c ready: true, restart count 0 May 19 13:00:11.897: INFO: foo-b91ft started at 2016-05-19T12:53:19-07:00 (0+1 container statuses recorded) May 19 13:00:11.897: INFO: Container c ready: true, restart count 0 May 19 13:00:11.897: INFO: scale-down-ug6k3 started at 2016-05-19T12:59:20-07:00 (0+1 container statuses recorded) May 19 13:00:11.897: INFO: Container c ready: true, restart count 0 May 19 13:00:11.897: INFO: test-rollover-deployment-3104088211-a84by started at 2016-05-19T12:54:33-07:00 (0+1 container statuses recorded) May 19 13:00:11.897: INFO: Container redis ready: true, restart count 0 May 19 13:00:11.897: INFO: foo-36hvx started at 2016-05-19T12:53:18-07:00 (0+1 container statuses recorded) May 19 13:00:11.897: INFO: Container c ready: true, restart count 0 W0519 13:00:11.903894 4366 metrics_grabber.go:74] Master node is not registered. Grabbing metrics from Scheduler and ControllerManager is disabled. May 19 13:00:12.121: INFO: Latency metrics for node gke-jenkins-e2e-default-pool-b9f48651-3w70 May 19 13:00:12.121: INFO: {Operation: Method:pod_start_latency_microseconds Quantile:0.99 Latency:1m31.570897s} May 19 13:00:12.121: INFO: {Operation: Method:pod_worker_start_latency_microseconds Quantile:0.99 Latency:1m10.012519s} May 19 13:00:12.121: INFO: {Operation:SyncPod Method:container_manager_latency_microseconds Quantile:0.99 Latency:44.421537s} May 19 13:00:12.121: INFO: {Operation: Method:pod_start_latency_microseconds Quantile:0.9 Latency:39.769994s} May 19 13:00:12.121: INFO: {Operation:stop_container Method:docker_operations_latency_microseconds Quantile:0.99 Latency:30.087359s} May 19 13:00:12.121: INFO: {Operation:pull_image Method:docker_operations_latency_microseconds Quantile:0.99 Latency:28.185911s} May 19 13:00:12.121: INFO: {Operation:pull_image Method:docker_operations_latency_microseconds Quantile:0.9 Latency:15.531689s} May 19 13:00:12.121: INFO: Logging node info for node gke-jenkins-e2e-default-pool-b9f48651-wnyy May 19 13:00:12.126: INFO: Node Info: kind:"""" apiVersion:"""" May 19 13:00:12.126: INFO: Logging kubelet events for node gke-jenkins-e2e-default-pool-b9f48651-wnyy May 19 13:00:12.132: INFO: Logging pods the kubelet thinks is on node gke-jenkins-e2e-default-pool-b9f48651-wnyy May 19 13:00:12.142: INFO: heapster-v1.1.0.beta1-2658213798-030gh started at 2016-05-19T12:52:32-07:00 (0+2 container statuses recorded) May 19 13:00:12.142: INFO: Container heapster ready: true, restart count 0 May 19 13:00:12.142: INFO: Container heapster-nanny ready: true, restart count 0 May 19 13:00:12.142: INFO: test-webserver-fef6df7b-1dfb-11e6-a46c-0242ac110003 started at 2016-05-19T12:58:03-07:00 (0+1 container statuses recorded) May 19 13:00:12.142: INFO: Container test-webserber ready: false, restart count 0 May 19 13:00:12.142: INFO: test-rollover-deployment-3104088211-cc8bz started at 2016-05-19T12:54:07-07:00 (0+1 container statuses recorded) May 19 13:00:12.142: INFO: Container redis ready: true, restart count 0 May 19 13:00:12.142: INFO: kube-proxy-gke-jenkins-e2e-default-pool-b9f48651-wnyy started at (0+0 container statuses recorded) May 19 13:00:12.142: INFO: kubernetes-dashboard-v1.0.1-5fi9o started at 2016-05-19T12:52:25-07:00 (0+1 container statuses recorded) May 19 13:00:12.142: INFO: Container kubernetes-dashboard ready: true, restart count 0 May 19 13:00:12.142: INFO: test-rollover-controller-gg7bu started at 2016-05-19T12:53:53-07:00 (0+1 container statuses recorded) May 19 13:00:12.142: INFO: Container nginx ready: true, restart count 0 May 19 13:00:12.142: INFO: fluentd-cloud-logging-gke-jenkins-e2e-default-pool-b9f48651-wnyy started at (0+0 container statuses recorded) W0519 13:00:12.147396 4366 metrics_grabber.go:74] Master node is not registered. Grabbing metrics from Scheduler and ControllerManager is disabled. May 19 13:00:12.248: INFO: Latency metrics for node gke-jenkins-e2e-default-pool-b9f48651-wnyy May 19 13:00:12.292: INFO: {Operation: Method:pod_start_latency_microseconds Quantile:0.99 Latency:1m31.690529s} May 19 13:00:12.292: INFO: {Operation:create Method:pod_worker_latency_microseconds Quantile:0.9 Latency:41.085503s} May 19 13:00:12.292: INFO: {Operation:create Method:pod_worker_latency_microseconds Quantile:0.99 Latency:41.085503s} May 19 13:00:12.292: INFO: {Operation:pull_image Method:docker_operations_latency_microseconds Quantile:0.99 Latency:32.599948s} May 19 13:00:12.292: INFO: {Operation:stop_container Method:docker_operations_latency_microseconds Quantile:0.99 Latency:30.287445s} May 19 13:00:12.292: INFO: {Operation:SyncPod Method:container_manager_latency_microseconds Quantile:0.99 Latency:26.379942s} May 19 13:00:12.292: INFO: {Operation: Method:pod_start_latency_microseconds Quantile:0.9 Latency:26.109318s} May 19 13:00:12.293: INFO: {Operation:pull_image Method:docker_operations_latency_microseconds Quantile:0.9 Latency:17.539384s} May 19 13:00:12.293: INFO: {Operation:create Method:pod_worker_latency_microseconds Quantile:0.5 Latency:10.652796s} May 19 13:00:12.293: INFO: Waiting up to 1m0s for all nodes to be ready STEP: Destroying namespace ""e2e-tests-deployment-oybdc"" for this suite. • Failure [383.992 seconds] [k8s.io] Deployment /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:508 deployment should support rollover [It] /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/deployment.go:71 Expected error: <*errors.errorString | 0xc8207e2040>: { s: ""error waiting for deployment test-rollover-deployment status to match expectation: timed out waiting for the condition"", } error waiting for deployment test-rollover-deployment status to match expectation: timed out waiting for the condition not to have occurred /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/deployment.go:560 ```",0,deployment deployment should support rollover same test as but different failure deployment should support rollover go src io kubernetes output dockerized go src io kubernetes test deployment go may info pod name rollover pod found pods out of may info pod name rollover pod found pods out of step ensuring each pod is running request go field selector pods metadata name test rollover controller need to check if this is versioned correctly request go field selector pods metadata name test rollover controller need to check if this is versioned correctly request go field selector pods metadata name test rollover controller need to check if this is versioned correctly request go field selector pods metadata name test rollover controller need to check if this is versioned correctly step trying to dial each unique pod may info controller rollover pod got non empty result from replica n n n welcome to nginx n n body n width n margin auto n font family tahoma verdana arial sans serif n n n n n welcome to nginx n if you see this page the nginx web server is successfully installed and nworking further configuration is required n n for online documentation and support please refer to n n n n of required successes so far may info controller rollover pod got non empty result from replica n n n welcome to nginx n n body n width n margin auto n font family tahoma verdana arial sans serif n n n n n welcome to nginx n if you see this page the nginx web server is successfully installed and nworking further configuration is required n n for online documentation and support please refer to n n n n of required successes so far may info controller rollover pod got non empty result from replica n n n welcome to nginx n n body n width n margin auto n font family tahoma verdana arial sans serif n n n n n welcome to nginx n if you see this page the nginx web server is successfully installed and nworking further configuration is required n n for online documentation and support please refer to n n n n of required successes so far may info controller rollover pod got non empty result from replica n n n welcome to nginx n n body n width n margin auto n font family tahoma verdana arial sans serif n n n n n welcome to nginx n if you see this page the nginx web server is successfully installed and nworking further configuration is required n n for online documentation and support please refer to n n n n of required successes so far may info creating deployment test rollover deployment may info updating deployment test rollover deployment may info deployment kind apiversion selector matchlabels may info all old replicasets of deployment test rollover deployment kind apiversion selector matchlabels matchlabels matchlabels may info all old replicasets of deployment test rollover deployment kind apiversion selector matchlabels matchlabels may info new replicaset of deployment test rollover deployment kind apiversion selector matchlabels matchlabels may info pod test rollover controller is available typemeta kind apiversion objectmeta name test rollover controller generatename test rollover controller namespace tests deployment oybdc selflink api namespaces tests deployment oybdc pods test rollover controller uid resourceversion generation creationtimestamp time pdt deletiontimestamp deletiongraceperiodseconds labels map annotations map kubernetes io created by kind serializedreference apiversion reference kind replicaset namespace tests deployment oybdc name test rollover controller uid apiversion extensions resourceversion ownerreferences finalizers spec volumes initcontainers containers args workingdir ports env resources limits map requests map volumemounts livenessprobe readinessprobe lifecycle terminationmessagepath dev termination log imagepullpolicy ifnotpresent securitycontext stdin false stdinonce false tty false restartpolicy always terminationgraceperiodseconds activedeadlineseconds dnspolicy clusterfirst nodeselector map serviceaccountname default nodename gke jenkins default pool securitycontext imagepullsecrets hostname subdomain status phase running conditions message reason hostip podip starttime initcontainerstatuses containerstatuses may info pod test rollover controller is available typemeta kind apiversion objectmeta name test rollover controller generatename test rollover controller namespace tests deployment oybdc selflink api namespaces tests deployment oybdc pods test rollover controller uid resourceversion generation creationtimestamp time pdt deletiontimestamp deletiongraceperiodseconds labels map annotations map kubernetes io created by kind serializedreference apiversion reference kind replicaset namespace tests deployment oybdc name test rollover controller uid apiversion extensions resourceversion ownerreferences finalizers spec volumes initcontainers containers args workingdir ports env resources limits map requests map volumemounts livenessprobe readinessprobe lifecycle terminationmessagepath dev termination log imagepullpolicy ifnotpresent securitycontext stdin false stdinonce false tty false restartpolicy always terminationgraceperiodseconds activedeadlineseconds dnspolicy clusterfirst nodeselector map serviceaccountname default nodename gke jenkins default pool wnyy securitycontext imagepullsecrets hostname subdomain status phase running conditions message reason hostip podip starttime initcontainerstatuses containerstatuses may info pod test rollover controller is available typemeta kind apiversion objectmeta name test rollover controller generatename test rollover controller namespace tests deployment oybdc selflink api namespaces tests deployment oybdc pods test rollover controller uid resourceversion generation creationtimestamp time pdt deletiontimestamp deletiongraceperiodseconds labels map annotations map kubernetes io created by kind serializedreference apiversion reference kind replicaset namespace tests deployment oybdc name test rollover controller uid apiversion extensions resourceversion ownerreferences finalizers spec volumes initcontainers containers args workingdir ports env resources limits map requests map volumemounts livenessprobe readinessprobe lifecycle terminationmessagepath dev termination log imagepullpolicy ifnotpresent securitycontext stdin false stdinonce false tty false restartpolicy always terminationgraceperiodseconds activedeadlineseconds dnspolicy clusterfirst nodeselector map serviceaccountname default nodename gke jenkins default pool securitycontext imagepullsecrets hostname subdomain status phase running conditions message reason hostip podip starttime initcontainerstatuses containerstatuses may info pod test rollover deployment is available typemeta kind apiversion objectmeta name test rollover deployment generatename test rollover deployment namespace tests deployment oybdc selflink api namespaces tests deployment oybdc pods test rollover deployment uid resourceversion generation creationtimestamp time pdt deletiontimestamp deletiongraceperiodseconds labels map annotations map kubernetes io created by kind serializedreference apiversion reference kind replicaset namespace tests deployment oybdc name test rollover deployment uid apiversion extensions resourceversion ownerreferences finalizers spec volumes initcontainers containers args workingdir ports env resources limits map requests map volumemounts livenessprobe readinessprobe lifecycle terminationmessagepath dev termination log imagepullpolicy ifnotpresent securitycontext stdin false stdinonce false tty false restartpolicy always terminationgraceperiodseconds activedeadlineseconds dnspolicy clusterfirst nodeselector map serviceaccountname default nodename gke jenkins default pool securitycontext imagepullsecrets hostname subdomain status phase running conditions message reason hostip podip starttime initcontainerstatuses containerstatuses may info pod test rollover deployment is available typemeta kind apiversion objectmeta name test rollover deployment generatename test rollover deployment namespace tests deployment oybdc selflink api namespaces tests deployment oybdc pods test rollover deployment uid resourceversion generation creationtimestamp time pdt deletiontimestamp deletiongraceperiodseconds labels map annotations map kubernetes io created by kind serializedreference apiversion reference kind replicaset namespace tests deployment oybdc name test rollover deployment uid apiversion extensions resourceversion ownerreferences finalizers spec volumes initcontainers containers args workingdir ports env resources limits map requests map volumemounts livenessprobe readinessprobe lifecycle terminationmessagepath dev termination log imagepullpolicy ifnotpresent securitycontext stdin false stdinonce false tty false restartpolicy always terminationgraceperiodseconds activedeadlineseconds dnspolicy clusterfirst nodeselector map serviceaccountname default nodename gke jenkins default pool wnyy securitycontext imagepullsecrets hostname subdomain status phase running conditions message reason hostip podip starttime initcontainerstatuses containerstatuses may info pod test rollover deployment is available typemeta kind apiversion objectmeta name test rollover deployment generatename test rollover deployment namespace tests deployment oybdc selflink api namespaces tests deployment oybdc pods test rollover deployment uid resourceversion generation creationtimestamp time pdt deletiontimestamp deletiongraceperiodseconds labels map annotations map kubernetes io created by kind serializedreference apiversion reference kind replicaset namespace tests deployment oybdc name test rollover deployment uid apiversion extensions resourceversion ownerreferences finalizers spec volumes initcontainers containers args workingdir ports env resources limits map requests map volumemounts livenessprobe readinessprobe lifecycle terminationmessagepath dev termination log imagepullpolicy ifnotpresent securitycontext stdin false stdinonce false tty false restartpolicy always terminationgraceperiodseconds activedeadlineseconds dnspolicy clusterfirst nodeselector map serviceaccountname default nodename gke jenkins default pool securitycontext imagepullsecrets hostname subdomain status phase running conditions message reason hostip podip starttime initcontainerstatuses containerstatuses may info deleting deployment test rollover deployment deployment go src io kubernetes output dockerized go src io kubernetes test framework framework go step collecting events from namespace tests deployment oybdc may info at pdt event for test rollover controller replicaset controller successfulcreate created pod test rollover controller may info at pdt event for test rollover controller replicaset controller successfulcreate created pod test rollover controller may info at pdt event for test rollover controller replicaset controller successfulcreate created pod test rollover controller may info at pdt event for test rollover controller replicaset controller successfulcreate created pod test rollover controller may info at pdt event for test rollover controller default scheduler scheduled successfully assigned test rollover controller to gke jenkins default pool wnyy may info at pdt event for test rollover controller default scheduler scheduled successfully assigned test rollover controller to gke jenkins default pool may info at pdt event for test rollover controller default scheduler scheduled successfully assigned test rollover controller to gke jenkins default pool wnyy may info at pdt event for test rollover controller default scheduler scheduled successfully assigned test rollover controller to gke jenkins default pool may info at pdt event for test rollover controller kubelet gke jenkins default pool created created container with docker id may info at pdt event for test rollover controller kubelet gke jenkins default pool pulled container image gcr io google containers nginx already present on machine may info at pdt event for test rollover controller kubelet gke jenkins default pool pulled container image gcr io google containers nginx already present on machine may info at pdt event for test rollover controller kubelet gke jenkins default pool created created container with docker id may info at pdt event for test rollover controller kubelet gke jenkins default pool wnyy created created container with docker id may info at pdt event for test rollover controller kubelet gke jenkins default pool wnyy pulled container image gcr io google containers nginx already present on machine may info at pdt event for test rollover controller kubelet gke jenkins default pool wnyy started started container with docker id may info at pdt event for test rollover controller kubelet gke jenkins default pool wnyy pulled container image gcr io google containers nginx already present on machine may info at pdt event for test rollover controller kubelet gke jenkins default pool wnyy created created container with docker id may info at pdt event for test rollover controller kubelet gke jenkins default pool started started container with docker id may info at pdt event for test rollover controller kubelet gke jenkins default pool started started container with docker id may info at pdt event for test rollover controller kubelet gke jenkins default pool wnyy started started container with docker id may info at pdt event for test rollover controller replicaset controller successfuldelete deleted pod test rollover controller may info at pdt event for test rollover deployment deployment controller scalingreplicaset scaled up replica set test rollover deployment to may info at pdt event for test rollover deployment deployment controller scalingreplicaset scaled up replica set test rollover deployment to may info at pdt event for test rollover deployment deployment controller scalingreplicaset scaled down replica set test rollover controller to may info at pdt event for test rollover deployment replicaset controller successfulcreate created pod test rollover deployment may info at pdt event for test rollover deployment default scheduler scheduled successfully assigned test rollover deployment to gke jenkins default pool may info at pdt event for test rollover controller kubelet gke jenkins default pool wnyy killing killing container with docker id need to kill pod may info at pdt event for test rollover deployment deployment controller scalingreplicaset scaled up replica set test rollover deployment to may info at pdt event for test rollover deployment deployment controller scalingreplicaset scaled down replica set test rollover deployment to may info at pdt event for test rollover deployment replicaset controller successfuldelete deleted pod test rollover deployment may info at pdt event for test rollover deployment replicaset controller successfuldelete deleted pod test rollover deployment may info at pdt event for test rollover deployment replicaset controller successfulcreate created pod test rollover deployment may info at pdt event for test rollover deployment default scheduler scheduled successfully assigned test rollover deployment to gke jenkins default pool wnyy may info at pdt event for test rollover deployment replicaset controller successfulcreate created pod test rollover deployment may info at pdt event for test rollover deployment replicaset controller successfulcreate created pod test rollover deployment may info at pdt event for test rollover deployment default scheduler scheduled successfully assigned test rollover deployment to gke jenkins default pool wnyy may info at pdt event for test rollover deployment default scheduler scheduled successfully assigned test rollover deployment to gke jenkins default pool may info at pdt event for test rollover deployment kubelet gke jenkins default pool wnyy created created container with docker id may info at pdt event for test rollover deployment kubelet gke jenkins default pool wnyy started started container with docker id may info at pdt event for test rollover deployment kubelet gke jenkins default pool wnyy pulled container image gcr io google containers redis already present on machine may info at pdt event for test rollover deployment kubelet gke jenkins default pool pulling pulling image gcr io google containers redis may info at pdt event for test rollover deployment kubelet gke jenkins default pool pulling pulling image gcr io google samples gb redisslave may info at pdt event for test rollover deployment kubelet gke jenkins default pool wnyy pulling pulling image gcr io google samples gb redisslave may info at pdt event for test rollover deployment kubelet gke jenkins default pool pulled successfully pulled image gcr io google samples gb redisslave may info at pdt event for test rollover deployment kubelet gke jenkins default pool failedsync error syncing pod skipping failed to startcontainer for redis slave with runcontainererror generateruncontaineroptions impossible cannot find the mounted volumes for pod test rollover deployment tests deployment oybdc may info at pdt event for test rollover deployment deployment controller scalingreplicaset scaled down replica set test rollover controller to may info at pdt event for test rollover deployment deployment controller scalingreplicaset scaled up replica set test rollover deployment to may info at pdt event for test rollover deployment kubelet gke jenkins default pool wnyy failedsync error syncing pod skipping failed to startcontainer for redis slave with runcontainererror generateruncontaineroptions impossible cannot find the mounted volumes for pod test rollover deployment tests deployment oybdc may info at pdt event for test rollover deployment kubelet gke jenkins default pool wnyy pulled successfully pulled image gcr io google samples gb redisslave may info at pdt event for test rollover deployment replicaset controller successfulcreate created pod test rollover deployment may info at pdt event for test rollover deployment kubelet gke jenkins default pool pulled container image gcr io google containers redis already present on machine may info at pdt event for test rollover deployment default scheduler scheduled successfully assigned test rollover deployment to gke jenkins default pool may info at pdt event for test rollover deployment kubelet gke jenkins default pool started started container with docker id may info at pdt event for test rollover deployment kubelet gke jenkins default pool created created container with docker id may info at pdt event for test rollover deployment kubelet gke jenkins default pool started started container with docker id may info at pdt event for test rollover deployment kubelet gke jenkins default pool created created container with docker id may info at pdt event for test rollover deployment kubelet gke jenkins default pool pulled successfully pulled image gcr io google containers redis may info pod node phase grace conditions may info test webserver gke jenkins default pool wnyy running podscheduled true utc pdt may info test rollover controller gke jenkins default pool running may info test rollover controller gke jenkins default pool wnyy running may info test rollover controller gke jenkins default pool running may info test rollover deployment gke jenkins default pool running may info test rollover deployment gke jenkins default pool wnyy running may info test rollover deployment gke jenkins default pool running may info foo gke jenkins default pool running may info foo bklsf gke jenkins default pool running may info foo gke jenkins default pool running may info foo gke jenkins default pool running may info scale down gke jenkins default pool running may info fluentd cloud logging gke jenkins default pool gke jenkins default pool running may info fluentd cloud logging gke jenkins default pool gke jenkins default pool running may info fluentd cloud logging gke jenkins default pool wnyy gke jenkins default pool wnyy running may info heapster gke jenkins default pool wnyy running may info kube dns gke jenkins default pool running may info kube proxy gke jenkins default pool gke jenkins default pool running may info kube proxy gke jenkins default pool gke jenkins default pool running may info kube proxy gke jenkins default pool wnyy gke jenkins default pool wnyy running may info kubernetes dashboard gke jenkins default pool wnyy running may info lb controller gke jenkins default pool running may info may info logging node info for node gke jenkins default pool may info node info kind apiversion may info logging kubelet events for node gke jenkins default pool may info logging pods the kubelet thinks is on node gke jenkins default pool may info lb controller started at container statuses recorded may info container default http backend ready true restart count may info container lb controller ready true restart count may info foo started at container statuses recorded may info container c ready true restart count may info kube dns started at container statuses recorded may info container etcd ready true restart count may info container healthz ready true restart count may info container ready true restart count may info container skydns ready true restart count may info kube proxy gke jenkins default pool started at container statuses recorded may info test rollover controller started at container statuses recorded may info container nginx ready true restart count may info fluentd cloud logging gke jenkins default pool started at container statuses recorded may info test rollover deployment started at container statuses recorded may info container redis ready true restart count metrics grabber go master node is not registered grabbing metrics from scheduler and controllermanager is disabled may info latency metrics for node gke jenkins default pool may info operation method pod start latency microseconds quantile latency may info operation method pod worker start latency microseconds quantile latency may info operation method pod start latency microseconds quantile latency may info operation syncpod method container manager latency microseconds quantile latency may info operation stop container method docker operations latency microseconds quantile latency may info operation pull image method docker operations latency microseconds quantile latency may info operation create method pod worker latency microseconds quantile latency may info operation create method pod worker latency microseconds quantile latency may info operation create method pod worker latency microseconds quantile latency may info operation pull image method docker operations latency microseconds quantile latency may info logging node info for node gke jenkins default pool may info node info kind apiversion may info logging kubelet events for node gke jenkins default pool may info logging pods the kubelet thinks is on node gke jenkins default pool may info fluentd cloud logging gke jenkins default pool started at container statuses recorded may info test rollover controller started at container statuses recorded may info container nginx ready true restart count may info kube proxy gke jenkins default pool started at container statuses recorded may info foo bklsf started at container statuses recorded may info container c ready true restart count may info foo started at container statuses recorded may info container c ready true restart count may info scale down started at container statuses recorded may info container c ready true restart count may info test rollover deployment started at container statuses recorded may info container redis ready true restart count may info foo started at container statuses recorded may info container c ready true restart count metrics grabber go master node is not registered grabbing metrics from scheduler and controllermanager is disabled may info latency metrics for node gke jenkins default pool may info operation method pod start latency microseconds quantile latency may info operation method pod worker start latency microseconds quantile latency may info operation syncpod method container manager latency microseconds quantile latency may info operation method pod start latency microseconds quantile latency may info operation stop container method docker operations latency microseconds quantile latency may info operation pull image method docker operations latency microseconds quantile latency may info operation pull image method docker operations latency microseconds quantile latency may info logging node info for node gke jenkins default pool wnyy may info node info kind apiversion may info logging kubelet events for node gke jenkins default pool wnyy may info logging pods the kubelet thinks is on node gke jenkins default pool wnyy may info heapster started at container statuses recorded may info container heapster ready true restart count may info container heapster nanny ready true restart count may info test webserver started at container statuses recorded may info container test webserber ready false restart count may info test rollover deployment started at container statuses recorded may info container redis ready true restart count may info kube proxy gke jenkins default pool wnyy started at container statuses recorded may info kubernetes dashboard started at container statuses recorded may info container kubernetes dashboard ready true restart count may info test rollover controller started at container statuses recorded may info container nginx ready true restart count may info fluentd cloud logging gke jenkins default pool wnyy started at container statuses recorded metrics grabber go master node is not registered grabbing metrics from scheduler and controllermanager is disabled may info latency metrics for node gke jenkins default pool wnyy may info operation method pod start latency microseconds quantile latency may info operation create method pod worker latency microseconds quantile latency may info operation create method pod worker latency microseconds quantile latency may info operation pull image method docker operations latency microseconds quantile latency may info operation stop container method docker operations latency microseconds quantile latency may info operation syncpod method container manager latency microseconds quantile latency may info operation method pod start latency microseconds quantile latency may info operation pull image method docker operations latency microseconds quantile latency may info operation create method pod worker latency microseconds quantile latency may info waiting up to for all nodes to be ready step destroying namespace tests deployment oybdc for this suite • failure deployment go src io kubernetes output dockerized go src io kubernetes test framework framework go deployment should support rollover go src io kubernetes output dockerized go src io kubernetes test deployment go expected error s error waiting for deployment test rollover deployment status to match expectation timed out waiting for the condition error waiting for deployment test rollover deployment status to match expectation timed out waiting for the condition not to have occurred go src io kubernetes output dockerized go src io kubernetes test deployment go ,0 108021,13540052444.0,IssuesEvent,2020-09-16 14:12:39,Altinn/altinn-studio,https://api.github.com/repos/Altinn/altinn-studio,closed,Analysis: Can a org exist in Altinn Studio without having test and prod environment,area/app-deploy kind/analysis solution/studio/designer status/won't fix,"## Description We need to analyze if a org can exist in Altinn Studio without having test environments. This will possible put requirements on what kind of configuration a org need to have in Altinn Studio related to deployment of apps Lorem ipsum ## In scope > What's in scope of this analysis? Lorem ipsum ## Out of scope > What's **out** of scope for this analysis? Lorem ipsum ## Constraints > Constraints or requirements (technical or functional) that affects this analysis. Lorem ipsum ## Analysis Lorem ipsum ## Conclusion > Short summary of the proposed solution. ## Tasks - [ ] Is this issue labeled with a correct area label? - [ ] QA has been done ",1.0,"Analysis: Can a org exist in Altinn Studio without having test and prod environment - ## Description We need to analyze if a org can exist in Altinn Studio without having test environments. This will possible put requirements on what kind of configuration a org need to have in Altinn Studio related to deployment of apps Lorem ipsum ## In scope > What's in scope of this analysis? Lorem ipsum ## Out of scope > What's **out** of scope for this analysis? Lorem ipsum ## Constraints > Constraints or requirements (technical or functional) that affects this analysis. Lorem ipsum ## Analysis Lorem ipsum ## Conclusion > Short summary of the proposed solution. ## Tasks - [ ] Is this issue labeled with a correct area label? - [ ] QA has been done ",0,analysis can a org exist in altinn studio without having test and prod environment description we need to analyze if a org can exist in altinn studio without having test environments this will possible put requirements on what kind of configuration a org need to have in altinn studio related to deployment of apps lorem ipsum in scope what s in scope of this analysis lorem ipsum out of scope what s out of scope for this analysis lorem ipsum constraints constraints or requirements technical or functional that affects this analysis lorem ipsum analysis lorem ipsum conclusion short summary of the proposed solution tasks is this issue labeled with a correct area label qa has been done ,0 690247,23651935058.0,IssuesEvent,2022-08-26 07:34:54,apache/incubator-kyuubi,https://api.github.com/repos/apache/incubator-kyuubi,closed,Bump unboundid-ldapsdk version from 5.1.4 to 6.0.5,kind:bug priority:major,"### Code of Conduct - [X] I agree to follow this project's [Code of Conduct](https://www.apache.org/foundation/policies/conduct) ### Search before asking - [X] I have searched in the [issues](https://github.com/apache/incubator-kyuubi/issues?q=is%3Aissue) and found no similar issues. ### Describe the bug The version used in the current project is 5.1.4, and some issues have been fixed in versions after this. for example: In 6.0.3 We fixed an issue in which the in-memory directory server could incorrectly include a matched DN in certain bind response messages. In 6.0.2 We fixed an issue in the in-memory directory server that could prevent it from returning search result references for smart referral entries within the scope of the search. It would previously only return references for smart referral entries that matched the search filter, but will now return references for any smart referral entry within the scope. We should update to the latest version ### Affects Version(s) master ### Kyuubi Server Log Output _No response_ ### Kyuubi Engine Log Output _No response_ ### Kyuubi Server Configurations _No response_ ### Kyuubi Engine Configurations _No response_ ### Additional context _No response_ ### Are you willing to submit PR? - [X] Yes I am willing to submit a PR!",1.0,"Bump unboundid-ldapsdk version from 5.1.4 to 6.0.5 - ### Code of Conduct - [X] I agree to follow this project's [Code of Conduct](https://www.apache.org/foundation/policies/conduct) ### Search before asking - [X] I have searched in the [issues](https://github.com/apache/incubator-kyuubi/issues?q=is%3Aissue) and found no similar issues. ### Describe the bug The version used in the current project is 5.1.4, and some issues have been fixed in versions after this. for example: In 6.0.3 We fixed an issue in which the in-memory directory server could incorrectly include a matched DN in certain bind response messages. In 6.0.2 We fixed an issue in the in-memory directory server that could prevent it from returning search result references for smart referral entries within the scope of the search. It would previously only return references for smart referral entries that matched the search filter, but will now return references for any smart referral entry within the scope. We should update to the latest version ### Affects Version(s) master ### Kyuubi Server Log Output _No response_ ### Kyuubi Engine Log Output _No response_ ### Kyuubi Server Configurations _No response_ ### Kyuubi Engine Configurations _No response_ ### Additional context _No response_ ### Are you willing to submit PR? - [X] Yes I am willing to submit a PR!",0,bump unboundid ldapsdk version from to code of conduct i agree to follow this project s search before asking i have searched in the and found no similar issues describe the bug the version used in the current project is and some issues have been fixed in versions after this for example: in we fixed an issue in which the in memory directory server could incorrectly include a matched dn in certain bind response messages in we fixed an issue in the in memory directory server that could prevent it from returning search result references for smart referral entries within the scope of the search it would previously only return references for smart referral entries that matched the search filter but will now return references for any smart referral entry within the scope we should update to the latest version affects version s master kyuubi server log output no response kyuubi engine log output no response kyuubi server configurations no response kyuubi engine configurations no response additional context no response are you willing to submit pr yes i am willing to submit a pr ,0 21661,17407068406.0,IssuesEvent,2021-08-03 07:35:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Toolbar ""View"" Menu closes when unticking View Origin and View Grid",enhancement topic:3d topic:editor usability,"### Godot version 3.3.2 Stable ### System information Windows 10 v20H2, Intel i7 6700, Nvidia GTX1080, 16GB RAM ### Issue description When using the ""View"" dropdown in the 3D view toolbar, the menu will disappear when unticking View Origin or View Grid. This makes sense when you want to change viewport quadrants, but makes unticking both of these options to clean up the 3D view a bit slower. The ""View"" dropdown stays open when changing the visibility of other UI elements (lights, probes etc.), so this is an inconsistency with the expected default function. ### Steps to reproduce 1. Open a new project 2. Click View > View Origin/View Grid ### Minimal reproduction project _No response_",True,"Toolbar ""View"" Menu closes when unticking View Origin and View Grid - ### Godot version 3.3.2 Stable ### System information Windows 10 v20H2, Intel i7 6700, Nvidia GTX1080, 16GB RAM ### Issue description When using the ""View"" dropdown in the 3D view toolbar, the menu will disappear when unticking View Origin or View Grid. This makes sense when you want to change viewport quadrants, but makes unticking both of these options to clean up the 3D view a bit slower. The ""View"" dropdown stays open when changing the visibility of other UI elements (lights, probes etc.), so this is an inconsistency with the expected default function. ### Steps to reproduce 1. Open a new project 2. Click View > View Origin/View Grid ### Minimal reproduction project _No response_",1,toolbar view menu closes when unticking view origin and view grid godot version stable system information windows intel nvidia ram issue description when using the view dropdown in the view toolbar the menu will disappear when unticking view origin or view grid this makes sense when you want to change viewport quadrants but makes unticking both of these options to clean up the view a bit slower the view dropdown stays open when changing the visibility of other ui elements lights probes etc so this is an inconsistency with the expected default function steps to reproduce open a new project click view view origin view grid minimal reproduction project no response ,1 31640,4713511385.0,IssuesEvent,2016-10-14 20:20:14,kubernetes/kubernetes,https://api.github.com/repos/kubernetes/kubernetes,closed,kubernetes-e2e-gci-gke-reboot: broken test run,kind/flake priority/P1 team/test-infra,"https://k8s-gubernator.appspot.com/build/kubernetes-jenkins/logs/kubernetes-e2e-gci-gke-reboot/470/ Multiple broken tests: Failed: [k8s.io] Reboot [Disruptive] [Feature:Reboot] each node by triggering kernel panic and ensure they function upon restart {Kubernetes e2e suite} ``` /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:145 Oct 12 23:56:29.473: All nodes should be ready after test, Not ready nodes: []*api.Node{(*api.Node)(0xc82139d800)} /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:444 ``` Issues about this test specifically: #34123 Failed: [k8s.io] Reboot [Disruptive] [Feature:Reboot] each node by ordering unclean reboot and ensure they function upon restart {Kubernetes e2e suite} ``` /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/reboot.go:98 Oct 12 22:55:43.993: Test failed; at least one node failed to reboot in the time given. /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/reboot.go:158 ``` Issues about this test specifically: #33882 Failed: [k8s.io] Reboot [Disruptive] [Feature:Reboot] each node by ordering clean reboot and ensure they function upon restart {Kubernetes e2e suite} ``` /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:145 Oct 12 23:13:28.748: All nodes should be ready after test, Not ready nodes: []*api.Node{(*api.Node)(0xc820872000)} /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:444 ``` Issues about this test specifically: #33874 Failed: [k8s.io] Reboot [Disruptive] [Feature:Reboot] each node by dropping all inbound packets for a while and ensure they function afterwards {Kubernetes e2e suite} ``` /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:145 Oct 12 23:25:18.228: All nodes should be ready after test, Not ready nodes: []*api.Node{(*api.Node)(0xc82122a800)} /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:444 ``` Issues about this test specifically: #33405 Failed: [k8s.io] Reboot [Disruptive] [Feature:Reboot] each node by switching off the network interface and ensure they function upon switch on {Kubernetes e2e suite} ``` /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:145 Oct 12 23:35:57.313: All nodes should be ready after test, Not ready nodes: []*api.Node{(*api.Node)(0xc820fe5800)} /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:444 ``` Issues about this test specifically: #33407 #33623 Failed: [k8s.io] Reboot [Disruptive] [Feature:Reboot] each node by dropping all outbound packets for a while and ensure they function afterwards {Kubernetes e2e suite} ``` /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:145 Oct 12 23:46:38.327: All nodes should be ready after test, Not ready nodes: []*api.Node{(*api.Node)(0xc820dbe800)} /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:444 ``` Issues about this test specifically: #33703 Previous issues for this suite: #33406 #34070 ",1.0,"kubernetes-e2e-gci-gke-reboot: broken test run - https://k8s-gubernator.appspot.com/build/kubernetes-jenkins/logs/kubernetes-e2e-gci-gke-reboot/470/ Multiple broken tests: Failed: [k8s.io] Reboot [Disruptive] [Feature:Reboot] each node by triggering kernel panic and ensure they function upon restart {Kubernetes e2e suite} ``` /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:145 Oct 12 23:56:29.473: All nodes should be ready after test, Not ready nodes: []*api.Node{(*api.Node)(0xc82139d800)} /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:444 ``` Issues about this test specifically: #34123 Failed: [k8s.io] Reboot [Disruptive] [Feature:Reboot] each node by ordering unclean reboot and ensure they function upon restart {Kubernetes e2e suite} ``` /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/reboot.go:98 Oct 12 22:55:43.993: Test failed; at least one node failed to reboot in the time given. /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/reboot.go:158 ``` Issues about this test specifically: #33882 Failed: [k8s.io] Reboot [Disruptive] [Feature:Reboot] each node by ordering clean reboot and ensure they function upon restart {Kubernetes e2e suite} ``` /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:145 Oct 12 23:13:28.748: All nodes should be ready after test, Not ready nodes: []*api.Node{(*api.Node)(0xc820872000)} /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:444 ``` Issues about this test specifically: #33874 Failed: [k8s.io] Reboot [Disruptive] [Feature:Reboot] each node by dropping all inbound packets for a while and ensure they function afterwards {Kubernetes e2e suite} ``` /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:145 Oct 12 23:25:18.228: All nodes should be ready after test, Not ready nodes: []*api.Node{(*api.Node)(0xc82122a800)} /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:444 ``` Issues about this test specifically: #33405 Failed: [k8s.io] Reboot [Disruptive] [Feature:Reboot] each node by switching off the network interface and ensure they function upon switch on {Kubernetes e2e suite} ``` /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:145 Oct 12 23:35:57.313: All nodes should be ready after test, Not ready nodes: []*api.Node{(*api.Node)(0xc820fe5800)} /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:444 ``` Issues about this test specifically: #33407 #33623 Failed: [k8s.io] Reboot [Disruptive] [Feature:Reboot] each node by dropping all outbound packets for a while and ensure they function afterwards {Kubernetes e2e suite} ``` /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:145 Oct 12 23:46:38.327: All nodes should be ready after test, Not ready nodes: []*api.Node{(*api.Node)(0xc820dbe800)} /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:444 ``` Issues about this test specifically: #33703 Previous issues for this suite: #33406 #34070 ",0,kubernetes gci gke reboot broken test run multiple broken tests failed reboot each node by triggering kernel panic and ensure they function upon restart kubernetes suite go src io kubernetes output dockerized go src io kubernetes test framework framework go oct all nodes should be ready after test not ready nodes api node api node go src io kubernetes output dockerized go src io kubernetes test framework framework go issues about this test specifically failed reboot each node by ordering unclean reboot and ensure they function upon restart kubernetes suite go src io kubernetes output dockerized go src io kubernetes test reboot go oct test failed at least one node failed to reboot in the time given go src io kubernetes output dockerized go src io kubernetes test reboot go issues about this test specifically failed reboot each node by ordering clean reboot and ensure they function upon restart kubernetes suite go src io kubernetes output dockerized go src io kubernetes test framework framework go oct all nodes should be ready after test not ready nodes api node api node go src io kubernetes output dockerized go src io kubernetes test framework framework go issues about this test specifically failed reboot each node by dropping all inbound packets for a while and ensure they function afterwards kubernetes suite go src io kubernetes output dockerized go src io kubernetes test framework framework go oct all nodes should be ready after test not ready nodes api node api node go src io kubernetes output dockerized go src io kubernetes test framework framework go issues about this test specifically failed reboot each node by switching off the network interface and ensure they function upon switch on kubernetes suite go src io kubernetes output dockerized go src io kubernetes test framework framework go oct all nodes should be ready after test not ready nodes api node api node go src io kubernetes output dockerized go src io kubernetes test framework framework go issues about this test specifically failed reboot each node by dropping all outbound packets for a while and ensure they function afterwards kubernetes suite go src io kubernetes output dockerized go src io kubernetes test framework framework go oct all nodes should be ready after test not ready nodes api node api node go src io kubernetes output dockerized go src io kubernetes test framework framework go issues about this test specifically previous issues for this suite ,0 275812,20958656816.0,IssuesEvent,2022-03-27 13:19:24,Stevie-Goodman/CMP1903M-Assessment1,https://api.github.com/repos/Stevie-Goodman/CMP1903M-Assessment1,closed,Debug and build files version controlled,documentation,Files in `./bin` and `./obj` are version controlled and cause unnecessary commits. Add a `.gitignore` file to the project directory with the gitignore rules from the [VisualStudio gitignore](https://github.com/github/gitignore/blob/master/VisualStudio.gitignore). This should keep your working tree clean from generated files during development.,1.0,Debug and build files version controlled - Files in `./bin` and `./obj` are version controlled and cause unnecessary commits. Add a `.gitignore` file to the project directory with the gitignore rules from the [VisualStudio gitignore](https://github.com/github/gitignore/blob/master/VisualStudio.gitignore). This should keep your working tree clean from generated files during development.,0,debug and build files version controlled files in bin and obj are version controlled and cause unnecessary commits add a gitignore file to the project directory with the gitignore rules from the this should keep your working tree clean from generated files during development ,0 15469,10057575446.0,IssuesEvent,2019-07-22 12:00:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Trackpad usability in Windows/Linux and spacebar panning issues.,discussion enhancement topic:editor topic:input usability,"Godot Version: 3.1.1.stable Device: Dell XPS15 9570 OS: Windows 10 Horizontal scrolling doesn't work in-editor and in-application it is not pleasant. In macOS on my old Macbook Air in the 2d and 3d viewport we can pan/orbit using two fingers on the trackpad and pinch to zoom. This is perfect for using the editor on the go and I never feel the need for a mouse however I recently switched my daily driver to windows for more power. My windows trackpad (windows precision) supports this behavior as tested by zooming in and panning in a web browser. However inside the Godot editor vertical scrolling zooms into the 2d viewport instead of panning up (pinch zooming also works so why have the same thing mapped twice?) and horizontal scrolling is not being used at all, it does however work in the GraphEdit node in the standalone but the sensitivity is insanely high. As I don't have a scroll button on my trackpad my only options are to use spacebar to pan around or using the mouse to drag the scrollbars which feels clunky. Unfortunately the spacebar panning isn't a valid option because most trackpad drivers disable the trackpad when typing as a sort of ""palm rejection"". On top of this mouse wrapping doesn't work when using space bar panning, as tested on my desktop also. I can make a separate issue for this if requested. I have been informed that this is an issue on Ubuntu too but I cant confirm. I really think that windows should use use the same behavior as the macOS editor, I understand that there are a lot of poor windows trackpads but almost all of them support horizontal scrolling and pinch zooming, possibly we could make it an editor option to disable it? ",True,"Trackpad usability in Windows/Linux and spacebar panning issues. - Godot Version: 3.1.1.stable Device: Dell XPS15 9570 OS: Windows 10 Horizontal scrolling doesn't work in-editor and in-application it is not pleasant. In macOS on my old Macbook Air in the 2d and 3d viewport we can pan/orbit using two fingers on the trackpad and pinch to zoom. This is perfect for using the editor on the go and I never feel the need for a mouse however I recently switched my daily driver to windows for more power. My windows trackpad (windows precision) supports this behavior as tested by zooming in and panning in a web browser. However inside the Godot editor vertical scrolling zooms into the 2d viewport instead of panning up (pinch zooming also works so why have the same thing mapped twice?) and horizontal scrolling is not being used at all, it does however work in the GraphEdit node in the standalone but the sensitivity is insanely high. As I don't have a scroll button on my trackpad my only options are to use spacebar to pan around or using the mouse to drag the scrollbars which feels clunky. Unfortunately the spacebar panning isn't a valid option because most trackpad drivers disable the trackpad when typing as a sort of ""palm rejection"". On top of this mouse wrapping doesn't work when using space bar panning, as tested on my desktop also. I can make a separate issue for this if requested. I have been informed that this is an issue on Ubuntu too but I cant confirm. I really think that windows should use use the same behavior as the macOS editor, I understand that there are a lot of poor windows trackpads but almost all of them support horizontal scrolling and pinch zooming, possibly we could make it an editor option to disable it? ",1,trackpad usability in windows linux and spacebar panning issues godot version stable device dell os windows horizontal scrolling doesn t work in editor and in application it is not pleasant in macos on my old macbook air in the and viewport we can pan orbit using two fingers on the trackpad and pinch to zoom this is perfect for using the editor on the go and i never feel the need for a mouse however i recently switched my daily driver to windows for more power my windows trackpad windows precision supports this behavior as tested by zooming in and panning in a web browser however inside the godot editor vertical scrolling zooms into the viewport instead of panning up pinch zooming also works so why have the same thing mapped twice and horizontal scrolling is not being used at all it does however work in the graphedit node in the standalone but the sensitivity is insanely high as i don t have a scroll button on my trackpad my only options are to use spacebar to pan around or using the mouse to drag the scrollbars which feels clunky unfortunately the spacebar panning isn t a valid option because most trackpad drivers disable the trackpad when typing as a sort of palm rejection on top of this mouse wrapping doesn t work when using space bar panning as tested on my desktop also i can make a separate issue for this if requested i have been informed that this is an issue on ubuntu too but i cant confirm i really think that windows should use use the same behavior as the macos editor i understand that there are a lot of poor windows trackpads but almost all of them support horizontal scrolling and pinch zooming possibly we could make it an editor option to disable it ,1 13550,8561949588.0,IssuesEvent,2018-11-09 09:04:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Selected control is not highlighted in the 2D viewport when inside a container,bug topic:editor usability,"Godot 3.1 alpha2 When I select a control node in the scene tree, it is not highlighted in any way in the main viewport. I understand I can't move it freely but I cannot see what I am selecting, or which size they take (especially when they have no visuals!). I can't select from viewport either, it either gets the top-most container, or just nothing. ![image](https://user-images.githubusercontent.com/1311555/48234364-3ef8a800-e3b1-11e8-85d9-e0e0b30ae344.png) ",True,"Selected control is not highlighted in the 2D viewport when inside a container - Godot 3.1 alpha2 When I select a control node in the scene tree, it is not highlighted in any way in the main viewport. I understand I can't move it freely but I cannot see what I am selecting, or which size they take (especially when they have no visuals!). I can't select from viewport either, it either gets the top-most container, or just nothing. ![image](https://user-images.githubusercontent.com/1311555/48234364-3ef8a800-e3b1-11e8-85d9-e0e0b30ae344.png) ",1,selected control is not highlighted in the viewport when inside a container godot when i select a control node in the scene tree it is not highlighted in any way in the main viewport i understand i can t move it freely but i cannot see what i am selecting or which size they take especially when they have no visuals i can t select from viewport either it either gets the top most container or just nothing ,1 20255,15184859450.0,IssuesEvent,2021-02-15 10:08:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dragging to adjust variable values in inspector is broken,bug platform:macos topic:editor usability,"**Godot version:** 3.2.4 RC2 **OS/device including version:** macOS Catalina Macbook Pro **Issue description:** Seems to be a regression since 3.2.3. It's an issue in both RC1 and RC2, I am not sure about beta builds. When dragging over an exported variable to adjust the value, it does not work as expected. The issue is not limited to any particular variable type as far as I can tell. Dragging only a tiny bit causes the value to jump to an extreme, and even if you drag to the right it jumps to below what it already was: https://user-images.githubusercontent.com/33777501/107888291-39f3fe80-6ec0-11eb-8592-0c4e77e88a78.mov Dragging on a variable with a slider also does not work smoothly as it used to, though the slider itself works fine: https://user-images.githubusercontent.com/33777501/107888316-5d1eae00-6ec0-11eb-9efc-87500e0cd8b1.mov **Steps to reproduce:** Make a new scene, add a node such as Node2D, and try to adjust some variable in inspector (like position) by dragging over it. **Minimal reproduction project:** Not needed I think ",True,"Dragging to adjust variable values in inspector is broken - **Godot version:** 3.2.4 RC2 **OS/device including version:** macOS Catalina Macbook Pro **Issue description:** Seems to be a regression since 3.2.3. It's an issue in both RC1 and RC2, I am not sure about beta builds. When dragging over an exported variable to adjust the value, it does not work as expected. The issue is not limited to any particular variable type as far as I can tell. Dragging only a tiny bit causes the value to jump to an extreme, and even if you drag to the right it jumps to below what it already was: https://user-images.githubusercontent.com/33777501/107888291-39f3fe80-6ec0-11eb-8592-0c4e77e88a78.mov Dragging on a variable with a slider also does not work smoothly as it used to, though the slider itself works fine: https://user-images.githubusercontent.com/33777501/107888316-5d1eae00-6ec0-11eb-9efc-87500e0cd8b1.mov **Steps to reproduce:** Make a new scene, add a node such as Node2D, and try to adjust some variable in inspector (like position) by dragging over it. **Minimal reproduction project:** Not needed I think ",1,dragging to adjust variable values in inspector is broken godot version os device including version macos catalina macbook pro issue description seems to be a regression since it s an issue in both and i am not sure about beta builds when dragging over an exported variable to adjust the value it does not work as expected the issue is not limited to any particular variable type as far as i can tell dragging only a tiny bit causes the value to jump to an extreme and even if you drag to the right it jumps to below what it already was dragging on a variable with a slider also does not work smoothly as it used to though the slider itself works fine steps to reproduce make a new scene add a node such as and try to adjust some variable in inspector like position by dragging over it minimal reproduction project not needed i think ,1 16266,10711134375.0,IssuesEvent,2019-10-25 05:14:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,help layout is messy,bug topic:editor usability,"**Godot version:** 3.2 alpha 2 **OS/device including version:** Windows 10 **Issue description:** Help layout is messy, need a wider column layout In this image, desktop size is 2540x1440 ![image](https://user-images.githubusercontent.com/47447512/66773673-d74fb480-eebf-11e9-9804-127c78eac37c.png) ![image](https://user-images.githubusercontent.com/47447512/66773752-0a924380-eec0-11e9-9325-3cfd9d34da3f.png) ",True,"help layout is messy - **Godot version:** 3.2 alpha 2 **OS/device including version:** Windows 10 **Issue description:** Help layout is messy, need a wider column layout In this image, desktop size is 2540x1440 ![image](https://user-images.githubusercontent.com/47447512/66773673-d74fb480-eebf-11e9-9804-127c78eac37c.png) ![image](https://user-images.githubusercontent.com/47447512/66773752-0a924380-eec0-11e9-9325-3cfd9d34da3f.png) ",1,help layout is messy godot version alpha os device including version windows issue description help layout is messy need a wider column layout in this image desktop size is ,1 9589,6400560615.0,IssuesEvent,2017-08-05 12:25:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Default editor layout,discussion enhancement topic:editor usability,"The current default layout in 2.1-dev is: ![spectacle p15397](https://cloud.githubusercontent.com/assets/4701338/16107604/a6a14154-339d-11e6-88e6-2189101d26d1.png) It has the advantage of exhibiting the cool new feature of the Filesystem dock, but at the same time I'm not sure it's the most meaningful when starting a project. I preferred to have the Scene dock on the top left, as it's the most important one, and to have the inspector on the right. My own simple layout is: ![spectacle z15397](https://cloud.githubusercontent.com/assets/4701338/16107540/58618940-339d-11e6-96d6-a46a03343d3d.png) I think it would make a better default (it's quite similar to 2.0). As an alternative, I'd propose also this one, with all docks directly visible, thus making sure new users don't miss the new Node dock: ![spectacle r15397](https://cloud.githubusercontent.com/assets/4701338/16107576/7a17da30-339d-11e6-8920-c35d680eb0cd.png) ",True,"Default editor layout - The current default layout in 2.1-dev is: ![spectacle p15397](https://cloud.githubusercontent.com/assets/4701338/16107604/a6a14154-339d-11e6-88e6-2189101d26d1.png) It has the advantage of exhibiting the cool new feature of the Filesystem dock, but at the same time I'm not sure it's the most meaningful when starting a project. I preferred to have the Scene dock on the top left, as it's the most important one, and to have the inspector on the right. My own simple layout is: ![spectacle z15397](https://cloud.githubusercontent.com/assets/4701338/16107540/58618940-339d-11e6-96d6-a46a03343d3d.png) I think it would make a better default (it's quite similar to 2.0). As an alternative, I'd propose also this one, with all docks directly visible, thus making sure new users don't miss the new Node dock: ![spectacle r15397](https://cloud.githubusercontent.com/assets/4701338/16107576/7a17da30-339d-11e6-8920-c35d680eb0cd.png) ",1,default editor layout the current default layout in dev is it has the advantage of exhibiting the cool new feature of the filesystem dock but at the same time i m not sure it s the most meaningful when starting a project i preferred to have the scene dock on the top left as it s the most important one and to have the inspector on the right my own simple layout is i think it would make a better default it s quite similar to as an alternative i d propose also this one with all docks directly visible thus making sure new users don t miss the new node dock ,1 78151,7622029228.0,IssuesEvent,2018-05-03 10:37:27,tomato42/tlsfuzzer,https://api.github.com/repos/tomato42/tlsfuzzer,opened,TLS 1.3 and OpenPGP,help wanted new test script,"- Verify that server will not try to use OpenPGP with TLS 1.3 - Verify that server will reject client Certificate if it includes OpenPGP certificate",1.0,"TLS 1.3 and OpenPGP - - Verify that server will not try to use OpenPGP with TLS 1.3 - Verify that server will reject client Certificate if it includes OpenPGP certificate",0,tls and openpgp verify that server will not try to use openpgp with tls verify that server will reject client certificate if it includes openpgp certificate,0 22690,19986378237.0,IssuesEvent,2022-01-30 18:22:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[3.4.2 Web Editor] Scrolling with touchpad is unusable,bug platform:html5 topic:editor usability topic:input,"### Godot version 3.4.2.stable ### System information Chromium PWA on Ubuntu 21.10; Chrome PWA on Chrome OS ### Issue description On most platforms, scrolling using the touchpad (3.x and 4.0) is perfectly acceptable if imperfect. However, the Godot Web Editor seems to handle scroll events poorly, making it almost impossible to use when (for example) scrolling in the offline docs. Scrolling is very fast and jittery, and can't even be slowed manually to a sensible speed (see #56317). I find myself always moving the cursor to the scrollbar and trying to make small scroll adjustments there, which is made even harder when looking at a long page in the docs. Obviously the up/down arrow keys can be used in the documentation - though even then the increments are overly small - but in places like the Inspector/SceneTree/FileSystem (where the issue is just as bad) this doesn't work. The result is a very cumbersome editing and coding experience and makes Godot seem poorly designed/unattractive for people new to it. Enhancements to this feature (and possibly arrow key scrolling as well) are greatly needed in my opinion. ### Steps to reproduce Open any project in the [Web Editor](https://editor.godotengine.org), press F1 (or go to the 'Script' view then click 'Search Help'), open the first option '@GDScript' or similar, and try to scroll through the page. _Note: On large screens it's just about possible to make out where you are (e.g. being at a particular method description and wishing to move to the next method) in order to control scrolling; but on small screens such as Chromebooks, it feels more like you're teleporting between random items that flash on the screen for a split second._ You can try to customise scrolling using the only relevant setting, `text_editor/navigation/v_scroll_speed`. This only seems to specifically affect scripts, however. ### Minimal reproduction project _No response_",True,"[3.4.2 Web Editor] Scrolling with touchpad is unusable - ### Godot version 3.4.2.stable ### System information Chromium PWA on Ubuntu 21.10; Chrome PWA on Chrome OS ### Issue description On most platforms, scrolling using the touchpad (3.x and 4.0) is perfectly acceptable if imperfect. However, the Godot Web Editor seems to handle scroll events poorly, making it almost impossible to use when (for example) scrolling in the offline docs. Scrolling is very fast and jittery, and can't even be slowed manually to a sensible speed (see #56317). I find myself always moving the cursor to the scrollbar and trying to make small scroll adjustments there, which is made even harder when looking at a long page in the docs. Obviously the up/down arrow keys can be used in the documentation - though even then the increments are overly small - but in places like the Inspector/SceneTree/FileSystem (where the issue is just as bad) this doesn't work. The result is a very cumbersome editing and coding experience and makes Godot seem poorly designed/unattractive for people new to it. Enhancements to this feature (and possibly arrow key scrolling as well) are greatly needed in my opinion. ### Steps to reproduce Open any project in the [Web Editor](https://editor.godotengine.org), press F1 (or go to the 'Script' view then click 'Search Help'), open the first option '@GDScript' or similar, and try to scroll through the page. _Note: On large screens it's just about possible to make out where you are (e.g. being at a particular method description and wishing to move to the next method) in order to control scrolling; but on small screens such as Chromebooks, it feels more like you're teleporting between random items that flash on the screen for a split second._ You can try to customise scrolling using the only relevant setting, `text_editor/navigation/v_scroll_speed`. This only seems to specifically affect scripts, however. ### Minimal reproduction project _No response_",1, scrolling with touchpad is unusable godot version stable system information chromium pwa on ubuntu chrome pwa on chrome os issue description on most platforms scrolling using the touchpad x and is perfectly acceptable if imperfect however the godot web editor seems to handle scroll events poorly making it almost impossible to use when for example scrolling in the offline docs scrolling is very fast and jittery and can t even be slowed manually to a sensible speed see i find myself always moving the cursor to the scrollbar and trying to make small scroll adjustments there which is made even harder when looking at a long page in the docs obviously the up down arrow keys can be used in the documentation though even then the increments are overly small but in places like the inspector scenetree filesystem where the issue is just as bad this doesn t work the result is a very cumbersome editing and coding experience and makes godot seem poorly designed unattractive for people new to it enhancements to this feature and possibly arrow key scrolling as well are greatly needed in my opinion steps to reproduce open any project in the press or go to the script view then click search help open the first option gdscript or similar and try to scroll through the page note on large screens it s just about possible to make out where you are e g being at a particular method description and wishing to move to the next method in order to control scrolling but on small screens such as chromebooks it feels more like you re teleporting between random items that flash on the screen for a split second you can try to customise scrolling using the only relevant setting text editor navigation v scroll speed this only seems to specifically affect scripts however minimal reproduction project no response ,1 26151,26487356564.0,IssuesEvent,2023-01-17 19:13:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,New in-editor error popups can extend off-screen,bug topic:editor usability,"### Godot version v4.0.alpha.custom_build [78e3e65e7] ### System information Windows 10 ### Issue description The new error popups don't wrap text or otherwise handle longer text, so they can extend off-screen: ![image](https://user-images.githubusercontent.com/61291296/151729218-f265d9bb-bfd8-4ca2-b367-eefbed18ab3c.png) Since the errors are left-justified as a block, long errors can push shorter ones off-screen: ![image](https://user-images.githubusercontent.com/61291296/151729315-23b9959a-0469-4919-b4e4-4ce4fbc3ed73.png) Popups don't seem to have been introduced in v4.0.alpha1.official [31a7ddbf8], so I haven't been able to reproduce the behaviour there. **Edit: ** The bug also appears in alpha 1. ### Steps to reproduce Cause a sufficiently long error message to popup in the editor, e.g. with ``` @tool extends Node func _process(delta): var a a.loooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong_function_name() ``` attached to a node in the scene tree. ### Minimal reproduction project _No response_",True,"New in-editor error popups can extend off-screen - ### Godot version v4.0.alpha.custom_build [78e3e65e7] ### System information Windows 10 ### Issue description The new error popups don't wrap text or otherwise handle longer text, so they can extend off-screen: ![image](https://user-images.githubusercontent.com/61291296/151729218-f265d9bb-bfd8-4ca2-b367-eefbed18ab3c.png) Since the errors are left-justified as a block, long errors can push shorter ones off-screen: ![image](https://user-images.githubusercontent.com/61291296/151729315-23b9959a-0469-4919-b4e4-4ce4fbc3ed73.png) Popups don't seem to have been introduced in v4.0.alpha1.official [31a7ddbf8], so I haven't been able to reproduce the behaviour there. **Edit: ** The bug also appears in alpha 1. ### Steps to reproduce Cause a sufficiently long error message to popup in the editor, e.g. with ``` @tool extends Node func _process(delta): var a a.loooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong_function_name() ``` attached to a node in the scene tree. ### Minimal reproduction project _No response_",1,new in editor error popups can extend off screen godot version alpha custom build system information windows issue description the new error popups don t wrap text or otherwise handle longer text so they can extend off screen since the errors are left justified as a block long errors can push shorter ones off screen popups don t seem to have been introduced in official so i haven t been able to reproduce the behaviour there edit the bug also appears in alpha steps to reproduce cause a sufficiently long error message to popup in the editor e g with tool extends node func process delta var a a loooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong function name attached to a node in the scene tree minimal reproduction project no response ,1 802124,28662627762.0,IssuesEvent,2023-04-26 00:59:45,KevinMald101/Mini-Python-Projects,https://api.github.com/repos/KevinMald101/Mini-Python-Projects,opened,After Input & Correct Input,type: new feature priority: mid effort: 3,"Right now nothing happens after you type in anything. After you input where you would like to search, display the animal or actions you can take. Also check if the input is valid or not. Two ways I want the valid input to be. 1. Just the number 2. Grass(followed by number)",1.0,"After Input & Correct Input - Right now nothing happens after you type in anything. After you input where you would like to search, display the animal or actions you can take. Also check if the input is valid or not. Two ways I want the valid input to be. 1. Just the number 2. Grass(followed by number)",0,after input correct input right now nothing happens after you type in anything after you input where you would like to search display the animal or actions you can take also check if the input is valid or not two ways i want the valid input to be just the number grass followed by number ,0 10706,6890012818.0,IssuesEvent,2017-11-22 12:31:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script editor does not scroll past the window size when moving the cursor via keys,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** master 396218179cf6754413c62f7cb952054277b25201 **Issue description:** The text editor used to scroll horizontally until the end of line when pressing the `end` or the arrows key, now it simply moves the cursor to the window limit. the only way to scroll now is via scroll bar. cc: @ianb96 ? **Steps to reproduce:** try to scroll long lines (bigger than the script editor width) with keys in the script editor **Link to minimal example project:** ",True,"Script editor does not scroll past the window size when moving the cursor via keys - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** master 396218179cf6754413c62f7cb952054277b25201 **Issue description:** The text editor used to scroll horizontally until the end of line when pressing the `end` or the arrows key, now it simply moves the cursor to the window limit. the only way to scroll now is via scroll bar. cc: @ianb96 ? **Steps to reproduce:** try to scroll long lines (bigger than the script editor width) with keys in the script editor **Link to minimal example project:** ",1,script editor does not scroll past the window size when moving the cursor via keys operating system or device godot version gpu model and driver if graphics related master issue description the text editor used to scroll horizontally until the end of line when pressing the end or the arrows key now it simply moves the cursor to the window limit the only way to scroll now is via scroll bar cc steps to reproduce try to scroll long lines bigger than the script editor width with keys in the script editor link to minimal example project ,1 280767,8686441799.0,IssuesEvent,2018-12-03 10:49:00,OctopusDeploy/Issues,https://api.github.com/repos/OctopusDeploy/Issues,closed,Upgrading Octopus using Azure SQL Database can fail when checking for consistent collation,kind/bug priority size/small,"A customer has reported a problem upgrading from Octopus `2018.3.12` to `2018.9.12` which fails with the following error: ``` Ensuring pre-conditions for upgrading the database are satisfied... Error: We are having trouble working with your SQL Database. This will usually be something you can fix. If not please contact support@octopus.com for help. Here are the error details: SQL Error 8178 - The parameterized query '(@defaultCollation nvarchar(4000)) Error: SELECT Error: t.Name 'Table Na' expects the parameter '@defaultCollation', which was not supplied. Error: System.Data.SqlClient.SqlException ``` We are using the following query to figure out the default collation: `SELECT collation_name FROM sys.databases WHERE database_id = DB_ID()` however `DB_ID()` may not give the results we'd expect in Azure SQL Database. Instead we should use the database name we already know from the connection string: `SELECT collation_name FROM sys.databases WHERE name = @databaseName` ## What I expected to happen The upgrade should have worked. ## Steps to reproduce I haven't been able to reproduce this and none of our Azure SQL Database integration tests picked up this scenario. ## Workarounds Unfortunately none. ## Links Private ticket: https://secure.helpscout.net/conversation/720018928?",1.0,"Upgrading Octopus using Azure SQL Database can fail when checking for consistent collation - A customer has reported a problem upgrading from Octopus `2018.3.12` to `2018.9.12` which fails with the following error: ``` Ensuring pre-conditions for upgrading the database are satisfied... Error: We are having trouble working with your SQL Database. This will usually be something you can fix. If not please contact support@octopus.com for help. Here are the error details: SQL Error 8178 - The parameterized query '(@defaultCollation nvarchar(4000)) Error: SELECT Error: t.Name 'Table Na' expects the parameter '@defaultCollation', which was not supplied. Error: System.Data.SqlClient.SqlException ``` We are using the following query to figure out the default collation: `SELECT collation_name FROM sys.databases WHERE database_id = DB_ID()` however `DB_ID()` may not give the results we'd expect in Azure SQL Database. Instead we should use the database name we already know from the connection string: `SELECT collation_name FROM sys.databases WHERE name = @databaseName` ## What I expected to happen The upgrade should have worked. ## Steps to reproduce I haven't been able to reproduce this and none of our Azure SQL Database integration tests picked up this scenario. ## Workarounds Unfortunately none. ## Links Private ticket: https://secure.helpscout.net/conversation/720018928?",0,upgrading octopus using azure sql database can fail when checking for consistent collation a customer has reported a problem upgrading from octopus to which fails with the following error ensuring pre conditions for upgrading the database are satisfied error we are having trouble working with your sql database this will usually be something you can fix if not please contact support octopus com for help here are the error details sql error the parameterized query defaultcollation nvarchar error select error t name table na expects the parameter defaultcollation which was not supplied error system data sqlclient sqlexception we are using the following query to figure out the default collation select collation name from sys databases where database id db id however db id may not give the results we d expect in azure sql database instead we should use the database name we already know from the connection string select collation name from sys databases where name databasename what i expected to happen the upgrade should have worked steps to reproduce i haven t been able to reproduce this and none of our azure sql database integration tests picked up this scenario workarounds unfortunately none links private ticket ,0 10068,6554525357.0,IssuesEvent,2017-09-06 06:26:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,drag/drop meshes into viewport ,feature proposal pr welcome topic:editor usability,"The new drag/drop features are brilliant! Would be great if you could also drag/drop a .msh file from the filesystem into the 3d viewport or the scene tree(where it would automatically create a new meshinstance node). Would make populating a 3d world much quicker then having to manually make new mesh instances each time. ",True,"drag/drop meshes into viewport - The new drag/drop features are brilliant! Would be great if you could also drag/drop a .msh file from the filesystem into the 3d viewport or the scene tree(where it would automatically create a new meshinstance node). Would make populating a 3d world much quicker then having to manually make new mesh instances each time. ",1,drag drop meshes into viewport the new drag drop features are brilliant would be great if you could also drag drop a msh file from the filesystem into the viewport or the scene tree where it would automatically create a new meshinstance node would make populating a world much quicker then having to manually make new mesh instances each time ,1 809996,30220784596.0,IssuesEvent,2023-07-05 19:12:40,nacht-falter/aikido-course-website-django,https://api.github.com/repos/nacht-falter/aikido-course-website-django,opened,USER STORY: Use WYSIWYG editor for text fields in Django backend,EPIC: Course Management THEME: Staff functions PRIORITY: Could-Have SIZE: S,"As a **staff member* I can **use a WYSIWIG editor in the Django backend** so that **I have more control over layout and styling.** ### Acceptance Criteria - [ ] There is a WYSIWIG editor installed that staff members can use for editing text fields. ### Tasks - [ ] Install and setup summernote. - [ ] Adjust admin view to user summernote fields for text fields. ",1.0,"USER STORY: Use WYSIWYG editor for text fields in Django backend - As a **staff member* I can **use a WYSIWIG editor in the Django backend** so that **I have more control over layout and styling.** ### Acceptance Criteria - [ ] There is a WYSIWIG editor installed that staff members can use for editing text fields. ### Tasks - [ ] Install and setup summernote. - [ ] Adjust admin view to user summernote fields for text fields. ",0,user story use wysiwyg editor for text fields in django backend as a staff member i can use a wysiwig editor in the django backend so that i have more control over layout and styling acceptance criteria there is a wysiwig editor installed that staff members can use for editing text fields tasks install and setup summernote adjust admin view to user summernote fields for text fields ,0 157878,12394298290.0,IssuesEvent,2020-05-20 16:42:43,aliasrobotics/RVD,https://api.github.com/repos/aliasrobotics/RVD,opened,"CWE-134 (format), If format strings can be influenced by an attacker, they can be exploi... @ ver/MotoPlus/Controller.c:905",CWE-134 bug flawfinder flawfinder_level_4 static analysis testing triage,"```yaml { ""id"": 1, ""title"": ""CWE-134 (format), If format strings can be influenced by an attacker, they can be exploi... @ ver/MotoPlus/Controller.c:905"", ""type"": ""bug"", ""description"": ""If format strings can be influenced by an attacker, they can be exploited, and note that sprintf variations do not always \\\\0-terminate (CWE-134). Use a constant for the format specification. . Happening @ ...ver/MotoPlus/Controller.c:905"", ""cwe"": [ ""CWE-134"" ], ""cve"": ""None"", ""keywords"": [ ""flawfinder"", ""flawfinder_level_4"", ""static analysis"", ""testing"", ""triage"", ""CWE-134"", ""bug"" ], ""system"": ""./src/motoman/motoman_driver/MotoPlus/Controller.c:905:5"", ""vendor"": null, ""severity"": { ""rvss-score"": 0, ""rvss-vector"": """", ""severity-description"": """", ""cvss-score"": 0, ""cvss-vector"": """" }, ""links"": """", ""flaw"": { ""phase"": ""testing"", ""specificity"": ""subject-specific"", ""architectural-location"": ""application-specific"", ""application"": ""N/A"", ""subsystem"": ""N/A"", ""package"": ""N/A"", ""languages"": ""None"", ""date-detected"": ""2020-05-20 (16:42)"", ""detected-by"": ""Alias Robotics"", ""detected-by-method"": ""testing static"", ""date-reported"": ""2020-05-20 (16:42)"", ""reported-by"": ""Alias Robotics"", ""reported-by-relationship"": ""automatic"", ""issue"": """", ""reproducibility"": ""always"", ""trace"": ""(context) int vsnprintf(char *s, size_t sz, const char *fmt, va_list args)"", ""reproduction"": ""See artifacts below (if available)"", ""reproduction-image"": ""gitlab.com/aliasrobotics/offensive/alurity/pipelines/active/pipeline_ros_industrial/-/jobs/561125533/artifacts/download"" }, ""exploitation"": { ""description"": """", ""exploitation-image"": """", ""exploitation-vector"": """" }, ""mitigation"": { ""description"": ""Use a constant for the format specification"", ""pull-request"": """", ""date-mitigation"": """" } } ```",1.0,"CWE-134 (format), If format strings can be influenced by an attacker, they can be exploi... @ ver/MotoPlus/Controller.c:905 - ```yaml { ""id"": 1, ""title"": ""CWE-134 (format), If format strings can be influenced by an attacker, they can be exploi... @ ver/MotoPlus/Controller.c:905"", ""type"": ""bug"", ""description"": ""If format strings can be influenced by an attacker, they can be exploited, and note that sprintf variations do not always \\\\0-terminate (CWE-134). Use a constant for the format specification. . Happening @ ...ver/MotoPlus/Controller.c:905"", ""cwe"": [ ""CWE-134"" ], ""cve"": ""None"", ""keywords"": [ ""flawfinder"", ""flawfinder_level_4"", ""static analysis"", ""testing"", ""triage"", ""CWE-134"", ""bug"" ], ""system"": ""./src/motoman/motoman_driver/MotoPlus/Controller.c:905:5"", ""vendor"": null, ""severity"": { ""rvss-score"": 0, ""rvss-vector"": """", ""severity-description"": """", ""cvss-score"": 0, ""cvss-vector"": """" }, ""links"": """", ""flaw"": { ""phase"": ""testing"", ""specificity"": ""subject-specific"", ""architectural-location"": ""application-specific"", ""application"": ""N/A"", ""subsystem"": ""N/A"", ""package"": ""N/A"", ""languages"": ""None"", ""date-detected"": ""2020-05-20 (16:42)"", ""detected-by"": ""Alias Robotics"", ""detected-by-method"": ""testing static"", ""date-reported"": ""2020-05-20 (16:42)"", ""reported-by"": ""Alias Robotics"", ""reported-by-relationship"": ""automatic"", ""issue"": """", ""reproducibility"": ""always"", ""trace"": ""(context) int vsnprintf(char *s, size_t sz, const char *fmt, va_list args)"", ""reproduction"": ""See artifacts below (if available)"", ""reproduction-image"": ""gitlab.com/aliasrobotics/offensive/alurity/pipelines/active/pipeline_ros_industrial/-/jobs/561125533/artifacts/download"" }, ""exploitation"": { ""description"": """", ""exploitation-image"": """", ""exploitation-vector"": """" }, ""mitigation"": { ""description"": ""Use a constant for the format specification"", ""pull-request"": """", ""date-mitigation"": """" } } ```",0,cwe format if format strings can be influenced by an attacker they can be exploi ver motoplus controller c yaml id title cwe format if format strings can be influenced by an attacker they can be exploi ver motoplus controller c type bug description if format strings can be influenced by an attacker they can be exploited and note that sprintf variations do not always terminate cwe use a constant for the format specification happening ver motoplus controller c cwe cwe cve none keywords flawfinder flawfinder level static analysis testing triage cwe bug system src motoman motoman driver motoplus controller c vendor null severity rvss score rvss vector severity description cvss score cvss vector links flaw phase testing specificity subject specific architectural location application specific application n a subsystem n a package n a languages none date detected detected by alias robotics detected by method testing static date reported reported by alias robotics reported by relationship automatic issue reproducibility always trace context int vsnprintf char s size t sz const char fmt va list args reproduction see artifacts below if available reproduction image gitlab com aliasrobotics offensive alurity pipelines active pipeline ros industrial jobs artifacts download exploitation description exploitation image exploitation vector mitigation description use a constant for the format specification pull request date mitigation ,0 10681,6875209438.0,IssuesEvent,2017-11-19 11:08:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add key button in AnimationPlayer is not entirely clickable.,bug topic:editor usability,"Windows 10 Home Edition Nvidia GTX 950 Godot 3.0 Alpha **Issue description:** Only the extreme right side of the add key marker is clickable. I almost thought the add key was not working at all. But I am able to consistently repeat the action. **Steps to reproduce:** Just give it a go. ![animationplayer](https://user-images.githubusercontent.com/7462993/32981882-6bcb2c56-cc40-11e7-89e3-bbb458208aa9.png) ",True,"Add key button in AnimationPlayer is not entirely clickable. - Windows 10 Home Edition Nvidia GTX 950 Godot 3.0 Alpha **Issue description:** Only the extreme right side of the add key marker is clickable. I almost thought the add key was not working at all. But I am able to consistently repeat the action. **Steps to reproduce:** Just give it a go. ![animationplayer](https://user-images.githubusercontent.com/7462993/32981882-6bcb2c56-cc40-11e7-89e3-bbb458208aa9.png) ",1,add key button in animationplayer is not entirely clickable windows home edition nvidia gtx godot alpha issue description only the extreme right side of the add key marker is clickable i almost thought the add key was not working at all but i am able to consistently repeat the action steps to reproduce just give it a go ,1 10471,6748244570.0,IssuesEvent,2017-10-22 03:29:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,FileSystem tiny click space bug,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** 3.0 latest compiled **Issue description:** There is a tiny little space between the items where if you click it doesn't register ![](https://i.gyazo.com/07babe4d8d386a1e1b8efaea597c5bfd.gif) It actually misses the adjacent ones and deselects the item how it should be: ![](https://i.gyazo.com/7c631d4683399be722c0f8eb635f7c3e.gif) notice the no deselection (i'm spam clicking in the gifs) win 7, 64-bit if that matters :D ",True,"FileSystem tiny click space bug - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** 3.0 latest compiled **Issue description:** There is a tiny little space between the items where if you click it doesn't register ![](https://i.gyazo.com/07babe4d8d386a1e1b8efaea597c5bfd.gif) It actually misses the adjacent ones and deselects the item how it should be: ![](https://i.gyazo.com/7c631d4683399be722c0f8eb635f7c3e.gif) notice the no deselection (i'm spam clicking in the gifs) win 7, 64-bit if that matters :D ",1,filesystem tiny click space bug operating system or device godot version gpu model and driver if graphics related latest compiled issue description there is a tiny little space between the items where if you click it doesn t register it actually misses the adjacent ones and deselects the item how it should be notice the no deselection i m spam clicking in the gifs win bit if that matters d ,1 7188,4807345546.0,IssuesEvent,2016-11-02 21:10:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Selected items in ItemList are too offset to the left,bug hacktoberfest topic:core topic:editor usability,"Related to #3096 and the PR that attempts to fix it, #3409. Once the background colour part of the issue is fixed, there is still the error that the selected item is too offset to the left, and thus the left part of the StyleBox is not visible. With PR #3409, it's extended to all items since the custom background colour will extend to the same width as the StyleBox selector, so it will also have a start position out of the ItemList panel. Current status (with PR #3409, but without it's still similar for the StyleBox, only the background colour area changes): ![r pos x-4_](https://cloud.githubusercontent.com/assets/4701338/12518064/8424c3dc-c136-11e5-8982-73e8363f7427.png) What it should be: ![r pos x1_](https://cloud.githubusercontent.com/assets/4701338/12518069/89055722-c136-11e5-90a6-44dd3dfb41f5.png) (or maybe with a bit more offset between the left part of the StyleBox and the icon, i.e. the icon and text should be offset to the right a bit). ",True,"Selected items in ItemList are too offset to the left - Related to #3096 and the PR that attempts to fix it, #3409. Once the background colour part of the issue is fixed, there is still the error that the selected item is too offset to the left, and thus the left part of the StyleBox is not visible. With PR #3409, it's extended to all items since the custom background colour will extend to the same width as the StyleBox selector, so it will also have a start position out of the ItemList panel. Current status (with PR #3409, but without it's still similar for the StyleBox, only the background colour area changes): ![r pos x-4_](https://cloud.githubusercontent.com/assets/4701338/12518064/8424c3dc-c136-11e5-8982-73e8363f7427.png) What it should be: ![r pos x1_](https://cloud.githubusercontent.com/assets/4701338/12518069/89055722-c136-11e5-90a6-44dd3dfb41f5.png) (or maybe with a bit more offset between the left part of the StyleBox and the icon, i.e. the icon and text should be offset to the right a bit). ",1,selected items in itemlist are too offset to the left related to and the pr that attempts to fix it once the background colour part of the issue is fixed there is still the error that the selected item is too offset to the left and thus the left part of the stylebox is not visible with pr it s extended to all items since the custom background colour will extend to the same width as the stylebox selector so it will also have a start position out of the itemlist panel current status with pr but without it s still similar for the stylebox only the background colour area changes what it should be or maybe with a bit more offset between the left part of the stylebox and the icon i e the icon and text should be offset to the right a bit ,1 2136,2586450096.0,IssuesEvent,2015-02-17 11:42:54,victor--/viss-bugs,https://api.github.com/repos/victor--/viss-bugs,closed,Inte tillräckligt utförligt inforuta,bug Ready for test,"Jag lägger till kvalitetsfaktor på en undersökning, men lägger inte till datavärd och frekvens. Då får jag följande meddelande. Bra om det står vad som krävs :) ![snap2322](https://cloud.githubusercontent.com/assets/5877295/6225301/7d77775a-b688-11e4-95e1-44490766df77.jpg) ",1.0,"Inte tillräckligt utförligt inforuta - Jag lägger till kvalitetsfaktor på en undersökning, men lägger inte till datavärd och frekvens. Då får jag följande meddelande. Bra om det står vad som krävs :) ![snap2322](https://cloud.githubusercontent.com/assets/5877295/6225301/7d77775a-b688-11e4-95e1-44490766df77.jpg) ",0,inte tillräckligt utförligt inforuta jag lägger till kvalitetsfaktor på en undersökning men lägger inte till datavärd och frekvens då får jag följande meddelande bra om det står vad som krävs ,0 222473,7432504895.0,IssuesEvent,2018-03-26 01:26:13,intel-analytics/BigDL,https://api.github.com/repos/intel-analytics/BigDL,closed,Need documentation: How to install and use BigDL on cluster for python users.,high priority,"Please prioritize this as several customers have made the requests and met a lot of issues. It would be ideal if we can specify the software stacks compatibility (Yarn, CDH etc) and prepare steps for both driver and worker node",1.0,"Need documentation: How to install and use BigDL on cluster for python users. - Please prioritize this as several customers have made the requests and met a lot of issues. It would be ideal if we can specify the software stacks compatibility (Yarn, CDH etc) and prepare steps for both driver and worker node",0,need documentation how to install and use bigdl on cluster for python users please prioritize this as several customers have made the requests and met a lot of issues it would be ideal if we can specify the software stacks compatibility yarn cdh etc and prepare steps for both driver and worker node,0 27886,30601852139.0,IssuesEvent,2023-07-22 13:38:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Gradient editor: clicking inside handle area (and even a little outside) to select handle moves it to exact cursor position,bug topic:editor usability,"### Godot version v4.0.2.stable.official [7a0977ce2] ### System information Linux Ubuntu 22.04 with Unity desktop ### Issue description Also tested on: v3.5.2.stable.official [170ba337a] When clicking on a gradient handle to select it (generally just to change color), the gradient handle moves to the exact click position (the handle rectangle centers around it on X). This happens even if you don't drag the mouse at all before release. You can click anywhere in a small rectangle surrounding the whole handle (including the thin segment at the top) to trigger it. This makes it very hard to change a color without messing up handle positions, except when they are on the edges (in which case you can still snap them to the edge later). The handles should (1) move move on simple click, and ideally I'd say they should (2) not move when accidentally moving the mouse by a few pixels too, but that part would be more complex to design (how to define a simple click: a click that is a. short enough in time, or b. that doesn't move a lot? a. would prevent users who do a quick long drag to move handles, b. would prevent users who very slowly try to move the handle by a few pixels on purpose to make it move; maybe a combination of time and distance check would work) I would have to try the gradient editor a little once (1) is fixed and see if I still accidentally move the handle and we need (2). For now, consider that this issue is about (1) only. ### Steps to reproduce 1. Create any node with Gradient Color, such as CPUParticles2D > Color > Color Ramp 2. Create a new gradient 3. Click on a handle at different places inside and near the handle rectangle at the bottom and also the thin segment at the top 4. Note that when you click near enough but not on exact center, the handle moves slightly to match exact click position, even if you don't release the mouse ![Godot 4 0 2 - click inside or near handle moves it](https://github.com/godotengine/godot/assets/1067772/fed775d1-4b46-4555-9b8d-17cca9567254) ### Minimal reproduction project N/A",True,"Gradient editor: clicking inside handle area (and even a little outside) to select handle moves it to exact cursor position - ### Godot version v4.0.2.stable.official [7a0977ce2] ### System information Linux Ubuntu 22.04 with Unity desktop ### Issue description Also tested on: v3.5.2.stable.official [170ba337a] When clicking on a gradient handle to select it (generally just to change color), the gradient handle moves to the exact click position (the handle rectangle centers around it on X). This happens even if you don't drag the mouse at all before release. You can click anywhere in a small rectangle surrounding the whole handle (including the thin segment at the top) to trigger it. This makes it very hard to change a color without messing up handle positions, except when they are on the edges (in which case you can still snap them to the edge later). The handles should (1) move move on simple click, and ideally I'd say they should (2) not move when accidentally moving the mouse by a few pixels too, but that part would be more complex to design (how to define a simple click: a click that is a. short enough in time, or b. that doesn't move a lot? a. would prevent users who do a quick long drag to move handles, b. would prevent users who very slowly try to move the handle by a few pixels on purpose to make it move; maybe a combination of time and distance check would work) I would have to try the gradient editor a little once (1) is fixed and see if I still accidentally move the handle and we need (2). For now, consider that this issue is about (1) only. ### Steps to reproduce 1. Create any node with Gradient Color, such as CPUParticles2D > Color > Color Ramp 2. Create a new gradient 3. Click on a handle at different places inside and near the handle rectangle at the bottom and also the thin segment at the top 4. Note that when you click near enough but not on exact center, the handle moves slightly to match exact click position, even if you don't release the mouse ![Godot 4 0 2 - click inside or near handle moves it](https://github.com/godotengine/godot/assets/1067772/fed775d1-4b46-4555-9b8d-17cca9567254) ### Minimal reproduction project N/A",1,gradient editor clicking inside handle area and even a little outside to select handle moves it to exact cursor position godot version stable official system information linux ubuntu with unity desktop issue description also tested on stable official when clicking on a gradient handle to select it generally just to change color the gradient handle moves to the exact click position the handle rectangle centers around it on x this happens even if you don t drag the mouse at all before release you can click anywhere in a small rectangle surrounding the whole handle including the thin segment at the top to trigger it this makes it very hard to change a color without messing up handle positions except when they are on the edges in which case you can still snap them to the edge later the handles should move move on simple click and ideally i d say they should not move when accidentally moving the mouse by a few pixels too but that part would be more complex to design how to define a simple click a click that is a short enough in time or b that doesn t move a lot a would prevent users who do a quick long drag to move handles b would prevent users who very slowly try to move the handle by a few pixels on purpose to make it move maybe a combination of time and distance check would work i would have to try the gradient editor a little once is fixed and see if i still accidentally move the handle and we need for now consider that this issue is about only steps to reproduce create any node with gradient color such as color color ramp create a new gradient click on a handle at different places inside and near the handle rectangle at the bottom and also the thin segment at the top note that when you click near enough but not on exact center the handle moves slightly to match exact click position even if you don t release the mouse minimal reproduction project n a,1 18180,12626017248.0,IssuesEvent,2020-06-14 14:41:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ideas for multidevice 2D/3D navigation and impoved consistency,discussion enhancement topic:editor usability,"Navigation in 2D and 3D editors is currently difficult/strange with restricted input devices such as some touchpads. There are optional settings options to make working with touchpad possible, but at least for me, it took quite long to accidentally learn about the existence of such (not until I searched the issues related to this one today). Also, navigation in 2D is different to most 2D-space applications (#7409), such as many image editors, web browsers, etc.: in Godot you can't pan around with vertical and horizontal scroll. Another, although possibly not that major, inconsistency is within Godot itself. Constantly switching between 2D and 3D, when you work on a project that needs both, may confuse your nervous system and you end up orbiting all the time in 3D instead of panning. Some useful functionality of 3D is also missing from 2D (at least continuous zoom by ctrl + middle mouse button). Navigation in 2D and 3D editors should be similar where they overlap (pan, zoom), if possible. Of course, this may break Godot's navigation compatibility with either Blender (and others?) or 2D software so there is a need for configuration options, as always. Following the current 3D navigation scheme similar to Blender's however possibly breaks consistency also between traditional pointer touchpads and multitouch touchpads/screens, because the latter do not send scroll events (I don't know, just guessing), if you want to fully utilize these modern devices. So: - You should be able to move around with any (common) device combinations by default. No extra configuration should be needed. These device combinations include partially also the case _keyboard only_, because some things are faster/more accurate to do by pressing keys than by first reaching to the mouse or aiming at a distinct value with it. - Differences between 2D and 3D navigation should be minimal. - Differences to standard navigation approaches in other related software should be minimal. And the last two are in contradiction... Below are my two different proposals for defaults. A is optimized for 2D compatibility and B for the current 3D. The 2D + 3D columns list actions that can be shared between both 2D and 3D. ![navigation1](https://user-images.githubusercontent.com/25223253/35866589-4a61fe50-0b60-11e8-8273-5ea4e28dbf49.png) ![navigation2](https://user-images.githubusercontent.com/25223253/35866592-4abbfe14-0b60-11e8-9776-078819800a5b.png) ![navigation3](https://user-images.githubusercontent.com/25223253/35866594-4b1e0e4c-0b60-11e8-9c2a-132998f65b63.png) You can find there some ""new"" functionality, too: Forward/backward movement in 3D editor that is accessible only in fly mode now, and keyboard shortcuts for zoom 1:1, and double/halve the current zoom level (those small ""+ 1 -"" buttons at the upper left corner in current 2D editor). Shortcut `1` (number row) for 1:1 zoom can be found in image manipulation and viewer programs. And finally something that is missing from Godot altogether (AFAIK): zoom to rectangle in both 2D and 3D orthogonal view. The proposed Shift + middle mouse button is used in Inkscape for this. Keyboard-only mappings for orbiting and forward/backward movement are missing from the table, but they should not. At the moment, the arrow keys are used in 2D editor to move the selected object 1 pixel to the given direction, and with Shift modifier 10 pixels. To enable panning, this functionality could be moved behind modifier keys completely (thus eliminating usage of _modified_ arrows in navigation context and the most intuitive option for keyboard orbiting and forward movement), or one could have a totally different approach to manipulation tools, eg. following #15969. **Correction:** The column Zoom to rectangle in the first B table should be empty, because Shift + m.mouse is reserved for panning.",True,"Ideas for multidevice 2D/3D navigation and impoved consistency - Navigation in 2D and 3D editors is currently difficult/strange with restricted input devices such as some touchpads. There are optional settings options to make working with touchpad possible, but at least for me, it took quite long to accidentally learn about the existence of such (not until I searched the issues related to this one today). Also, navigation in 2D is different to most 2D-space applications (#7409), such as many image editors, web browsers, etc.: in Godot you can't pan around with vertical and horizontal scroll. Another, although possibly not that major, inconsistency is within Godot itself. Constantly switching between 2D and 3D, when you work on a project that needs both, may confuse your nervous system and you end up orbiting all the time in 3D instead of panning. Some useful functionality of 3D is also missing from 2D (at least continuous zoom by ctrl + middle mouse button). Navigation in 2D and 3D editors should be similar where they overlap (pan, zoom), if possible. Of course, this may break Godot's navigation compatibility with either Blender (and others?) or 2D software so there is a need for configuration options, as always. Following the current 3D navigation scheme similar to Blender's however possibly breaks consistency also between traditional pointer touchpads and multitouch touchpads/screens, because the latter do not send scroll events (I don't know, just guessing), if you want to fully utilize these modern devices. So: - You should be able to move around with any (common) device combinations by default. No extra configuration should be needed. These device combinations include partially also the case _keyboard only_, because some things are faster/more accurate to do by pressing keys than by first reaching to the mouse or aiming at a distinct value with it. - Differences between 2D and 3D navigation should be minimal. - Differences to standard navigation approaches in other related software should be minimal. And the last two are in contradiction... Below are my two different proposals for defaults. A is optimized for 2D compatibility and B for the current 3D. The 2D + 3D columns list actions that can be shared between both 2D and 3D. ![navigation1](https://user-images.githubusercontent.com/25223253/35866589-4a61fe50-0b60-11e8-8273-5ea4e28dbf49.png) ![navigation2](https://user-images.githubusercontent.com/25223253/35866592-4abbfe14-0b60-11e8-9776-078819800a5b.png) ![navigation3](https://user-images.githubusercontent.com/25223253/35866594-4b1e0e4c-0b60-11e8-9c2a-132998f65b63.png) You can find there some ""new"" functionality, too: Forward/backward movement in 3D editor that is accessible only in fly mode now, and keyboard shortcuts for zoom 1:1, and double/halve the current zoom level (those small ""+ 1 -"" buttons at the upper left corner in current 2D editor). Shortcut `1` (number row) for 1:1 zoom can be found in image manipulation and viewer programs. And finally something that is missing from Godot altogether (AFAIK): zoom to rectangle in both 2D and 3D orthogonal view. The proposed Shift + middle mouse button is used in Inkscape for this. Keyboard-only mappings for orbiting and forward/backward movement are missing from the table, but they should not. At the moment, the arrow keys are used in 2D editor to move the selected object 1 pixel to the given direction, and with Shift modifier 10 pixels. To enable panning, this functionality could be moved behind modifier keys completely (thus eliminating usage of _modified_ arrows in navigation context and the most intuitive option for keyboard orbiting and forward movement), or one could have a totally different approach to manipulation tools, eg. following #15969. **Correction:** The column Zoom to rectangle in the first B table should be empty, because Shift + m.mouse is reserved for panning.",1,ideas for multidevice navigation and impoved consistency navigation in and editors is currently difficult strange with restricted input devices such as some touchpads there are optional settings options to make working with touchpad possible but at least for me it took quite long to accidentally learn about the existence of such not until i searched the issues related to this one today also navigation in is different to most space applications such as many image editors web browsers etc in godot you can t pan around with vertical and horizontal scroll another although possibly not that major inconsistency is within godot itself constantly switching between and when you work on a project that needs both may confuse your nervous system and you end up orbiting all the time in instead of panning some useful functionality of is also missing from at least continuous zoom by ctrl middle mouse button navigation in and editors should be similar where they overlap pan zoom if possible of course this may break godot s navigation compatibility with either blender and others or software so there is a need for configuration options as always following the current navigation scheme similar to blender s however possibly breaks consistency also between traditional pointer touchpads and multitouch touchpads screens because the latter do not send scroll events i don t know just guessing if you want to fully utilize these modern devices so you should be able to move around with any common device combinations by default no extra configuration should be needed these device combinations include partially also the case keyboard only because some things are faster more accurate to do by pressing keys than by first reaching to the mouse or aiming at a distinct value with it differences between and navigation should be minimal differences to standard navigation approaches in other related software should be minimal and the last two are in contradiction below are my two different proposals for defaults a is optimized for compatibility and b for the current the columns list actions that can be shared between both and you can find there some new functionality too forward backward movement in editor that is accessible only in fly mode now and keyboard shortcuts for zoom and double halve the current zoom level those small buttons at the upper left corner in current editor shortcut number row for zoom can be found in image manipulation and viewer programs and finally something that is missing from godot altogether afaik zoom to rectangle in both and orthogonal view the proposed shift middle mouse button is used in inkscape for this keyboard only mappings for orbiting and forward backward movement are missing from the table but they should not at the moment the arrow keys are used in editor to move the selected object pixel to the given direction and with shift modifier pixels to enable panning this functionality could be moved behind modifier keys completely thus eliminating usage of modified arrows in navigation context and the most intuitive option for keyboard orbiting and forward movement or one could have a totally different approach to manipulation tools eg following correction the column zoom to rectangle in the first b table should be empty because shift m mouse is reserved for panning ,1 23073,20970049035.0,IssuesEvent,2022-03-28 10:28:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Hide ""Normal Map"" import setting when not using VRAM compression mode",enhancement topic:editor usability topic:import,"### Godot version 3.4.3.stable ### System information Windows 10, GLES3, GTX 980Ti ### Issue description The Normal Map setting only affects textures when they are set to VRAM Compression. If this is correct, then we should hide the Normal Map fold down like we do with the ""HDR Mode"" drop down. Also is this correct? I understand that it should not be affected when choosing Uncompressed, but shouldn't Lossless and Lossy be able to only use two texture channels for a smaller texture like VRAM Compression does? ![image](https://user-images.githubusercontent.com/4955051/159649970-f3fb9864-e206-4e1a-908a-85fa2d1145ef.png) ![image](https://user-images.githubusercontent.com/4955051/159650053-61ee33fa-dbe9-44e3-9844-551e8722c0fe.png) ### Steps to reproduce 1. Open the import settings for a normal map in godot. 2. Set the mode to Lossless or Lossy and set Normal Map to Enable and select Reimport. ### Minimal reproduction project Included a normal map to test on. ![nor_test](https://user-images.githubusercontent.com/4955051/159649755-04dc716f-b434-4e65-86dd-c43737207ffd.png) ",True,"Hide ""Normal Map"" import setting when not using VRAM compression mode - ### Godot version 3.4.3.stable ### System information Windows 10, GLES3, GTX 980Ti ### Issue description The Normal Map setting only affects textures when they are set to VRAM Compression. If this is correct, then we should hide the Normal Map fold down like we do with the ""HDR Mode"" drop down. Also is this correct? I understand that it should not be affected when choosing Uncompressed, but shouldn't Lossless and Lossy be able to only use two texture channels for a smaller texture like VRAM Compression does? ![image](https://user-images.githubusercontent.com/4955051/159649970-f3fb9864-e206-4e1a-908a-85fa2d1145ef.png) ![image](https://user-images.githubusercontent.com/4955051/159650053-61ee33fa-dbe9-44e3-9844-551e8722c0fe.png) ### Steps to reproduce 1. Open the import settings for a normal map in godot. 2. Set the mode to Lossless or Lossy and set Normal Map to Enable and select Reimport. ### Minimal reproduction project Included a normal map to test on. ![nor_test](https://user-images.githubusercontent.com/4955051/159649755-04dc716f-b434-4e65-86dd-c43737207ffd.png) ",1,hide normal map import setting when not using vram compression mode godot version stable system information windows gtx issue description the normal map setting only affects textures when they are set to vram compression if this is correct then we should hide the normal map fold down like we do with the hdr mode drop down also is this correct i understand that it should not be affected when choosing uncompressed but shouldn t lossless and lossy be able to only use two texture channels for a smaller texture like vram compression does steps to reproduce open the import settings for a normal map in godot set the mode to lossless or lossy and set normal map to enable and select reimport minimal reproduction project included a normal map to test on ,1 19896,14690677659.0,IssuesEvent,2021-01-02 16:21:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,3D Workflow Issues,discussion enhancement topic:editor usability,"There has been a ton of great work on the 3D side of Godot. There are still a few things that really limit the speed of the workflow. - Accidentally selecting the collisionshape or mesh of a rigidbody or kinematic body instead of the parent. I don't know what the solution would be though. There might be instances where you would want to be able to select the child (perhaps the player is holding a weapon or item). This is one of the areas where the node based structure seems to slow down workflow. - Inability to scale a parent of a collision shape, or scale a rigidbody. Having to change the extends of a collision shape and scale the mesh separately is tedious. Being able to scale one item and scale all of it's children is intuitive and user friendly. - I would love to have an editor option to put the transform at the top of the inspector. I reference it more than any other item in the inspector. - The ability to snap to vertices of other meshes. This is a huge time saver when laying out a level. Again, the node based system might make it a challenge since the mesh we are moving isn't always the parent node, and so we might snap the mesh to the correct location, but leave the parent and collision shape behind. I love the coding experience in Godot and the UI system works great, but the workflow for 3D just feels like I am fighting against it rather that it working with me.",True,"3D Workflow Issues - There has been a ton of great work on the 3D side of Godot. There are still a few things that really limit the speed of the workflow. - Accidentally selecting the collisionshape or mesh of a rigidbody or kinematic body instead of the parent. I don't know what the solution would be though. There might be instances where you would want to be able to select the child (perhaps the player is holding a weapon or item). This is one of the areas where the node based structure seems to slow down workflow. - Inability to scale a parent of a collision shape, or scale a rigidbody. Having to change the extends of a collision shape and scale the mesh separately is tedious. Being able to scale one item and scale all of it's children is intuitive and user friendly. - I would love to have an editor option to put the transform at the top of the inspector. I reference it more than any other item in the inspector. - The ability to snap to vertices of other meshes. This is a huge time saver when laying out a level. Again, the node based system might make it a challenge since the mesh we are moving isn't always the parent node, and so we might snap the mesh to the correct location, but leave the parent and collision shape behind. I love the coding experience in Godot and the UI system works great, but the workflow for 3D just feels like I am fighting against it rather that it working with me.",1, workflow issues there has been a ton of great work on the side of godot there are still a few things that really limit the speed of the workflow accidentally selecting the collisionshape or mesh of a rigidbody or kinematic body instead of the parent i don t know what the solution would be though there might be instances where you would want to be able to select the child perhaps the player is holding a weapon or item this is one of the areas where the node based structure seems to slow down workflow inability to scale a parent of a collision shape or scale a rigidbody having to change the extends of a collision shape and scale the mesh separately is tedious being able to scale one item and scale all of it s children is intuitive and user friendly i would love to have an editor option to put the transform at the top of the inspector i reference it more than any other item in the inspector the ability to snap to vertices of other meshes this is a huge time saver when laying out a level again the node based system might make it a challenge since the mesh we are moving isn t always the parent node and so we might snap the mesh to the correct location but leave the parent and collision shape behind i love the coding experience in godot and the ui system works great but the workflow for just feels like i am fighting against it rather that it working with me ,1 17692,12246692185.0,IssuesEvent,2020-05-05 14:49:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ctrl + click on a relative file path in .gd file doesn't open that file,bug topic:editor topic:gdscript usability,"**Godot version:** 3.2 beta2 **OS/device including version:** Windows 7 SP1 **Issue description:** Ctrl + click on a relative file path in .gd file doesn't open that file. It does for absolute paths (starting with ""res://""). **Steps to reproduce:** Hold Ctrl and click on relative paths in Main.gd from example project. **Minimal reproduction project:** https://github.com/hilfazer/Projects/tree/EngineIssues/Godot/RelativePathCtrlClick It might be the cause of **autocompletion not working** for scripts preloaded with relative paths.",True,"Ctrl + click on a relative file path in .gd file doesn't open that file - **Godot version:** 3.2 beta2 **OS/device including version:** Windows 7 SP1 **Issue description:** Ctrl + click on a relative file path in .gd file doesn't open that file. It does for absolute paths (starting with ""res://""). **Steps to reproduce:** Hold Ctrl and click on relative paths in Main.gd from example project. **Minimal reproduction project:** https://github.com/hilfazer/Projects/tree/EngineIssues/Godot/RelativePathCtrlClick It might be the cause of **autocompletion not working** for scripts preloaded with relative paths.",1,ctrl click on a relative file path in gd file doesn t open that file godot version os device including version windows issue description ctrl click on a relative file path in gd file doesn t open that file it does for absolute paths starting with res steps to reproduce hold ctrl and click on relative paths in main gd from example project minimal reproduction project it might be the cause of autocompletion not working for scripts preloaded with relative paths ,1 15153,9806229686.0,IssuesEvent,2019-06-12 10:51:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add the 'Pan Modifier' setting for the 2D Editor,enhancement junior job topic:editor usability,"I find the default 2D pan modifier key (space) difficult to use - an option to change it to other modifier keys, especially Alt/Option (ala Unity) would be appreciated, especially with the current functionality being inconsistent with the 3D editor.",True,"Add the 'Pan Modifier' setting for the 2D Editor - I find the default 2D pan modifier key (space) difficult to use - an option to change it to other modifier keys, especially Alt/Option (ala Unity) would be appreciated, especially with the current functionality being inconsistent with the 3D editor.",1,add the pan modifier setting for the editor i find the default pan modifier key space difficult to use an option to change it to other modifier keys especially alt option ala unity would be appreciated especially with the current functionality being inconsistent with the editor ,1 3232,3373656994.0,IssuesEvent,2015-11-24 09:05:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"import -> sub-scene no error message if ""no node selected""",enhancement topic:editor usability,"![bug3](https://cloud.githubusercontent.com/assets/4741886/9696720/0e913d5e-5376-11e5-9da0-9f23ec68891d.gif) 1.Show a message that no Node is selected 2.Select root node automatically after delete?",True,"import -> sub-scene no error message if ""no node selected"" - ![bug3](https://cloud.githubusercontent.com/assets/4741886/9696720/0e913d5e-5376-11e5-9da0-9f23ec68891d.gif) 1.Show a message that no Node is selected 2.Select root node automatically after delete?",1,import sub scene no error message if no node selected show a message that no node is selected select root node automatically after delete ,1 151386,19648846514.0,IssuesEvent,2022-01-10 02:41:36,n-devs/reactIOTEAU,https://api.github.com/repos/n-devs/reactIOTEAU,opened,CVE-2021-32804 (High) detected in tar-2.2.1.tgz,security vulnerability,"## CVE-2021-32804 - High Severity Vulnerability
Vulnerable Library - tar-2.2.1.tgz

tar for node

Library home page: https://registry.npmjs.org/tar/-/tar-2.2.1.tgz

Path to dependency file: /reactIOTEAU/IOT-v0.2/package.json

Path to vulnerable library: /IOT-v0.2/node_modules/grpc/node_modules/tar/package.json,/IOT-v0.2/node_modules/grpc/node_modules/tar/package.json

Dependency Hierarchy: - firebase-4.13.1.tgz (Root Library) - firestore-0.4.1.tgz - grpc-1.10.1.tgz - node-pre-gyp-0.7.0.tgz - :x: **tar-2.2.1.tgz** (Vulnerable Library)

Vulnerability Details

The npm package ""tar"" (aka node-tar) before versions 6.1.1, 5.0.6, 4.4.14, and 3.3.2 has a arbitrary File Creation/Overwrite vulnerability due to insufficient absolute path sanitization. node-tar aims to prevent extraction of absolute file paths by turning absolute paths into relative paths when the `preservePaths` flag is not set to `true`. This is achieved by stripping the absolute path root from any absolute file paths contained in a tar file. For example `/home/user/.bashrc` would turn into `home/user/.bashrc`. This logic was insufficient when file paths contained repeated path roots such as `////home/user/.bashrc`. `node-tar` would only strip a single path root from such paths. When given an absolute file path with repeating path roots, the resulting path (e.g. `///home/user/.bashrc`) would still resolve to an absolute path, thus allowing arbitrary file creation and overwrite. This issue was addressed in releases 3.2.2, 4.4.14, 5.0.6 and 6.1.1. Users may work around this vulnerability without upgrading by creating a custom `onentry` method which sanitizes the `entry.path` or a `filter` method which removes entries with absolute paths. See referenced GitHub Advisory for details. Be aware of CVE-2021-32803 which fixes a similar bug in later versions of tar.

Publish Date: 2021-08-03

URL: CVE-2021-32804

CVSS 3 Score Details (8.1)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/npm/node-tar/security/advisories/GHSA-3jfq-g458-7qm9

Release Date: 2021-08-03

Fix Resolution: tar - 3.2.2, 4.4.14, 5.0.6, 6.1.1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2021-32804 (High) detected in tar-2.2.1.tgz - ## CVE-2021-32804 - High Severity Vulnerability
Vulnerable Library - tar-2.2.1.tgz

tar for node

Library home page: https://registry.npmjs.org/tar/-/tar-2.2.1.tgz

Path to dependency file: /reactIOTEAU/IOT-v0.2/package.json

Path to vulnerable library: /IOT-v0.2/node_modules/grpc/node_modules/tar/package.json,/IOT-v0.2/node_modules/grpc/node_modules/tar/package.json

Dependency Hierarchy: - firebase-4.13.1.tgz (Root Library) - firestore-0.4.1.tgz - grpc-1.10.1.tgz - node-pre-gyp-0.7.0.tgz - :x: **tar-2.2.1.tgz** (Vulnerable Library)

Vulnerability Details

The npm package ""tar"" (aka node-tar) before versions 6.1.1, 5.0.6, 4.4.14, and 3.3.2 has a arbitrary File Creation/Overwrite vulnerability due to insufficient absolute path sanitization. node-tar aims to prevent extraction of absolute file paths by turning absolute paths into relative paths when the `preservePaths` flag is not set to `true`. This is achieved by stripping the absolute path root from any absolute file paths contained in a tar file. For example `/home/user/.bashrc` would turn into `home/user/.bashrc`. This logic was insufficient when file paths contained repeated path roots such as `////home/user/.bashrc`. `node-tar` would only strip a single path root from such paths. When given an absolute file path with repeating path roots, the resulting path (e.g. `///home/user/.bashrc`) would still resolve to an absolute path, thus allowing arbitrary file creation and overwrite. This issue was addressed in releases 3.2.2, 4.4.14, 5.0.6 and 6.1.1. Users may work around this vulnerability without upgrading by creating a custom `onentry` method which sanitizes the `entry.path` or a `filter` method which removes entries with absolute paths. See referenced GitHub Advisory for details. Be aware of CVE-2021-32803 which fixes a similar bug in later versions of tar.

Publish Date: 2021-08-03

URL: CVE-2021-32804

CVSS 3 Score Details (8.1)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/npm/node-tar/security/advisories/GHSA-3jfq-g458-7qm9

Release Date: 2021-08-03

Fix Resolution: tar - 3.2.2, 4.4.14, 5.0.6, 6.1.1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in tar tgz cve high severity vulnerability vulnerable library tar tgz tar for node library home page a href path to dependency file reactioteau iot package json path to vulnerable library iot node modules grpc node modules tar package json iot node modules grpc node modules tar package json dependency hierarchy firebase tgz root library firestore tgz grpc tgz node pre gyp tgz x tar tgz vulnerable library vulnerability details the npm package tar aka node tar before versions and has a arbitrary file creation overwrite vulnerability due to insufficient absolute path sanitization node tar aims to prevent extraction of absolute file paths by turning absolute paths into relative paths when the preservepaths flag is not set to true this is achieved by stripping the absolute path root from any absolute file paths contained in a tar file for example home user bashrc would turn into home user bashrc this logic was insufficient when file paths contained repeated path roots such as home user bashrc node tar would only strip a single path root from such paths when given an absolute file path with repeating path roots the resulting path e g home user bashrc would still resolve to an absolute path thus allowing arbitrary file creation and overwrite this issue was addressed in releases and users may work around this vulnerability without upgrading by creating a custom onentry method which sanitizes the entry path or a filter method which removes entries with absolute paths see referenced github advisory for details be aware of cve which fixes a similar bug in later versions of tar publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction required scope unchanged impact metrics confidentiality impact none integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution tar step up your open source security game with whitesource ,0 27351,28138428378.0,IssuesEvent,2023-04-01 17:03:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocomplete doesn't suggest properly when passing through a singleton global variable,bug topic:gdscript topic:editor usability,"### Godot version v4.0.stable.official [92bee43ad] ### System information Windows 11 ### Issue description I have an autoload singleton with some children and its script has some onready vars that reference them so that I can do ""singleton.child"". The problem is that when I write methods in a child script, even if the onready vars in the singleton are statically typed, if I access them from outside the singleton using its global variable, autocomplete won't suggest them, but will only suggest the child's base class methods. Though, if inside the singleton I access those same onready variables without passing through the singleton global variable, autocomplete works as expected. ### Steps to reproduce 1) Create a scene with Node as a parent 2) Add a Node as a child of the previous Node 3) Attach a script to the parent Node and declare an onready var that references its child like so `@onready var child := $childNode as ChildNodeType` 4) Attach a script to the child Node and declare a random function like so `func random_function(): pass` 5) Set the whole scene as an autoload singleton with the global variable turned on 6) Create another scene to set as main scene 7) Attach a script to the parent node of that scene and in its _ready function try to access the random_function we declared before passing through the singleton global variable 8) You will now notice how `singleton.child.random_function()` doesn't get autocompleted, but works anyway ### Minimal reproduction project [SingletonAutocompleteTest.zip](https://github.com/godotengine/godot/files/11037707/SingletonAutocompleteTest.zip) ",True,"Autocomplete doesn't suggest properly when passing through a singleton global variable - ### Godot version v4.0.stable.official [92bee43ad] ### System information Windows 11 ### Issue description I have an autoload singleton with some children and its script has some onready vars that reference them so that I can do ""singleton.child"". The problem is that when I write methods in a child script, even if the onready vars in the singleton are statically typed, if I access them from outside the singleton using its global variable, autocomplete won't suggest them, but will only suggest the child's base class methods. Though, if inside the singleton I access those same onready variables without passing through the singleton global variable, autocomplete works as expected. ### Steps to reproduce 1) Create a scene with Node as a parent 2) Add a Node as a child of the previous Node 3) Attach a script to the parent Node and declare an onready var that references its child like so `@onready var child := $childNode as ChildNodeType` 4) Attach a script to the child Node and declare a random function like so `func random_function(): pass` 5) Set the whole scene as an autoload singleton with the global variable turned on 6) Create another scene to set as main scene 7) Attach a script to the parent node of that scene and in its _ready function try to access the random_function we declared before passing through the singleton global variable 8) You will now notice how `singleton.child.random_function()` doesn't get autocompleted, but works anyway ### Minimal reproduction project [SingletonAutocompleteTest.zip](https://github.com/godotengine/godot/files/11037707/SingletonAutocompleteTest.zip) ",1,autocomplete doesn t suggest properly when passing through a singleton global variable godot version stable official system information windows issue description i have an autoload singleton with some children and its script has some onready vars that reference them so that i can do singleton child the problem is that when i write methods in a child script even if the onready vars in the singleton are statically typed if i access them from outside the singleton using its global variable autocomplete won t suggest them but will only suggest the child s base class methods though if inside the singleton i access those same onready variables without passing through the singleton global variable autocomplete works as expected steps to reproduce create a scene with node as a parent add a node as a child of the previous node attach a script to the parent node and declare an onready var that references its child like so onready var child childnode as childnodetype attach a script to the child node and declare a random function like so func random function pass set the whole scene as an autoload singleton with the global variable turned on create another scene to set as main scene attach a script to the parent node of that scene and in its ready function try to access the random function we declared before passing through the singleton global variable you will now notice how singleton child random function doesn t get autocompleted but works anyway minimal reproduction project ,1 60560,14548402405.0,IssuesEvent,2020-12-16 01:10:52,TIBCOSoftware/jaspersoft-studio-ce,https://api.github.com/repos/TIBCOSoftware/jaspersoft-studio-ce,opened,CVE-2020-25638 (High) detected in hibernate-core-5.4.1.Final.jar,security vulnerability,"## CVE-2020-25638 - High Severity Vulnerability
Vulnerable Library - hibernate-core-5.4.1.Final.jar

Hibernate's core ORM functionality

Library home page: http://hibernate.org/orm

Path to vulnerable library: jaspersoft-studio-ce/com.jaspersoft.studio.hibernate/lib/hibernate-core-5.4.1.Final.jar

Dependency Hierarchy: - :x: **hibernate-core-5.4.1.Final.jar** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

A flaw was found in hibernate-core in versions prior to and including 5.4.23.Final. A SQL injection in the implementation of the JPA Criteria API can permit unsanitized literals when a literal is used in the SQL comments of the query. This flaw could allow an attacker to access unauthorized information or possibly conduct further attacks. The highest threat from this vulnerability is to data confidentiality and integrity.

Publish Date: 2020-12-02

URL: CVE-2020-25638

CVSS 3 Score Details (7.4)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: None

For more information on CVSS3 Scores, click here.

",True,"CVE-2020-25638 (High) detected in hibernate-core-5.4.1.Final.jar - ## CVE-2020-25638 - High Severity Vulnerability
Vulnerable Library - hibernate-core-5.4.1.Final.jar

Hibernate's core ORM functionality

Library home page: http://hibernate.org/orm

Path to vulnerable library: jaspersoft-studio-ce/com.jaspersoft.studio.hibernate/lib/hibernate-core-5.4.1.Final.jar

Dependency Hierarchy: - :x: **hibernate-core-5.4.1.Final.jar** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

A flaw was found in hibernate-core in versions prior to and including 5.4.23.Final. A SQL injection in the implementation of the JPA Criteria API can permit unsanitized literals when a literal is used in the SQL comments of the query. This flaw could allow an attacker to access unauthorized information or possibly conduct further attacks. The highest threat from this vulnerability is to data confidentiality and integrity.

Publish Date: 2020-12-02

URL: CVE-2020-25638

CVSS 3 Score Details (7.4)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: None

For more information on CVSS3 Scores, click here.

",0,cve high detected in hibernate core final jar cve high severity vulnerability vulnerable library hibernate core final jar hibernate s core orm functionality library home page a href path to vulnerable library jaspersoft studio ce com jaspersoft studio hibernate lib hibernate core final jar dependency hierarchy x hibernate core final jar vulnerable library found in base branch master vulnerability details a flaw was found in hibernate core in versions prior to and including final a sql injection in the implementation of the jpa criteria api can permit unsanitized literals when a literal is used in the sql comments of the query this flaw could allow an attacker to access unauthorized information or possibly conduct further attacks the highest threat from this vulnerability is to data confidentiality and integrity publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity high privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact none for more information on scores click a href isopenpronvulnerability false ispackagebased true isdefaultbranch true packages vulnerabilityidentifier cve vulnerabilitydetails a flaw was found in hibernate core in versions prior to and including final a sql injection in the implementation of the jpa criteria api can permit unsanitized literals when a literal is used in the sql comments of the query this flaw could allow an attacker to access unauthorized information or possibly conduct further attacks the highest threat from this vulnerability is to data confidentiality and integrity vulnerabilityurl ,0 9929,8250345211.0,IssuesEvent,2018-09-12 02:14:04,APSIMInitiative/ApsimX,https://api.github.com/repos/APSIMInitiative/ApsimX,closed,Error loading MonoMac,bug interface/infrastructure,"This is a bug that manifested itself when I clicked on a soil water node, although I suspect that any call to `APSIM.Shared.Utilities.ReflectionUtilities.GetTypeFromUnqualifiedName()` should produce this problem. While attempting to enumerate the types in the ApsimNG assembly via `assembly.GetTypes()`, I get an exception `Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information.` I re-added MonoMac.dll as a reference to the solution and the problem went away. Unfortunately, git is not showing any files in my solution as being changed, so I'm not sure that I can push a 'fix'. Furthermore, I'm not sure I can even reproduce this problem anymore, now that I've 'fixed' it. Is anyone else able to reproduce this problem?",1.0,"Error loading MonoMac - This is a bug that manifested itself when I clicked on a soil water node, although I suspect that any call to `APSIM.Shared.Utilities.ReflectionUtilities.GetTypeFromUnqualifiedName()` should produce this problem. While attempting to enumerate the types in the ApsimNG assembly via `assembly.GetTypes()`, I get an exception `Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information.` I re-added MonoMac.dll as a reference to the solution and the problem went away. Unfortunately, git is not showing any files in my solution as being changed, so I'm not sure that I can push a 'fix'. Furthermore, I'm not sure I can even reproduce this problem anymore, now that I've 'fixed' it. Is anyone else able to reproduce this problem?",0,error loading monomac this is a bug that manifested itself when i clicked on a soil water node although i suspect that any call to apsim shared utilities reflectionutilities gettypefromunqualifiedname should produce this problem while attempting to enumerate the types in the apsimng assembly via assembly gettypes i get an exception unable to load one or more of the requested types retrieve the loaderexceptions property for more information i re added monomac dll as a reference to the solution and the problem went away unfortunately git is not showing any files in my solution as being changed so i m not sure that i can push a fix furthermore i m not sure i can even reproduce this problem anymore now that i ve fixed it is anyone else able to reproduce this problem ,0 71725,3367617929.0,IssuesEvent,2015-11-22 10:19:05,music-encoding/music-encoding,https://api.github.com/repos/music-encoding/music-encoding,closed,Move to MEI.shared,Component: Core Schema Priority: Medium Status: Needs Patch Type: Bug,"_From [pd...@virginia.edu](https://code.google.com/u/103686026181985548448/) on January 28, 2015 11:26:12_ Since \ is used by members of more than one other module, it should be moved to MEI.shared. _Original issue: http://code.google.com/p/music-encoding/issues/detail?id=220_",1.0,"Move to MEI.shared - _From [pd...@virginia.edu](https://code.google.com/u/103686026181985548448/) on January 28, 2015 11:26:12_ Since \ is used by members of more than one other module, it should be moved to MEI.shared. _Original issue: http://code.google.com/p/music-encoding/issues/detail?id=220_",0,move to mei shared from on january since is used by members of more than one other module it should be moved to mei shared original issue ,0 826844,31714551852.0,IssuesEvent,2023-09-09 17:48:55,recro/ats-issues,https://api.github.com/repos/recro/ats-issues,closed,Delete function isn't working,bug priority/high area/global,"### Is there an existing issue for this? - [X] I have searched the existing issues ### Describe the bug after selecting a record to be deleted and hitting delete, nothing is happening ### Expected behavior _No response_ ### Steps to reproduce _No response_ ### Exceptions or error messages (if any) _No response_ ### Anything else? _No response_",1.0,"Delete function isn't working - ### Is there an existing issue for this? - [X] I have searched the existing issues ### Describe the bug after selecting a record to be deleted and hitting delete, nothing is happening ### Expected behavior _No response_ ### Steps to reproduce _No response_ ### Exceptions or error messages (if any) _No response_ ### Anything else? _No response_",0,delete function isn t working is there an existing issue for this i have searched the existing issues describe the bug after selecting a record to be deleted and hitting delete nothing is happening expected behavior no response steps to reproduce no response exceptions or error messages if any no response anything else no response ,0 15519,10095769060.0,IssuesEvent,2019-07-27 12:09:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"change keyframe value ""frame:"" when SpriteNode->Animation->HFrames changes",enhancement topic:editor usability,"**Godot version:** 3.0.6, 3.0.7, 3.1.alpha.calinou.c320d93 **OS/device including version:** Win7Pro 64bit, Intel-internal/NVIDIA **Issue description:** Working in Frame-by-frame Animation with Spritesheets is a bit tedious right now, see discussion here: [12469](https://github.com/godotengine/godot/issues/12469) However another, maybe far more important issue, is the exponential workload created when adding frames to an existing animation in a spritesheet animation. **This makes iteration almost impossible.** Adding frames to the bottom of the spritesheet is no problem at all, as increasing the Vframe does not change existing keyframes. Adding frames horizontally however, breaks the animations, because frame: count the cells in the spritesheet from left to right and keyframes don't update their ""frame:"" value to added cells in every row. My current workaround involves numbering each frame in the spritesheet with current and previous keyframe numbers in an external graphics editor, then go to every Animation and every track and every keyframe and manually set the new value. I hope you can see how crazy this is and becomes even more so the more animations/tracks/keyframes you have. In addition to the stupidity of the task, it's super easy to incorporate mistakes in the procedure, and hence demands a lot of concentration. I do not wish this job on my fiercest enemy. **Proposed solution:** Update Keyframe value ""frame:"" when Hframes changed depending on what VFrame the frame: was set and how many Hframes where added. For instance: Hframes =+1: Keyframe in VFrame row 0: update frame: value = value Keyframe in VFrame row 1: update frame: value =-1 Keyframe in VFrame row 5: update frame: value =-5 Hframes =+3: Keyframe in VFrame row 0: update frame: value = value Keyframe in VFrame row 1: update frame: value =-3 Keyframe in VFrame row 5: update frame: value =-15 EDIT: I spend a day and a halve making another graphic in hopes newcomers to this issue can gasp it quickly: ![keyframes-example-explained2](https://user-images.githubusercontent.com/43533832/46406276-875ddf80-c6fa-11e8-801e-cfc1ff81bbd3.png) ![6x2gdicon](https://user-images.githubusercontent.com/43533832/46257896-4cb53680-c4b1-11e8-9633-a9d6b6a3d093.png) ![6x3gdicon](https://user-images.githubusercontent.com/43533832/46257898-4d4dcd00-c4b1-11e8-9a08-70d3b3319dd6.png) **Steps to reproduce:** 1. Create new Scene with Sprite and AnimationPlayer 2. Create a new Animation 3. Add Texture 6x2gdicon.png to the Sprite, in the Sprite Inspector under ""Animation"" set Vframe 6 and Hframe 2 4. Keyframe frames 0 to 11 5. Override or change 6x2gdicon.png with 6x3gdicon.png and **change Hframe to 3** 6. Watch a broken Animation ",True,"change keyframe value ""frame:"" when SpriteNode->Animation->HFrames changes - **Godot version:** 3.0.6, 3.0.7, 3.1.alpha.calinou.c320d93 **OS/device including version:** Win7Pro 64bit, Intel-internal/NVIDIA **Issue description:** Working in Frame-by-frame Animation with Spritesheets is a bit tedious right now, see discussion here: [12469](https://github.com/godotengine/godot/issues/12469) However another, maybe far more important issue, is the exponential workload created when adding frames to an existing animation in a spritesheet animation. **This makes iteration almost impossible.** Adding frames to the bottom of the spritesheet is no problem at all, as increasing the Vframe does not change existing keyframes. Adding frames horizontally however, breaks the animations, because frame: count the cells in the spritesheet from left to right and keyframes don't update their ""frame:"" value to added cells in every row. My current workaround involves numbering each frame in the spritesheet with current and previous keyframe numbers in an external graphics editor, then go to every Animation and every track and every keyframe and manually set the new value. I hope you can see how crazy this is and becomes even more so the more animations/tracks/keyframes you have. In addition to the stupidity of the task, it's super easy to incorporate mistakes in the procedure, and hence demands a lot of concentration. I do not wish this job on my fiercest enemy. **Proposed solution:** Update Keyframe value ""frame:"" when Hframes changed depending on what VFrame the frame: was set and how many Hframes where added. For instance: Hframes =+1: Keyframe in VFrame row 0: update frame: value = value Keyframe in VFrame row 1: update frame: value =-1 Keyframe in VFrame row 5: update frame: value =-5 Hframes =+3: Keyframe in VFrame row 0: update frame: value = value Keyframe in VFrame row 1: update frame: value =-3 Keyframe in VFrame row 5: update frame: value =-15 EDIT: I spend a day and a halve making another graphic in hopes newcomers to this issue can gasp it quickly: ![keyframes-example-explained2](https://user-images.githubusercontent.com/43533832/46406276-875ddf80-c6fa-11e8-801e-cfc1ff81bbd3.png) ![6x2gdicon](https://user-images.githubusercontent.com/43533832/46257896-4cb53680-c4b1-11e8-9633-a9d6b6a3d093.png) ![6x3gdicon](https://user-images.githubusercontent.com/43533832/46257898-4d4dcd00-c4b1-11e8-9a08-70d3b3319dd6.png) **Steps to reproduce:** 1. Create new Scene with Sprite and AnimationPlayer 2. Create a new Animation 3. Add Texture 6x2gdicon.png to the Sprite, in the Sprite Inspector under ""Animation"" set Vframe 6 and Hframe 2 4. Keyframe frames 0 to 11 5. Override or change 6x2gdicon.png with 6x3gdicon.png and **change Hframe to 3** 6. Watch a broken Animation ",1,change keyframe value frame when spritenode animation hframes changes godot version alpha calinou os device including version intel internal nvidia issue description working in frame by frame animation with spritesheets is a bit tedious right now see discussion here however another maybe far more important issue is the exponential workload created when adding frames to an existing animation in a spritesheet animation this makes iteration almost impossible adding frames to the bottom of the spritesheet is no problem at all as increasing the vframe does not change existing keyframes adding frames horizontally however breaks the animations because frame count the cells in the spritesheet from left to right and keyframes don t update their frame value to added cells in every row my current workaround involves numbering each frame in the spritesheet with current and previous keyframe numbers in an external graphics editor then go to every animation and every track and every keyframe and manually set the new value i hope you can see how crazy this is and becomes even more so the more animations tracks keyframes you have in addition to the stupidity of the task it s super easy to incorporate mistakes in the procedure and hence demands a lot of concentration i do not wish this job on my fiercest enemy proposed solution update keyframe value frame when hframes changed depending on what vframe the frame was set and how many hframes where added for instance hframes keyframe in vframe row update frame value value keyframe in vframe row update frame value keyframe in vframe row update frame value hframes keyframe in vframe row update frame value value keyframe in vframe row update frame value keyframe in vframe row update frame value edit i spend a day and a halve making another graphic in hopes newcomers to this issue can gasp it quickly steps to reproduce create new scene with sprite and animationplayer create a new animation add texture png to the sprite in the sprite inspector under animation set vframe and hframe keyframe frames to override or change png with png and change hframe to watch a broken animation ,1 26634,27036807391.0,IssuesEvent,2023-02-12 21:38:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Calling on null instance sometimes doesn't show method name,bug topic:gdscript usability,"### Godot version 90a1e51 ### System information W10 ### Issue description When you call a method on null instance, e.g. `$ThisNodeDoesNotExist.any_method()`, you get an error ""Trying to call method 'any_method()' on a null instance."". But under some circumstances, the method name is unknown, e.g.: ``` var node: Node = $Node node.get_parent().remove_child(node) print(node.get_parent().get_name()) ``` ![image](https://user-images.githubusercontent.com/2223172/137585334-ce6cf9ad-7eb3-49c2-9705-c084f5a573b7.png) Why it doesn't say what function? I looked into the source and there are 4 instances of this error. ### Steps to reproduce 1. Try code above. ### Minimal reproduction project _No response_",True,"Calling on null instance sometimes doesn't show method name - ### Godot version 90a1e51 ### System information W10 ### Issue description When you call a method on null instance, e.g. `$ThisNodeDoesNotExist.any_method()`, you get an error ""Trying to call method 'any_method()' on a null instance."". But under some circumstances, the method name is unknown, e.g.: ``` var node: Node = $Node node.get_parent().remove_child(node) print(node.get_parent().get_name()) ``` ![image](https://user-images.githubusercontent.com/2223172/137585334-ce6cf9ad-7eb3-49c2-9705-c084f5a573b7.png) Why it doesn't say what function? I looked into the source and there are 4 instances of this error. ### Steps to reproduce 1. Try code above. ### Minimal reproduction project _No response_",1,calling on null instance sometimes doesn t show method name godot version system information issue description when you call a method on null instance e g thisnodedoesnotexist any method you get an error trying to call method any method on a null instance but under some circumstances the method name is unknown e g var node node node node get parent remove child node print node get parent get name why it doesn t say what function i looked into the source and there are instances of this error steps to reproduce try code above minimal reproduction project no response ,1 1186,5102867002.0,IssuesEvent,2017-01-04 19:37:16,ansible/ansible-modules-core,https://api.github.com/repos/ansible/ansible-modules-core,closed,ec2_group.py and --diff,affects_2.1 aws cloud feature_idea waiting_on_maintainer,"##### Issue Type: - Feature Idea ##### Plugin Name: ec2_group.py ##### Ansible Version: ``` ansible 2.1.0 (devel 33f96edcd0) last updated 2016/03/10 14:52:58 (GMT -400) lib/ansible/modules/core: (detached HEAD c86a0ef84a) last updated 2016/03/10 14:53:03 (GMT -400) lib/ansible/modules/extras: (detached HEAD 33a557cc59) last updated 2016/03/10 14:53:03 (GMT -400) config file = configured module search path = Default w/o overrides ``` ##### Ansible Configuration: none ##### Environment: N/A ##### Summary: ec2_group.py doesn't do anything useful with --diff, and it'd be great if it did (with or without --check as well); without it, we have to resort to before-and-after captures of 'aws ec2 describe-security-groups' output, and even that only tells what changed after the change was already made. ##### Steps To Reproduce: Adding --diff to a playbook that uses ec2_group.py would show output indicating what was changed (or would be changed, with --check) -- perhaps 'diff' style, perhaps some other format if 'diff' style doesn't really make sense. (I don't have a specific idea in mind, but would be happy to help come up with something and/or comment on something that others come up with.) ##### Expected Results: Some sort of output indicating what had change (or would changed). ##### Actual Results: No change in output from when the playbook is run without --diff. ",True,"ec2_group.py and --diff - ##### Issue Type: - Feature Idea ##### Plugin Name: ec2_group.py ##### Ansible Version: ``` ansible 2.1.0 (devel 33f96edcd0) last updated 2016/03/10 14:52:58 (GMT -400) lib/ansible/modules/core: (detached HEAD c86a0ef84a) last updated 2016/03/10 14:53:03 (GMT -400) lib/ansible/modules/extras: (detached HEAD 33a557cc59) last updated 2016/03/10 14:53:03 (GMT -400) config file = configured module search path = Default w/o overrides ``` ##### Ansible Configuration: none ##### Environment: N/A ##### Summary: ec2_group.py doesn't do anything useful with --diff, and it'd be great if it did (with or without --check as well); without it, we have to resort to before-and-after captures of 'aws ec2 describe-security-groups' output, and even that only tells what changed after the change was already made. ##### Steps To Reproduce: Adding --diff to a playbook that uses ec2_group.py would show output indicating what was changed (or would be changed, with --check) -- perhaps 'diff' style, perhaps some other format if 'diff' style doesn't really make sense. (I don't have a specific idea in mind, but would be happy to help come up with something and/or comment on something that others come up with.) ##### Expected Results: Some sort of output indicating what had change (or would changed). ##### Actual Results: No change in output from when the playbook is run without --diff. ",0, group py and diff issue type feature idea plugin name group py ansible version ansible devel last updated gmt lib ansible modules core detached head last updated gmt lib ansible modules extras detached head last updated gmt config file configured module search path default w o overrides ansible configuration none environment n a summary group py doesn t do anything useful with diff and it d be great if it did with or without check as well without it we have to resort to before and after captures of aws describe security groups output and even that only tells what changed after the change was already made steps to reproduce adding diff to a playbook that uses group py would show output indicating what was changed or would be changed with check perhaps diff style perhaps some other format if diff style doesn t really make sense i don t have a specific idea in mind but would be happy to help come up with something and or comment on something that others come up with expected results some sort of output indicating what had change or would changed actual results no change in output from when the playbook is run without diff ,0 15856,10335573885.0,IssuesEvent,2019-09-03 10:55:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Attach a note/comment to a node,feature proposal topic:editor usability,"I'd like to be able to attach a note to any node in the editor. ",True,"Attach a note/comment to a node - I'd like to be able to attach a note to any node in the editor. ",1,attach a note comment to a node i d like to be able to attach a note to any node in the editor ,1 21051,16488705796.0,IssuesEvent,2021-05-24 22:25:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Reloading assets take very long when there's many of them,discussion topic:editor topic:import usability," **Godot version:** 3.2.2 beta4 **OS/device including version:** Windows 10 x64 **Issue description:** My project has a huge amount of assets (2k+ right now). I tend to rely on texture reloading to make tweaks on the fly. My problem is that the time between me saving changes to image and Godot starting to reimport it keeps increasing. Right now I try re-focusing editor for good -teen seconds before the changes are reflected in Godot. AFAIK, Godot runs a periodical file scan on a separate thread and large amount of assets makes it take longer. Not sure what can be done about this. More threads or maybe it's possible to detect change of files in a different way. But this is a big problem for my workflow .-. **Steps to reproduce:** 1. Have a project with **LOTS** of assets 2. Change some image 3. Focus editor and wait until the texture updates in the editor",True,"Reloading assets take very long when there's many of them - **Godot version:** 3.2.2 beta4 **OS/device including version:** Windows 10 x64 **Issue description:** My project has a huge amount of assets (2k+ right now). I tend to rely on texture reloading to make tweaks on the fly. My problem is that the time between me saving changes to image and Godot starting to reimport it keeps increasing. Right now I try re-focusing editor for good -teen seconds before the changes are reflected in Godot. AFAIK, Godot runs a periodical file scan on a separate thread and large amount of assets makes it take longer. Not sure what can be done about this. More threads or maybe it's possible to detect change of files in a different way. But this is a big problem for my workflow .-. **Steps to reproduce:** 1. Have a project with **LOTS** of assets 2. Change some image 3. Focus editor and wait until the texture updates in the editor",1,reloading assets take very long when there s many of them please search existing issues for potential duplicates before filing yours godot version os device including version windows issue description my project has a huge amount of assets right now i tend to rely on texture reloading to make tweaks on the fly my problem is that the time between me saving changes to image and godot starting to reimport it keeps increasing right now i try re focusing editor for good teen seconds before the changes are reflected in godot afaik godot runs a periodical file scan on a separate thread and large amount of assets makes it take longer not sure what can be done about this more threads or maybe it s possible to detect change of files in a different way but this is a big problem for my workflow steps to reproduce have a project with lots of assets change some image focus editor and wait until the texture updates in the editor,1 609793,18887455452.0,IssuesEvent,2021-11-15 09:32:35,wso2/product-microgateway,https://api.github.com/repos/wso2/product-microgateway,opened,Adapter readiness probe fails as connection with Global Adapter fails.,Type/Bug Priority/Highest feature/global-adapter,"### Description: $subject. This was due to the configuration refactor implementation. The Overwritehostname is not replaced with OverrideHostName property in the implementation. ### Steps to reproduce: Run the adapter with global-adapter with no OverwriteHostName property. ### Affected Product Version: Choreo-Connect-1.0.0-alpha ### Environment details (with versions): - OS: - Client: - Env (Docker/K8s): --- ### Optional Fields #### Related Issues: #### Suggested Labels: #### Suggested Assignees: ",1.0,"Adapter readiness probe fails as connection with Global Adapter fails. - ### Description: $subject. This was due to the configuration refactor implementation. The Overwritehostname is not replaced with OverrideHostName property in the implementation. ### Steps to reproduce: Run the adapter with global-adapter with no OverwriteHostName property. ### Affected Product Version: Choreo-Connect-1.0.0-alpha ### Environment details (with versions): - OS: - Client: - Env (Docker/K8s): --- ### Optional Fields #### Related Issues: #### Suggested Labels: #### Suggested Assignees: ",0,adapter readiness probe fails as connection with global adapter fails description subject this was due to the configuration refactor implementation the overwritehostname is not replaced with overridehostname property in the implementation steps to reproduce run the adapter with global adapter with no overwritehostname property affected product version choreo connect alpha environment details with versions os client env docker optional fields related issues suggested labels suggested assignees ,0 3188,3367799027.0,IssuesEvent,2015-11-22 13:56:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor font setting is not applied when open gd file from FileSystem tab,bug topic:editor usability,"reproduce steps 1. Set custom font at Editor Settings > Global > Font 2. Browse gd file in FileSystem panel 3. Open gd file which is not already opened.",True,"Editor font setting is not applied when open gd file from FileSystem tab - reproduce steps 1. Set custom font at Editor Settings > Global > Font 2. Browse gd file in FileSystem panel 3. Open gd file which is not already opened.",1,editor font setting is not applied when open gd file from filesystem tab reproduce steps set custom font at editor settings global font browse gd file in filesystem panel open gd file which is not already opened ,1 14599,9334220905.0,IssuesEvent,2019-03-28 15:53:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Close other scenes (other than the current opened scene),enhancement topic:editor usability,"**Godot version:** 3.1 **Issue description:** As a Godot contributor, I am working on the asset importer and I open many scenes. Having a button to close other scenes than the open one would help my workflow. Imagine 40 scenes open but only the open scene is relevant. The feature is right clicking on the scene tab and then clicking close to close other scenes. The wording can be different.",True,"Close other scenes (other than the current opened scene) - **Godot version:** 3.1 **Issue description:** As a Godot contributor, I am working on the asset importer and I open many scenes. Having a button to close other scenes than the open one would help my workflow. Imagine 40 scenes open but only the open scene is relevant. The feature is right clicking on the scene tab and then clicking close to close other scenes. The wording can be different.",1,close other scenes other than the current opened scene godot version issue description as a godot contributor i am working on the asset importer and i open many scenes having a button to close other scenes than the open one would help my workflow imagine scenes open but only the open scene is relevant the feature is right clicking on the scene tab and then clicking close to close other scenes the wording can be different ,1 15518,10095693430.0,IssuesEvent,2019-07-27 11:23:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Advanced Settings option,discussion enhancement topic:editor usability," **Godot version:** 94aabf5 **Issue description:** Recurring problem with some feature proposals is that they **absolutely can't** add any Editor Settings, _because settings are bloated_ and editor becomes complex etc. This is problematic, because more options is sometimes useful. Well, the settings really have some not-so-useful options (probably) and aren't well-organized, but that's for another issue. Discussion in #30816 spawned an idea for a nice feature that could do something about the problem of editor becoming ""too complex"" - Advanced Settings option. Basically, upon opening Editor Settings, you'd see only a set of very common options (like editor language or theme) and most of the settings would be hidden (like interface dialogs or file server). To show them, there would be an ""Advanced Settings"" checkbox. This way, when you open Editor Settings, you will see stuff that is mostly relevant and you are likely to change. It would keep users from being lost and if someone wants to tweak more things and have option for literally everything, it would be possible. The biggest problem here is determining which options should be considered ""advanced"". Also, here's how it looks in VLC, which does it really well: Basic settings ![image](https://user-images.githubusercontent.com/2223172/61993792-7d361480-b071-11e9-826b-bcb789a470ea.png) Advanced settings ![image](https://user-images.githubusercontent.com/2223172/61993794-858e4f80-b071-11e9-86e6-ececf5b292f3.png) Anyone disagrees? Any proposals for basic and advanced settings?",True,"Advanced Settings option - **Godot version:** 94aabf5 **Issue description:** Recurring problem with some feature proposals is that they **absolutely can't** add any Editor Settings, _because settings are bloated_ and editor becomes complex etc. This is problematic, because more options is sometimes useful. Well, the settings really have some not-so-useful options (probably) and aren't well-organized, but that's for another issue. Discussion in #30816 spawned an idea for a nice feature that could do something about the problem of editor becoming ""too complex"" - Advanced Settings option. Basically, upon opening Editor Settings, you'd see only a set of very common options (like editor language or theme) and most of the settings would be hidden (like interface dialogs or file server). To show them, there would be an ""Advanced Settings"" checkbox. This way, when you open Editor Settings, you will see stuff that is mostly relevant and you are likely to change. It would keep users from being lost and if someone wants to tweak more things and have option for literally everything, it would be possible. The biggest problem here is determining which options should be considered ""advanced"". Also, here's how it looks in VLC, which does it really well: Basic settings ![image](https://user-images.githubusercontent.com/2223172/61993792-7d361480-b071-11e9-826b-bcb789a470ea.png) Advanced settings ![image](https://user-images.githubusercontent.com/2223172/61993794-858e4f80-b071-11e9-86e6-ececf5b292f3.png) Anyone disagrees? Any proposals for basic and advanced settings?",1,advanced settings option please search existing issues for potential duplicates before filing yours godot version issue description recurring problem with some feature proposals is that they absolutely can t add any editor settings because settings are bloated and editor becomes complex etc this is problematic because more options is sometimes useful well the settings really have some not so useful options probably and aren t well organized but that s for another issue discussion in spawned an idea for a nice feature that could do something about the problem of editor becoming too complex advanced settings option basically upon opening editor settings you d see only a set of very common options like editor language or theme and most of the settings would be hidden like interface dialogs or file server to show them there would be an advanced settings checkbox this way when you open editor settings you will see stuff that is mostly relevant and you are likely to change it would keep users from being lost and if someone wants to tweak more things and have option for literally everything it would be possible the biggest problem here is determining which options should be considered advanced also here s how it looks in vlc which does it really well basic settings advanced settings anyone disagrees any proposals for basic and advanced settings ,1 99762,11162202869.0,IssuesEvent,2019-12-26 16:55:14,HijackHornet/RoR2ModsOpSrc,https://api.github.com/repos/HijackHornet/RoR2ModsOpSrc,opened,Wrong dependency string in the doc,documentation,"In the doc you can read ` { ""name"": ""MyModName"", ""version_number"": ""1.2.1"", ""website_url"": ""myWebSite"", ""description"": ""Restart a run with a simple key !"", ""dependencies"": [ ""bbepis-BepInExPack-3.0.0"", ""HijackHornet-HjUpdaterAPI-1.2.0"" <--- Add this ! ] } ` while the dependency string is no longer linked to my account but to lodingtone's one",1.0,"Wrong dependency string in the doc - In the doc you can read ` { ""name"": ""MyModName"", ""version_number"": ""1.2.1"", ""website_url"": ""myWebSite"", ""description"": ""Restart a run with a simple key !"", ""dependencies"": [ ""bbepis-BepInExPack-3.0.0"", ""HijackHornet-HjUpdaterAPI-1.2.0"" <--- Add this ! ] } ` while the dependency string is no longer linked to my account but to lodingtone's one",0,wrong dependency string in the doc in the doc you can read name mymodname version number website url mywebsite description restart a run with a simple key dependencies bbepis bepinexpack hijackhornet hjupdaterapi add this while the dependency string is no longer linked to my account but to lodingtone s one,0 9956,7044338966.0,IssuesEvent,2017-12-31 22:33:17,Beep6581/RawTherapee,https://api.github.com/repos/Beep6581/RawTherapee,opened,Speedup for preceptual tone curve,Performance,"Compared to other tone curves, perceptual tone curves are really slow. Example: processing time of rgbproc for a 36MPixel file using neutral profile + Tone curce 1 ``` Weighted Standard: 450 ms Perceptual: 4235 ms ``` I created [a new branch](https://github.com/Beep6581/RawTherapee/tree/perceptual_curve_speedup) to speed up perceptual tone curves. First change leads to a small 4% speedup ``` Perceptual: 4065 ms ``` Further speedups will follow",True,"Speedup for preceptual tone curve - Compared to other tone curves, perceptual tone curves are really slow. Example: processing time of rgbproc for a 36MPixel file using neutral profile + Tone curce 1 ``` Weighted Standard: 450 ms Perceptual: 4235 ms ``` I created [a new branch](https://github.com/Beep6581/RawTherapee/tree/perceptual_curve_speedup) to speed up perceptual tone curves. First change leads to a small 4% speedup ``` Perceptual: 4065 ms ``` Further speedups will follow",0,speedup for preceptual tone curve compared to other tone curves perceptual tone curves are really slow example processing time of rgbproc for a file using neutral profile tone curce weighted standard ms perceptual ms i created to speed up perceptual tone curves first change leads to a small speedup perceptual ms further speedups will follow,0 10257,6653042645.0,IssuesEvent,2017-09-29 06:20:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual Script editor is too small,feature proposal topic:editor topic:visualscript usability,"Visual Script editor is too small. There should be an option to get VS editor (that window with graph and those two lists on left) to another window and fullscreen it. Because it's not a code it cannot be opened in external editor, and Godot has too small window to edit it comfortably. ![zrzut ekranu 2016-08-04 o 18 39 40](https://cloud.githubusercontent.com/assets/959429/17410167/d7b2be5c-5a72-11e6-8755-c373f7fab344.png) ",True,"Visual Script editor is too small - Visual Script editor is too small. There should be an option to get VS editor (that window with graph and those two lists on left) to another window and fullscreen it. Because it's not a code it cannot be opened in external editor, and Godot has too small window to edit it comfortably. ![zrzut ekranu 2016-08-04 o 18 39 40](https://cloud.githubusercontent.com/assets/959429/17410167/d7b2be5c-5a72-11e6-8755-c373f7fab344.png) ",1,visual script editor is too small visual script editor is too small there should be an option to get vs editor that window with graph and those two lists on left to another window and fullscreen it because it s not a code it cannot be opened in external editor and godot has too small window to edit it comfortably ,1 139174,20791806532.0,IssuesEvent,2022-03-17 03:24:58,batch-dart/batch.dart,https://api.github.com/repos/batch-dart/batch.dart,closed,Should create a class to manage the current library version,Feedback: feature request Type: design," # 1. Problem to solve Should create a class to manage the current library version. With the current method of operation, it is possible to forget to fix the version in `Banner` at the time of release. # 2. Proposal Create a class that manages the version and checks it against the version in `pubspec.yaml` in a unit test. # 3. More information Related with #32. ",1.0,"Should create a class to manage the current library version - # 1. Problem to solve Should create a class to manage the current library version. With the current method of operation, it is possible to forget to fix the version in `Banner` at the time of release. # 2. Proposal Create a class that manages the version and checks it against the version in `pubspec.yaml` in a unit test. # 3. More information Related with #32. ",0,should create a class to manage the current library version problem to solve should create a class to manage the current library version with the current method of operation it is possible to forget to fix the version in banner at the time of release proposal create a class that manages the version and checks it against the version in pubspec yaml in a unit test more information related with ,0 10844,6960943701.0,IssuesEvent,2017-12-08 07:02:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Manage Export Templates link doesn't appear all the time,bug junior job topic:editor usability,"**Windows 8.1, Godot 3.0beta1** **Issue description:** When you want to add new export presets, but the export templates are missing, an error message should at the bottom of the window, and it is supposed to show a link to **Manage export templates**. However: - If you add a preset for Android, HTML5, or Windows Universal, the link shows and remains when you switch from a preset to another. - If you add a preset for iOS, Mac OSX, Windows Desktop or Linux/X11, the link will ONLY appear if you already had added a preset for Android, HTML5, or Windows Universal. In that case, if you switch to another preset and come back, the link has disappeard. Note that the behavior is not affected if you close the window. In the first picture, the link is visible, in the second it is not. ![link visible](https://user-images.githubusercontent.com/13215043/33736772-1f2fed4c-db94-11e7-943e-fe583a1ad305.png) ![link hidden](https://user-images.githubusercontent.com/13215043/33736770-1f1268bc-db94-11e7-962b-efa57eebc99b.png) **Steps to reproduce:** 1. The export template must not be installed. 2. Go to the menu Project/Export 3. Add Android (or HTML5 or Windows Universal): the link should be visible 4. Add iOS (or Mac OSX, Windows Desktop or Linux/X11): the link should be visible 5. Click on the Android preset: the link is still here 6. Click on the iOS preset: the link isn't here anymore. 7. Remove all the presets 8. Add iOS (or Mac OSX, Windows Desktop or Linux/X11): No link visible Step 8 can also be executed instead of 3, 4, 5, 6, 7, removing the presets acts as if they had never been added. **Link to minimal example project:** Any empty project as long as you haven't installed the template exports. ",True,"Manage Export Templates link doesn't appear all the time - **Windows 8.1, Godot 3.0beta1** **Issue description:** When you want to add new export presets, but the export templates are missing, an error message should at the bottom of the window, and it is supposed to show a link to **Manage export templates**. However: - If you add a preset for Android, HTML5, or Windows Universal, the link shows and remains when you switch from a preset to another. - If you add a preset for iOS, Mac OSX, Windows Desktop or Linux/X11, the link will ONLY appear if you already had added a preset for Android, HTML5, or Windows Universal. In that case, if you switch to another preset and come back, the link has disappeard. Note that the behavior is not affected if you close the window. In the first picture, the link is visible, in the second it is not. ![link visible](https://user-images.githubusercontent.com/13215043/33736772-1f2fed4c-db94-11e7-943e-fe583a1ad305.png) ![link hidden](https://user-images.githubusercontent.com/13215043/33736770-1f1268bc-db94-11e7-962b-efa57eebc99b.png) **Steps to reproduce:** 1. The export template must not be installed. 2. Go to the menu Project/Export 3. Add Android (or HTML5 or Windows Universal): the link should be visible 4. Add iOS (or Mac OSX, Windows Desktop or Linux/X11): the link should be visible 5. Click on the Android preset: the link is still here 6. Click on the iOS preset: the link isn't here anymore. 7. Remove all the presets 8. Add iOS (or Mac OSX, Windows Desktop or Linux/X11): No link visible Step 8 can also be executed instead of 3, 4, 5, 6, 7, removing the presets acts as if they had never been added. **Link to minimal example project:** Any empty project as long as you haven't installed the template exports. ",1,manage export templates link doesn t appear all the time windows godot issue description when you want to add new export presets but the export templates are missing an error message should at the bottom of the window and it is supposed to show a link to manage export templates however if you add a preset for android or windows universal the link shows and remains when you switch from a preset to another if you add a preset for ios mac osx windows desktop or linux the link will only appear if you already had added a preset for android or windows universal in that case if you switch to another preset and come back the link has disappeard note that the behavior is not affected if you close the window in the first picture the link is visible in the second it is not steps to reproduce the export template must not be installed go to the menu project export add android or or windows universal the link should be visible add ios or mac osx windows desktop or linux the link should be visible click on the android preset the link is still here click on the ios preset the link isn t here anymore remove all the presets add ios or mac osx windows desktop or linux no link visible step can also be executed instead of removing the presets acts as if they had never been added link to minimal example project any empty project as long as you haven t installed the template exports ,1 11264,7132136503.0,IssuesEvent,2018-01-22 13:39:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Interface not usable on Hybric PC (Surface pro like),bug platform:windows topic:editor usability," **Godot version:** Godot_v3.0-rc2_win64 **OS/device including version:** - Dell PC Hybrid (Surface Pro like) - Windows 10 **Issue description:** Impossible to work with Godot : On the project selection window, all the button interface are difficult to click On the project window, all menus does not appear I think this is because of the Hybrid capability of the PC, All the interface is by default zoomed by 150%, but if I try 100% zoom, it is not working ",True,"Interface not usable on Hybric PC (Surface pro like) - **Godot version:** Godot_v3.0-rc2_win64 **OS/device including version:** - Dell PC Hybrid (Surface Pro like) - Windows 10 **Issue description:** Impossible to work with Godot : On the project selection window, all the button interface are difficult to click On the project window, all menus does not appear I think this is because of the Hybrid capability of the PC, All the interface is by default zoomed by 150%, but if I try 100% zoom, it is not working ",1,interface not usable on hybric pc surface pro like please search existing issues for potential duplicates before filing yours godot version godot os device including version dell pc hybrid surface pro like windows issue description impossible to work with godot on the project selection window all the button interface are difficult to click on the project window all menus does not appear i think this is because of the hybrid capability of the pc all the interface is by default zoomed by but if i try zoom it is not working ,1 591116,17795130745.0,IssuesEvent,2021-08-31 21:03:17,magma/magma,https://api.github.com/repos/magma/magma,closed,Intra AGW Mobility,Epic priority: high,"Impact: we have seen issues in the field are seeing issues with UEs and this is a required feature by multiple partners but we haven't been able to promote it yet. CBRS at FB also requesting this. This is S1 mobility, intra, within the same AGW, 2 enodes. ",1.0,"Intra AGW Mobility - Impact: we have seen issues in the field are seeing issues with UEs and this is a required feature by multiple partners but we haven't been able to promote it yet. CBRS at FB also requesting this. This is S1 mobility, intra, within the same AGW, 2 enodes. ",0,intra agw mobility impact we have seen issues in the field are seeing issues with ues and this is a required feature by multiple partners but we haven t been able to promote it yet cbrs at fb also requesting this this is mobility intra within the same agw enodes ,0 294487,25376141185.0,IssuesEvent,2022-11-21 14:14:49,elastic/elasticsearch,https://api.github.com/repos/elastic/elasticsearch,opened,EqlCcsRollingUpgradeIT failing in 7.17,>test-failure needs:triage,"### CI Link https://gradle-enterprise.elastic.co/s/ep5bugvlyubwq ### Repro line ./gradlew ':x-pack:plugin:eql:qa:ccs-rolling-upgrade:v7.13.3#oldClusterTest' \ -Dtests.class=""org.elasticsearch.xpack.eql.qa.ccs_rolling_upgrade.EqlCcsRollingUpgradeIT"" \ -Dtests.method=""testSequences"" \ -Dtests.seed=C0926B431BA643E5 \ -Dtests.bwc=true \ -Dtests.locale=zh-TW \ -Dtests.timezone=Europe/Zurich \ -Druntime.java=8 ### Does it reproduce? Didn't try ### Applicable branches 7.17 ### Failure history _No response_ ### Failure excerpt 13:37:03 * What went wrong: 13:37:03 Execution failed for task ':x-pack:plugin:eql:qa:ccs-rolling-upgrade:v7.13.3#oldClusterTest'. 13:37:03 > There were failing tests. See the report at: file:///dev/shm/elastic+elasticsearch+7.17+periodic+bwc/x-pack/plugin/eql/qa/ccs-rolling-upgrade/build/reports/tests/v7.13.3%23oldClusterTest/index.html ",1.0,"EqlCcsRollingUpgradeIT failing in 7.17 - ### CI Link https://gradle-enterprise.elastic.co/s/ep5bugvlyubwq ### Repro line ./gradlew ':x-pack:plugin:eql:qa:ccs-rolling-upgrade:v7.13.3#oldClusterTest' \ -Dtests.class=""org.elasticsearch.xpack.eql.qa.ccs_rolling_upgrade.EqlCcsRollingUpgradeIT"" \ -Dtests.method=""testSequences"" \ -Dtests.seed=C0926B431BA643E5 \ -Dtests.bwc=true \ -Dtests.locale=zh-TW \ -Dtests.timezone=Europe/Zurich \ -Druntime.java=8 ### Does it reproduce? Didn't try ### Applicable branches 7.17 ### Failure history _No response_ ### Failure excerpt 13:37:03 * What went wrong: 13:37:03 Execution failed for task ':x-pack:plugin:eql:qa:ccs-rolling-upgrade:v7.13.3#oldClusterTest'. 13:37:03 > There were failing tests. See the report at: file:///dev/shm/elastic+elasticsearch+7.17+periodic+bwc/x-pack/plugin/eql/qa/ccs-rolling-upgrade/build/reports/tests/v7.13.3%23oldClusterTest/index.html ",0,eqlccsrollingupgradeit failing in ci link repro line gradlew x pack plugin eql qa ccs rolling upgrade oldclustertest dtests class org elasticsearch xpack eql qa ccs rolling upgrade eqlccsrollingupgradeit dtests method testsequences dtests seed dtests bwc true dtests locale zh tw dtests timezone europe zurich druntime java does it reproduce didn t try applicable branches failure history no response failure excerpt what went wrong execution failed for task x pack plugin eql qa ccs rolling upgrade oldclustertest there were failing tests see the report at file dev shm elastic elasticsearch periodic bwc x pack plugin eql qa ccs rolling upgrade build reports tests index html ,0 37626,5134360188.0,IssuesEvent,2017-01-11 08:43:06,puikinsh/shapely,https://api.github.com/repos/puikinsh/shapely,closed,Function prefix issue,tested," * In `extras.php` line 131, function name should be `shapely_get_theme_options` instead of `get_shapely_theme_options`",1.0,"Function prefix issue - * In `extras.php` line 131, function name should be `shapely_get_theme_options` instead of `get_shapely_theme_options`",0,function prefix issue in extras php line function name should be shapely get theme options instead of get shapely theme options ,0 415549,12130552188.0,IssuesEvent,2020-04-23 01:55:43,ppy/osu-framework,https://api.github.com/repos/ppy/osu-framework,opened,LifetimeManagementContainer should support RemoveWhenNotAlive,area:drawable low priority,"It currently asserts for `!RemoveWhenNotAlive` in `AddInternal()`, but it doesn't seem like there's a solid reason for this other than it not being implemented.",1.0,"LifetimeManagementContainer should support RemoveWhenNotAlive - It currently asserts for `!RemoveWhenNotAlive` in `AddInternal()`, but it doesn't seem like there's a solid reason for this other than it not being implemented.",0,lifetimemanagementcontainer should support removewhennotalive it currently asserts for removewhennotalive in addinternal but it doesn t seem like there s a solid reason for this other than it not being implemented ,0 551082,16137209631.0,IssuesEvent,2021-04-29 13:19:57,googleapis/python-bigquery,https://api.github.com/repos/googleapis/python-bigquery,closed,None or empty array parameter values aren't handled in the dbapi,api: bigquery dbapi priority: p2 type: bug,"``` >>> import google.cloud.bigquery.dbapi >>> conn = google.cloud.bigquery.dbapi.connect() /home/jim/p/g/python-bigquery/google/cloud/bigquery/client.py:444: UserWarning: Cannot create BigQuery Storage client, the dependency google-cloud-bigquery-storage is not installed. warnings.warn( >>> cursor = conn.cursor() >>> cursor.execute(""select %(x)s"", dict(x=None)) Traceback (most recent call last): File """", line 1, in File ""/home/jim/p/g/python-bigquery/google/cloud/bigquery/dbapi/_helpers.py"", line 270, in with_closed_check return method(self, *args, **kwargs) File ""/home/jim/p/g/python-bigquery/google/cloud/bigquery/dbapi/cursor.py"", line 173, in execute query_parameters = _helpers.to_query_parameters(parameters) File ""/home/jim/p/g/python-bigquery/google/cloud/bigquery/dbapi/_helpers.py"", line 167, in to_query_parameters return to_query_parameters_dict(parameters) File ""/home/jim/p/g/python-bigquery/google/cloud/bigquery/dbapi/_helpers.py"", line 146, in to_query_parameters_dict param = scalar_to_query_parameter(value, name=name) File ""/home/jim/p/g/python-bigquery/google/cloud/bigquery/dbapi/_helpers.py"", line 53, in scalar_to_query_parameter raise exceptions.ProgrammingError( google.cloud.bigquery.dbapi.exceptions.ProgrammingError: encountered parameter x with value None of unexpected type ``` The same issue applies to empty array (`[]`) parameters. ",1.0,"None or empty array parameter values aren't handled in the dbapi - ``` >>> import google.cloud.bigquery.dbapi >>> conn = google.cloud.bigquery.dbapi.connect() /home/jim/p/g/python-bigquery/google/cloud/bigquery/client.py:444: UserWarning: Cannot create BigQuery Storage client, the dependency google-cloud-bigquery-storage is not installed. warnings.warn( >>> cursor = conn.cursor() >>> cursor.execute(""select %(x)s"", dict(x=None)) Traceback (most recent call last): File """", line 1, in File ""/home/jim/p/g/python-bigquery/google/cloud/bigquery/dbapi/_helpers.py"", line 270, in with_closed_check return method(self, *args, **kwargs) File ""/home/jim/p/g/python-bigquery/google/cloud/bigquery/dbapi/cursor.py"", line 173, in execute query_parameters = _helpers.to_query_parameters(parameters) File ""/home/jim/p/g/python-bigquery/google/cloud/bigquery/dbapi/_helpers.py"", line 167, in to_query_parameters return to_query_parameters_dict(parameters) File ""/home/jim/p/g/python-bigquery/google/cloud/bigquery/dbapi/_helpers.py"", line 146, in to_query_parameters_dict param = scalar_to_query_parameter(value, name=name) File ""/home/jim/p/g/python-bigquery/google/cloud/bigquery/dbapi/_helpers.py"", line 53, in scalar_to_query_parameter raise exceptions.ProgrammingError( google.cloud.bigquery.dbapi.exceptions.ProgrammingError: encountered parameter x with value None of unexpected type ``` The same issue applies to empty array (`[]`) parameters. ",0,none or empty array parameter values aren t handled in the dbapi import google cloud bigquery dbapi conn google cloud bigquery dbapi connect home jim p g python bigquery google cloud bigquery client py userwarning cannot create bigquery storage client the dependency google cloud bigquery storage is not installed warnings warn cursor conn cursor cursor execute select x s dict x none traceback most recent call last file line in file home jim p g python bigquery google cloud bigquery dbapi helpers py line in with closed check return method self args kwargs file home jim p g python bigquery google cloud bigquery dbapi cursor py line in execute query parameters helpers to query parameters parameters file home jim p g python bigquery google cloud bigquery dbapi helpers py line in to query parameters return to query parameters dict parameters file home jim p g python bigquery google cloud bigquery dbapi helpers py line in to query parameters dict param scalar to query parameter value name name file home jim p g python bigquery google cloud bigquery dbapi helpers py line in scalar to query parameter raise exceptions programmingerror google cloud bigquery dbapi exceptions programmingerror encountered parameter x with value none of unexpected type the same issue applies to empty array parameters ,0 17741,12300079953.0,IssuesEvent,2020-05-11 13:27:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add duplicate option for root node(s),discussion feature proposal topic:editor usability,"Currently, trying to duplicate the root node yields a ""this can't be done for the root node"" error. The thinking probably is/was that there can of course only be one route. But it still would be useful to be able to duplicate the root node and have the duplicate added as a new child in some cases. Example: I just used a RichTextLabel as a root, configured it (fonts, sizes, colors, ...). Then I wanted the exact same settings on a new RichTextLabel as a child. I tried duplicating... but of course that doesn't work. :)",True,"Add duplicate option for root node(s) - Currently, trying to duplicate the root node yields a ""this can't be done for the root node"" error. The thinking probably is/was that there can of course only be one route. But it still would be useful to be able to duplicate the root node and have the duplicate added as a new child in some cases. Example: I just used a RichTextLabel as a root, configured it (fonts, sizes, colors, ...). Then I wanted the exact same settings on a new RichTextLabel as a child. I tried duplicating... but of course that doesn't work. :)",1,add duplicate option for root node s currently trying to duplicate the root node yields a this can t be done for the root node error the thinking probably is was that there can of course only be one route but it still would be useful to be able to duplicate the root node and have the duplicate added as a new child in some cases example i just used a richtextlabel as a root configured it fonts sizes colors then i wanted the exact same settings on a new richtextlabel as a child i tried duplicating but of course that doesn t work ,1 109247,9374967138.0,IssuesEvent,2019-04-04 01:48:39,rancher/rancher,https://api.github.com/repos/rancher/rancher,closed,Backport: GDNS Entry-Broken links when user has access to GDNS entry that points to a MCAPP which has targets he does not have access to. ,area/ui kind/bug status/resolved status/to-test team/az version/2.0,Backport: rancher/rancher#19174,1.0,Backport: GDNS Entry-Broken links when user has access to GDNS entry that points to a MCAPP which has targets he does not have access to. - Backport: rancher/rancher#19174,0,backport gdns entry broken links when user has access to gdns entry that points to a mcapp which has targets he does not have access to backport rancher rancher ,0 183377,31394006496.0,IssuesEvent,2023-08-26 17:50:56,microsoft/pyright,https://api.github.com/repos/microsoft/pyright,closed,"""Type variable has no meaning in this context"" when casting a decorator",bug as designed,"**Describe the bug** When typing an existing generic (in this case, a decorator), `pyright` does not seem to like my use of a type variable. In the code below, see how `retry1` works fine before `cast`ing but fails afterwards. This works in mypy, but having read https://github.com/microsoft/pyright/issues/3806#issuecomment-1208343640, I suspect that `pyright` is behaving as intended (*) and I should wait for Python 3.12 and PEP 695. (*) right? I wonder if that is true, as PEP 695 says that ""their semantic meaning is valid only when used within the context of a generic class, function, or type alias"", and I wonder if `Callable[[F], F]` should provide said ""context of a generic [...] function"". **Code or Screenshots** ```python from collections.abc import Callable from typing import Any, TypeVar, cast F = TypeVar(""F"", bound=Callable[..., Any]) # This typed decator works fine: the decorated function # has the same type as the original function: def retry1(fun: F) -> F: return fun # Now imagine `retry1`` was untyped, and I wanted to type it: retry2 = cast(Callable[[F], F], retry1) # > error: Type variable ""F"" has no meaning in this context def undecorated(_value: int) -> str: ... @retry1 def decorated1(_value: int) -> str: ... @retry2 def decorated2(_value: int) -> str: ... reveal_type(retry1) reveal_type(retry2) reveal_type(undecorated) reveal_type(decorated1) # As a result, decorated2 is typed incorrectly: reveal_type(decorated2) ``` **VS Code extension or command-line** pyright 1.1.324 via command line ",1.0,"""Type variable has no meaning in this context"" when casting a decorator - **Describe the bug** When typing an existing generic (in this case, a decorator), `pyright` does not seem to like my use of a type variable. In the code below, see how `retry1` works fine before `cast`ing but fails afterwards. This works in mypy, but having read https://github.com/microsoft/pyright/issues/3806#issuecomment-1208343640, I suspect that `pyright` is behaving as intended (*) and I should wait for Python 3.12 and PEP 695. (*) right? I wonder if that is true, as PEP 695 says that ""their semantic meaning is valid only when used within the context of a generic class, function, or type alias"", and I wonder if `Callable[[F], F]` should provide said ""context of a generic [...] function"". **Code or Screenshots** ```python from collections.abc import Callable from typing import Any, TypeVar, cast F = TypeVar(""F"", bound=Callable[..., Any]) # This typed decator works fine: the decorated function # has the same type as the original function: def retry1(fun: F) -> F: return fun # Now imagine `retry1`` was untyped, and I wanted to type it: retry2 = cast(Callable[[F], F], retry1) # > error: Type variable ""F"" has no meaning in this context def undecorated(_value: int) -> str: ... @retry1 def decorated1(_value: int) -> str: ... @retry2 def decorated2(_value: int) -> str: ... reveal_type(retry1) reveal_type(retry2) reveal_type(undecorated) reveal_type(decorated1) # As a result, decorated2 is typed incorrectly: reveal_type(decorated2) ``` **VS Code extension or command-line** pyright 1.1.324 via command line ",0, type variable has no meaning in this context when casting a decorator describe the bug when typing an existing generic in this case a decorator pyright does not seem to like my use of a type variable in the code below see how works fine before cast ing but fails afterwards this works in mypy but having read i suspect that pyright is behaving as intended and i should wait for python and pep right i wonder if that is true as pep says that their semantic meaning is valid only when used within the context of a generic class function or type alias and i wonder if callable f should provide said context of a generic function code or screenshots python from collections abc import callable from typing import any typevar cast f typevar f bound callable this typed decator works fine the decorated function has the same type as the original function def fun f f return fun now imagine was untyped and i wanted to type it cast callable f error type variable f has no meaning in this context def undecorated value int str def value int str def value int str reveal type reveal type reveal type undecorated reveal type as a result is typed incorrectly reveal type vs code extension or command line pyright via command line ,0 8091,5398046621.0,IssuesEvent,2017-02-27 16:03:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Navigationbuttons on Tab Container wont Work,bug topic:core usability,"**Operating system or device - Godot version:** Windows - Godot 2.1.1 Stable 64 **Issue description** (what happened, and what was expected): Tab Container right / left navigation buttons don't work. **Steps to reproduce:** i have 4 tabs, only 3 get displayed while the 3rd tab sticks out and is partly under the buttons. i can only open the 3rd tab if i click on the area left of the buttons. the area beneath and right of them dont work. here an image: https://s27.postimg.org/g11yrijdv/Unbenannt.png i gues it only checks for the area of the container. maybe this could be the reason the buttons wont work, because they are also outside. ",True,"Navigationbuttons on Tab Container wont Work - **Operating system or device - Godot version:** Windows - Godot 2.1.1 Stable 64 **Issue description** (what happened, and what was expected): Tab Container right / left navigation buttons don't work. **Steps to reproduce:** i have 4 tabs, only 3 get displayed while the 3rd tab sticks out and is partly under the buttons. i can only open the 3rd tab if i click on the area left of the buttons. the area beneath and right of them dont work. here an image: https://s27.postimg.org/g11yrijdv/Unbenannt.png i gues it only checks for the area of the container. maybe this could be the reason the buttons wont work, because they are also outside. ",1,navigationbuttons on tab container wont work operating system or device godot version windows godot stable issue description what happened and what was expected tab container right left navigation buttons don t work steps to reproduce i have tabs only get displayed while the tab sticks out and is partly under the buttons i can only open the tab if i click on the area left of the buttons the area beneath and right of them dont work here an image i gues it only checks for the area of the container maybe this could be the reason the buttons wont work because they are also outside ,1 3566,3488427674.0,IssuesEvent,2016-01-02 23:21:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,No way to close Path / Path2D manually,feature proposal topic:editor usability,"There is no way to close Path and Path2D manually while editing by clicking on it's first point - while it is possible while editing polygons ie. It's only possible by clicking the ""close path"" button which is quite unusable.",True,"No way to close Path / Path2D manually - There is no way to close Path and Path2D manually while editing by clicking on it's first point - while it is possible while editing polygons ie. It's only possible by clicking the ""close path"" button which is quite unusable.",1,no way to close path manually there is no way to close path and manually while editing by clicking on it s first point while it is possible while editing polygons ie it s only possible by clicking the close path button which is quite unusable ,1 44380,9575884793.0,IssuesEvent,2019-05-07 07:44:38,Altinn/altinn-studio,https://api.github.com/repos/Altinn/altinn-studio,opened,Remove dropdown from component list,code-quality ui-editor user-story,"## Description The dropdown component is not yet implemented fully. Thus it should not be visible in the list of possible components for a service developer. ## Acceptance criteria - Dropdown is no longer visible in the list of components ## Tasks - [ ] Remove dropdown - [ ] Test/verify ",1.0,"Remove dropdown from component list - ## Description The dropdown component is not yet implemented fully. Thus it should not be visible in the list of possible components for a service developer. ## Acceptance criteria - Dropdown is no longer visible in the list of components ## Tasks - [ ] Remove dropdown - [ ] Test/verify ",0,remove dropdown from component list description the dropdown component is not yet implemented fully thus it should not be visible in the list of possible components for a service developer acceptance criteria dropdown is no longer visible in the list of components tasks remove dropdown test verify ,0 3594,3490782921.0,IssuesEvent,2016-01-04 12:13:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Orphan resource explorer should start with all folders folded,archived enhancement topic:editor usability,"I think all folders and subfolders should be folded by default. It's quite difficult to find one particular file in bigger project currently, the first thing I usually do is to fold all the folders and only then I'm able to navigate the project normally. Gif, just to make sure I'm understated correctly: ![foldfolders](https://cloud.githubusercontent.com/assets/6129594/12088116/b7a17230-b2d8-11e5-9cf4-529e43475cdd.gif) ",True,"Orphan resource explorer should start with all folders folded - I think all folders and subfolders should be folded by default. It's quite difficult to find one particular file in bigger project currently, the first thing I usually do is to fold all the folders and only then I'm able to navigate the project normally. Gif, just to make sure I'm understated correctly: ![foldfolders](https://cloud.githubusercontent.com/assets/6129594/12088116/b7a17230-b2d8-11e5-9cf4-529e43475cdd.gif) ",1,orphan resource explorer should start with all folders folded i think all folders and subfolders should be folded by default it s quite difficult to find one particular file in bigger project currently the first thing i usually do is to fold all the folders and only then i m able to navigate the project normally gif just to make sure i m understated correctly ,1 14817,9536108080.0,IssuesEvent,2019-04-30 08:53:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Open Script on Line number with EditorPlugin,feature proposal junior job topic:editor usability,"**Operating system or device - Godot version:** 2.1.3 Steam Stable Using [EditorPlugin](https://godot.readthedocs.io/en/stable/classes/class_editorplugin.html); May I suggest we add the option to open a script on a specific line? This would be useful in the case of [Jahn's TODO plugin](https://github.com/need12648430/godot-todo) - Instead of just opening the script, we could open it and navigate to a specific line number. :)",True,"Open Script on Line number with EditorPlugin - **Operating system or device - Godot version:** 2.1.3 Steam Stable Using [EditorPlugin](https://godot.readthedocs.io/en/stable/classes/class_editorplugin.html); May I suggest we add the option to open a script on a specific line? This would be useful in the case of [Jahn's TODO plugin](https://github.com/need12648430/godot-todo) - Instead of just opening the script, we could open it and navigate to a specific line number. :)",1,open script on line number with editorplugin operating system or device godot version steam stable using may i suggest we add the option to open a script on a specific line this would be useful in the case of instead of just opening the script we could open it and navigate to a specific line number ,1 14832,9539271793.0,IssuesEvent,2019-04-30 16:31:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script Text disappear when the line spacing is set to a big number,enhancement topic:editor usability,"Godot version 3.1 OS/device including version: MacOs Mojave 10.14.3 McBook Air 13 (2015) Issue description: Script Text disappear when the line spacing is set to a big number and messed up when is set to a negative number. The line spacing should have a limit range. **Steps to reproduce:** Editor-> Editor Settings -> Text Editor -> Theme -> Line spacing ![Default line spacing](https://user-images.githubusercontent.com/46790538/55919794-8e106680-5bf7-11e9-91d1-f8e992f09c35.png) Default line spacing (6) ![Negative line spacing](https://user-images.githubusercontent.com/46790538/55919827-b13b1600-5bf7-11e9-833f-e93fba082e3a.png) Negative line spacing (-12) ![Big line spacing](https://user-images.githubusercontent.com/46790538/55919848-bf893200-5bf7-11e9-872d-008de0130315.png) Big line spacing (1000) ",True,"Script Text disappear when the line spacing is set to a big number - Godot version 3.1 OS/device including version: MacOs Mojave 10.14.3 McBook Air 13 (2015) Issue description: Script Text disappear when the line spacing is set to a big number and messed up when is set to a negative number. The line spacing should have a limit range. **Steps to reproduce:** Editor-> Editor Settings -> Text Editor -> Theme -> Line spacing ![Default line spacing](https://user-images.githubusercontent.com/46790538/55919794-8e106680-5bf7-11e9-91d1-f8e992f09c35.png) Default line spacing (6) ![Negative line spacing](https://user-images.githubusercontent.com/46790538/55919827-b13b1600-5bf7-11e9-833f-e93fba082e3a.png) Negative line spacing (-12) ![Big line spacing](https://user-images.githubusercontent.com/46790538/55919848-bf893200-5bf7-11e9-872d-008de0130315.png) Big line spacing (1000) ",1,script text disappear when the line spacing is set to a big number godot version os device including version macos mojave mcbook air issue description script text disappear when the line spacing is set to a big number and messed up when is set to a negative number the line spacing should have a limit range steps to reproduce editor editor settings text editor theme line spacing default line spacing negative line spacing big line spacing ,1 12129,9575969731.0,IssuesEvent,2019-05-07 07:58:00,servicemesher/trans,https://api.github.com/repos/servicemesher/trans,closed,Benchmarking Istio & Linkerd CPU,categories/service-mesh kind/translation size/M status/published tag/istio tag/linkerd,"## 类型 - 翻译 ## 当前进度 - [x] 已提交文章线索 - [x] 已有人认领翻译或为原创文章 - [x] 已提交 PR - [x] 正在review - [x] review 完成等待发布 - [x] 已发布到 http://www.servicemesher.com - [x] 已发布到 ServiceMesher 微信公众号 ## 文章信息 - 原文链接:https://medium.com/@michael_87395/benchmarking-istio-linkerd-cpu-c36287e32781 - 原文发布时间:2019-04-23 - 作者:Michael Kipper - 标签: linkerd、istio",1.0,"Benchmarking Istio & Linkerd CPU - ## 类型 - 翻译 ## 当前进度 - [x] 已提交文章线索 - [x] 已有人认领翻译或为原创文章 - [x] 已提交 PR - [x] 正在review - [x] review 完成等待发布 - [x] 已发布到 http://www.servicemesher.com - [x] 已发布到 ServiceMesher 微信公众号 ## 文章信息 - 原文链接:https://medium.com/@michael_87395/benchmarking-istio-linkerd-cpu-c36287e32781 - 原文发布时间:2019-04-23 - 作者:Michael Kipper - 标签: linkerd、istio",0,benchmarking istio linkerd cpu 类型 翻译 当前进度 已提交文章线索 已有人认领翻译或为原创文章 已提交 pr 正在review review 完成等待发布 已发布到 已发布到 servicemesher 微信公众号 文章信息 原文链接: 原文发布时间: 作者:michael kipper 标签: linkerd、istio,0 7033,6719068705.0,IssuesEvent,2017-10-15 19:59:20,sanity-io/gradient,https://api.github.com/repos/sanity-io/gradient,closed,groupMappers that automatically generate groups based on queries,enhancement needs discussion security,"What if groups could generate their member-list based on querying the dataset: ``` { _type: ""groupMapper"", _id: ""moderators"", members: ""*[_id == 'config'].moderators[].identity"", grants: [ { filter: ""_type == 'comment'"", permissions: ['read', 'update', 'create'] } ] } ``` Then what if groups could be generated automatically based on dataset content, like this family of groups that maps over every track, then each group fetches members from the individual tracks, and each group has specific access rules pertaining to the article of that track. ``` { _type: ""groupMapper"", _id: ""trackAdmins"", forEach: ""*[_type == 'track']._id"", members: ""*[_id == $var].editors[].identity"", grants: [ { filter: ""_type == 'article' && track._ref == $var"", permissions: ['read', 'update', 'create'] } ] } ``` These generated groups wold stay in sync with dataset-state using internal listeners. ",True,"groupMappers that automatically generate groups based on queries - What if groups could generate their member-list based on querying the dataset: ``` { _type: ""groupMapper"", _id: ""moderators"", members: ""*[_id == 'config'].moderators[].identity"", grants: [ { filter: ""_type == 'comment'"", permissions: ['read', 'update', 'create'] } ] } ``` Then what if groups could be generated automatically based on dataset content, like this family of groups that maps over every track, then each group fetches members from the individual tracks, and each group has specific access rules pertaining to the article of that track. ``` { _type: ""groupMapper"", _id: ""trackAdmins"", forEach: ""*[_type == 'track']._id"", members: ""*[_id == $var].editors[].identity"", grants: [ { filter: ""_type == 'article' && track._ref == $var"", permissions: ['read', 'update', 'create'] } ] } ``` These generated groups wold stay in sync with dataset-state using internal listeners. ",0,groupmappers that automatically generate groups based on queries what if groups could generate their member list based on querying the dataset type groupmapper id moderators members moderators identity grants filter type comment permissions then what if groups could be generated automatically based on dataset content like this family of groups that maps over every track then each group fetches members from the individual tracks and each group has specific access rules pertaining to the article of that track type groupmapper id trackadmins foreach id members editors identity grants filter type article track ref var permissions these generated groups wold stay in sync with dataset state using internal listeners ,0 19311,13805401989.0,IssuesEvent,2020-10-11 13:33:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,[TRACKER] Error macros with cryptic messages due to not having proper custom messages defined,hacktoberfest topic:core tracker usability,"If you stumble upon difficult-to-understand error messages (regardless of your skill level with Godot), please report them here. In your comment, make sure to state: - Your operating system and Godot version. - What you were doing when you got the error message. - A minimal reproduction project that returns the error message. **Note that this issue isn't about reporting bugs, but reporting cryptic error messages.** This issue is about improving error messages so users can figure things out by themselves more easily :slightly_smiling_face: See https://github.com/godotengine/godot/issues/24199 for background. ## For contributors To add error explanations to existing errors, search for their origin in the source code (by reading the automatically-generated error message), suffix the error macro with `_MSG` and add a parameter with a custom message at the end. We recommend adding context (such as supplied parameters versus expected ones) whenever possible. Some examples: ```ini # Good: Can't listen server on port 420000. The port number must be between 1 and 65535. # OK: Can't listen server on port 420000. # Bad: Can't listen server. ``` Here are some examples of improving error explanations: https://github.com/godotengine/godot/pull/41352, https://github.com/godotengine/godot/pull/35862 See [Error macros](https://docs.godotengine.org/en/latest/development/cpp/common_engine_methods_and_macros.html#error-macros) in the documentation for more information.",True,"[TRACKER] Error macros with cryptic messages due to not having proper custom messages defined - If you stumble upon difficult-to-understand error messages (regardless of your skill level with Godot), please report them here. In your comment, make sure to state: - Your operating system and Godot version. - What you were doing when you got the error message. - A minimal reproduction project that returns the error message. **Note that this issue isn't about reporting bugs, but reporting cryptic error messages.** This issue is about improving error messages so users can figure things out by themselves more easily :slightly_smiling_face: See https://github.com/godotengine/godot/issues/24199 for background. ## For contributors To add error explanations to existing errors, search for their origin in the source code (by reading the automatically-generated error message), suffix the error macro with `_MSG` and add a parameter with a custom message at the end. We recommend adding context (such as supplied parameters versus expected ones) whenever possible. Some examples: ```ini # Good: Can't listen server on port 420000. The port number must be between 1 and 65535. # OK: Can't listen server on port 420000. # Bad: Can't listen server. ``` Here are some examples of improving error explanations: https://github.com/godotengine/godot/pull/41352, https://github.com/godotengine/godot/pull/35862 See [Error macros](https://docs.godotengine.org/en/latest/development/cpp/common_engine_methods_and_macros.html#error-macros) in the documentation for more information.",1, error macros with cryptic messages due to not having proper custom messages defined if you stumble upon difficult to understand error messages regardless of your skill level with godot please report them here in your comment make sure to state your operating system and godot version what you were doing when you got the error message a minimal reproduction project that returns the error message note that this issue isn t about reporting bugs but reporting cryptic error messages this issue is about improving error messages so users can figure things out by themselves more easily slightly smiling face see for background for contributors to add error explanations to existing errors search for their origin in the source code by reading the automatically generated error message suffix the error macro with msg and add a parameter with a custom message at the end we recommend adding context such as supplied parameters versus expected ones whenever possible some examples ini good can t listen server on port the port number must be between and ok can t listen server on port bad can t listen server here are some examples of improving error explanations see in the documentation for more information ,1 6712,4479411544.0,IssuesEvent,2016-08-27 15:55:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,"Show a description of nodes into ""Create New Node"" dialog box",feature proposal topic:editor usability,"**Operating system or device - Godot version:** 2.1beta **Issue description** (what happened, and what was expected): IT could be handy if a description of the selected new node was displayed into the ""Create New Node"" dialog box. (see screenshot example) **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ![create_new_node_dialog_proposal](https://cloud.githubusercontent.com/assets/9801802/17085109/41912ea4-51d0-11e6-9f8d-9cc4e3802ce3.png) ",True,"Show a description of nodes into ""Create New Node"" dialog box - **Operating system or device - Godot version:** 2.1beta **Issue description** (what happened, and what was expected): IT could be handy if a description of the selected new node was displayed into the ""Create New Node"" dialog box. (see screenshot example) **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ![create_new_node_dialog_proposal](https://cloud.githubusercontent.com/assets/9801802/17085109/41912ea4-51d0-11e6-9f8d-9cc4e3802ce3.png) ",1,show a description of nodes into create new node dialog box operating system or device godot version issue description what happened and what was expected it could be handy if a description of the selected new node was displayed into the create new node dialog box see screenshot example steps to reproduce link to minimal example project optional but very welcome ,1 14221,8923986556.0,IssuesEvent,2019-01-21 17:07:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project export resizes height too much when adding/opening android preset for the first time,bug junior job topic:editor usability,"**Godot version:** 07e2046980c903268ef0d2f5a73caea77d511519 **OS/device including version:** Win 10 Pro Gigabyte HD 7950 - drivers 18.12.2 **Issue description:** When android preset is added or opened for the first time in a newly opened project, the popup is resized too much (even beyond screen bounds, but that depends on a size of the Godot window) ![androidexport](https://user-images.githubusercontent.com/10081294/51326490-89606a00-1a6f-11e9-9f5b-499d6f634e9e.png) **Steps to reproduce:** 1. Open any project (preferably a new one) 2. Open project export 3. Add android preset or open an existing android preset (you cannot have had opened any preset previously - you will need to reopen the project for this to occur again)",True,"Project export resizes height too much when adding/opening android preset for the first time - **Godot version:** 07e2046980c903268ef0d2f5a73caea77d511519 **OS/device including version:** Win 10 Pro Gigabyte HD 7950 - drivers 18.12.2 **Issue description:** When android preset is added or opened for the first time in a newly opened project, the popup is resized too much (even beyond screen bounds, but that depends on a size of the Godot window) ![androidexport](https://user-images.githubusercontent.com/10081294/51326490-89606a00-1a6f-11e9-9f5b-499d6f634e9e.png) **Steps to reproduce:** 1. Open any project (preferably a new one) 2. Open project export 3. Add android preset or open an existing android preset (you cannot have had opened any preset previously - you will need to reopen the project for this to occur again)",1,project export resizes height too much when adding opening android preset for the first time godot version os device including version win pro gigabyte hd drivers issue description when android preset is added or opened for the first time in a newly opened project the popup is resized too much even beyond screen bounds but that depends on a size of the godot window steps to reproduce open any project preferably a new one open project export add android preset or open an existing android preset you cannot have had opened any preset previously you will need to reopen the project for this to occur again ,1 13876,8707873125.0,IssuesEvent,2018-12-06 09:18:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Improve UX for editing non-script text files in the script editor,discussion enhancement topic:editor usability,"**Godot version:** Master (a7bd9f0) **OS/device including version:** Any. **Issue description:** @Paulb23 added long-requested support for opening arbitrary text files in the script editor in #19225, and it works well. The UX could be improved in several ways, though: - File > Open in the script editor has the filter ""All Recognized"" which does not include non-Godot text extensions, so those files are not listed as valid targets. You can change the filter to ""All Files (*)"" to see them. IMO it's ok that the default excludes non-script text files as it would be difficult to whitelist all possible extensions (.txt, .log, .godot, .import, .cfg, .json, .yaml, etc.). But maybe we can at least rename the default filter to ""All Script Formats"" to make it clear that it only includes though. - Non-script/resource text files are not shown in the FileSystem dock, so you can't double click them to open them in the text editor. So the only workflow to actually edit them is to use File > Open, change the default filter, and then select the file. Ideas welcome on how to improve things, without introducing worse issues such as having the FileSystem dock cluttered with text-based `.import` files.",True,"Improve UX for editing non-script text files in the script editor - **Godot version:** Master (a7bd9f0) **OS/device including version:** Any. **Issue description:** @Paulb23 added long-requested support for opening arbitrary text files in the script editor in #19225, and it works well. The UX could be improved in several ways, though: - File > Open in the script editor has the filter ""All Recognized"" which does not include non-Godot text extensions, so those files are not listed as valid targets. You can change the filter to ""All Files (*)"" to see them. IMO it's ok that the default excludes non-script text files as it would be difficult to whitelist all possible extensions (.txt, .log, .godot, .import, .cfg, .json, .yaml, etc.). But maybe we can at least rename the default filter to ""All Script Formats"" to make it clear that it only includes though. - Non-script/resource text files are not shown in the FileSystem dock, so you can't double click them to open them in the text editor. So the only workflow to actually edit them is to use File > Open, change the default filter, and then select the file. Ideas welcome on how to improve things, without introducing worse issues such as having the FileSystem dock cluttered with text-based `.import` files.",1,improve ux for editing non script text files in the script editor godot version master os device including version any issue description added long requested support for opening arbitrary text files in the script editor in and it works well the ux could be improved in several ways though file open in the script editor has the filter all recognized which does not include non godot text extensions so those files are not listed as valid targets you can change the filter to all files to see them imo it s ok that the default excludes non script text files as it would be difficult to whitelist all possible extensions txt log godot import cfg json yaml etc but maybe we can at least rename the default filter to all script formats to make it clear that it only includes though non script resource text files are not shown in the filesystem dock so you can t double click them to open them in the text editor so the only workflow to actually edit them is to use file open change the default filter and then select the file ideas welcome on how to improve things without introducing worse issues such as having the filesystem dock cluttered with text based import files ,1 21708,17569981235.0,IssuesEvent,2021-08-14 13:34:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Showing Black screen after click 'play' button,discussion topic:rendering topic:editor usability,"### Godot version v4.0.dev.custom_build [b9b6102b9] ### System information Debian 11 Linux, Vulkan, nVidia 3060 Laptop ### Issue description I setup a very simple Scene: A Cube Mesh and a Camera. When I Click play, it ( The Engine / Game ) shows Black Screen. I tried in 3.3(custom build under godot source code repo) with similar setup ( different nodes' names ), it will show correct rendered view. ### Steps to reproduce Open Project Click Play ### Minimal reproduction project https://github.com/sprhawk/godot-demo-blackscreen",True,"Showing Black screen after click 'play' button - ### Godot version v4.0.dev.custom_build [b9b6102b9] ### System information Debian 11 Linux, Vulkan, nVidia 3060 Laptop ### Issue description I setup a very simple Scene: A Cube Mesh and a Camera. When I Click play, it ( The Engine / Game ) shows Black Screen. I tried in 3.3(custom build under godot source code repo) with similar setup ( different nodes' names ), it will show correct rendered view. ### Steps to reproduce Open Project Click Play ### Minimal reproduction project https://github.com/sprhawk/godot-demo-blackscreen",1,showing black screen after click play button godot version dev custom build system information debian linux vulkan nvidia laptop issue description i setup a very simple scene a cube mesh and a camera when i click play it the engine game shows black screen i tried in custom build under godot source code repo with similar setup different nodes names it will show correct rendered view steps to reproduce open project click play minimal reproduction project ,1 18167,12624768144.0,IssuesEvent,2020-06-14 08:13:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autoscroll down deactivate in output,bug topic:editor usability,"**Godot version:** 3.2.1 stable mono **OS/device including version:** win10 64 **Issue description:** If you print values in the ""Output"" window, then the window will automatically scroll so you can always see the last value printed, all OK. But ... you finish executing the scene and scroll up in the ""Output"" window to see previous values, then you rerun and now the ""Output"" window no longer does automatic scrolling, you can no longer view values printing in real time. To solve this you will have to manually lower the scroll of the ""Output"" window again towards the lower end, then now the window will automatically scroll down again when printing values. ![EasyMovement gif](https://user-images.githubusercontent.com/19652075/78080183-01cdf500-73ae-11ea-9a47-e0ef8cfa0d5f.gif) **Steps to reproduce:** 1 - Print a large number of values ​​so that the output window must scroll down. 2 - Finish the execution and scroll the scroll of the exit window upwards 3 - Run again and print values ​​again, you can check that the output window no longer scrolls down automatically **Minimal reproduction project:** ",True,"Autoscroll down deactivate in output - **Godot version:** 3.2.1 stable mono **OS/device including version:** win10 64 **Issue description:** If you print values in the ""Output"" window, then the window will automatically scroll so you can always see the last value printed, all OK. But ... you finish executing the scene and scroll up in the ""Output"" window to see previous values, then you rerun and now the ""Output"" window no longer does automatic scrolling, you can no longer view values printing in real time. To solve this you will have to manually lower the scroll of the ""Output"" window again towards the lower end, then now the window will automatically scroll down again when printing values. ![EasyMovement gif](https://user-images.githubusercontent.com/19652075/78080183-01cdf500-73ae-11ea-9a47-e0ef8cfa0d5f.gif) **Steps to reproduce:** 1 - Print a large number of values ​​so that the output window must scroll down. 2 - Finish the execution and scroll the scroll of the exit window upwards 3 - Run again and print values ​​again, you can check that the output window no longer scrolls down automatically **Minimal reproduction project:** ",1,autoscroll down deactivate in output godot version stable mono os device including version issue description if you print values in the output window then the window will automatically scroll so you can always see the last value printed all ok but you finish executing the scene and scroll up in the output window to see previous values then you rerun and now the output window no longer does automatic scrolling you can no longer view values printing in real time to solve this you will have to manually lower the scroll of the output window again towards the lower end then now the window will automatically scroll down again when printing values steps to reproduce print a large number of values ​​so that the output window must scroll down finish the execution and scroll the scroll of the exit window upwards run again and print values ​​again you can check that the output window no longer scrolls down automatically minimal reproduction project ,1 13680,8638691038.0,IssuesEvent,2018-11-23 15:36:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Undo skips Spinbox increment/decrement operations,enhancement topic:core topic:editor usability,"**Operating system or device - Godot version:** Windows 7 x64 - 2rc1 **Issue description** (what happened, and what was expected): After using the increment/decrement buttons on a spinbox multiple times, using undo will only negate the most recent interaction, then skipping other spinbox interactions and reverting prior actions. **Steps to reproduce:** In the editor place a TextureFrame. Perform a series of undoable actions. In the inspector, change an attribute of the TextureFrame by clicking on a Spinbox increment button several times. Perform several undo operations, the most recent increment will be undone, then the prior series of undoable actions will be undone, skipping over the initial Spinbox increments. **Link to minimal example project** (optional but very welcome): ",True,"Undo skips Spinbox increment/decrement operations - **Operating system or device - Godot version:** Windows 7 x64 - 2rc1 **Issue description** (what happened, and what was expected): After using the increment/decrement buttons on a spinbox multiple times, using undo will only negate the most recent interaction, then skipping other spinbox interactions and reverting prior actions. **Steps to reproduce:** In the editor place a TextureFrame. Perform a series of undoable actions. In the inspector, change an attribute of the TextureFrame by clicking on a Spinbox increment button several times. Perform several undo operations, the most recent increment will be undone, then the prior series of undoable actions will be undone, skipping over the initial Spinbox increments. **Link to minimal example project** (optional but very welcome): ",1,undo skips spinbox increment decrement operations operating system or device godot version windows issue description what happened and what was expected after using the increment decrement buttons on a spinbox multiple times using undo will only negate the most recent interaction then skipping other spinbox interactions and reverting prior actions steps to reproduce in the editor place a textureframe perform a series of undoable actions in the inspector change an attribute of the textureframe by clicking on a spinbox increment button several times perform several undo operations the most recent increment will be undone then the prior series of undoable actions will be undone skipping over the initial spinbox increments link to minimal example project optional but very welcome ,1 609,2589976103.0,IssuesEvent,2015-02-18 16:14:09,arrayfire/arrayfire,https://api.github.com/repos/arrayfire/arrayfire,closed,Can't build on MacOsX 10.9.5 - libafopencl.dylib,build OSX,"Hi, I did all the steps outlined in Readme for installing for Mac OS. Instead of `homebrew` I am using `macports`. On the step when I try to build arrayfire I get the following error: `code Linking CXX shared library libafopencl.dylib clang: warning: argument unused during compilation: '-pthread' [ 52%] Built target afopencl make: *** [all] Error 2 ` I have no idea what is wrong. ",1.0,"Can't build on MacOsX 10.9.5 - libafopencl.dylib - Hi, I did all the steps outlined in Readme for installing for Mac OS. Instead of `homebrew` I am using `macports`. On the step when I try to build arrayfire I get the following error: `code Linking CXX shared library libafopencl.dylib clang: warning: argument unused during compilation: '-pthread' [ 52%] Built target afopencl make: *** [all] Error 2 ` I have no idea what is wrong. ",0,can t build on macosx libafopencl dylib hi i did all the steps outlined in readme for installing for mac os instead of homebrew i am using macports on the step when i try to build arrayfire i get the following error code linking cxx shared library libafopencl dylib clang warning argument unused during compilation pthread built target afopencl make error i have no idea what is wrong ,0 25816,25949377575.0,IssuesEvent,2022-12-17 11:33:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shader editor autocomplete box clips off screen if too small,bug topic:editor usability topic:gui,"### Godot version v4.0.beta8.official [45cac42c0] ### System information Windows 10 ### Issue description When writing lines close to the top of the shader editor, the autocomplete popup list goes upwards, clipping off the top (often most relevant) suggestions. I understand the editor is trying to stop the autocomplete popup from clipping off of the bottom of the screen for the case of editing close the bottom of the editor, but clipping off of the top is worse in this case. Shader editor too small, cutting off top suggestions: ![image](https://user-images.githubusercontent.com/14885846/207758193-b9aef5a1-2574-497a-861f-511534bd7098.png) Shader editor after resizing: ![image](https://user-images.githubusercontent.com/14885846/207759507-669c38ce-dbb3-4813-8a4b-a01ec076ecae.png) ### Steps to reproduce 1. Open shader in shader editor 2. Move cursor near top of screen and bring up autocomplete with something like ```c shader_type canvas_item; void fragment() { texture(TEX) } ``` 4. Shrink vertical size of shader editor until issue appears. Produced on 1080p monitor, maximised editor window, with default editor scale. ### Minimal reproduction project N/A",True,"Shader editor autocomplete box clips off screen if too small - ### Godot version v4.0.beta8.official [45cac42c0] ### System information Windows 10 ### Issue description When writing lines close to the top of the shader editor, the autocomplete popup list goes upwards, clipping off the top (often most relevant) suggestions. I understand the editor is trying to stop the autocomplete popup from clipping off of the bottom of the screen for the case of editing close the bottom of the editor, but clipping off of the top is worse in this case. Shader editor too small, cutting off top suggestions: ![image](https://user-images.githubusercontent.com/14885846/207758193-b9aef5a1-2574-497a-861f-511534bd7098.png) Shader editor after resizing: ![image](https://user-images.githubusercontent.com/14885846/207759507-669c38ce-dbb3-4813-8a4b-a01ec076ecae.png) ### Steps to reproduce 1. Open shader in shader editor 2. Move cursor near top of screen and bring up autocomplete with something like ```c shader_type canvas_item; void fragment() { texture(TEX) } ``` 4. Shrink vertical size of shader editor until issue appears. Produced on 1080p monitor, maximised editor window, with default editor scale. ### Minimal reproduction project N/A",1,shader editor autocomplete box clips off screen if too small godot version official system information windows issue description when writing lines close to the top of the shader editor the autocomplete popup list goes upwards clipping off the top often most relevant suggestions i understand the editor is trying to stop the autocomplete popup from clipping off of the bottom of the screen for the case of editing close the bottom of the editor but clipping off of the top is worse in this case shader editor too small cutting off top suggestions shader editor after resizing steps to reproduce open shader in shader editor move cursor near top of screen and bring up autocomplete with something like c shader type canvas item void fragment texture tex shrink vertical size of shader editor until issue appears produced on monitor maximised editor window with default editor scale minimal reproduction project n a,1 11162,7090884315.0,IssuesEvent,2018-01-12 10:42:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor: FileSystem drawer UI improvements,discussion enhancement topic:editor usability,"This issue is to collect (and discuss) suggestions for improvements of the FileSystem drawer UI, making it (hopefully) even more useful and intuitive. ![filesystem_drawer](https://user-images.githubusercontent.com/1654763/31865366-514ce928-b76e-11e7-834b-4f79c719cf33.PNG) Suggested improvements: - Dragging a folder onto itself in the directory tree view at the top yields a big `Cannot move a folder into itself` error dialog ([Screenshot](https://i.imgur.com/xCppekp.png)). Suggestion: Remove this error and do nothing or just log it. - The context menu for both the top and the bottom part is only available when right clicking existing items. So you have to right click an existing folder or file to create a new folder. Suggestion: Add a default context menu when right clicking the background that allows creating folders and `Show In File manager`. - The `Create New Resource` dialog is currently only available via the inspector, not via the FileSystem drawer. Suggestion: Add `New resource..` option to the context menu(s), next to `New folder`. - In addition to the above, add a new icon next to the list icon and search bar which allows to create new folders and resources. What do you think? Other suggestions?",True,"Editor: FileSystem drawer UI improvements - This issue is to collect (and discuss) suggestions for improvements of the FileSystem drawer UI, making it (hopefully) even more useful and intuitive. ![filesystem_drawer](https://user-images.githubusercontent.com/1654763/31865366-514ce928-b76e-11e7-834b-4f79c719cf33.PNG) Suggested improvements: - Dragging a folder onto itself in the directory tree view at the top yields a big `Cannot move a folder into itself` error dialog ([Screenshot](https://i.imgur.com/xCppekp.png)). Suggestion: Remove this error and do nothing or just log it. - The context menu for both the top and the bottom part is only available when right clicking existing items. So you have to right click an existing folder or file to create a new folder. Suggestion: Add a default context menu when right clicking the background that allows creating folders and `Show In File manager`. - The `Create New Resource` dialog is currently only available via the inspector, not via the FileSystem drawer. Suggestion: Add `New resource..` option to the context menu(s), next to `New folder`. - In addition to the above, add a new icon next to the list icon and search bar which allows to create new folders and resources. What do you think? Other suggestions?",1,editor filesystem drawer ui improvements this issue is to collect and discuss suggestions for improvements of the filesystem drawer ui making it hopefully even more useful and intuitive suggested improvements dragging a folder onto itself in the directory tree view at the top yields a big cannot move a folder into itself error dialog suggestion remove this error and do nothing or just log it the context menu for both the top and the bottom part is only available when right clicking existing items so you have to right click an existing folder or file to create a new folder suggestion add a default context menu when right clicking the background that allows creating folders and show in file manager the create new resource dialog is currently only available via the inspector not via the filesystem drawer suggestion add new resource option to the context menu s next to new folder in addition to the above add a new icon next to the list icon and search bar which allows to create new folders and resources what do you think other suggestions ,1 26168,26510263322.0,IssuesEvent,2023-01-18 16:34:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editing complex TileMap results in significant editor freeze,bug topic:editor usability topic:2d performance,"### Godot version ed300d7 ### System information W10 ### Issue description I have a complex TileSet with over 20 atlas sources and scenes with hundreds of tiles. Whenever I click TileMap to edit it, the editor will freeze for a couple of seconds (5 in release_debug build) before the Tile editor will open. ![opSlLYOyfB](https://user-images.githubusercontent.com/2223172/141663612-b054801f-efbd-4a95-831f-c47f2fab91da.gif) Opening or switching to scenes that contain TileMap also results in a freeze. ### Steps to reproduce 1. Open the attached project 2. Open LagExample scene 3. Click TileMap ### Minimal reproduction project [TileMapLag.zip](https://github.com/godotengine/godot/files/7532993/TileMapLag.zip) ",True,"Editing complex TileMap results in significant editor freeze - ### Godot version ed300d7 ### System information W10 ### Issue description I have a complex TileSet with over 20 atlas sources and scenes with hundreds of tiles. Whenever I click TileMap to edit it, the editor will freeze for a couple of seconds (5 in release_debug build) before the Tile editor will open. ![opSlLYOyfB](https://user-images.githubusercontent.com/2223172/141663612-b054801f-efbd-4a95-831f-c47f2fab91da.gif) Opening or switching to scenes that contain TileMap also results in a freeze. ### Steps to reproduce 1. Open the attached project 2. Open LagExample scene 3. Click TileMap ### Minimal reproduction project [TileMapLag.zip](https://github.com/godotengine/godot/files/7532993/TileMapLag.zip) ",1,editing complex tilemap results in significant editor freeze godot version system information issue description i have a complex tileset with over atlas sources and scenes with hundreds of tiles whenever i click tilemap to edit it the editor will freeze for a couple of seconds in release debug build before the tile editor will open opening or switching to scenes that contain tilemap also results in a freeze steps to reproduce open the attached project open lagexample scene click tilemap minimal reproduction project ,1 14852,9544713842.0,IssuesEvent,2019-05-01 14:59:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Highlight selected animation in animation list,enhancement topic:editor usability," **Godot version:** 3.0 **OS/device including version:** **Issue description:** This is just a suggestion. When you start (keyframe) an animation from within another animation, it would be nice if your selection was highlighted in the dropdown list. The name field that shows your selection afterwards is also very small. As you can see from my screenshot I have two animations with very similar names and I cannot see which one that I have selected. ![godotanimationkeyframing](https://user-images.githubusercontent.com/15687516/35856356-1134b39a-0b36-11e8-8610-403e577142cd.png) **Steps to reproduce:** **Minimal reproduction project:** ",True,"Highlight selected animation in animation list - **Godot version:** 3.0 **OS/device including version:** **Issue description:** This is just a suggestion. When you start (keyframe) an animation from within another animation, it would be nice if your selection was highlighted in the dropdown list. The name field that shows your selection afterwards is also very small. As you can see from my screenshot I have two animations with very similar names and I cannot see which one that I have selected. ![godotanimationkeyframing](https://user-images.githubusercontent.com/15687516/35856356-1134b39a-0b36-11e8-8610-403e577142cd.png) **Steps to reproduce:** **Minimal reproduction project:** ",1,highlight selected animation in animation list please search existing issues for potential duplicates before filing yours godot version os device including version issue description this is just a suggestion when you start keyframe an animation from within another animation it would be nice if your selection was highlighted in the dropdown list the name field that shows your selection afterwards is also very small as you can see from my screenshot i have two animations with very similar names and i cannot see which one that i have selected steps to reproduce minimal reproduction project ,1 18211,12677889480.0,IssuesEvent,2020-06-19 08:39:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,List of parent functions in code editor,enhancement topic:editor usability,"Suggestion for code editor: ""Alt + Insert"" hotkey for a list with functions of parent class(es) which you could overide. It also would be handy if this list will be in order ""parent -> grandparent"" with separators and parent class names. ",True,"List of parent functions in code editor - Suggestion for code editor: ""Alt + Insert"" hotkey for a list with functions of parent class(es) which you could overide. It also would be handy if this list will be in order ""parent -> grandparent"" with separators and parent class names. ",1,list of parent functions in code editor suggestion for code editor alt insert hotkey for a list with functions of parent class es which you could overide it also would be handy if this list will be in order parent grandparent with separators and parent class names ,1 53097,13783851687.0,IssuesEvent,2020-10-08 19:54:06,wrbejar/Python_dvpwa,https://api.github.com/repos/wrbejar/Python_dvpwa,opened,CVE-2020-11022 (Medium) detected in jquery-3.2.1.min.js,security vulnerability,"## CVE-2020-11022 - Medium Severity Vulnerability
Vulnerable Library - jquery-3.2.1.min.js

JavaScript library for DOM operations

Library home page: https://cdnjs.cloudflare.com/ajax/libs/jquery/3.2.1/jquery.min.js

Path to vulnerable library: Python_dvpwa/sqli/static/js/jquery-3.2.1.min.js

Dependency Hierarchy: - :x: **jquery-3.2.1.min.js** (Vulnerable Library)

Found in HEAD commit: a0f73aac02098a8e705529738030a40f28095edf

Found in base branch: master

Vulnerability Details

In jQuery versions greater than or equal to 1.2 and before 3.5.0, passing HTML from untrusted sources - even after sanitizing it - to one of jQuery's DOM manipulation methods (i.e. .html(), .append(), and others) may execute untrusted code. This problem is patched in jQuery 3.5.0.

Publish Date: 2020-04-29

URL: CVE-2020-11022

CVSS 3 Score Details (6.1)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Changed - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://blog.jquery.com/2020/04/10/jquery-3-5-0-released/

Release Date: 2020-04-29

Fix Resolution: jQuery - 3.5.0

",True,"CVE-2020-11022 (Medium) detected in jquery-3.2.1.min.js - ## CVE-2020-11022 - Medium Severity Vulnerability
Vulnerable Library - jquery-3.2.1.min.js

JavaScript library for DOM operations

Library home page: https://cdnjs.cloudflare.com/ajax/libs/jquery/3.2.1/jquery.min.js

Path to vulnerable library: Python_dvpwa/sqli/static/js/jquery-3.2.1.min.js

Dependency Hierarchy: - :x: **jquery-3.2.1.min.js** (Vulnerable Library)

Found in HEAD commit: a0f73aac02098a8e705529738030a40f28095edf

Found in base branch: master

Vulnerability Details

In jQuery versions greater than or equal to 1.2 and before 3.5.0, passing HTML from untrusted sources - even after sanitizing it - to one of jQuery's DOM manipulation methods (i.e. .html(), .append(), and others) may execute untrusted code. This problem is patched in jQuery 3.5.0.

Publish Date: 2020-04-29

URL: CVE-2020-11022

CVSS 3 Score Details (6.1)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Changed - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://blog.jquery.com/2020/04/10/jquery-3-5-0-released/

Release Date: 2020-04-29

Fix Resolution: jQuery - 3.5.0

",0,cve medium detected in jquery min js cve medium severity vulnerability vulnerable library jquery min js javascript library for dom operations library home page a href path to vulnerable library python dvpwa sqli static js jquery min js dependency hierarchy x jquery min js vulnerable library found in head commit a href found in base branch master vulnerability details in jquery versions greater than or equal to and before passing html from untrusted sources even after sanitizing it to one of jquery s dom manipulation methods i e html append and others may execute untrusted code this problem is patched in jquery publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction required scope changed impact metrics confidentiality impact low integrity impact low availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution jquery isopenpronvulnerability true ispackagebased true isdefaultbranch true packages vulnerabilityidentifier cve vulnerabilitydetails in jquery versions greater than or equal to and before passing html from untrusted sources even after sanitizing it to one of jquery dom manipulation methods i e html append and others may execute untrusted code this problem is patched in jquery vulnerabilityurl ,0 175784,14540526187.0,IssuesEvent,2020-12-15 13:26:25,cuonganh/20201_PTPMPT_LTU15C_Nhom6,https://api.github.com/repos/cuonganh/20201_PTPMPT_LTU15C_Nhom6,opened,README,documentation,"Viết README: - Object - Thành viên - Cách Deploy - Các file liên quan: documentation, docker file, ...",1.0,"README - Viết README: - Object - Thành viên - Cách Deploy - Các file liên quan: documentation, docker file, ...",0,readme viết readme object thành viên cách deploy các file liên quan documentation docker file ,0 425598,29488980034.0,IssuesEvent,2023-06-02 12:04:37,ethereum-push-notification-service/push-sdk,https://api.github.com/repos/ethereum-push-notification-service/push-sdk,opened,Add push video frontend example app,documentation,"- Add a frontend example app for push video - Add this in examples > sdk-frontend > video",1.0,"Add push video frontend example app - - Add a frontend example app for push video - Add this in examples > sdk-frontend > video",0,add push video frontend example app add a frontend example app for push video add this in examples sdk frontend video,0 357152,10602957259.0,IssuesEvent,2019-10-10 15:06:39,rstudio/shiny,https://api.github.com/repos/rstudio/shiny,closed,Regression in selectizeInput handling of nested lists,Difficulty: Advanced Priority: High,"Nested lists not handled correctly anymore. Minimal repro is here, both select inputs should have the same choices: ``` library(shiny) choices <- list(a = 1, B = list(B = 2), c = list(3)) ui <- bootstrapPage( selectizeInput(""x1"", ""x"", choices = choices), selectizeInput(""x2"", ""x"", choices = NULL) ) server <- function(input, output, session) { updateSelectizeInput(session, ""x2"", choices = choices, server = TRUE) } shinyApp(ui, server) ``` Until #2540, these both looked like the second version. ",1.0,"Regression in selectizeInput handling of nested lists - Nested lists not handled correctly anymore. Minimal repro is here, both select inputs should have the same choices: ``` library(shiny) choices <- list(a = 1, B = list(B = 2), c = list(3)) ui <- bootstrapPage( selectizeInput(""x1"", ""x"", choices = choices), selectizeInput(""x2"", ""x"", choices = NULL) ) server <- function(input, output, session) { updateSelectizeInput(session, ""x2"", choices = choices, server = TRUE) } shinyApp(ui, server) ``` Until #2540, these both looked like the second version. ",0,regression in selectizeinput handling of nested lists nested lists not handled correctly anymore minimal repro is here both select inputs should have the same choices library shiny choices list a b list b c list ui bootstrappage selectizeinput x choices choices selectizeinput x choices null server function input output session updateselectizeinput session choices choices server true shinyapp ui server until these both looked like the second version ,0 17620,12201383983.0,IssuesEvent,2020-04-30 07:07:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Feature Request - Ability to Bind shortcut actions to the mouse,bug topic:core usability,"Currently, you can change shortcuts only to the keyboard. It would be nice to support binding shortcuts to the mouse as well. (I was attempting to attach zooming in script editor to the mouse) Additionally, support for mice with many buttons would be nice. ![image](https://cloud.githubusercontent.com/assets/4421587/18962606/88048202-863f-11e6-9775-1b19c7898113.png) ",True,"Feature Request - Ability to Bind shortcut actions to the mouse - Currently, you can change shortcuts only to the keyboard. It would be nice to support binding shortcuts to the mouse as well. (I was attempting to attach zooming in script editor to the mouse) Additionally, support for mice with many buttons would be nice. ![image](https://cloud.githubusercontent.com/assets/4421587/18962606/88048202-863f-11e6-9775-1b19c7898113.png) ",1,feature request ability to bind shortcut actions to the mouse currently you can change shortcuts only to the keyboard it would be nice to support binding shortcuts to the mouse as well i was attempting to attach zooming in script editor to the mouse additionally support for mice with many buttons would be nice ,1 18538,13019425360.0,IssuesEvent,2020-07-26 22:32:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Consistent order of Property sections in the Inspector view,discussion feature proposal topic:editor usability,"We spend a lot of time looking for the value we need to change in the Inspector because the order is changing depending on the Node you select. So if you want to change the Opacity it's placed on top in Node2d but in the Label node its at the bottom. It cost time when you have to look in different places for the values you need. In Cocos Creator and Unity they have placed ""the most important"" properties at the top and they never move. **Solution: We suggest to always have the transform and opacity properties at the top in the inspector** Example: ![godotconsistentui](https://cloud.githubusercontent.com/assets/24936603/21721076/dcafefaa-d426-11e6-8cbb-9afa2a2f2fc4.jpg) /Sorry for bulk adding issues, but we have been collecting a bit :)",True,"Consistent order of Property sections in the Inspector view - We spend a lot of time looking for the value we need to change in the Inspector because the order is changing depending on the Node you select. So if you want to change the Opacity it's placed on top in Node2d but in the Label node its at the bottom. It cost time when you have to look in different places for the values you need. In Cocos Creator and Unity they have placed ""the most important"" properties at the top and they never move. **Solution: We suggest to always have the transform and opacity properties at the top in the inspector** Example: ![godotconsistentui](https://cloud.githubusercontent.com/assets/24936603/21721076/dcafefaa-d426-11e6-8cbb-9afa2a2f2fc4.jpg) /Sorry for bulk adding issues, but we have been collecting a bit :)",1,consistent order of property sections in the inspector view we spend a lot of time looking for the value we need to change in the inspector because the order is changing depending on the node you select so if you want to change the opacity it s placed on top in but in the label node its at the bottom it cost time when you have to look in different places for the values you need in cocos creator and unity they have placed the most important properties at the top and they never move solution we suggest to always have the transform and opacity properties at the top in the inspector example sorry for bulk adding issues but we have been collecting a bit ,1 617987,19411822208.0,IssuesEvent,2021-12-20 10:25:53,RE-SS3D/SS3D,https://api.github.com/repos/RE-SS3D/SS3D,closed,Update AdjacencyBitmap.cs to remove methods returning connection types,Coding: C# Priority: 2 - High Difficulty: 1 - Low Type: Organization/Cleanup System: Tilemaps," ## Summary With new adjacency connector scripts coming soon, we need AdjacencyBitmap.cs to be universal. It's currently supporting a few methods that are not adapted for all kind of connectors, making the code confusing and messy. Those methods should be removed, and the scripts using them consequently updated. ![image](https://user-images.githubusercontent.com/14344825/146682717-59ee08b7-61be-4e62-ad56-7e2e94110e08.png) ## Goal Remove the methods in the picture above. Update consequently the three scripts using them. simpleAdjacency, AdvancedAdjacency, offsetAdjacency. ",1.0,"Update AdjacencyBitmap.cs to remove methods returning connection types - ## Summary With new adjacency connector scripts coming soon, we need AdjacencyBitmap.cs to be universal. It's currently supporting a few methods that are not adapted for all kind of connectors, making the code confusing and messy. Those methods should be removed, and the scripts using them consequently updated. ![image](https://user-images.githubusercontent.com/14344825/146682717-59ee08b7-61be-4e62-ad56-7e2e94110e08.png) ## Goal Remove the methods in the picture above. Update consequently the three scripts using them. simpleAdjacency, AdvancedAdjacency, offsetAdjacency. ",0,update adjacencybitmap cs to remove methods returning connection types summary with new adjacency connector scripts coming soon we need adjacencybitmap cs to be universal it s currently supporting a few methods that are not adapted for all kind of connectors making the code confusing and messy those methods should be removed and the scripts using them consequently updated goal remove the methods in the picture above update consequently the three scripts using them simpleadjacency advancedadjacency offsetadjacency ,0 788382,27751339064.0,IssuesEvent,2023-03-15 21:01:10,carbon-design-system/carbon-addons-iot-react,https://api.github.com/repos/carbon-design-system/carbon-addons-iot-react,opened,[Table] Support drag and drop of rows within the table,type: enhancement :bulb: status: needs triage :mag: status: needs priority :inbox_tray:,"### What package is this for? - [x] React - [ ] Angular ### Summary Add drag and drop support to the table component. Specially, it should be possible to drag rows of a table and drop them on other rows of the same table, i.e., moving ""file"" rows into ""folder"" rows. The enhancement is needed by the ELM team to move an existing UI with this feature over to the PAL table. Minimally this should: 1. Support showing a drag handle on a row, ideally in the ""first"" column there checkmarks are shown. 2. Allow a a row to be dragged from its handle and move freely around. 3. Show a caller provided drag image during the drag to represent the data on the row (showing the full row is normally too big). 4. Support dragging any number of selected rows if there is a selection. 5. While dragging, highlight droppable rows based on the [Carbon DnD guidance](https://pages.github.ibm.com/cdai-design/pal/patterns/drag-and-drop/usage/). 6. Support dropping on any row in the same table. The caller must provide a list of row IDs that can accept the droppable. 7. Dragging between tables and windows is NOT required at this time. 8. On drop, fire a callback describing the action so the caller can respond to it. ### Specific timeline issues / requests ASAP or course. Within a month is ideal. ### Available extra resources I, Jay, am available to work on this. Never having contributed to PAL before, I'm sure I'll need some coaching, but the main code changes I should be able to handle.",1.0,"[Table] Support drag and drop of rows within the table - ### What package is this for? - [x] React - [ ] Angular ### Summary Add drag and drop support to the table component. Specially, it should be possible to drag rows of a table and drop them on other rows of the same table, i.e., moving ""file"" rows into ""folder"" rows. The enhancement is needed by the ELM team to move an existing UI with this feature over to the PAL table. Minimally this should: 1. Support showing a drag handle on a row, ideally in the ""first"" column there checkmarks are shown. 2. Allow a a row to be dragged from its handle and move freely around. 3. Show a caller provided drag image during the drag to represent the data on the row (showing the full row is normally too big). 4. Support dragging any number of selected rows if there is a selection. 5. While dragging, highlight droppable rows based on the [Carbon DnD guidance](https://pages.github.ibm.com/cdai-design/pal/patterns/drag-and-drop/usage/). 6. Support dropping on any row in the same table. The caller must provide a list of row IDs that can accept the droppable. 7. Dragging between tables and windows is NOT required at this time. 8. On drop, fire a callback describing the action so the caller can respond to it. ### Specific timeline issues / requests ASAP or course. Within a month is ideal. ### Available extra resources I, Jay, am available to work on this. Never having contributed to PAL before, I'm sure I'll need some coaching, but the main code changes I should be able to handle.",0, support drag and drop of rows within the table what package is this for react angular summary add drag and drop support to the table component specially it should be possible to drag rows of a table and drop them on other rows of the same table i e moving file rows into folder rows the enhancement is needed by the elm team to move an existing ui with this feature over to the pal table minimally this should support showing a drag handle on a row ideally in the first column there checkmarks are shown allow a a row to be dragged from its handle and move freely around show a caller provided drag image during the drag to represent the data on the row showing the full row is normally too big support dragging any number of selected rows if there is a selection while dragging highlight droppable rows based on the support dropping on any row in the same table the caller must provide a list of row ids that can accept the droppable dragging between tables and windows is not required at this time on drop fire a callback describing the action so the caller can respond to it specific timeline issues requests asap or course within a month is ideal available extra resources i jay am available to work on this never having contributed to pal before i m sure i ll need some coaching but the main code changes i should be able to handle ,0 114621,17227064615.0,IssuesEvent,2021-07-20 04:24:11,atlslscsrv-app/package.json-yarn.lock,https://api.github.com/repos/atlslscsrv-app/package.json-yarn.lock,opened,WS-2017-0247 (Low) detected in ms-0.7.1.tgz,security vulnerability,"## WS-2017-0247 - Low Severity Vulnerability
Vulnerable Library - ms-0.7.1.tgz

Tiny ms conversion utility

Library home page: https://registry.npmjs.org/ms/-/ms-0.7.1.tgz

Path to dependency file: package.json-yarn.lock/package.json

Path to vulnerable library: package.json-yarn.lock/node_modules/ms/package.json

Dependency Hierarchy: - live-server-1.2.0.tgz (Root Library) - connect-3.5.1.tgz - debug-2.2.0.tgz - :x: **ms-0.7.1.tgz** (Vulnerable Library)

Found in HEAD commit: 7cfdab90cc50359bbbd31f931845f2b1770973b5

Found in base branch: master

Vulnerability Details

Affected versions of this package are vulnerable to Regular Expression Denial of Service (ReDoS).

Publish Date: 2017-04-12

URL: WS-2017-0247

CVSS 2 Score Details (3.4)

Base Score Metrics not available

Suggested Fix

Type: Upgrade version

Origin: https://github.com/vercel/ms/pull/89

Release Date: 2017-04-12

Fix Resolution: 2.1.1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"WS-2017-0247 (Low) detected in ms-0.7.1.tgz - ## WS-2017-0247 - Low Severity Vulnerability
Vulnerable Library - ms-0.7.1.tgz

Tiny ms conversion utility

Library home page: https://registry.npmjs.org/ms/-/ms-0.7.1.tgz

Path to dependency file: package.json-yarn.lock/package.json

Path to vulnerable library: package.json-yarn.lock/node_modules/ms/package.json

Dependency Hierarchy: - live-server-1.2.0.tgz (Root Library) - connect-3.5.1.tgz - debug-2.2.0.tgz - :x: **ms-0.7.1.tgz** (Vulnerable Library)

Found in HEAD commit: 7cfdab90cc50359bbbd31f931845f2b1770973b5

Found in base branch: master

Vulnerability Details

Affected versions of this package are vulnerable to Regular Expression Denial of Service (ReDoS).

Publish Date: 2017-04-12

URL: WS-2017-0247

CVSS 2 Score Details (3.4)

Base Score Metrics not available

Suggested Fix

Type: Upgrade version

Origin: https://github.com/vercel/ms/pull/89

Release Date: 2017-04-12

Fix Resolution: 2.1.1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,ws low detected in ms tgz ws low severity vulnerability vulnerable library ms tgz tiny ms conversion utility library home page a href path to dependency file package json yarn lock package json path to vulnerable library package json yarn lock node modules ms package json dependency hierarchy live server tgz root library connect tgz debug tgz x ms tgz vulnerable library found in head commit a href found in base branch master vulnerability details affected versions of this package are vulnerable to regular expression denial of service redos publish date url a href cvss score details base score metrics not available suggested fix type upgrade version origin a href release date fix resolution step up your open source security game with whitesource ,0 411999,12034389518.0,IssuesEvent,2020-04-13 15:57:25,AY1920S2-CS2103T-F10-1/main,https://api.github.com/repos/AY1920S2-CS2103T-F10-1/main,closed,Nitpicks for UG/DG,priority.High,"Just a reminder for all of us: - To always write something after a heading (I forgot what this is called hahahha) - To be consistent in the case (title case or sentence case) for all headings Everyone else please chip in :D",1.0,"Nitpicks for UG/DG - Just a reminder for all of us: - To always write something after a heading (I forgot what this is called hahahha) - To be consistent in the case (title case or sentence case) for all headings Everyone else please chip in :D",0,nitpicks for ug dg just a reminder for all of us to always write something after a heading i forgot what this is called hahahha to be consistent in the case title case or sentence case for all headings everyone else please chip in d,0 14823,9537226837.0,IssuesEvent,2019-04-30 11:57:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,New script dialog should put the cursor at the end,enhancement topic:editor usability,"**Godot version:** 629ac20 **Issue description:** When a project starts having deep folder trees, it is necessary to go at the end of the textbox for the script name in order to edit the script name (never named a script 'new_script' so far). **Proposal** Make the cursor jump automatically before ""new_script"" so that there is no need to scroll in the textbox (which is not so pleasant since it is done by selecting text and waiting) ",True,"New script dialog should put the cursor at the end - **Godot version:** 629ac20 **Issue description:** When a project starts having deep folder trees, it is necessary to go at the end of the textbox for the script name in order to edit the script name (never named a script 'new_script' so far). **Proposal** Make the cursor jump automatically before ""new_script"" so that there is no need to scroll in the textbox (which is not so pleasant since it is done by selecting text and waiting) ",1,new script dialog should put the cursor at the end godot version issue description when a project starts having deep folder trees it is necessary to go at the end of the textbox for the script name in order to edit the script name never named a script new script so far proposal make the cursor jump automatically before new script so that there is no need to scroll in the textbox which is not so pleasant since it is done by selecting text and waiting ,1 10284,6663523172.0,IssuesEvent,2017-10-02 16:42:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Zoom buttons in 2D editor canvas do not zoom in the center of the view,enhancement topic:editor usability,"Godot master. Just a reminder for me to fix that :)",True,"Zoom buttons in 2D editor canvas do not zoom in the center of the view - Godot master. Just a reminder for me to fix that :)",1,zoom buttons in editor canvas do not zoom in the center of the view godot master just a reminder for me to fix that ,1 10976,7000663941.0,IssuesEvent,2017-12-18 06:38:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,FileSystem drag and drop can easily lead to missing dependencies issues,bug topic:editor usability,"**Windows 10 - Godot 2.1 :** **fileSystem usability:** After **accidental** moving of folders using the drag & drop feature from the fileSystem, along with a manual correction to re-parent my folders will not revert their new paths and cause missing dependencies issues. Having me needed to correct all my scripts, assets and scenes that got involved prior to moving. **Steps to reproduce:** Move folders into folders using drag & drop from the fileSystem; folders that contain assets that were attached to scenes. **Suggestion:** Alert user with a message when moving a folder that contain assets that were attached to node/scenes, changing them will cause missing dependencies, even manually reverting any changes. ",True,"FileSystem drag and drop can easily lead to missing dependencies issues - **Windows 10 - Godot 2.1 :** **fileSystem usability:** After **accidental** moving of folders using the drag & drop feature from the fileSystem, along with a manual correction to re-parent my folders will not revert their new paths and cause missing dependencies issues. Having me needed to correct all my scripts, assets and scenes that got involved prior to moving. **Steps to reproduce:** Move folders into folders using drag & drop from the fileSystem; folders that contain assets that were attached to scenes. **Suggestion:** Alert user with a message when moving a folder that contain assets that were attached to node/scenes, changing them will cause missing dependencies, even manually reverting any changes. ",1,filesystem drag and drop can easily lead to missing dependencies issues windows godot filesystem usability after accidental moving of folders using the drag drop feature from the filesystem along with a manual correction to re parent my folders will not revert their new paths and cause missing dependencies issues having me needed to correct all my scripts assets and scenes that got involved prior to moving steps to reproduce move folders into folders using drag drop from the filesystem folders that contain assets that were attached to scenes suggestion alert user with a message when moving a folder that contain assets that were attached to node scenes changing them will cause missing dependencies even manually reverting any changes ,1 522425,15159523568.0,IssuesEvent,2021-02-12 04:33:03,magento/magento2,https://api.github.com/repos/magento/magento2,closed,[Issue] focus on empty payment field,Component: Checkout Issue: Clear Description Issue: Confirmed Issue: Format is valid Issue: Ready for Work Priority: P4 Progress: ready for dev Reported on 2.4.0 Reproduced on 2.4.x Severity: S4 stale issue,"### Preconditions (*) 1. Magento 2.4 ### Steps to reproduce (*) When you are going to the checkout and are filling in the shipping form and then forget to fill out one of these inputs you will scroll to that input. Only when you are on the payment page and you want to change the address you will only get the red colored boxes but won't scroll to what is wrong. For mobile users this could be really annoying. Because they don't scroll to there invalid input and maybe think that the button is broken. testing example: ![image](https://user-images.githubusercontent.com/35597130/78975374-42e3a900-7b14-11ea-8093-958e6f942c87.png) Here you see the payment form. When I now want to update the form with an empty field it will scroll to those empty fields. ![image](https://user-images.githubusercontent.com/35597130/78975871-5c392500-7b15-11ea-9c19-6858dc0af636.png) clicking on update (bewerken) ![image](https://user-images.githubusercontent.com/35597130/78976199-fc8f4980-7b15-11ea-97c6-6fe14cca96d6.png) and scroll to te first invalid input ### Expected result (*) It should navigate user to scroll to that input ### Actual result (*) User not scroll to that input",1.0,"[Issue] focus on empty payment field - ### Preconditions (*) 1. Magento 2.4 ### Steps to reproduce (*) When you are going to the checkout and are filling in the shipping form and then forget to fill out one of these inputs you will scroll to that input. Only when you are on the payment page and you want to change the address you will only get the red colored boxes but won't scroll to what is wrong. For mobile users this could be really annoying. Because they don't scroll to there invalid input and maybe think that the button is broken. testing example: ![image](https://user-images.githubusercontent.com/35597130/78975374-42e3a900-7b14-11ea-8093-958e6f942c87.png) Here you see the payment form. When I now want to update the form with an empty field it will scroll to those empty fields. ![image](https://user-images.githubusercontent.com/35597130/78975871-5c392500-7b15-11ea-9c19-6858dc0af636.png) clicking on update (bewerken) ![image](https://user-images.githubusercontent.com/35597130/78976199-fc8f4980-7b15-11ea-97c6-6fe14cca96d6.png) and scroll to te first invalid input ### Expected result (*) It should navigate user to scroll to that input ### Actual result (*) User not scroll to that input",0, focus on empty payment field preconditions magento steps to reproduce when you are going to the checkout and are filling in the shipping form and then forget to fill out one of these inputs you will scroll to that input only when you are on the payment page and you want to change the address you will only get the red colored boxes but won t scroll to what is wrong for mobile users this could be really annoying because they don t scroll to there invalid input and maybe think that the button is broken testing example here you see the payment form when i now want to update the form with an empty field it will scroll to those empty fields clicking on update bewerken and scroll to te first invalid input expected result it should navigate user to scroll to that input actual result user not scroll to that input,0 15605,10163735645.0,IssuesEvent,2019-08-07 09:56:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Allow to search in built-in scripts,enhancement topic:editor usability,"So there's this new Find in files option (probably introduced in 3.1, didn't see it before). ![image](https://user-images.githubusercontent.com/2223172/43651149-e37960fc-9741-11e8-8aa0-3d1d269df77f.png) However, it's missing one thing. It doesn't allow to search in built-in scripts. I know they are embedded in scene files, so it should be enough to just add .tscn extension to the list of filters. Or if the list would be somehow configurable, it could work as general purpose grep e.g. for .txt and .json files. But at least simply adding .tscn filter would be enough and appreciated.",True,"Allow to search in built-in scripts - So there's this new Find in files option (probably introduced in 3.1, didn't see it before). ![image](https://user-images.githubusercontent.com/2223172/43651149-e37960fc-9741-11e8-8aa0-3d1d269df77f.png) However, it's missing one thing. It doesn't allow to search in built-in scripts. I know they are embedded in scene files, so it should be enough to just add .tscn extension to the list of filters. Or if the list would be somehow configurable, it could work as general purpose grep e.g. for .txt and .json files. But at least simply adding .tscn filter would be enough and appreciated.",1,allow to search in built in scripts so there s this new find in files option probably introduced in didn t see it before however it s missing one thing it doesn t allow to search in built in scripts i know they are embedded in scene files so it should be enough to just add tscn extension to the list of filters or if the list would be somehow configurable it could work as general purpose grep e g for txt and json files but at least simply adding tscn filter would be enough and appreciated ,1 233590,17872264458.0,IssuesEvent,2021-09-06 17:41:16,Intro-to-SE-Lab-Fall-21/Group-10,https://api.github.com/repos/Intro-to-SE-Lab-Fall-21/Group-10,closed,Documentation directory needs to be created for repository,documentation,Documentation directory needs to be created for repository with .gitkeep and committed to main for project documentation to live.,1.0,Documentation directory needs to be created for repository - Documentation directory needs to be created for repository with .gitkeep and committed to main for project documentation to live.,0,documentation directory needs to be created for repository documentation directory needs to be created for repository with gitkeep and committed to main for project documentation to live ,0 18860,13340713202.0,IssuesEvent,2020-08-28 14:50:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Suggestion: Priority Patch Review/Committing for bugfixes.,discussion usability,"Currently in the Pull Requests tracker, there are 60 fixes for known bugs in Godot waiting to be green-lighted for inclusion into master. Since commercial game engines such as Unity and Unreal have historically been known for their bugs, having Godot become the engine where the vast majority of things simply work as intended could serve to help it make major inroads among studios small and large. Some of these proposed fixes are for highly notable things that a developer is somewhat likely to come across with any given project, so it is important to give them priority to ensure that people can get games out with little to nothing to stand in their way (working around issues can be time consuming and are not guaranteed to work). Apologies if a sweep of that category is planned, but Godot as a project needs to encourage patch makers to submit fixes if it is to thrive.",True,"Suggestion: Priority Patch Review/Committing for bugfixes. - Currently in the Pull Requests tracker, there are 60 fixes for known bugs in Godot waiting to be green-lighted for inclusion into master. Since commercial game engines such as Unity and Unreal have historically been known for their bugs, having Godot become the engine where the vast majority of things simply work as intended could serve to help it make major inroads among studios small and large. Some of these proposed fixes are for highly notable things that a developer is somewhat likely to come across with any given project, so it is important to give them priority to ensure that people can get games out with little to nothing to stand in their way (working around issues can be time consuming and are not guaranteed to work). Apologies if a sweep of that category is planned, but Godot as a project needs to encourage patch makers to submit fixes if it is to thrive.",1,suggestion priority patch review committing for bugfixes currently in the pull requests tracker there are fixes for known bugs in godot waiting to be green lighted for inclusion into master since commercial game engines such as unity and unreal have historically been known for their bugs having godot become the engine where the vast majority of things simply work as intended could serve to help it make major inroads among studios small and large some of these proposed fixes are for highly notable things that a developer is somewhat likely to come across with any given project so it is important to give them priority to ensure that people can get games out with little to nothing to stand in their way working around issues can be time consuming and are not guaranteed to work apologies if a sweep of that category is planned but godot as a project needs to encourage patch makers to submit fixes if it is to thrive ,1 549111,16086159345.0,IssuesEvent,2021-04-26 11:29:25,aiidateam/aiida-core,https://api.github.com/repos/aiidateam/aiida-core,closed,The `aiida.cmdline.utils.decorators.with_dbenv` loads database environment even if it is already loaded,priority/important topic/database-backend topic/utilities type/bug,"It calls the function `load_backend_if_not_loaded` but the name is a lie as it will always load the backend, regardless of its state.",1.0,"The `aiida.cmdline.utils.decorators.with_dbenv` loads database environment even if it is already loaded - It calls the function `load_backend_if_not_loaded` but the name is a lie as it will always load the backend, regardless of its state.",0,the aiida cmdline utils decorators with dbenv loads database environment even if it is already loaded it calls the function load backend if not loaded but the name is a lie as it will always load the backend regardless of its state ,0 112157,14222931141.0,IssuesEvent,2020-11-17 17:30:50,GroupProjectSem3/Haley,https://api.github.com/repos/GroupProjectSem3/Haley,closed,Gathering real time data for better data variance,Design Development,Real-time data from surveys and professional opinion,1.0,Gathering real time data for better data variance - Real-time data from surveys and professional opinion,0,gathering real time data for better data variance real time data from surveys and professional opinion,0 250249,27064618903.0,IssuesEvent,2023-02-13 22:52:57,DevOps-PM-PGDip-2022-2023/easybuggy4django,https://api.github.com/repos/DevOps-PM-PGDip-2022-2023/easybuggy4django,opened,CVE-2022-45198 (High) detected in Pillow-9.0.0-cp37-cp37m-manylinux_2_17_x86_64.manylinux2014_x86_64.whl,security vulnerability,"## CVE-2022-45198 - High Severity Vulnerability
Vulnerable Library - Pillow-9.0.0-cp37-cp37m-manylinux_2_17_x86_64.manylinux2014_x86_64.whl

Python Imaging Library (Fork)

Library home page: https://files.pythonhosted.org/packages/65/c5/85054edda7adce1e9444db026fb1972d81718b1605d0eddda94a6be0709f/Pillow-9.0.0-cp37-cp37m-manylinux_2_17_x86_64.manylinux2014_x86_64.whl

Path to dependency file: /requirements.txt

Path to vulnerable library: /requirements.txt

Dependency Hierarchy: - :x: **Pillow-9.0.0-cp37-cp37m-manylinux_2_17_x86_64.manylinux2014_x86_64.whl** (Vulnerable Library)

Found in HEAD commit: f07e7d7c4d846e11a1e7f5cbb4e3d868539da2bd

Found in base branch: master

Vulnerability Details

Pillow before 9.2.0 performs Improper Handling of Highly Compressed GIF Data (Data Amplification).

Publish Date: 2022-11-14

URL: CVE-2022-45198

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Release Date: 2022-11-14

Fix Resolution: Pillow - 9.2.0

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2022-45198 (High) detected in Pillow-9.0.0-cp37-cp37m-manylinux_2_17_x86_64.manylinux2014_x86_64.whl - ## CVE-2022-45198 - High Severity Vulnerability
Vulnerable Library - Pillow-9.0.0-cp37-cp37m-manylinux_2_17_x86_64.manylinux2014_x86_64.whl

Python Imaging Library (Fork)

Library home page: https://files.pythonhosted.org/packages/65/c5/85054edda7adce1e9444db026fb1972d81718b1605d0eddda94a6be0709f/Pillow-9.0.0-cp37-cp37m-manylinux_2_17_x86_64.manylinux2014_x86_64.whl

Path to dependency file: /requirements.txt

Path to vulnerable library: /requirements.txt

Dependency Hierarchy: - :x: **Pillow-9.0.0-cp37-cp37m-manylinux_2_17_x86_64.manylinux2014_x86_64.whl** (Vulnerable Library)

Found in HEAD commit: f07e7d7c4d846e11a1e7f5cbb4e3d868539da2bd

Found in base branch: master

Vulnerability Details

Pillow before 9.2.0 performs Improper Handling of Highly Compressed GIF Data (Data Amplification).

Publish Date: 2022-11-14

URL: CVE-2022-45198

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Release Date: 2022-11-14

Fix Resolution: Pillow - 9.2.0

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in pillow manylinux whl cve high severity vulnerability vulnerable library pillow manylinux whl python imaging library fork library home page a href path to dependency file requirements txt path to vulnerable library requirements txt dependency hierarchy x pillow manylinux whl vulnerable library found in head commit a href found in base branch master vulnerability details pillow before performs improper handling of highly compressed gif data data amplification publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version release date fix resolution pillow step up your open source security game with mend ,0 6015,4111713625.0,IssuesEvent,2016-06-07 07:38:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Setting emulate_touch_screen in project settings, results in editor simulating touch screen as well",bug topic:editor usability,"**Operating system or device:** Ubuntu 15.10 **Issue description** (what happened, and what was expected): In project settings if you set `Display->emulate_touch_screen` to true, then Godot editor will emulate touch screen as well. As a result of this it's impossible to select multiple lines of text in Help window. ![cantselectlines](https://cloud.githubusercontent.com/assets/6129594/14714548/b7ea1ad2-07e5-11e6-9393-9a444593b0a2.gif) Probably there are also other side effects of this setting. **Steps to reproduce:** 1. Go into `Scene->Project Settings` 2. `Display` section. 3. Check `emulate_touch_screen` 4. Restart Godot Editor 5. Open Godot help window 6. Try to select multiple lines **Link to minimal example project** (optional but very welcome): ",True,"Setting emulate_touch_screen in project settings, results in editor simulating touch screen as well - **Operating system or device:** Ubuntu 15.10 **Issue description** (what happened, and what was expected): In project settings if you set `Display->emulate_touch_screen` to true, then Godot editor will emulate touch screen as well. As a result of this it's impossible to select multiple lines of text in Help window. ![cantselectlines](https://cloud.githubusercontent.com/assets/6129594/14714548/b7ea1ad2-07e5-11e6-9393-9a444593b0a2.gif) Probably there are also other side effects of this setting. **Steps to reproduce:** 1. Go into `Scene->Project Settings` 2. `Display` section. 3. Check `emulate_touch_screen` 4. Restart Godot Editor 5. Open Godot help window 6. Try to select multiple lines **Link to minimal example project** (optional but very welcome): ",1,setting emulate touch screen in project settings results in editor simulating touch screen as well operating system or device ubuntu issue description what happened and what was expected in project settings if you set display emulate touch screen to true then godot editor will emulate touch screen as well as a result of this it s impossible to select multiple lines of text in help window probably there are also other side effects of this setting steps to reproduce go into scene project settings display section check emulate touch screen restart godot editor open godot help window try to select multiple lines link to minimal example project optional but very welcome ,1 10722,6894105637.0,IssuesEvent,2017-11-23 08:40:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improvements to camera movement and freelook in 3D editor,enhancement feature proposal topic:editor usability,"**Operating system or device - Godot version:** Arch Linux, Godot 3 master **Issue description:** I've been playing around a bit with UE4 lately, solely to investigate what small things it has, that I'd really like to see in Godot, too. One of the things that I noticed I liked most is how smooth and satisfying the camera movement in the 3D editor feels as opposed to Godot (especially when using freelook). It's hard to explain, but there seems to be some sort of intertia or weight to the camera (similar to stabilizers in graphics programs) that allows for much more precise and less abrupt camera movement than in Godot. I played around with some of the editor settings in Godot but couldn't achieve the same effect. Unfortunately, I can't provide a gif for comparison, but maybe people who have used UE4 before (or possibly also Unity) can comment on this. Would it be possible to implement something like camera inertia for the camera in the 3D editor? I think this would greatly improve its usability. ",True,"Improvements to camera movement and freelook in 3D editor - **Operating system or device - Godot version:** Arch Linux, Godot 3 master **Issue description:** I've been playing around a bit with UE4 lately, solely to investigate what small things it has, that I'd really like to see in Godot, too. One of the things that I noticed I liked most is how smooth and satisfying the camera movement in the 3D editor feels as opposed to Godot (especially when using freelook). It's hard to explain, but there seems to be some sort of intertia or weight to the camera (similar to stabilizers in graphics programs) that allows for much more precise and less abrupt camera movement than in Godot. I played around with some of the editor settings in Godot but couldn't achieve the same effect. Unfortunately, I can't provide a gif for comparison, but maybe people who have used UE4 before (or possibly also Unity) can comment on this. Would it be possible to implement something like camera inertia for the camera in the 3D editor? I think this would greatly improve its usability. ",1,improvements to camera movement and freelook in editor operating system or device godot version arch linux godot master issue description i ve been playing around a bit with lately solely to investigate what small things it has that i d really like to see in godot too one of the things that i noticed i liked most is how smooth and satisfying the camera movement in the editor feels as opposed to godot especially when using freelook it s hard to explain but there seems to be some sort of intertia or weight to the camera similar to stabilizers in graphics programs that allows for much more precise and less abrupt camera movement than in godot i played around with some of the editor settings in godot but couldn t achieve the same effect unfortunately i can t provide a gif for comparison but maybe people who have used before or possibly also unity can comment on this would it be possible to implement something like camera inertia for the camera in the editor i think this would greatly improve its usability ,1 5382,5627636861.0,IssuesEvent,2017-04-05 02:24:25,archco/wise-quotes,https://api.github.com/repos/archco/wise-quotes,closed,"Modify asynchronous methods based ""Promise"".",infrastructure,"비동기처리 method들을 promise 기반으로 바꾼다. 아래와 같이 사용하도록.. ```javascript wq.read(1).then((row) => { console.log(row); }) ```",1.0,"Modify asynchronous methods based ""Promise"". - 비동기처리 method들을 promise 기반으로 바꾼다. 아래와 같이 사용하도록.. ```javascript wq.read(1).then((row) => { console.log(row); }) ```",0,modify asynchronous methods based promise 비동기처리 method들을 promise 기반으로 바꾼다 아래와 같이 사용하도록 javascript wq read then row console log row ,0 14679,9414900170.0,IssuesEvent,2019-04-10 11:18:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shader (not visual) workflow awkward with external editing,enhancement topic:editor usability,"When working with plain `.shader` files, you have to close and reopen the whole project in order for any externally made changes to take effect. For example, say you make a change to your shader you then want to revert. Even if you go into git and revert your local changes, they remain in Godot until you close the whole project. Since the shaders open in the bottom dock, there's no way to ""close"" that tab, refresh it, or anything. Basically, it makes the shader workflow very annoying if you're using a VCS or another external editor like VS Code and just happen to have opened the shader file in Godot.",True,"Shader (not visual) workflow awkward with external editing - When working with plain `.shader` files, you have to close and reopen the whole project in order for any externally made changes to take effect. For example, say you make a change to your shader you then want to revert. Even if you go into git and revert your local changes, they remain in Godot until you close the whole project. Since the shaders open in the bottom dock, there's no way to ""close"" that tab, refresh it, or anything. Basically, it makes the shader workflow very annoying if you're using a VCS or another external editor like VS Code and just happen to have opened the shader file in Godot.",1,shader not visual workflow awkward with external editing when working with plain shader files you have to close and reopen the whole project in order for any externally made changes to take effect for example say you make a change to your shader you then want to revert even if you go into git and revert your local changes they remain in godot until you close the whole project since the shaders open in the bottom dock there s no way to close that tab refresh it or anything basically it makes the shader workflow very annoying if you re using a vcs or another external editor like vs code and just happen to have opened the shader file in godot ,1 21670,17411152698.0,IssuesEvent,2021-08-03 12:30:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Quick open scene should favor beginning of the name,enhancement topic:editor usability,"### Godot version 3.4 beta / 3c21fc5 ### System information W10 ### Issue description This has bothered me for a while and I have a concrete example that illustrates the problem: ![image](https://user-images.githubusercontent.com/2223172/128015345-be78c140-89ae-4f20-9756-6e6b8397ff67.png) I wanted to open the `Workshop.tscn`, which is 5th result on the list, even though I searched for it specifically. This is similar problem to #21726. The results should be sorted by relevance, i.e. better match near the beginning, instead of just alphabetically. ### Steps to reproduce 1. Have e.g. Workshop.tscn and IconWorkshop.tscn 2. Try to quick open Workshop.tscn ### Minimal reproduction project _No response_",True,"Quick open scene should favor beginning of the name - ### Godot version 3.4 beta / 3c21fc5 ### System information W10 ### Issue description This has bothered me for a while and I have a concrete example that illustrates the problem: ![image](https://user-images.githubusercontent.com/2223172/128015345-be78c140-89ae-4f20-9756-6e6b8397ff67.png) I wanted to open the `Workshop.tscn`, which is 5th result on the list, even though I searched for it specifically. This is similar problem to #21726. The results should be sorted by relevance, i.e. better match near the beginning, instead of just alphabetically. ### Steps to reproduce 1. Have e.g. Workshop.tscn and IconWorkshop.tscn 2. Try to quick open Workshop.tscn ### Minimal reproduction project _No response_",1,quick open scene should favor beginning of the name godot version beta system information issue description this has bothered me for a while and i have a concrete example that illustrates the problem i wanted to open the workshop tscn which is result on the list even though i searched for it specifically this is similar problem to the results should be sorted by relevance i e better match near the beginning instead of just alphabetically steps to reproduce have e g workshop tscn and iconworkshop tscn try to quick open workshop tscn minimal reproduction project no response ,1 51391,10659790598.0,IssuesEvent,2019-10-18 08:32:01,itggot-TE4/Teacher-O-Matic-DJJL,https://api.github.com/repos/itggot-TE4/Teacher-O-Matic-DJJL,opened,"Fix ""method_complexity"" issue in public/js/htmlGen.js",code quality,"Function `repoCard` has a Cognitive Complexity of 7 (exceeds 5 allowed). Consider refactoring. https://codeclimate.com/github/itggot-TE4/Teacher-O-Matic-DJJL/public/js/htmlGen.js#issue_5da96fd9ec56130001000028",1.0,"Fix ""method_complexity"" issue in public/js/htmlGen.js - Function `repoCard` has a Cognitive Complexity of 7 (exceeds 5 allowed). Consider refactoring. https://codeclimate.com/github/itggot-TE4/Teacher-O-Matic-DJJL/public/js/htmlGen.js#issue_5da96fd9ec56130001000028",0,fix method complexity issue in public js htmlgen js function repocard has a cognitive complexity of exceeds allowed consider refactoring ,0 21042,16481619862.0,IssuesEvent,2021-05-24 12:30:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Transpose in TileMap doesn't have a button,enhancement topic:editor usability," **Godot version:** 3.1.1 **Issue description:** If you look at the editor shortcuts, you might notice a mysterious one called ""Transpose"". It's fully functional and even has a dedicated variable in tiles, but if the shortcut was hard-coded, there would be no way of knowing it even exists, because it doesn't appear in any menu. It should probably have a button, like the rotation and mirroring.",True,"Transpose in TileMap doesn't have a button - **Godot version:** 3.1.1 **Issue description:** If you look at the editor shortcuts, you might notice a mysterious one called ""Transpose"". It's fully functional and even has a dedicated variable in tiles, but if the shortcut was hard-coded, there would be no way of knowing it even exists, because it doesn't appear in any menu. It should probably have a button, like the rotation and mirroring.",1,transpose in tilemap doesn t have a button please search existing issues for potential duplicates before filing yours godot version issue description if you look at the editor shortcuts you might notice a mysterious one called transpose it s fully functional and even has a dedicated variable in tiles but if the shortcut was hard coded there would be no way of knowing it even exists because it doesn t appear in any menu it should probably have a button like the rotation and mirroring ,1 542965,15875143505.0,IssuesEvent,2021-04-09 06:30:08,spicygreenbook/greenbook-app,https://api.github.com/repos/spicygreenbook/greenbook-app,opened,Add Page Video ,Priority: Medium Status: Available Type: Enhancement,"Would like to add this video to the add page on SGB. This video should be right above the infographic and under the first paragraph. This video should be muted and auto play if possible. Please see product channel on slack as the video is too large to host here. Here is the [link to the message. ](https://spicy-green-book.slack.com/files/U015WK8A1FX/F01TKPNAV7G/sgb_business_owners_web.mp4)",1.0,"Add Page Video - Would like to add this video to the add page on SGB. This video should be right above the infographic and under the first paragraph. This video should be muted and auto play if possible. Please see product channel on slack as the video is too large to host here. Here is the [link to the message. ](https://spicy-green-book.slack.com/files/U015WK8A1FX/F01TKPNAV7G/sgb_business_owners_web.mp4)",0,add page video would like to add this video to the add page on sgb this video should be right above the infographic and under the first paragraph this video should be muted and auto play if possible please see product channel on slack as the video is too large to host here here is the ,0 21658,17400387771.0,IssuesEvent,2021-08-02 18:45:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Move to Trash"" does not move files to Recycle Bin on Windows under specific configuration",enhancement topic:editor usability,"**Godot version:** 3.2.4 rc **OS/device including version:** Windows 10 **Issue description:** Godot does not move files to Recycle Bin when a file is deleted from the filesystem dock with the ""Move to Trash"" menu option, and when the Recycle Bin is configured so that files are not placed inside Recycle Bin (via ""Properties""). Originally showcased by @aaronfranke in https://github.com/godotengine/godot-proposals/issues/2460#issuecomment-800822287. **Steps to reproduce:** *Make sure you're configuring the drive where Godot project is located.* ## Move to Recycle bin (expected) ![image](https://user-images.githubusercontent.com/17108460/111503865-d1fb3700-874f-11eb-942d-f266971aebca.png) ![image](https://user-images.githubusercontent.com/17108460/111504092-ffe07b80-874f-11eb-957a-91aaf06b709a.png) ![image](https://user-images.githubusercontent.com/17108460/111504636-8ac17600-8750-11eb-9ac7-ce5de747ed4e.png) ![image](https://user-images.githubusercontent.com/17108460/111504702-9745ce80-8750-11eb-9ba5-cd9462ae55c2.png) ## Do not move to Recycle bin (not expected) ![image](https://user-images.githubusercontent.com/17108460/111503915-daec0880-874f-11eb-9afd-c2640bdaa8f3.png) ![image](https://user-images.githubusercontent.com/17108460/111504092-ffe07b80-874f-11eb-957a-91aaf06b709a.png) ![image](https://user-images.githubusercontent.com/17108460/111504636-8ac17600-8750-11eb-9ac7-ce5de747ed4e.png) ![image](https://user-images.githubusercontent.com/17108460/111504778-a6c51780-8750-11eb-86ec-0d216724a9ed.png) **Minimal reproduction project:** N/A ",True,"""Move to Trash"" does not move files to Recycle Bin on Windows under specific configuration - **Godot version:** 3.2.4 rc **OS/device including version:** Windows 10 **Issue description:** Godot does not move files to Recycle Bin when a file is deleted from the filesystem dock with the ""Move to Trash"" menu option, and when the Recycle Bin is configured so that files are not placed inside Recycle Bin (via ""Properties""). Originally showcased by @aaronfranke in https://github.com/godotengine/godot-proposals/issues/2460#issuecomment-800822287. **Steps to reproduce:** *Make sure you're configuring the drive where Godot project is located.* ## Move to Recycle bin (expected) ![image](https://user-images.githubusercontent.com/17108460/111503865-d1fb3700-874f-11eb-942d-f266971aebca.png) ![image](https://user-images.githubusercontent.com/17108460/111504092-ffe07b80-874f-11eb-957a-91aaf06b709a.png) ![image](https://user-images.githubusercontent.com/17108460/111504636-8ac17600-8750-11eb-9ac7-ce5de747ed4e.png) ![image](https://user-images.githubusercontent.com/17108460/111504702-9745ce80-8750-11eb-9ba5-cd9462ae55c2.png) ## Do not move to Recycle bin (not expected) ![image](https://user-images.githubusercontent.com/17108460/111503915-daec0880-874f-11eb-9afd-c2640bdaa8f3.png) ![image](https://user-images.githubusercontent.com/17108460/111504092-ffe07b80-874f-11eb-957a-91aaf06b709a.png) ![image](https://user-images.githubusercontent.com/17108460/111504636-8ac17600-8750-11eb-9ac7-ce5de747ed4e.png) ![image](https://user-images.githubusercontent.com/17108460/111504778-a6c51780-8750-11eb-86ec-0d216724a9ed.png) **Minimal reproduction project:** N/A ",1, move to trash does not move files to recycle bin on windows under specific configuration godot version rc os device including version windows issue description godot does not move files to recycle bin when a file is deleted from the filesystem dock with the move to trash menu option and when the recycle bin is configured so that files are not placed inside recycle bin via properties originally showcased by aaronfranke in steps to reproduce make sure you re configuring the drive where godot project is located move to recycle bin expected do not move to recycle bin not expected minimal reproduction project n a ,1 11456,7244256040.0,IssuesEvent,2018-02-14 14:36:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Be able to copy paste the error from the debugger,enhancement topic:editor usability,"![screenshot 2018-02-10 19 28 29](https://user-images.githubusercontent.com/123594/36065894-c1368740-0e98-11e8-9b9d-9dab1915c972.png) It would be really awesome if people could copy that red error.",True,"Be able to copy paste the error from the debugger - ![screenshot 2018-02-10 19 28 29](https://user-images.githubusercontent.com/123594/36065894-c1368740-0e98-11e8-9b9d-9dab1915c972.png) It would be really awesome if people could copy that red error.",1,be able to copy paste the error from the debugger it would be really awesome if people could copy that red error ,1 61490,17023706440.0,IssuesEvent,2021-07-03 03:24:32,tomhughes/trac-tickets,https://api.github.com/repos/tomhughes/trac-tickets,closed,"source=OS_OpenData_* tags should not contain spaces when using ""Assign Source"" shortcut",Component: potlatch2 Priority: minor Resolution: fixed Type: defect,"**[Submitted to the original trac issue database at 1.15pm, Wednesday, 27th April 2011]** The B shortcut sets the source or source:name tag based on the current background layer. In Potlatch 2.0-14-gc925264 this maps as: ""OS OpenData StreetView"" background --> source=OS OpenData StreetView ""OS OpenData Locator"" background --> source:name=OS OpenData Locator However the wiki at http://wiki.openstreetmap.org/wiki/Ordnance_Survey_Opendata#Attributing_OS suggests these values should contain underscores instead of spaces. Taginfo shows the community is largely following the wiki: 166,945 use source=OS_OpenData_StreetView versus 79,636 with OS OpenData StreetView 21,934 use source:name=OS_OpenData_Locator versus 3,327 with OS OpenData Locator",1.0,"source=OS_OpenData_* tags should not contain spaces when using ""Assign Source"" shortcut - **[Submitted to the original trac issue database at 1.15pm, Wednesday, 27th April 2011]** The B shortcut sets the source or source:name tag based on the current background layer. In Potlatch 2.0-14-gc925264 this maps as: ""OS OpenData StreetView"" background --> source=OS OpenData StreetView ""OS OpenData Locator"" background --> source:name=OS OpenData Locator However the wiki at http://wiki.openstreetmap.org/wiki/Ordnance_Survey_Opendata#Attributing_OS suggests these values should contain underscores instead of spaces. Taginfo shows the community is largely following the wiki: 166,945 use source=OS_OpenData_StreetView versus 79,636 with OS OpenData StreetView 21,934 use source:name=OS_OpenData_Locator versus 3,327 with OS OpenData Locator",0,source os opendata tags should not contain spaces when using assign source shortcut the b shortcut sets the source or source name tag based on the current background layer in potlatch this maps as os opendata streetview background source os opendata streetview os opendata locator background source name os opendata locator however the wiki at suggests these values should contain underscores instead of spaces taginfo shows the community is largely following the wiki use source os opendata streetview versus with os opendata streetview use source name os opendata locator versus with os opendata locator,0 17941,12439120963.0,IssuesEvent,2020-05-26 09:34:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Split script editor,feature proposal topic:editor usability,"It would be neat to split the code editor in two (at least) horizontally and/or vertically. Sometimes I need to edit more than one script at a time and this would make it easier. Don't seem so hard to do, but it can wait and be done after 2.1. (I'm impressed that no one asked this before, or my GH-issue-search-fu failed on me.) ",True,"Split script editor - It would be neat to split the code editor in two (at least) horizontally and/or vertically. Sometimes I need to edit more than one script at a time and this would make it easier. Don't seem so hard to do, but it can wait and be done after 2.1. (I'm impressed that no one asked this before, or my GH-issue-search-fu failed on me.) ",1,split script editor it would be neat to split the code editor in two at least horizontally and or vertically sometimes i need to edit more than one script at a time and this would make it easier don t seem so hard to do but it can wait and be done after i m impressed that no one asked this before or my gh issue search fu failed on me ,1 285105,8754823772.0,IssuesEvent,2018-12-14 13:01:40,zephyrproject-rtos/zephyr,https://api.github.com/repos/zephyrproject-rtos/zephyr,closed,IEEE 802.1 AS gPTP grandmaster support ,area: Networking feature priority: medium,"In addition to gPTP slave support which will be implemented in [PR #6570](https://github.com/zephyrproject-rtos/zephyr/pull/6570), Zephyr needs to support gPTP Grandmaster role, as specified by IEEE standard",1.0,"IEEE 802.1 AS gPTP grandmaster support - In addition to gPTP slave support which will be implemented in [PR #6570](https://github.com/zephyrproject-rtos/zephyr/pull/6570), Zephyr needs to support gPTP Grandmaster role, as specified by IEEE standard",0,ieee as gptp grandmaster support in addition to gptp slave support which will be implemented in zephyr needs to support gptp grandmaster role as specified by ieee standard,0 424419,29086465614.0,IssuesEvent,2023-05-16 00:36:36,sseongha11/djangoNote,https://api.github.com/repos/sseongha11/djangoNote,closed,Setting up the Django Project (Note Application),documentation,"Django Project (Note Application) Setup * [x] Project Setup * [x] IDE Setup * [x] Git and GitHub Setup * [x] Git Flow Setup",1.0,"Setting up the Django Project (Note Application) - Django Project (Note Application) Setup * [x] Project Setup * [x] IDE Setup * [x] Git and GitHub Setup * [x] Git Flow Setup",0,setting up the django project note application django project note application setup project setup ide setup git and github setup git flow setup,0 16514,11014733703.0,IssuesEvent,2019-12-04 23:31:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,BakedLightmap does not react to environment,enhancement topic:rendering usability," **Godot version:** v3.0.6.stable.official **OS/device including version:** Microsoft Windows 10 Home Lenovo IdeaPad 32015IKB Touch Intel(R) Core(TM) i7-8550U @ 1.80GHz Intel(R) UHD Graphics 620 Tensor 1.0 Graphics Drivers - https://imo32.weebly.com/ **Issue description:** So I'm having a problem where if I create a BakedLightmap node and bake the lightmaps, then the meshes inside the extents of the BakedLightmap no longer react to the environment. **Steps to reproduce:** 1. Create a scene with a directional light, a cube, and a plane 2. Make sure the scene has a default procedural sky 3. Add a BakedLightmap node with extents that cover the whole scene 4. Bake it! **Minimal reproduction project:** https://drive.google.com/file/d/1MDJdG_IjoVn2hkawRbI9KhbkdXHtDETO/view?usp=sharing ",True,"BakedLightmap does not react to environment - **Godot version:** v3.0.6.stable.official **OS/device including version:** Microsoft Windows 10 Home Lenovo IdeaPad 32015IKB Touch Intel(R) Core(TM) i7-8550U @ 1.80GHz Intel(R) UHD Graphics 620 Tensor 1.0 Graphics Drivers - https://imo32.weebly.com/ **Issue description:** So I'm having a problem where if I create a BakedLightmap node and bake the lightmaps, then the meshes inside the extents of the BakedLightmap no longer react to the environment. **Steps to reproduce:** 1. Create a scene with a directional light, a cube, and a plane 2. Make sure the scene has a default procedural sky 3. Add a BakedLightmap node with extents that cover the whole scene 4. Bake it! **Minimal reproduction project:** https://drive.google.com/file/d/1MDJdG_IjoVn2hkawRbI9KhbkdXHtDETO/view?usp=sharing ",1,bakedlightmap does not react to environment godot version stable official os device including version microsoft windows home lenovo ideapad touch intel r core tm intel r uhd graphics tensor graphics drivers issue description so i m having a problem where if i create a bakedlightmap node and bake the lightmaps then the meshes inside the extents of the bakedlightmap no longer react to the environment steps to reproduce create a scene with a directional light a cube and a plane make sure the scene has a default procedural sky add a bakedlightmap node with extents that cover the whole scene bake it minimal reproduction project ,1 351099,10512662303.0,IssuesEvent,2019-09-27 18:29:27,grpc/grpc,https://api.github.com/repos/grpc/grpc,opened,"Bazel build warning: ""directory does not exist""",kind/bug priority/P2,"### What version of gRPC and what language are you using? gRPC 1.24.0 ### What operating system (Linux, Windows,...) and version? Debian Linux 10 ### What did you do? 1. Create Bazel project that depends on gRPC, importing via http_archive 2. Depend on @com_github_grpc_grpc//:grpc++_reflection 3. Build ### What did you expect to see? No warnings ### What did you see instead? INFO: From Action external/com_github_grpc_grpc/src/proto/grpc/reflection/v1alpha/reflection.grpc.pb.h: bazel-out/k8-fastbuild/bin/external/com_github_grpc_grpc/external/com_github_grpc_grpc: warning: directory does not exist. The build continues without failing, but the warning should be cleaned up nonetheless. ### Anything else we should know about your project / environment? I have traced the issue down to this line: https://github.com/grpc/grpc/blob/ecf04ccf4d8be9378166ec9e0ccf44081e211d11/bazel/generate_cc.bzl#L114 In this case, since it's building a proto in the grpc project, the `dir_out` already has `external/com_github_grpc_grpc` in it. But, because it's not in the root project (gRPC is a dependency), proto_root also is `external/com_github_grpc_grpc`. This ends up with the incorrect path with that portion repeated twice. I think this issue is avoided when building from the gRPC project directly (instead of with gRPC as a dependency) with some special-purpose code that shortcuts that logic: https://github.com/grpc/grpc/blob/ecf04ccf4d8be9378166ec9e0ccf44081e211d11/bazel/protobuf.bzl#L65-L70 I'm not confident enough that I understand all of the different corner cases that would need to taken into account (and tested) to submit a PR modifying this logic. Simple reproducer: WORKSPACE ``` workspace(name = ""example"") load(""@bazel_tools//tools/build_defs/repo:http.bzl"", ""http_archive"") http_archive( name = ""com_github_grpc_grpc"", urls = [""https://github.com/grpc/grpc/archive/v1.24.0.tar.gz""], sha256 = ""03a22a2fbfec8ccc44ff2e8061c312c9b4a0d33046b6d0c84c8eca5c56569387"", strip_prefix = ""grpc-1.24.0"", ) load(""@com_github_grpc_grpc//bazel:grpc_deps.bzl"", ""grpc_deps"") grpc_deps() load(""@upb//bazel:workspace_deps.bzl"", ""upb_deps"") upb_deps() load(""@build_bazel_rules_apple//apple:repositories.bzl"", ""apple_rules_dependencies"") apple_rules_dependencies() ``` command: `bazel build @com_github_grpc_grpc//:grpc++_reflection` or `bazel build @com_github_grpc_grpc//src/proto/grpc/reflection/v1alpha:reflection_proto` NOTE: For simplicity, this reproducer doesn't have a BUILD target that depends on gRPC targets. Instead, it directly builds what would be that dependency. The result should be the same, but it avoids muddying this with unnecessary distractors.",1.0,"Bazel build warning: ""directory does not exist"" - ### What version of gRPC and what language are you using? gRPC 1.24.0 ### What operating system (Linux, Windows,...) and version? Debian Linux 10 ### What did you do? 1. Create Bazel project that depends on gRPC, importing via http_archive 2. Depend on @com_github_grpc_grpc//:grpc++_reflection 3. Build ### What did you expect to see? No warnings ### What did you see instead? INFO: From Action external/com_github_grpc_grpc/src/proto/grpc/reflection/v1alpha/reflection.grpc.pb.h: bazel-out/k8-fastbuild/bin/external/com_github_grpc_grpc/external/com_github_grpc_grpc: warning: directory does not exist. The build continues without failing, but the warning should be cleaned up nonetheless. ### Anything else we should know about your project / environment? I have traced the issue down to this line: https://github.com/grpc/grpc/blob/ecf04ccf4d8be9378166ec9e0ccf44081e211d11/bazel/generate_cc.bzl#L114 In this case, since it's building a proto in the grpc project, the `dir_out` already has `external/com_github_grpc_grpc` in it. But, because it's not in the root project (gRPC is a dependency), proto_root also is `external/com_github_grpc_grpc`. This ends up with the incorrect path with that portion repeated twice. I think this issue is avoided when building from the gRPC project directly (instead of with gRPC as a dependency) with some special-purpose code that shortcuts that logic: https://github.com/grpc/grpc/blob/ecf04ccf4d8be9378166ec9e0ccf44081e211d11/bazel/protobuf.bzl#L65-L70 I'm not confident enough that I understand all of the different corner cases that would need to taken into account (and tested) to submit a PR modifying this logic. Simple reproducer: WORKSPACE ``` workspace(name = ""example"") load(""@bazel_tools//tools/build_defs/repo:http.bzl"", ""http_archive"") http_archive( name = ""com_github_grpc_grpc"", urls = [""https://github.com/grpc/grpc/archive/v1.24.0.tar.gz""], sha256 = ""03a22a2fbfec8ccc44ff2e8061c312c9b4a0d33046b6d0c84c8eca5c56569387"", strip_prefix = ""grpc-1.24.0"", ) load(""@com_github_grpc_grpc//bazel:grpc_deps.bzl"", ""grpc_deps"") grpc_deps() load(""@upb//bazel:workspace_deps.bzl"", ""upb_deps"") upb_deps() load(""@build_bazel_rules_apple//apple:repositories.bzl"", ""apple_rules_dependencies"") apple_rules_dependencies() ``` command: `bazel build @com_github_grpc_grpc//:grpc++_reflection` or `bazel build @com_github_grpc_grpc//src/proto/grpc/reflection/v1alpha:reflection_proto` NOTE: For simplicity, this reproducer doesn't have a BUILD target that depends on gRPC targets. Instead, it directly builds what would be that dependency. The result should be the same, but it avoids muddying this with unnecessary distractors.",0,bazel build warning directory does not exist what version of grpc and what language are you using grpc what operating system linux windows and version debian linux what did you do create bazel project that depends on grpc importing via http archive depend on com github grpc grpc grpc reflection build what did you expect to see no warnings what did you see instead info from action external com github grpc grpc src proto grpc reflection reflection grpc pb h bazel out fastbuild bin external com github grpc grpc external com github grpc grpc warning directory does not exist the build continues without failing but the warning should be cleaned up nonetheless anything else we should know about your project environment i have traced the issue down to this line in this case since it s building a proto in the grpc project the dir out already has external com github grpc grpc in it but because it s not in the root project grpc is a dependency proto root also is external com github grpc grpc this ends up with the incorrect path with that portion repeated twice i think this issue is avoided when building from the grpc project directly instead of with grpc as a dependency with some special purpose code that shortcuts that logic i m not confident enough that i understand all of the different corner cases that would need to taken into account and tested to submit a pr modifying this logic simple reproducer workspace workspace name example load bazel tools tools build defs repo http bzl http archive http archive name com github grpc grpc urls strip prefix grpc load com github grpc grpc bazel grpc deps bzl grpc deps grpc deps load upb bazel workspace deps bzl upb deps upb deps load build bazel rules apple apple repositories bzl apple rules dependencies apple rules dependencies command bazel build com github grpc grpc grpc reflection or bazel build com github grpc grpc src proto grpc reflection reflection proto note for simplicity this reproducer doesn t have a build target that depends on grpc targets instead it directly builds what would be that dependency the result should be the same but it avoids muddying this with unnecessary distractors ,0 7411,9662918435.0,IssuesEvent,2019-05-20 22:18:37,XerTheSquirrel/SquirrelJME,https://api.github.com/repos/XerTheSquirrel/SquirrelJME,opened,Add support for `javax.microedition.pim` (Personal Information Manager),compatibility enhancement,Some software may rely on PIM existing so that contacts and other events can be used.,True,Add support for `javax.microedition.pim` (Personal Information Manager) - Some software may rely on PIM existing so that contacts and other events can be used.,0,add support for javax microedition pim personal information manager some software may rely on pim existing so that contacts and other events can be used ,0 319620,27389322375.0,IssuesEvent,2023-02-28 15:18:12,magma/magma,https://api.github.com/repos/magma/magma,closed,Simplify systemd service file handling for the LTE integ tests,LTE-Integration-Test bazel,"Currently there are two different ways of handling service files. - Use the service files in `lte/gateway/deploy/roles/magma/files/systemd` - Use the Bazel-specific service files in `lte/gateway/deploy/roles/magma/files/systemd_bazel` - These files are only used in the local/dev-build LTE integ tests, not in the Debian integ tests. Initial idea: - Update `bazel/scripts/build_and_run_bazelified_agw.sh` to link the executables to the right locations. - Do not copy the Bazel service files. - Check that the Python services can find all the runfiles and that the templating mechanism is working. ",1.0,"Simplify systemd service file handling for the LTE integ tests - Currently there are two different ways of handling service files. - Use the service files in `lte/gateway/deploy/roles/magma/files/systemd` - Use the Bazel-specific service files in `lte/gateway/deploy/roles/magma/files/systemd_bazel` - These files are only used in the local/dev-build LTE integ tests, not in the Debian integ tests. Initial idea: - Update `bazel/scripts/build_and_run_bazelified_agw.sh` to link the executables to the right locations. - Do not copy the Bazel service files. - Check that the Python services can find all the runfiles and that the templating mechanism is working. ",0,simplify systemd service file handling for the lte integ tests currently there are two different ways of handling service files use the service files in lte gateway deploy roles magma files systemd use the bazel specific service files in lte gateway deploy roles magma files systemd bazel these files are only used in the local dev build lte integ tests not in the debian integ tests initial idea update bazel scripts build and run bazelified agw sh to link the executables to the right locations do not copy the bazel service files check that the python services can find all the runfiles and that the templating mechanism is working ,0 20252,15181300744.0,IssuesEvent,2021-02-15 03:04:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Adding contours of the selected object and his children nodes,enhancement topic:editor usability,"Currently it is hard to see which assets are selected, a box appears arround the model. And is the scene is instanced from a Spatial node, a little cube is added at the position of the node, with a big model or detailled one or a model with the same color as the little cube it becomes invisible. I suggest to add an highlight arround the model, maybe in orange like Blender, Unity and Unreal do. The line should be thick like in Blender 2.8. The line have less opacity when hidden behind other objects and two color, a darker color for other selection and a brighter color for the main selection. How the line works is that they should highlight every children objects when selected, so an instanced scene should highlight every assets in the scene when selected. Every children use the darker color. Here is what Blender 2.8's line looks like: ![lines](https://user-images.githubusercontent.com/30020215/39361462-dda34a2e-4a22-11e8-8d25-7b3000ef1243.png) ",True,"Adding contours of the selected object and his children nodes - Currently it is hard to see which assets are selected, a box appears arround the model. And is the scene is instanced from a Spatial node, a little cube is added at the position of the node, with a big model or detailled one or a model with the same color as the little cube it becomes invisible. I suggest to add an highlight arround the model, maybe in orange like Blender, Unity and Unreal do. The line should be thick like in Blender 2.8. The line have less opacity when hidden behind other objects and two color, a darker color for other selection and a brighter color for the main selection. How the line works is that they should highlight every children objects when selected, so an instanced scene should highlight every assets in the scene when selected. Every children use the darker color. Here is what Blender 2.8's line looks like: ![lines](https://user-images.githubusercontent.com/30020215/39361462-dda34a2e-4a22-11e8-8d25-7b3000ef1243.png) ",1,adding contours of the selected object and his children nodes currently it is hard to see which assets are selected a box appears arround the model and is the scene is instanced from a spatial node a little cube is added at the position of the node with a big model or detailled one or a model with the same color as the little cube it becomes invisible i suggest to add an highlight arround the model maybe in orange like blender unity and unreal do the line should be thick like in blender the line have less opacity when hidden behind other objects and two color a darker color for other selection and a brighter color for the main selection how the line works is that they should highlight every children objects when selected so an instanced scene should highlight every assets in the scene when selected every children use the darker color here is what blender s line looks like ,1 301988,26115318067.0,IssuesEvent,2022-12-28 04:54:38,void-linux/void-packages,https://api.github.com/repos/void-linux/void-packages,opened,Budgie Menu Not Showing Newly Installed Applications,bug needs-testing,"### Is this a new report? Yes ### System Info Void 6.0.15_1 x86_64 GenuineIntel uptodate FFFFF ### Package(s) Affected budgie-desktop-10.6.4_1 ### Does a report exist for this bug with the project's home (upstream) and/or another distro? _No response_ ### Expected behaviour After installing an application, the menu contains that application ### Actual behaviour The application menu only seems to update under certain conditions such as application removal. I wonder if a hook is missing ### Steps to reproduce 1. Launch a session of the Budgie desktop 2. Open terminal of choice and use `xbps-install` to install an application (say, `epiphany`) 3. Open the menu and start typing the application's name",1.0,"Budgie Menu Not Showing Newly Installed Applications - ### Is this a new report? Yes ### System Info Void 6.0.15_1 x86_64 GenuineIntel uptodate FFFFF ### Package(s) Affected budgie-desktop-10.6.4_1 ### Does a report exist for this bug with the project's home (upstream) and/or another distro? _No response_ ### Expected behaviour After installing an application, the menu contains that application ### Actual behaviour The application menu only seems to update under certain conditions such as application removal. I wonder if a hook is missing ### Steps to reproduce 1. Launch a session of the Budgie desktop 2. Open terminal of choice and use `xbps-install` to install an application (say, `epiphany`) 3. Open the menu and start typing the application's name",0,budgie menu not showing newly installed applications is this a new report yes system info void genuineintel uptodate fffff package s affected budgie desktop does a report exist for this bug with the project s home upstream and or another distro no response expected behaviour after installing an application the menu contains that application actual behaviour the application menu only seems to update under certain conditions such as application removal i wonder if a hook is missing steps to reproduce launch a session of the budgie desktop open terminal of choice and use xbps install to install an application say epiphany open the menu and start typing the application s name,0 14735,9458899621.0,IssuesEvent,2019-04-17 07:03:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,colorpicker's slider is hard to click,enhancement topic:core topic:editor usability,"**Godot version:** 8dd00ed1762c4956b3231d709ce0d01ee9b306c8 **OS/device including version:** win 10, 64-bit **Issue description:** when trying to click on the colorpicker's slider, your mouse has to be over the tiny white ball. example: ![](https://i.gyazo.com/956447a8b0b001eb94221bfd462d0a5b.gif) imo it'd be a lot easier if the entire circle detected the mouse, not just the inner circle. also, visually your mind thinks it's over the entire ball (but it's not, because it has to be over the inner white circle), makes it harder to click",True,"colorpicker's slider is hard to click - **Godot version:** 8dd00ed1762c4956b3231d709ce0d01ee9b306c8 **OS/device including version:** win 10, 64-bit **Issue description:** when trying to click on the colorpicker's slider, your mouse has to be over the tiny white ball. example: ![](https://i.gyazo.com/956447a8b0b001eb94221bfd462d0a5b.gif) imo it'd be a lot easier if the entire circle detected the mouse, not just the inner circle. also, visually your mind thinks it's over the entire ball (but it's not, because it has to be over the inner white circle), makes it harder to click",1,colorpicker s slider is hard to click godot version os device including version win bit issue description when trying to click on the colorpicker s slider your mouse has to be over the tiny white ball example imo it d be a lot easier if the entire circle detected the mouse not just the inner circle also visually your mind thinks it s over the entire ball but it s not because it has to be over the inner white circle makes it harder to click,1 27724,30269254046.0,IssuesEvent,2023-07-07 14:10:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Deselecting a node while working with signals,enhancement topic:editor usability,"**Godot version:** 3.1.dev-1 **OS/device including version:** Arch Linux **Issue description:** Node gets deselected after any action related to signals. Connecting them, editing, etc. **Steps to reproduce:** 1. Select a node, 2. Connect a signal, 3. Node is deselected now (at least window says so, even if it is still highlighted) ![imgur-2018_09_10-20 48 38](https://user-images.githubusercontent.com/15695377/45317473-71656080-b53a-11e8-8565-cbd516c777cd.png)",True,"Deselecting a node while working with signals - **Godot version:** 3.1.dev-1 **OS/device including version:** Arch Linux **Issue description:** Node gets deselected after any action related to signals. Connecting them, editing, etc. **Steps to reproduce:** 1. Select a node, 2. Connect a signal, 3. Node is deselected now (at least window says so, even if it is still highlighted) ![imgur-2018_09_10-20 48 38](https://user-images.githubusercontent.com/15695377/45317473-71656080-b53a-11e8-8565-cbd516c777cd.png)",1,deselecting a node while working with signals godot version dev os device including version arch linux issue description node gets deselected after any action related to signals connecting them editing etc steps to reproduce select a node connect a signal node is deselected now at least window says so even if it is still highlighted ,1 338048,30278217206.0,IssuesEvent,2023-07-07 22:06:44,microsoft/vscode-python,https://api.github.com/repos/microsoft/vscode-python,closed,Single test run fails if there is an import error in unrelated file,bug area-testing needs PR," ## Environment data - VS Code version: 1.52.1 - Extension version (available under the Extensions sidebar): v2020.12.424452561 - OS and version: macOS 10.15.7 - Python version (& distribution if applicable, e.g. Anaconda): 3.7.6 - Type of virtual environment used (N/A | venv | virtualenv | conda | ...): venv - Relevant/affected Python packages and their versions: XXX - Relevant/affected Python-related VS Code extensions and their versions: XXX - Value of the `python.languageServer` setting: Pylance [**NOTE**: If you suspect that your issue is related to the Microsoft Python Language Server (`python.languageServer: 'Microsoft'`), please download our new language server [Pylance](https://marketplace.visualstudio.com/items?itemName=ms-python.vscode-pylance) from the VS Code marketplace to see if that fixes your issue] ## Expected behaviour Discovered test should be run without even if there is problem in different test, or at least error should be reported. ## Actual behaviour Even though tests are discovered in testing tab, running single tests causes message ""No tests ran, please check the configuration settings for the tests."" to appear. No tests are run. ## Steps to reproduce: [**NOTE**: Self-contained, minimal reproducing code samples are **extremely** helpful and will expedite addressing your issue] I can't reproduce it outside our codebase, which has a lot of things glued on duck tape and Unittest discovery goes crazy, but I think here it is just a problem with error reporting [here](https://github.com/microsoft/vscode-python/blob/e2bf90c991075aefcc15b16642a5122ceab84152/pythonFiles/visualstudio_py_testlauncher.py#L347). ## Logs
Output for Python in the Output panel (ViewOutput, change the drop-down the upper-right of the Output panel to Python)

``` Unhandled exception in thread started by ```

",1.0,"Single test run fails if there is an import error in unrelated file - ## Environment data - VS Code version: 1.52.1 - Extension version (available under the Extensions sidebar): v2020.12.424452561 - OS and version: macOS 10.15.7 - Python version (& distribution if applicable, e.g. Anaconda): 3.7.6 - Type of virtual environment used (N/A | venv | virtualenv | conda | ...): venv - Relevant/affected Python packages and their versions: XXX - Relevant/affected Python-related VS Code extensions and their versions: XXX - Value of the `python.languageServer` setting: Pylance [**NOTE**: If you suspect that your issue is related to the Microsoft Python Language Server (`python.languageServer: 'Microsoft'`), please download our new language server [Pylance](https://marketplace.visualstudio.com/items?itemName=ms-python.vscode-pylance) from the VS Code marketplace to see if that fixes your issue] ## Expected behaviour Discovered test should be run without even if there is problem in different test, or at least error should be reported. ## Actual behaviour Even though tests are discovered in testing tab, running single tests causes message ""No tests ran, please check the configuration settings for the tests."" to appear. No tests are run. ## Steps to reproduce: [**NOTE**: Self-contained, minimal reproducing code samples are **extremely** helpful and will expedite addressing your issue] I can't reproduce it outside our codebase, which has a lot of things glued on duck tape and Unittest discovery goes crazy, but I think here it is just a problem with error reporting [here](https://github.com/microsoft/vscode-python/blob/e2bf90c991075aefcc15b16642a5122ceab84152/pythonFiles/visualstudio_py_testlauncher.py#L347). ## Logs
Output for Python in the Output panel (ViewOutput, change the drop-down the upper-right of the Output panel to Python)

``` Unhandled exception in thread started by ```

",0,single test run fails if there is an import error in unrelated file environment data vs code version extension version available under the extensions sidebar os and version macos python version distribution if applicable e g anaconda type of virtual environment used n a venv virtualenv conda venv relevant affected python packages and their versions xxx relevant affected python related vs code extensions and their versions xxx value of the python languageserver setting pylance from the vs code marketplace to see if that fixes your issue expected behaviour discovered test should be run without even if there is problem in different test or at least error should be reported actual behaviour even though tests are discovered in testing tab running single tests causes message no tests ran please check the configuration settings for the tests to appear no tests are run steps to reproduce i can t reproduce it outside our codebase which has a lot of things glued on duck tape and unittest discovery goes crazy but i think here it is just a problem with error reporting logs output for python in the output panel view → output change the drop down the upper right of the output panel to python unhandled exception in thread started by ,0 13607,8609789446.0,IssuesEvent,2018-11-19 00:44:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Multi node selection property slider registers loads of undos,bug topic:editor usability,"When selecting multiple nodes and changing a shared property with a slider, instead of registering 1 undo it registers n number of undos (n signifying the number of frames / input cycles while dragging the slider).",True,"Multi node selection property slider registers loads of undos - When selecting multiple nodes and changing a shared property with a slider, instead of registering 1 undo it registers n number of undos (n signifying the number of frames / input cycles while dragging the slider).",1,multi node selection property slider registers loads of undos when selecting multiple nodes and changing a shared property with a slider instead of registering undo it registers n number of undos n signifying the number of frames input cycles while dragging the slider ,1 59142,14367746138.0,IssuesEvent,2020-12-01 07:15:36,NixOS/nixpkgs,https://api.github.com/repos/NixOS/nixpkgs,closed,Vulnerability roundup 87: ffmpeg-4.3: 1 advisory [8.8],1.severity: security,"[search](https://search.nix.gsc.io/?q=ffmpeg&i=fosho&repos=NixOS-nixpkgs), [files](https://github.com/NixOS/nixpkgs/search?utf8=%E2%9C%93&q=ffmpeg+in%3Apath&type=Code) * [ ] [CVE-2020-14212](https://nvd.nist.gov/vuln/detail/CVE-2020-14212) CVSSv3=8.8 (nixos-unstable) Scanned versions: nixos-unstable: b3251e04ee4. May contain false positives. Cc @codyopel ",True,"Vulnerability roundup 87: ffmpeg-4.3: 1 advisory [8.8] - [search](https://search.nix.gsc.io/?q=ffmpeg&i=fosho&repos=NixOS-nixpkgs), [files](https://github.com/NixOS/nixpkgs/search?utf8=%E2%9C%93&q=ffmpeg+in%3Apath&type=Code) * [ ] [CVE-2020-14212](https://nvd.nist.gov/vuln/detail/CVE-2020-14212) CVSSv3=8.8 (nixos-unstable) Scanned versions: nixos-unstable: b3251e04ee4. May contain false positives. Cc @codyopel ",0,vulnerability roundup ffmpeg advisory nixos unstable scanned versions nixos unstable may contain false positives cc codyopel ,0 24964,24527833874.0,IssuesEvent,2022-10-11 14:19:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot 4 won't respect animation list,bug usability topic:import topic:animation topic:3d,"### Godot version 4 alpha 14 ### System information Windows 11, GeForce GTX 1650 ### Issue description I have re-exported all my models as glbs, since Godot 4 unfortunately has trouble with daes, When I import my glbs and go to ""advanced,"" then click on AnimationPlayer I'm allowed to slice my animations as was done in previous versions of Godot. But then Godot ignores the list, no matter what I do (it saves it and it can be seen every time I repeat the process of reimporting and going through the same steps). Yet all I ever get is a single animation named ""All Animations"" (as generated by the Babylon exporter in 3ds max). By the way, I also can't find Quat in GDScript on Godot 4 alpha 14. The following lines don't compile: var wrotation = Quat(global_transform.basis).slerp(Quat(wtransform.basis), rotation_speed) global_transform = Transform(Basis(wrotation), global_transform.origin) ### Steps to reproduce Import a glb and try slicing the animation. ### Minimal reproduction project I can't send this specific project, but all you need is Godot 4 alpha 14 and a glb with multiple animations.",True,"Godot 4 won't respect animation list - ### Godot version 4 alpha 14 ### System information Windows 11, GeForce GTX 1650 ### Issue description I have re-exported all my models as glbs, since Godot 4 unfortunately has trouble with daes, When I import my glbs and go to ""advanced,"" then click on AnimationPlayer I'm allowed to slice my animations as was done in previous versions of Godot. But then Godot ignores the list, no matter what I do (it saves it and it can be seen every time I repeat the process of reimporting and going through the same steps). Yet all I ever get is a single animation named ""All Animations"" (as generated by the Babylon exporter in 3ds max). By the way, I also can't find Quat in GDScript on Godot 4 alpha 14. The following lines don't compile: var wrotation = Quat(global_transform.basis).slerp(Quat(wtransform.basis), rotation_speed) global_transform = Transform(Basis(wrotation), global_transform.origin) ### Steps to reproduce Import a glb and try slicing the animation. ### Minimal reproduction project I can't send this specific project, but all you need is Godot 4 alpha 14 and a glb with multiple animations.",1,godot won t respect animation list godot version alpha system information windows geforce gtx issue description i have re exported all my models as glbs since godot unfortunately has trouble with daes when i import my glbs and go to advanced then click on animationplayer i m allowed to slice my animations as was done in previous versions of godot but then godot ignores the list no matter what i do it saves it and it can be seen every time i repeat the process of reimporting and going through the same steps yet all i ever get is a single animation named all animations as generated by the babylon exporter in max by the way i also can t find quat in gdscript on godot alpha the following lines don t compile var wrotation quat global transform basis slerp quat wtransform basis rotation speed global transform transform basis wrotation global transform origin steps to reproduce import a glb and try slicing the animation minimal reproduction project i can t send this specific project but all you need is godot alpha and a glb with multiple animations ,1 16932,5310856813.0,IssuesEvent,2017-02-12 23:28:51,OpenModularTurretsTeam/OpenModularTurrets,https://api.github.com/repos/OpenModularTurretsTeam/OpenModularTurrets,closed,Game crashes when a turret fires,bug code ready confirmed,"Hi there, here's the crash report that came up when a railgun turret fired upon a creeper and crashed the game ---- Minecraft Crash Report ---- WARNING: coremods are present: IvToolkit (IvToolkit-1.11.jar) FMLPlugin (InventoryTweaks-1.62-dev-75.jar) Contact their authors BEFORE contacting forge // Sorry :( Time: 2/13/17 12:45 AM XRay version: 48 Description: Ticking block entity java.lang.NoSuchMethodError: omtteam.omlib.util.compat.MathTools.sqrt_double(D)F at omtteam.openmodularturrets.tileentity.turrets.TurretHead.func_73660_a(TurretHead.java:401) at net.minecraft.world.World.func_72939_s(World.java:1801) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:621) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:720) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:624) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:240) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482) at java.lang.Thread.run(Thread.java:745) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Server thread Stacktrace: at omtteam.openmodularturrets.tileentity.turrets.TurretHead.func_73660_a(TurretHead.java:401) -- Block entity being ticked -- Details: Name: minecraft:rail_gun_turret // omtteam.openmodularturrets.tileentity.turrets.RailGunTurretTileEntity Block type: ID #1060 (tile.rail_gun_turret // omtteam.openmodularturrets.blocks.turretheads.BlockRailGunTurret) Block data value: 0 / 0x0 / 0b0000 Block location: World: (-56,65,372), Chunk: (at 8,4,4 in -4,23; contains blocks -64,0,368 to -49,255,383), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511) Actual block type: ID #1060 (tile.rail_gun_turret // omtteam.openmodularturrets.blocks.turretheads.BlockRailGunTurret) Actual block data value: 0 / 0x0 / 0b0000 Stacktrace: at net.minecraft.world.World.func_72939_s(World.java:1801) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:621) -- Affected level -- Details: Level name: A Brave New World All players: 1 total; [EntityPlayerMP['j_yepyo'/702, l='A Brave New World', x=-59.50, y=66.11, z=382.44]] Chunk stats: ServerChunkCache: 359 Drop: 0 Level seed: 7868729979312982666 Level generator: ID 00 - default, ver 1. Features enabled: true Level generator options: Level spawn location: World: (-16,64,224), Chunk: (at 0,4,0 in -1,14; contains blocks -16,0,224 to -1,255,239), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511) Level time: 255895 game time, 48700 day time Level dimension: 0 Level storage version: 0x04ABD - Anvil Level weather: Rain time: 31648 (now: false), thunder time: 144642 (now: false) Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true Stacktrace: at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:720) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:624) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:240) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482) at java.lang.Thread.run(Thread.java:745) -- System Details -- Details: Minecraft Version: 1.11.2 Operating System: Windows 10 (amd64) version 10.0 Java Version: 1.8.0_25, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 74645560 bytes (71 MB) / 1060372480 bytes (1011 MB) up to 1060372480 bytes (1011 MB) JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95 FML: Minecraft 1.11.2 MCP 9.38 Powered by Forge 13.20.0.2228 Optifine OptiFine_1.11.2_HD_U_B5 63 mods loaded, 63 mods active States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored UCHIJAAAA minecraft{1.11.2} [Minecraft] (minecraft.jar) UCHIJAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar) UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.11.2-13.20.0.2228.jar) UCHIJAAAA forge{13.20.0.2228} [Minecraft Forge] (forge-1.11.2-13.20.0.2228.jar) UCHIJAAAA ivtoolkit{1.3} [IvToolkit] (minecraft.jar) UCHIJAAAA mercurius_updater{1.0} [mercurius_updater] (MercuriusUpdater-1.11.jar) UCHIJAAAA rpghud{3.3} [RPG-Hud] ([1.11] RPG-HUD 3.3.jar) UCHIJAAAA actuallyadditions{1.11.2-r100} [Actually Additions] (ActuallyAdditions-1.11.2-r100.jar) UCHIJAAAA jei{4.2.0.210} [Just Enough Items] (jei_1.11.2-4.2.0.210.jar) UCHIJAAAA appleskin{1.0.6} [AppleSkin] (AppleSkin-mc1.11-1.0.6.jar) UCHIJAAAA baubles{1.4.3} [Baubles] (Baubles-1.11-1.4.3.jar) UCHIJAAAA thedragonlib{1.11.2-2.1.0} [TheDragonLib] (TheDragonLib-1.11.2.jar) UCHIJAAAA armorplus{1.11.2-9.5.7.8-beta} [ArmorPlus] (armorplus-1.11.2-9.5.7.8-beta.jar) UCHIJAAAA battletowers{1.5.5} [Battle Towers] (BattleTowers-1.11.2.jar) UCHIJAAAA cavern{1.6.2} [Cavern] (Cavern_1.11-v1.6.2.jar) UCHIJAAAA cfm{4.1.1} [MrCrayfish's Furniture Mod] (cfm-4.1.1-mc1.11.2.jar) UCHIJAAAA cvmm{1.0} [MrCrayfish's Vending Machine Mod] (cvmm-1.0-mc1.11.2.jar) UCHIJAAAA dailies{1.11.2-6} [Bailey's Dailies] (dailies-1.11.2-6.jar) UCHIJAAAA torohealthmod{1.11.2-8} [ToroHealth Damage Indicators] (Damage-Indicators-1.11.2.jar) UCHIJAAAA durabilityshow{4.1.0} [Durability Show] (Durability Show-1.11.2-4.1.0.jar) UCHIJAAAA embers{0.107} [Embers] (embers-0.107.jar) UCHIJAAAA extrautils2{1.0} [extrautils2] (Extra Utilities Mod-1.11.2.jar) UCHIJAAAA zerocore{1.11.2-0.1.0.2} [Zero CORE] (ZeroCore-1.11.2.jar) UCHIJAAAA bigreactors{1.11.2-0.4.5.25} [Extreme Reactors] (ExtremeReactors-1.11.2.jar) UCHIJAAAA ezwastelands{1.11-1.2} [EzWastelands] (ezwastelands-1.11-1.2.jar) UCHIJAAAA giacomosfoundry{1.3.7} [Giacomo's Foundry] (GiacomosFoundry1.11-1.3.7.jar) UCHIJAAAA gravestone{1.7.2} [Gravestone] (GraveStone Mod 1.7.2.jar) UCHIJAAAA inventorytweaks{1.62-dev-75-f4ba194} [Inventory Tweaks] (InventoryTweaks-1.62-dev-75.jar) UCHIJAAAA ironchest{1.11-7.0.17.799} [Iron Chest] (IronChest-1.11.jar) UCHIJAAAA journeymap{1.11.2-5.4.4} [JourneyMap] (journeymap-1.11.2-5.4.4.jar) UCHIJAAAA justenoughbuttons{1.11.2-1.4.1} [Just Enough Buttons] (justenoughbuttons-1.11.2-1.4.1.jar) UCHIJAAAA lightningcraft{2.8.1} [LightningCraft] (lightningcraft-2.8.1-[1.11.2].jar) UCHIJAAAA lucky{7.4.0} [Lucky Block] (LuckyBlock_1-11_v7-4-0.zip) UCHIJAAAA minecolonies{1.11-0.6.2306} [MineColonies] (minecolonies-universal-1.11-0.6.2306.jar) UCHIJAAAA mysticalagriculture{1.3.9} [Mystical Agriculture] (mysticalagriculture[1.11]-1.3.9.jar) UCHIJAAAA neat{1.4-13} [Neat] (Neat 1.4-13.jar) UCHIJAAAA omlib{1.11.2-3.0.0-55} [OMLib] (omlib-1.11.2-3.0.0-55.jar) UCHIJAAAA openmodularturrets{1.10.2-3.0.0-85} [Open Modular Turrets] (openmodularturrets-1.10.2-3.0.0-85.jar) UCHIJAAAA packingtape{1.11.0-0.6.1} [Packing Tape] (PackingTape-1.11.0-0.6.1.jar) UCHIJAAAA harvestcraft{1.11.2b} [Pam's HarvestCraft] (Pam's HarvestCraft 1.11.2b.jar) UCHIJAAAA persistentbits{1.0.6} [Persistent Bits] (PersistentBits-1.11.2.jar) UCHIJAAAA prefab{1.2.0.3} [Prefab] (prefab-1.2.0.3.jar) UCHIJAAAA randomutilities{4.1.0} [Random Utilities] (Random Utilities-1.11.2-4.1.0.jar) UCHIJAAAA reccomplex{1.2.6.1} [Recurrent Complex] (RecurrentComplex-1.11.2.jar) UCHIJAAAA refinedstorage{1.3.5} [Refined Storage] (RefinedStorage-1.11.2.jar) UCHIJAAAA xreliquary{1.11.2-1.3.3.635} [Reliquary] (Reliquary-1.11.2-1.3.3.635.jar) UCHIJAAAA roguelike{1.6.2} [Roguelike Dungeons] (RoguelikeDungeons-1.11.2-1.6.2.jar) UCHIJAAAA ruins{16.4} [Ruins Mod] (Ruins-1.11.2.jar) UCHIJAAAA simplegrinder{3.060.R1112} [Simple Grinder] (SimpleGrinder-1.11.2.jar) UCHIJAAAA lteleporters{1.11.2-2.0.2} [Simple Teleporters] (SimpleTeleporters-1.11.2-2.0.2.jar) UCHIJAAAA supplydrop{1.0.0} [Supply Drop] (Supply Drop-1.11.2.jar) UCHIJAAAA techexpansion{1.1} [Tech Expansion] (techexpansion-1.4.jar) UCHIJAAAA beneath{1.2.0} [The Beneath] (The Beneath-1.11.2-1.2.0.jar) UCHIJAAAA theoneprobe{1.4.2} [The One Probe] (theoneprobe-1.1x-1.4.2.jar) UCHIJAAAA toroquest{1.11.2-2} [ToroQuest] (toroquest-1.11.2-2.jar) UCHIJAAAA treechopper{1.1.1a} [Tree Chopper] (TreeChopper-1.11-1.1.1a.jar) UCHIJAAAA tumat{1.7.0} [TUMAT] (TUMAT-1.7.0.jar) UCHIJAAAA usefulrecipes{1.11-3.0.1} [UsefulRecipes] (usefulrecipes-3.0.1.jar) UCHIJAAAA veinminer{0.35.3} [Vein Miner] (VeinMiner-1.11-0.35.3.605+dad98e1.jar) UCHIJAAAA veinminermodsupport{0.35.3} [Mod Support] (VeinMiner-1.11-0.35.3.605+dad98e1.jar) UCHIJAAAA wasteland_meteors{1.11-0.1} [Wasteland Meteors] (wasteland_meteors-1.11-0.1.jar) UCHIJAAAA waystones{3.0.5} [Waystones] (Waystones-1.11.jar) UCHIJAAAA wearablebackpacks{2.1.0} [Wearable Backpacks] (WearableBackpacks-1.11.2-2.1.0.jar) Loaded coremods (and transformers): IvToolkit (IvToolkit-1.11.jar) FMLPlugin (InventoryTweaks-1.62-dev-75.jar) invtweaks.forge.asm.ContainerTransformer GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread. Profiler Position: N/A (disabled) Player Count: 1 / 8; [EntityPlayerMP['j_yepyo'/702, l='A Brave New World', x=-59.50, y=66.11, z=382.44]] Type: Integrated Server (map_client.txt) Is Modded: Definitely; Client brand changed to 'fml,forge' OptiFine Version: OptiFine_1.11.2_HD_U_B5 Render Distance Chunks: 5 Mipmaps: 4 Anisotropic Filtering: 1 Antialiasing: 0 Multitexture: false Shaders: null OpenGlVersion: 4.4.0 - Build 21.20.16.4550 OpenGlRenderer: Intel(R) HD Graphics 530 OpenGlVendor: Intel CpuCount: 8",1.0,"Game crashes when a turret fires - Hi there, here's the crash report that came up when a railgun turret fired upon a creeper and crashed the game ---- Minecraft Crash Report ---- WARNING: coremods are present: IvToolkit (IvToolkit-1.11.jar) FMLPlugin (InventoryTweaks-1.62-dev-75.jar) Contact their authors BEFORE contacting forge // Sorry :( Time: 2/13/17 12:45 AM XRay version: 48 Description: Ticking block entity java.lang.NoSuchMethodError: omtteam.omlib.util.compat.MathTools.sqrt_double(D)F at omtteam.openmodularturrets.tileentity.turrets.TurretHead.func_73660_a(TurretHead.java:401) at net.minecraft.world.World.func_72939_s(World.java:1801) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:621) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:720) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:624) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:240) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482) at java.lang.Thread.run(Thread.java:745) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Server thread Stacktrace: at omtteam.openmodularturrets.tileentity.turrets.TurretHead.func_73660_a(TurretHead.java:401) -- Block entity being ticked -- Details: Name: minecraft:rail_gun_turret // omtteam.openmodularturrets.tileentity.turrets.RailGunTurretTileEntity Block type: ID #1060 (tile.rail_gun_turret // omtteam.openmodularturrets.blocks.turretheads.BlockRailGunTurret) Block data value: 0 / 0x0 / 0b0000 Block location: World: (-56,65,372), Chunk: (at 8,4,4 in -4,23; contains blocks -64,0,368 to -49,255,383), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511) Actual block type: ID #1060 (tile.rail_gun_turret // omtteam.openmodularturrets.blocks.turretheads.BlockRailGunTurret) Actual block data value: 0 / 0x0 / 0b0000 Stacktrace: at net.minecraft.world.World.func_72939_s(World.java:1801) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:621) -- Affected level -- Details: Level name: A Brave New World All players: 1 total; [EntityPlayerMP['j_yepyo'/702, l='A Brave New World', x=-59.50, y=66.11, z=382.44]] Chunk stats: ServerChunkCache: 359 Drop: 0 Level seed: 7868729979312982666 Level generator: ID 00 - default, ver 1. Features enabled: true Level generator options: Level spawn location: World: (-16,64,224), Chunk: (at 0,4,0 in -1,14; contains blocks -16,0,224 to -1,255,239), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511) Level time: 255895 game time, 48700 day time Level dimension: 0 Level storage version: 0x04ABD - Anvil Level weather: Rain time: 31648 (now: false), thunder time: 144642 (now: false) Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true Stacktrace: at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:720) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:624) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:240) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482) at java.lang.Thread.run(Thread.java:745) -- System Details -- Details: Minecraft Version: 1.11.2 Operating System: Windows 10 (amd64) version 10.0 Java Version: 1.8.0_25, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 74645560 bytes (71 MB) / 1060372480 bytes (1011 MB) up to 1060372480 bytes (1011 MB) JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95 FML: Minecraft 1.11.2 MCP 9.38 Powered by Forge 13.20.0.2228 Optifine OptiFine_1.11.2_HD_U_B5 63 mods loaded, 63 mods active States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored UCHIJAAAA minecraft{1.11.2} [Minecraft] (minecraft.jar) UCHIJAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar) UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.11.2-13.20.0.2228.jar) UCHIJAAAA forge{13.20.0.2228} [Minecraft Forge] (forge-1.11.2-13.20.0.2228.jar) UCHIJAAAA ivtoolkit{1.3} [IvToolkit] (minecraft.jar) UCHIJAAAA mercurius_updater{1.0} [mercurius_updater] (MercuriusUpdater-1.11.jar) UCHIJAAAA rpghud{3.3} [RPG-Hud] ([1.11] RPG-HUD 3.3.jar) UCHIJAAAA actuallyadditions{1.11.2-r100} [Actually Additions] (ActuallyAdditions-1.11.2-r100.jar) UCHIJAAAA jei{4.2.0.210} [Just Enough Items] (jei_1.11.2-4.2.0.210.jar) UCHIJAAAA appleskin{1.0.6} [AppleSkin] (AppleSkin-mc1.11-1.0.6.jar) UCHIJAAAA baubles{1.4.3} [Baubles] (Baubles-1.11-1.4.3.jar) UCHIJAAAA thedragonlib{1.11.2-2.1.0} [TheDragonLib] (TheDragonLib-1.11.2.jar) UCHIJAAAA armorplus{1.11.2-9.5.7.8-beta} [ArmorPlus] (armorplus-1.11.2-9.5.7.8-beta.jar) UCHIJAAAA battletowers{1.5.5} [Battle Towers] (BattleTowers-1.11.2.jar) UCHIJAAAA cavern{1.6.2} [Cavern] (Cavern_1.11-v1.6.2.jar) UCHIJAAAA cfm{4.1.1} [MrCrayfish's Furniture Mod] (cfm-4.1.1-mc1.11.2.jar) UCHIJAAAA cvmm{1.0} [MrCrayfish's Vending Machine Mod] (cvmm-1.0-mc1.11.2.jar) UCHIJAAAA dailies{1.11.2-6} [Bailey's Dailies] (dailies-1.11.2-6.jar) UCHIJAAAA torohealthmod{1.11.2-8} [ToroHealth Damage Indicators] (Damage-Indicators-1.11.2.jar) UCHIJAAAA durabilityshow{4.1.0} [Durability Show] (Durability Show-1.11.2-4.1.0.jar) UCHIJAAAA embers{0.107} [Embers] (embers-0.107.jar) UCHIJAAAA extrautils2{1.0} [extrautils2] (Extra Utilities Mod-1.11.2.jar) UCHIJAAAA zerocore{1.11.2-0.1.0.2} [Zero CORE] (ZeroCore-1.11.2.jar) UCHIJAAAA bigreactors{1.11.2-0.4.5.25} [Extreme Reactors] (ExtremeReactors-1.11.2.jar) UCHIJAAAA ezwastelands{1.11-1.2} [EzWastelands] (ezwastelands-1.11-1.2.jar) UCHIJAAAA giacomosfoundry{1.3.7} [Giacomo's Foundry] (GiacomosFoundry1.11-1.3.7.jar) UCHIJAAAA gravestone{1.7.2} [Gravestone] (GraveStone Mod 1.7.2.jar) UCHIJAAAA inventorytweaks{1.62-dev-75-f4ba194} [Inventory Tweaks] (InventoryTweaks-1.62-dev-75.jar) UCHIJAAAA ironchest{1.11-7.0.17.799} [Iron Chest] (IronChest-1.11.jar) UCHIJAAAA journeymap{1.11.2-5.4.4} [JourneyMap] (journeymap-1.11.2-5.4.4.jar) UCHIJAAAA justenoughbuttons{1.11.2-1.4.1} [Just Enough Buttons] (justenoughbuttons-1.11.2-1.4.1.jar) UCHIJAAAA lightningcraft{2.8.1} [LightningCraft] (lightningcraft-2.8.1-[1.11.2].jar) UCHIJAAAA lucky{7.4.0} [Lucky Block] (LuckyBlock_1-11_v7-4-0.zip) UCHIJAAAA minecolonies{1.11-0.6.2306} [MineColonies] (minecolonies-universal-1.11-0.6.2306.jar) UCHIJAAAA mysticalagriculture{1.3.9} [Mystical Agriculture] (mysticalagriculture[1.11]-1.3.9.jar) UCHIJAAAA neat{1.4-13} [Neat] (Neat 1.4-13.jar) UCHIJAAAA omlib{1.11.2-3.0.0-55} [OMLib] (omlib-1.11.2-3.0.0-55.jar) UCHIJAAAA openmodularturrets{1.10.2-3.0.0-85} [Open Modular Turrets] (openmodularturrets-1.10.2-3.0.0-85.jar) UCHIJAAAA packingtape{1.11.0-0.6.1} [Packing Tape] (PackingTape-1.11.0-0.6.1.jar) UCHIJAAAA harvestcraft{1.11.2b} [Pam's HarvestCraft] (Pam's HarvestCraft 1.11.2b.jar) UCHIJAAAA persistentbits{1.0.6} [Persistent Bits] (PersistentBits-1.11.2.jar) UCHIJAAAA prefab{1.2.0.3} [Prefab] (prefab-1.2.0.3.jar) UCHIJAAAA randomutilities{4.1.0} [Random Utilities] (Random Utilities-1.11.2-4.1.0.jar) UCHIJAAAA reccomplex{1.2.6.1} [Recurrent Complex] (RecurrentComplex-1.11.2.jar) UCHIJAAAA refinedstorage{1.3.5} [Refined Storage] (RefinedStorage-1.11.2.jar) UCHIJAAAA xreliquary{1.11.2-1.3.3.635} [Reliquary] (Reliquary-1.11.2-1.3.3.635.jar) UCHIJAAAA roguelike{1.6.2} [Roguelike Dungeons] (RoguelikeDungeons-1.11.2-1.6.2.jar) UCHIJAAAA ruins{16.4} [Ruins Mod] (Ruins-1.11.2.jar) UCHIJAAAA simplegrinder{3.060.R1112} [Simple Grinder] (SimpleGrinder-1.11.2.jar) UCHIJAAAA lteleporters{1.11.2-2.0.2} [Simple Teleporters] (SimpleTeleporters-1.11.2-2.0.2.jar) UCHIJAAAA supplydrop{1.0.0} [Supply Drop] (Supply Drop-1.11.2.jar) UCHIJAAAA techexpansion{1.1} [Tech Expansion] (techexpansion-1.4.jar) UCHIJAAAA beneath{1.2.0} [The Beneath] (The Beneath-1.11.2-1.2.0.jar) UCHIJAAAA theoneprobe{1.4.2} [The One Probe] (theoneprobe-1.1x-1.4.2.jar) UCHIJAAAA toroquest{1.11.2-2} [ToroQuest] (toroquest-1.11.2-2.jar) UCHIJAAAA treechopper{1.1.1a} [Tree Chopper] (TreeChopper-1.11-1.1.1a.jar) UCHIJAAAA tumat{1.7.0} [TUMAT] (TUMAT-1.7.0.jar) UCHIJAAAA usefulrecipes{1.11-3.0.1} [UsefulRecipes] (usefulrecipes-3.0.1.jar) UCHIJAAAA veinminer{0.35.3} [Vein Miner] (VeinMiner-1.11-0.35.3.605+dad98e1.jar) UCHIJAAAA veinminermodsupport{0.35.3} [Mod Support] (VeinMiner-1.11-0.35.3.605+dad98e1.jar) UCHIJAAAA wasteland_meteors{1.11-0.1} [Wasteland Meteors] (wasteland_meteors-1.11-0.1.jar) UCHIJAAAA waystones{3.0.5} [Waystones] (Waystones-1.11.jar) UCHIJAAAA wearablebackpacks{2.1.0} [Wearable Backpacks] (WearableBackpacks-1.11.2-2.1.0.jar) Loaded coremods (and transformers): IvToolkit (IvToolkit-1.11.jar) FMLPlugin (InventoryTweaks-1.62-dev-75.jar) invtweaks.forge.asm.ContainerTransformer GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread. Profiler Position: N/A (disabled) Player Count: 1 / 8; [EntityPlayerMP['j_yepyo'/702, l='A Brave New World', x=-59.50, y=66.11, z=382.44]] Type: Integrated Server (map_client.txt) Is Modded: Definitely; Client brand changed to 'fml,forge' OptiFine Version: OptiFine_1.11.2_HD_U_B5 Render Distance Chunks: 5 Mipmaps: 4 Anisotropic Filtering: 1 Antialiasing: 0 Multitexture: false Shaders: null OpenGlVersion: 4.4.0 - Build 21.20.16.4550 OpenGlRenderer: Intel(R) HD Graphics 530 OpenGlVendor: Intel CpuCount: 8",0,game crashes when a turret fires hi there here s the crash report that came up when a railgun turret fired upon a creeper and crashed the game minecraft crash report warning coremods are present ivtoolkit ivtoolkit jar fmlplugin inventorytweaks dev jar contact their authors before contacting forge sorry time am xray version description ticking block entity java lang nosuchmethoderror omtteam omlib util compat mathtools sqrt double d f at omtteam openmodularturrets tileentity turrets turrethead func a turrethead java at net minecraft world world func s world java at net minecraft world worldserver func s worldserver java at net minecraft server minecraftserver func q minecraftserver java at net minecraft server minecraftserver func p minecraftserver java at net minecraft server integrated integratedserver func p integratedserver java at net minecraft server minecraftserver run minecraftserver java at java lang thread run thread java a detailed walkthrough of the error its code path and all known details is as follows head thread server thread stacktrace at omtteam openmodularturrets tileentity turrets turrethead func a turrethead java block entity being ticked details name minecraft rail gun turret omtteam openmodularturrets tileentity turrets railgunturrettileentity block type id tile rail gun turret omtteam openmodularturrets blocks turretheads blockrailgunturret block data value block location world chunk at in contains blocks to region contains chunks to blocks to actual block type id tile rail gun turret omtteam openmodularturrets blocks turretheads blockrailgunturret actual block data value stacktrace at net minecraft world world func s world java at net minecraft world worldserver func s worldserver java affected level details level name a brave new world all players total chunk stats serverchunkcache drop level seed level generator id default ver features enabled true level generator options level spawn location world chunk at in contains blocks to region contains chunks to blocks to level time game time day time level dimension level storage version anvil level weather rain time now false thunder time now false level game mode game mode survival id hardcore false cheats true stacktrace at net minecraft server minecraftserver func q minecraftserver java at net minecraft server minecraftserver func p minecraftserver java at net minecraft server integrated integratedserver func p integratedserver java at net minecraft server minecraftserver run minecraftserver java at java lang thread run thread java system details details minecraft version operating system windows version java version oracle corporation java vm version java hotspot tm bit server vm mixed mode oracle corporation memory bytes mb bytes mb up to bytes mb jvm flags total xx heapdumppath mojangtricksinteldriversforperformance javaw exe minecraft exe heapdump xx useconcmarksweepgc xx cmsincrementalmode xx useadaptivesizepolicy intcache cache tcache allocated tallocated fml minecraft mcp powered by forge optifine optifine hd u mods loaded mods active states u unloaded l loaded c constructed h pre initialized i initialized j post initialized a available d disabled e errored uchijaaaa minecraft minecraft jar uchijaaaa mcp minecraft jar uchijaaaa fml forge jar uchijaaaa forge forge jar uchijaaaa ivtoolkit minecraft jar uchijaaaa mercurius updater mercuriusupdater jar uchijaaaa rpghud rpg hud jar uchijaaaa actuallyadditions actuallyadditions jar uchijaaaa jei jei jar uchijaaaa appleskin appleskin jar uchijaaaa baubles baubles jar uchijaaaa thedragonlib thedragonlib jar uchijaaaa armorplus beta armorplus beta jar uchijaaaa battletowers battletowers jar uchijaaaa cavern cavern jar uchijaaaa cfm cfm jar uchijaaaa cvmm cvmm jar uchijaaaa dailies dailies jar uchijaaaa torohealthmod damage indicators jar uchijaaaa durabilityshow durability show jar uchijaaaa embers embers jar uchijaaaa extra utilities mod jar uchijaaaa zerocore zerocore jar uchijaaaa bigreactors extremereactors jar uchijaaaa ezwastelands ezwastelands jar uchijaaaa giacomosfoundry jar uchijaaaa gravestone gravestone mod jar uchijaaaa inventorytweaks dev inventorytweaks dev jar uchijaaaa ironchest ironchest jar uchijaaaa journeymap journeymap jar uchijaaaa justenoughbuttons justenoughbuttons jar uchijaaaa lightningcraft lightningcraft jar uchijaaaa lucky luckyblock zip uchijaaaa minecolonies minecolonies universal jar uchijaaaa mysticalagriculture mysticalagriculture jar uchijaaaa neat neat jar uchijaaaa omlib omlib jar uchijaaaa openmodularturrets openmodularturrets jar uchijaaaa packingtape packingtape jar uchijaaaa harvestcraft pam s harvestcraft jar uchijaaaa persistentbits persistentbits jar uchijaaaa prefab prefab jar uchijaaaa randomutilities random utilities jar uchijaaaa reccomplex recurrentcomplex jar uchijaaaa refinedstorage refinedstorage jar uchijaaaa xreliquary reliquary jar uchijaaaa roguelike roguelikedungeons jar uchijaaaa ruins ruins jar uchijaaaa simplegrinder simplegrinder jar uchijaaaa lteleporters simpleteleporters jar uchijaaaa supplydrop supply drop jar uchijaaaa techexpansion techexpansion jar uchijaaaa beneath the beneath jar uchijaaaa theoneprobe theoneprobe jar uchijaaaa toroquest toroquest jar uchijaaaa treechopper treechopper jar uchijaaaa tumat tumat jar uchijaaaa usefulrecipes usefulrecipes jar uchijaaaa veinminer veinminer jar uchijaaaa veinminermodsupport veinminer jar uchijaaaa wasteland meteors wasteland meteors jar uchijaaaa waystones waystones jar uchijaaaa wearablebackpacks wearablebackpacks jar loaded coremods and transformers ivtoolkit ivtoolkit jar fmlplugin inventorytweaks dev jar invtweaks forge asm containertransformer gl info error runtimeexception no opengl context found in the current thread profiler position n a disabled player count type integrated server map client txt is modded definitely client brand changed to fml forge optifine version optifine hd u render distance chunks mipmaps anisotropic filtering antialiasing multitexture false shaders null openglversion build openglrenderer intel r hd graphics openglvendor intel cpucount ,0 21710,17570603563.0,IssuesEvent,2021-08-14 16:02:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Difficulties when translating 3D view name,bug topic:editor usability topic:3d,"### Godot version 3.3.2, 3.4.beta1, 3.x(883bb2f4f6), 4.0(5de991d57c) ### System information macOS 11.4 ### Issue description Name is shown on the top left corner of each 3D viewport, like ""Top Orthognal"". But i18n and l10n are done separately on each word and then joined with a space. This is OK in English, but in languages like Chinese, the space is not needed. There is no way to get rid of the space because it's hardcoded. Wording & order may also be different depending on the context in other languages. ""Top Orthognal"" may not always be ""Top"" + ""Orthognal"". For example, Top - 顶部, Orthognal - 正交, but Top Orthognal should be 正交顶视图 in Chinese, which swaps the order and changes the words when used together. Currently, ""thanks"" to the space, ""顶部 正交"" makes sense if you think it's displaying two separate fields. But it's not ideal since Top Orthognal is always 正交顶视图 in other 3D softwares (e.g. Blender). ### Steps to reproduce Open the 3D editor in Chinese. ### Minimal reproduction project _No response_",True,"Difficulties when translating 3D view name - ### Godot version 3.3.2, 3.4.beta1, 3.x(883bb2f4f6), 4.0(5de991d57c) ### System information macOS 11.4 ### Issue description Name is shown on the top left corner of each 3D viewport, like ""Top Orthognal"". But i18n and l10n are done separately on each word and then joined with a space. This is OK in English, but in languages like Chinese, the space is not needed. There is no way to get rid of the space because it's hardcoded. Wording & order may also be different depending on the context in other languages. ""Top Orthognal"" may not always be ""Top"" + ""Orthognal"". For example, Top - 顶部, Orthognal - 正交, but Top Orthognal should be 正交顶视图 in Chinese, which swaps the order and changes the words when used together. Currently, ""thanks"" to the space, ""顶部 正交"" makes sense if you think it's displaying two separate fields. But it's not ideal since Top Orthognal is always 正交顶视图 in other 3D softwares (e.g. Blender). ### Steps to reproduce Open the 3D editor in Chinese. ### Minimal reproduction project _No response_",1,difficulties when translating view name godot version x system information macos issue description name is shown on the top left corner of each viewport like top orthognal but and are done separately on each word and then joined with a space this is ok in english but in languages like chinese the space is not needed there is no way to get rid of the space because it s hardcoded wording order may also be different depending on the context in other languages top orthognal may not always be top orthognal for example top 顶部 orthognal 正交 but top orthognal should be 正交顶视图 in chinese which swaps the order and changes the words when used together currently thanks to the space 顶部 正交 makes sense if you think it s displaying two separate fields but it s not ideal since top orthognal is always 正交顶视图 in other softwares e g blender steps to reproduce open the editor in chinese minimal reproduction project no response ,1 14957,9607092938.0,IssuesEvent,2019-05-11 15:58:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add/Remove Folders & Files File System,enhancement topic:editor usability,"**Operating system or device - Godot version:** Windows 10 64 bit - Godot 2.1.3 **Issue description:** Unable to add/remove folders and files from the File System window. Folders and files must be manually created/deleted outside of the application. A right-click menu would fit perfectly here to provide the desired functionality. ",True,"Add/Remove Folders & Files File System - **Operating system or device - Godot version:** Windows 10 64 bit - Godot 2.1.3 **Issue description:** Unable to add/remove folders and files from the File System window. Folders and files must be manually created/deleted outside of the application. A right-click menu would fit perfectly here to provide the desired functionality. ",1,add remove folders files file system operating system or device godot version windows bit godot issue description unable to add remove folders and files from the file system window folders and files must be manually created deleted outside of the application a right click menu would fit perfectly here to provide the desired functionality ,1 112691,4535948943.0,IssuesEvent,2016-09-08 18:53:39,kubernetes/kubernetes,https://api.github.com/repos/kubernetes/kubernetes,closed,[k8s.io] ReplicationController should serve a basic image on each replica with a private image {Kubernetes e2e suite},kind/flake priority/P2,"https://k8s-gubernator.appspot.com/build/kubernetes-jenkins/pr-logs/pull/25810/kubernetes-pull-build-test-e2e-gce/57376/ Failed: [k8s.io] ReplicationController should serve a basic image on each replica with a private image {Kubernetes e2e suite} ``` /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:134 Sep 5 09:29:34.021: Couldn't delete ns: ""e2e-tests-replication-controller-mv54y"": the server could not find the requested resource (errors.aggregate{(*errors.StatusError)(0xc820936f00)}) /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:338 ``` Happened on a presubmit run in #25810. ",1.0,"[k8s.io] ReplicationController should serve a basic image on each replica with a private image {Kubernetes e2e suite} - https://k8s-gubernator.appspot.com/build/kubernetes-jenkins/pr-logs/pull/25810/kubernetes-pull-build-test-e2e-gce/57376/ Failed: [k8s.io] ReplicationController should serve a basic image on each replica with a private image {Kubernetes e2e suite} ``` /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:134 Sep 5 09:29:34.021: Couldn't delete ns: ""e2e-tests-replication-controller-mv54y"": the server could not find the requested resource (errors.aggregate{(*errors.StatusError)(0xc820936f00)}) /go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/framework/framework.go:338 ``` Happened on a presubmit run in #25810. ",0, replicationcontroller should serve a basic image on each replica with a private image kubernetes suite failed replicationcontroller should serve a basic image on each replica with a private image kubernetes suite go src io kubernetes output dockerized go src io kubernetes test framework framework go sep couldn t delete ns tests replication controller the server could not find the requested resource errors aggregate errors statuserror go src io kubernetes output dockerized go src io kubernetes test framework framework go happened on a presubmit run in ,0 244314,20623019505.0,IssuesEvent,2022-03-07 19:22:16,ipld/edelweiss,https://api.github.com/repos/ipld/edelweiss,opened,add tests for generation of empty types,good first issue testing,"Add tests for the corner cases of generating ""empty"" types where it applies: - structure with no fields - inductive with no cases - union with no cases - service with no methods - tuple with no slots ",1.0,"add tests for generation of empty types - Add tests for the corner cases of generating ""empty"" types where it applies: - structure with no fields - inductive with no cases - union with no cases - service with no methods - tuple with no slots ",0,add tests for generation of empty types add tests for the corner cases of generating empty types where it applies structure with no fields inductive with no cases union with no cases service with no methods tuple with no slots ,0 58863,14496447594.0,IssuesEvent,2020-12-11 12:48:28,FORTH-ICS-INSPIRE/artemis,https://api.github.com/repos/FORTH-ICS-INSPIRE/artemis,opened,Test new monitor-1.0.1 tagged base image,build taps,"**Is your feature request related to a problem? Please describe.** No. We simply need to test the new monitor base image produced with the new bgpstream version and w/o redis server. https://github.com/slowr/artemis-base-images/blob/master/monitor/Dockerfile https://hub.docker.com/r/mavromat/artemis-base-images/tags?page=1&ordering=last_updated **Describe the solution you'd like** Check that every tap operates as expected. **Additional context** Also test and map the new live RIS and routeviews projects: ``` ris-live routeviews-live ```",1.0,"Test new monitor-1.0.1 tagged base image - **Is your feature request related to a problem? Please describe.** No. We simply need to test the new monitor base image produced with the new bgpstream version and w/o redis server. https://github.com/slowr/artemis-base-images/blob/master/monitor/Dockerfile https://hub.docker.com/r/mavromat/artemis-base-images/tags?page=1&ordering=last_updated **Describe the solution you'd like** Check that every tap operates as expected. **Additional context** Also test and map the new live RIS and routeviews projects: ``` ris-live routeviews-live ```",0,test new monitor tagged base image is your feature request related to a problem please describe no we simply need to test the new monitor base image produced with the new bgpstream version and w o redis server describe the solution you d like check that every tap operates as expected additional context also test and map the new live ris and routeviews projects ris live routeviews live ,0 26281,26647816249.0,IssuesEvent,2023-01-25 11:21:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Implement trackpad gesture panning in the TileSet editor,bug platform:macos topic:editor usability,"### Godot version 4.0.beta8 [45cac42c0] ### System information macOS 13.0.1 (22A400) ### Issue description I had similar issues on Godot 3.5, etc but I am hoping we can get the Mac trackpad to work properly within the editor. Some things work okay, but the areas I notice it the most is inside the tileset editor where on a normal mouse you can move around with MMB and zoom in with the scroll wheel. I am hoping we can allow the obvious gestures to work on the track page (pinch to zoom, swipe to pan). I have also noticed similar issues within the Animation editors. If none of the development team has a MacBook or trackpad available, I would be willing to provide any testing, etc required or possibly even send out a trackpad for them to use. I would also be interested in helping out with a PR myself if someone could point me in the right direction as I have never worked within the Godot 4 core. Thanks! ### Steps to reproduce Go to a tiletset on a Mac computer or laptop with an Apple trackpad. Try to pan or zoom inside the tile editor pane. ### Minimal reproduction project Should work inside any project.",True,"Implement trackpad gesture panning in the TileSet editor - ### Godot version 4.0.beta8 [45cac42c0] ### System information macOS 13.0.1 (22A400) ### Issue description I had similar issues on Godot 3.5, etc but I am hoping we can get the Mac trackpad to work properly within the editor. Some things work okay, but the areas I notice it the most is inside the tileset editor where on a normal mouse you can move around with MMB and zoom in with the scroll wheel. I am hoping we can allow the obvious gestures to work on the track page (pinch to zoom, swipe to pan). I have also noticed similar issues within the Animation editors. If none of the development team has a MacBook or trackpad available, I would be willing to provide any testing, etc required or possibly even send out a trackpad for them to use. I would also be interested in helping out with a PR myself if someone could point me in the right direction as I have never worked within the Godot 4 core. Thanks! ### Steps to reproduce Go to a tiletset on a Mac computer or laptop with an Apple trackpad. Try to pan or zoom inside the tile editor pane. ### Minimal reproduction project Should work inside any project.",1,implement trackpad gesture panning in the tileset editor godot version system information macos issue description i had similar issues on godot etc but i am hoping we can get the mac trackpad to work properly within the editor some things work okay but the areas i notice it the most is inside the tileset editor where on a normal mouse you can move around with mmb and zoom in with the scroll wheel i am hoping we can allow the obvious gestures to work on the track page pinch to zoom swipe to pan i have also noticed similar issues within the animation editors if none of the development team has a macbook or trackpad available i would be willing to provide any testing etc required or possibly even send out a trackpad for them to use i would also be interested in helping out with a pr myself if someone could point me in the right direction as i have never worked within the godot core thanks steps to reproduce go to a tiletset on a mac computer or laptop with an apple trackpad try to pan or zoom inside the tile editor pane minimal reproduction project should work inside any project ,1 21402,17025384006.0,IssuesEvent,2021-07-03 11:43:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,File path drag-n-drop uses double quotes even when auto-completion is set to use single quotes,enhancement topic:editor usability,"### Godot version v3.3.2.stable.official ### System information Windows 10 ### Issue description Godot has an auto-completion setting on whether to use single or double quotes. Drag-n-dropping files from the FileSystem panel into the Script Editor uses double quotes even when this setting is set to single quotes. ### Steps to reproduce 1. Set Editor Settings > General > Text Editor > Completion > Use Single Quotes to true. 2. Open up a gdscript in the Script Editor. 2. Try to drag-and-drop a file from the FileSystem panel into the script. 3. The file's path is pasted, but it is enclosed in double quotes.",True,"File path drag-n-drop uses double quotes even when auto-completion is set to use single quotes - ### Godot version v3.3.2.stable.official ### System information Windows 10 ### Issue description Godot has an auto-completion setting on whether to use single or double quotes. Drag-n-dropping files from the FileSystem panel into the Script Editor uses double quotes even when this setting is set to single quotes. ### Steps to reproduce 1. Set Editor Settings > General > Text Editor > Completion > Use Single Quotes to true. 2. Open up a gdscript in the Script Editor. 2. Try to drag-and-drop a file from the FileSystem panel into the script. 3. The file's path is pasted, but it is enclosed in double quotes.",1,file path drag n drop uses double quotes even when auto completion is set to use single quotes godot version stable official system information windows issue description godot has an auto completion setting on whether to use single or double quotes drag n dropping files from the filesystem panel into the script editor uses double quotes even when this setting is set to single quotes steps to reproduce set editor settings general text editor completion use single quotes to true open up a gdscript in the script editor try to drag and drop a file from the filesystem panel into the script the file s path is pasted but it is enclosed in double quotes ,1 21150,16595999526.0,IssuesEvent,2021-06-01 13:34:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scene Node drag & drop glitchy,bug topic:gui usability,"**Godot version:** a5a7f5f73 **OS/device including version:** Manjaro 20.0.1 (KDE) **Issue description:** 1. Scrolling down while dragging a node keeps trying to scroll back up 2. Moving mouse resets scroll (But not always) (?) ![problem](https://user-images.githubusercontent.com/14253836/83016418-853f4780-9fe7-11ea-95a3-5ebe19460bf4.gif) **Steps to reproduce:** Create a scene with enough nodes to make a scrollbar **Minimal reproduction project:** The project used in the gif above. Able to reproduce in any project with the reproduction steps. [Test.zip](https://github.com/godotengine/godot/files/4688508/Test.zip) Possibly related to: #38665 https://github.com/godotengine/godot/issues/38312#issuecomment-620898837",True,"Scene Node drag & drop glitchy - **Godot version:** a5a7f5f73 **OS/device including version:** Manjaro 20.0.1 (KDE) **Issue description:** 1. Scrolling down while dragging a node keeps trying to scroll back up 2. Moving mouse resets scroll (But not always) (?) ![problem](https://user-images.githubusercontent.com/14253836/83016418-853f4780-9fe7-11ea-95a3-5ebe19460bf4.gif) **Steps to reproduce:** Create a scene with enough nodes to make a scrollbar **Minimal reproduction project:** The project used in the gif above. Able to reproduce in any project with the reproduction steps. [Test.zip](https://github.com/godotengine/godot/files/4688508/Test.zip) Possibly related to: #38665 https://github.com/godotengine/godot/issues/38312#issuecomment-620898837",1,scene node drag drop glitchy godot version os device including version manjaro kde issue description scrolling down while dragging a node keeps trying to scroll back up moving mouse resets scroll but not always steps to reproduce create a scene with enough nodes to make a scrollbar minimal reproduction project the project used in the gif above able to reproduce in any project with the reproduction steps possibly related to ,1 3370,3421764252.0,IssuesEvent,2015-12-08 20:07:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"The ""Items"" menu for MenuButton objects is missing.",enhancement topic:editor usability,"In Godot 1.0 stable, there was an ""Items"" button when you select a MenuButton (#1079). It used to allow editing of MenuButton items on the editor but now it's gone. Please put it back in.",True,"The ""Items"" menu for MenuButton objects is missing. - In Godot 1.0 stable, there was an ""Items"" button when you select a MenuButton (#1079). It used to allow editing of MenuButton items on the editor but now it's gone. Please put it back in.",1,the items menu for menubutton objects is missing in godot stable there was an items button when you select a menubutton it used to allow editing of menubutton items on the editor but now it s gone please put it back in ,1 510758,14815741625.0,IssuesEvent,2021-01-14 07:53:14,webcompat/web-bugs,https://api.github.com/repos/webcompat/web-bugs,closed,fontawesome.com - site is not usable,browser-fenix engine-gecko ml-needsdiagnosis-false priority-normal," **URL**: https://fontawesome.com/ **Browser / Version**: Firefox Mobile 86.0 **Operating System**: Android **Tested Another Browser**: Yes Edge **Problem type**: Site is not usable **Description**: Page not loading correctly **Steps to Reproduce**:
View the screenshot
Browser Configuration
  • gfx.webrender.all: false
  • gfx.webrender.blob-images: true
  • gfx.webrender.enabled: false
  • image.mem.shared: true
  • buildID: 20210110092829
  • channel: nightly
  • hasTouchScreen: true
  • mixed active content blocked: false
  • mixed passive content blocked: false
  • tracking content blocked: false
[View console log messages](https://webcompat.com/console_logs/2021/1/f598549b-2934-420f-8085-cf5ac17a894a) _From [webcompat.com](https://webcompat.com/) with ❤️_",1.0,"fontawesome.com - site is not usable - **URL**: https://fontawesome.com/ **Browser / Version**: Firefox Mobile 86.0 **Operating System**: Android **Tested Another Browser**: Yes Edge **Problem type**: Site is not usable **Description**: Page not loading correctly **Steps to Reproduce**:
View the screenshot
Browser Configuration
  • gfx.webrender.all: false
  • gfx.webrender.blob-images: true
  • gfx.webrender.enabled: false
  • image.mem.shared: true
  • buildID: 20210110092829
  • channel: nightly
  • hasTouchScreen: true
  • mixed active content blocked: false
  • mixed passive content blocked: false
  • tracking content blocked: false
[View console log messages](https://webcompat.com/console_logs/2021/1/f598549b-2934-420f-8085-cf5ac17a894a) _From [webcompat.com](https://webcompat.com/) with ❤️_",0,fontawesome com site is not usable url browser version firefox mobile operating system android tested another browser yes edge problem type site is not usable description page not loading correctly steps to reproduce view the screenshot img alt screenshot src browser configuration gfx webrender all false gfx webrender blob images true gfx webrender enabled false image mem shared true buildid channel nightly hastouchscreen true mixed active content blocked false mixed passive content blocked false tracking content blocked false from with ❤️ ,0 18239,12691342603.0,IssuesEvent,2020-06-21 16:32:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TextEdit will block ScrollContainer scrolling down,bug topic:gui usability," **Godot version:** 3.2.2 beta3 **Issue description:** When you put a TextEdit in a ScrollContainer, it will block the scrolling of the container, but only when scrolling down. ![tkwA0NLt1y](https://user-images.githubusercontent.com/2223172/83455477-3d447880-a45e-11ea-9cd4-9b9c447d2732.gif) **Minimal reproduction project:** [ReproductionProject.zip](https://github.com/godotengine/godot/files/4713483/ReproductionProject.zip)",True,"TextEdit will block ScrollContainer scrolling down - **Godot version:** 3.2.2 beta3 **Issue description:** When you put a TextEdit in a ScrollContainer, it will block the scrolling of the container, but only when scrolling down. ![tkwA0NLt1y](https://user-images.githubusercontent.com/2223172/83455477-3d447880-a45e-11ea-9cd4-9b9c447d2732.gif) **Minimal reproduction project:** [ReproductionProject.zip](https://github.com/godotengine/godot/files/4713483/ReproductionProject.zip)",1,textedit will block scrollcontainer scrolling down please search existing issues for potential duplicates before filing yours godot version issue description when you put a textedit in a scrollcontainer it will block the scrolling of the container but only when scrolling down minimal reproduction project ,1 14985,9437099081.0,IssuesEvent,2019-04-13 12:39:47,josh-tf/cbvpos,https://api.github.com/repos/josh-tf/cbvpos,closed,WS-2014-0005 Medium Severity Vulnerability detected by WhiteSource,security vulnerability,"## WS-2014-0005 - Medium Severity Vulnerability
Vulnerable Libraries - qs-0.5.6.tgz, qs-0.6.6.tgz

qs-0.5.6.tgz

querystring parser

Library home page: http://registry.npmjs.org/qs/-/qs-0.5.6.tgz

Path to dependency file: /cbvpos/app/package.json

Path to vulnerable library: /tmp/git/cbvpos/app/node_modules/tiny-lr/node_modules/qs/package.json

Dependency Hierarchy: - grunt-contrib-watch-0.5.3.tgz (Root Library) - tiny-lr-0.0.4.tgz - :x: **qs-0.5.6.tgz** (Vulnerable Library)

qs-0.6.6.tgz

querystring parser

Library home page: https://registry.npmjs.org/qs/-/qs-0.6.6.tgz

Path to dependency file: /cbvpos/app/package.json

Path to vulnerable library: /tmp/git/cbvpos/app/node_modules/selenium-launcher/node_modules/qs/package.json

Dependency Hierarchy: - grunt-mocha-webdriver-1.2.2.tgz (Root Library) - selenium-launcher-1.5.0.tgz - request-2.26.0.tgz - :x: **qs-0.6.6.tgz** (Vulnerable Library)

Vulnerability Details

Denial-of-Service Extended Event Loop Blocking.The qs module does not have an option or default for specifying object depth and when parsing a string representing a deeply nested object will block the event loop for long periods of time

Publish Date: 2014-08-06

URL: WS-2014-0005

CVSS 2 Score Details (6.5)

Base Score Metrics not available

Suggested Fix

Type: Upgrade version

Origin: https://nodesecurity.io/advisories/qs_dos_extended_event_loop_blocking

Release Date: 2014-08-06

Fix Resolution: Update qs to version 1.0.0 or greater

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github) ",True,"WS-2014-0005 Medium Severity Vulnerability detected by WhiteSource - ## WS-2014-0005 - Medium Severity Vulnerability
Vulnerable Libraries - qs-0.5.6.tgz, qs-0.6.6.tgz

qs-0.5.6.tgz

querystring parser

Library home page: http://registry.npmjs.org/qs/-/qs-0.5.6.tgz

Path to dependency file: /cbvpos/app/package.json

Path to vulnerable library: /tmp/git/cbvpos/app/node_modules/tiny-lr/node_modules/qs/package.json

Dependency Hierarchy: - grunt-contrib-watch-0.5.3.tgz (Root Library) - tiny-lr-0.0.4.tgz - :x: **qs-0.5.6.tgz** (Vulnerable Library)

qs-0.6.6.tgz

querystring parser

Library home page: https://registry.npmjs.org/qs/-/qs-0.6.6.tgz

Path to dependency file: /cbvpos/app/package.json

Path to vulnerable library: /tmp/git/cbvpos/app/node_modules/selenium-launcher/node_modules/qs/package.json

Dependency Hierarchy: - grunt-mocha-webdriver-1.2.2.tgz (Root Library) - selenium-launcher-1.5.0.tgz - request-2.26.0.tgz - :x: **qs-0.6.6.tgz** (Vulnerable Library)

Vulnerability Details

Denial-of-Service Extended Event Loop Blocking.The qs module does not have an option or default for specifying object depth and when parsing a string representing a deeply nested object will block the event loop for long periods of time

Publish Date: 2014-08-06

URL: WS-2014-0005

CVSS 2 Score Details (6.5)

Base Score Metrics not available

Suggested Fix

Type: Upgrade version

Origin: https://nodesecurity.io/advisories/qs_dos_extended_event_loop_blocking

Release Date: 2014-08-06

Fix Resolution: Update qs to version 1.0.0 or greater

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github) ",0,ws medium severity vulnerability detected by whitesource ws medium severity vulnerability vulnerable libraries qs tgz qs tgz qs tgz querystring parser library home page a href path to dependency file cbvpos app package json path to vulnerable library tmp git cbvpos app node modules tiny lr node modules qs package json dependency hierarchy grunt contrib watch tgz root library tiny lr tgz x qs tgz vulnerable library qs tgz querystring parser library home page a href path to dependency file cbvpos app package json path to vulnerable library tmp git cbvpos app node modules selenium launcher node modules qs package json dependency hierarchy grunt mocha webdriver tgz root library selenium launcher tgz request tgz x qs tgz vulnerable library vulnerability details denial of service extended event loop blocking the qs module does not have an option or default for specifying object depth and when parsing a string representing a deeply nested object will block the event loop for long periods of time publish date url a href cvss score details base score metrics not available suggested fix type upgrade version origin a href release date fix resolution update qs to version or greater step up your open source security game with whitesource isopenpronvulnerability true isopenpronnewversion false ispackagebased true packages vulnerabilityidentifier ws vulnerabilitydetails denial of service extended event loop blocking the qs module does not have an option or default for specifying object depth and when parsing a string representing a deeply nested object will block the event loop for long periods of time medium extradata ,0 86728,15755862967.0,IssuesEvent,2021-03-31 02:31:09,turkdevops/node,https://api.github.com/repos/turkdevops/node,opened,CVE-2015-3197 (Medium) detected in opensslOpenSSL_1_0_1i,security vulnerability,"## CVE-2015-3197 - Medium Severity Vulnerability
Vulnerable Library - opensslOpenSSL_1_0_1i

TLS/SSL and crypto library

Library home page: https://github.com/openssl/openssl.git

Found in base branch: archived-io.js-v0.10

Vulnerable Source Files (2)

node/deps/openssl/openssl/ssl/s2_srvr.c node/deps/openssl/openssl/ssl/s2_srvr.c

Vulnerability Details

ssl/s2_srvr.c in OpenSSL 1.0.1 before 1.0.1r and 1.0.2 before 1.0.2f does not prevent use of disabled ciphers, which makes it easier for man-in-the-middle attackers to defeat cryptographic protection mechanisms by performing computations on SSLv2 traffic, related to the get_client_master_key and get_client_hello functions.

Publish Date: 2016-02-15

URL: CVE-2015-3197

CVSS 3 Score Details (5.9)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: None - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://nvd.nist.gov/vuln/detail/CVE-2015-3197

Release Date: 2016-02-15

Fix Resolution: 1.0.1r,1.0.2f

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2015-3197 (Medium) detected in opensslOpenSSL_1_0_1i - ## CVE-2015-3197 - Medium Severity Vulnerability
Vulnerable Library - opensslOpenSSL_1_0_1i

TLS/SSL and crypto library

Library home page: https://github.com/openssl/openssl.git

Found in base branch: archived-io.js-v0.10

Vulnerable Source Files (2)

node/deps/openssl/openssl/ssl/s2_srvr.c node/deps/openssl/openssl/ssl/s2_srvr.c

Vulnerability Details

ssl/s2_srvr.c in OpenSSL 1.0.1 before 1.0.1r and 1.0.2 before 1.0.2f does not prevent use of disabled ciphers, which makes it easier for man-in-the-middle attackers to defeat cryptographic protection mechanisms by performing computations on SSLv2 traffic, related to the get_client_master_key and get_client_hello functions.

Publish Date: 2016-02-15

URL: CVE-2015-3197

CVSS 3 Score Details (5.9)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: None - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://nvd.nist.gov/vuln/detail/CVE-2015-3197

Release Date: 2016-02-15

Fix Resolution: 1.0.1r,1.0.2f

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in opensslopenssl cve medium severity vulnerability vulnerable library opensslopenssl tls ssl and crypto library library home page a href found in base branch archived io js vulnerable source files node deps openssl openssl ssl srvr c node deps openssl openssl ssl srvr c vulnerability details ssl srvr c in openssl before and before does not prevent use of disabled ciphers which makes it easier for man in the middle attackers to defeat cryptographic protection mechanisms by performing computations on traffic related to the get client master key and get client hello functions publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity high privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact none availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution step up your open source security game with whitesource ,0 13528,16060961407.0,IssuesEvent,2021-04-23 12:30:06,CERT-Polska/drakvuf-sandbox,https://api.github.com/repos/CERT-Polska/drakvuf-sandbox,closed,RVAs of apicalls,certpl drakrun/postprocessing enhancement priority:medium,"I have a list of 1024 apicalls, which come from 36 DLLs. For each snapshot (or karton task) I need RVAs of this apicalls inside the DLLs. I prefer to get these RVAs from karton tasks, I would have everything in one place. Since there are only 1024 of these functions, it shouldn't be a problem? But it's not a ""must be"" for me. The list of apicalls is here: https://github.com/danielplohmann/apiscout/blob/master/apiscout/data/winapi1024v1.txt and the list of DDLs is as follows: ``` ['GdiPlus.dll', 'Wldap32.dll', 'advapi32.dll', 'comctl32.dll', 'crypt32.dll', 'dnsapi.dll', 'gdi32.dll', 'imagehlp.dll', 'imm32.dll', 'iphlpapi.dll', 'kernel32.dll', 'mpr.dll', 'msacm32.dll', 'msvcrt.dll', 'netapi32.dll', 'ntdll.dll', 'ole32.dll', 'oleaut32.dll', 'powrprof.dll', 'psapi.dll', 'rpcrt4.dll', 'secur32.dll', 'sensapi.dll', 'shell32.dll', 'shlwapi.dll', 'urlmon.dll', 'user32.dll', 'userenv.dll', 'version.dll', 'winhttp.dll', 'wininet.dll', 'winmm.dll', 'winspool.drv', 'ws2_32.dll', 'wsock32.dll', 'wtsapi32.dll'] ```",1.0,"RVAs of apicalls - I have a list of 1024 apicalls, which come from 36 DLLs. For each snapshot (or karton task) I need RVAs of this apicalls inside the DLLs. I prefer to get these RVAs from karton tasks, I would have everything in one place. Since there are only 1024 of these functions, it shouldn't be a problem? But it's not a ""must be"" for me. The list of apicalls is here: https://github.com/danielplohmann/apiscout/blob/master/apiscout/data/winapi1024v1.txt and the list of DDLs is as follows: ``` ['GdiPlus.dll', 'Wldap32.dll', 'advapi32.dll', 'comctl32.dll', 'crypt32.dll', 'dnsapi.dll', 'gdi32.dll', 'imagehlp.dll', 'imm32.dll', 'iphlpapi.dll', 'kernel32.dll', 'mpr.dll', 'msacm32.dll', 'msvcrt.dll', 'netapi32.dll', 'ntdll.dll', 'ole32.dll', 'oleaut32.dll', 'powrprof.dll', 'psapi.dll', 'rpcrt4.dll', 'secur32.dll', 'sensapi.dll', 'shell32.dll', 'shlwapi.dll', 'urlmon.dll', 'user32.dll', 'userenv.dll', 'version.dll', 'winhttp.dll', 'wininet.dll', 'winmm.dll', 'winspool.drv', 'ws2_32.dll', 'wsock32.dll', 'wtsapi32.dll'] ```",0,rvas of apicalls i have a list of apicalls which come from dlls for each snapshot or karton task i need rvas of this apicalls inside the dlls i prefer to get these rvas from karton tasks i would have everything in one place since there are only of these functions it shouldn t be a problem but it s not a must be for me the list of apicalls is here and the list of ddls is as follows ,0 69300,14987614144.0,IssuesEvent,2021-01-28 23:17:18,turkdevops/sourcegraph,https://api.github.com/repos/turkdevops/sourcegraph,opened,CVE-2021-23326 (High) detected in git-loader-6.2.5.tgz,security vulnerability,"## CVE-2021-23326 - High Severity Vulnerability
Vulnerable Library - git-loader-6.2.5.tgz

A set of utils for faster development of GraphQL tools

Library home page: https://registry.npmjs.org/@graphql-tools/git-loader/-/git-loader-6.2.5.tgz

Path to dependency file: sourcegraph/yarn.lock

Path to vulnerable library: sourcegraph/yarn.lock

Dependency Hierarchy: - cli-1.19.4.tgz (Root Library) - :x: **git-loader-6.2.5.tgz** (Vulnerable Library)

Found in HEAD commit: 8e6dcc959a8da3ef2f57bd4d9c7bec845ef98082

Found in base branch: main

Vulnerability Details

This affects the package @graphql-tools/git-loader before 6.2.6. The use of exec and execSync in packages/loaders/git/src/load-git.ts allows arbitrary command injection.

Publish Date: 2021-01-20

URL: CVE-2021-23326

CVSS 3 Score Details (8.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/ardatan/graphql-tools/releases/tag/%40graphql-tools%2Fgit-loader%406.2.6

Release Date: 2021-01-20

Fix Resolution: @graphql-tools/git-loader@6.2.6

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2021-23326 (High) detected in git-loader-6.2.5.tgz - ## CVE-2021-23326 - High Severity Vulnerability
Vulnerable Library - git-loader-6.2.5.tgz

A set of utils for faster development of GraphQL tools

Library home page: https://registry.npmjs.org/@graphql-tools/git-loader/-/git-loader-6.2.5.tgz

Path to dependency file: sourcegraph/yarn.lock

Path to vulnerable library: sourcegraph/yarn.lock

Dependency Hierarchy: - cli-1.19.4.tgz (Root Library) - :x: **git-loader-6.2.5.tgz** (Vulnerable Library)

Found in HEAD commit: 8e6dcc959a8da3ef2f57bd4d9c7bec845ef98082

Found in base branch: main

Vulnerability Details

This affects the package @graphql-tools/git-loader before 6.2.6. The use of exec and execSync in packages/loaders/git/src/load-git.ts allows arbitrary command injection.

Publish Date: 2021-01-20

URL: CVE-2021-23326

CVSS 3 Score Details (8.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/ardatan/graphql-tools/releases/tag/%40graphql-tools%2Fgit-loader%406.2.6

Release Date: 2021-01-20

Fix Resolution: @graphql-tools/git-loader@6.2.6

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in git loader tgz cve high severity vulnerability vulnerable library git loader tgz a set of utils for faster development of graphql tools library home page a href path to dependency file sourcegraph yarn lock path to vulnerable library sourcegraph yarn lock dependency hierarchy cli tgz root library x git loader tgz vulnerable library found in head commit a href found in base branch main vulnerability details this affects the package graphql tools git loader before the use of exec and execsync in packages loaders git src load git ts allows arbitrary command injection publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction required scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution graphql tools git loader step up your open source security game with whitesource ,0 20959,16374286826.0,IssuesEvent,2021-05-15 19:39:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scripts should be scene identifiable,enhancement topic:editor usability,"There should be a way to tell which script belongs to which scene. By opening a lot of scripts, after a while it gets messy what is from where. Maybe a note at the bottom of the script window, like from objName, SceneName, or whatnot. ",True,"Scripts should be scene identifiable - There should be a way to tell which script belongs to which scene. By opening a lot of scripts, after a while it gets messy what is from where. Maybe a note at the bottom of the script window, like from objName, SceneName, or whatnot. ",1,scripts should be scene identifiable there should be a way to tell which script belongs to which scene by opening a lot of scripts after a while it gets messy what is from where maybe a note at the bottom of the script window like from objname scenename or whatnot ,1 14360,9101637764.0,IssuesEvent,2019-02-20 11:39:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Releasing mouse button without moving 2D object cause print to output ""Move CanvasItem""",enhancement topic:editor usability,"**Godot version:** 3.1 f2cc969 **OS/device including version:** Windows 10 **Issue description:** I don't know if it is bug or not but when I select the 2d object(e.g. CollisionShape2D) by LMB and I didn't change mouse position and then I release this button then Godot print to output ""Move CanvasItem"". It is little confusing for people which only select object but doesn't change its position. **Steps to reproduce:** https://streamable.com/4459v",True,"Releasing mouse button without moving 2D object cause print to output ""Move CanvasItem"" - **Godot version:** 3.1 f2cc969 **OS/device including version:** Windows 10 **Issue description:** I don't know if it is bug or not but when I select the 2d object(e.g. CollisionShape2D) by LMB and I didn't change mouse position and then I release this button then Godot print to output ""Move CanvasItem"". It is little confusing for people which only select object but doesn't change its position. **Steps to reproduce:** https://streamable.com/4459v",1,releasing mouse button without moving object cause print to output move canvasitem godot version os device including version windows issue description i don t know if it is bug or not but when i select the object e g by lmb and i didn t change mouse position and then i release this button then godot print to output move canvasitem it is little confusing for people which only select object but doesn t change its position steps to reproduce ,1 13235,8379921095.0,IssuesEvent,2018-10-07 09:03:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,New inspector doesn't change theme with rest of editor.,bug topic:editor usability,"**Godot version:** Godot master ba125a6 **OS/device including version:** Solus Linux (rolling release) **Issue description:** When changing the editor's theme, portions of the inspector fail to update their colors. **Steps to reproduce:** Change the editor's theme (Editor->Settings->Theme), see the inspector's internal area not update. ",True,"New inspector doesn't change theme with rest of editor. - **Godot version:** Godot master ba125a6 **OS/device including version:** Solus Linux (rolling release) **Issue description:** When changing the editor's theme, portions of the inspector fail to update their colors. **Steps to reproduce:** Change the editor's theme (Editor->Settings->Theme), see the inspector's internal area not update. ",1,new inspector doesn t change theme with rest of editor godot version godot master os device including version solus linux rolling release issue description when changing the editor s theme portions of the inspector fail to update their colors steps to reproduce change the editor s theme editor settings theme see the inspector s internal area not update ,1 27985,30841261160.0,IssuesEvent,2023-08-02 10:48:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scene tree filter menu icon doesn't get updated on theme switch,bug topic:editor usability topic:gui,"### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - Debian GNU/Linux trixie/sid trixie - Vulkan (Compatibility) - Mesa Intel(R) HD Graphics 520 (SKL GT2) () - Intel(R) Core(TM) i7-6500U CPU @ 2.50GHz (4 Threads) ### Issue description After right clicking in thet ""Filter Nodes"" menu in the scene tree dock, the sub-menu is populated with a ""Search"" icon. If I later switch themes in the same session, this icon is never updated to match the new theme. ![image](https://github.com/godotengine/godot/assets/660911/14336bb3-12ca-48c8-b030-8ada6ac27ec6) ### Steps to reproduce 1. Right click in the ""Filter Nodes"" menu in scene tree dock 2. Switch themes 3. Right click again in the ""Filter Nodes"" menu Expected result: Icon has updated to match the theme I am currently using Actual result: Icon is still using the theme I launched Godot with ### Minimal reproduction project N/A",True,"Scene tree filter menu icon doesn't get updated on theme switch - ### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - Debian GNU/Linux trixie/sid trixie - Vulkan (Compatibility) - Mesa Intel(R) HD Graphics 520 (SKL GT2) () - Intel(R) Core(TM) i7-6500U CPU @ 2.50GHz (4 Threads) ### Issue description After right clicking in thet ""Filter Nodes"" menu in the scene tree dock, the sub-menu is populated with a ""Search"" icon. If I later switch themes in the same session, this icon is never updated to match the new theme. ![image](https://github.com/godotengine/godot/assets/660911/14336bb3-12ca-48c8-b030-8ada6ac27ec6) ### Steps to reproduce 1. Right click in the ""Filter Nodes"" menu in scene tree dock 2. Switch themes 3. Right click again in the ""Filter Nodes"" menu Expected result: Icon has updated to match the theme I am currently using Actual result: Icon is still using the theme I launched Godot with ### Minimal reproduction project N/A",1,scene tree filter menu icon doesn t get updated on theme switch godot version stable official system information godot stable debian gnu linux trixie sid trixie vulkan compatibility mesa intel r hd graphics skl intel r core tm cpu threads issue description after right clicking in thet filter nodes menu in the scene tree dock the sub menu is populated with a search icon if i later switch themes in the same session this icon is never updated to match the new theme steps to reproduce right click in the filter nodes menu in scene tree dock switch themes right click again in the filter nodes menu expected result icon has updated to match the theme i am currently using actual result icon is still using the theme i launched godot with minimal reproduction project n a,1 6618,4386743942.0,IssuesEvent,2016-08-08 13:51:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Ability to call VS func for external Node,enhancement topic:visualscript usability,"**Operating system or device - Godot version:** 72748d1363d090f33d5ca6b9c00142b5e8f7d78f **Issue description** (what happened, and what was expected): I actually think it's a bug, since I have feeling this was working before and `Call Instance` VS node was able to do this, to the point: I think there should be VS node which could allow us to make a function call on an VS node which is holding scene with a script. Let me illustrate this: ![callfuncinnode](https://cloud.githubusercontent.com/assets/6129594/17481903/8656c804-5d7f-11e6-9b0b-c3db71f017e4.png) If we could have this kind of node together with https://github.com/godotengine/godot/issues/6071 then calling a functions would be a breeze, just dragdrop node from scene, connect with callFuncNode and type couple of letters with fuzzy matching to find proper function. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Ability to call VS func for external Node - **Operating system or device - Godot version:** 72748d1363d090f33d5ca6b9c00142b5e8f7d78f **Issue description** (what happened, and what was expected): I actually think it's a bug, since I have feeling this was working before and `Call Instance` VS node was able to do this, to the point: I think there should be VS node which could allow us to make a function call on an VS node which is holding scene with a script. Let me illustrate this: ![callfuncinnode](https://cloud.githubusercontent.com/assets/6129594/17481903/8656c804-5d7f-11e6-9b0b-c3db71f017e4.png) If we could have this kind of node together with https://github.com/godotengine/godot/issues/6071 then calling a functions would be a breeze, just dragdrop node from scene, connect with callFuncNode and type couple of letters with fuzzy matching to find proper function. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,ability to call vs func for external node operating system or device godot version issue description what happened and what was expected i actually think it s a bug since i have feeling this was working before and call instance vs node was able to do this to the point i think there should be vs node which could allow us to make a function call on an vs node which is holding scene with a script let me illustrate this if we could have this kind of node together with then calling a functions would be a breeze just dragdrop node from scene connect with callfuncnode and type couple of letters with fuzzy matching to find proper function steps to reproduce link to minimal example project optional but very welcome ,1 13654,8632550028.0,IssuesEvent,2018-11-22 11:07:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,OS X (El Capitan) delayed UI responsiveness to mouse interactions,bug platform:osx topic:porting usability,"In an empty project, newly installed Godot, trying to follow the ""Hello World"" tutorial. The user interface's responsiveness to mouse interactions is very poor. Sometimes I have to click on a menu item or button 3 or 4 times before the UI responds. Responsiveness is subjective but no other software on this computer exhibits anything like this behavior. I need advice on how to crack this open. I could screen capture a video. I will remove all startup items to see if that reveals a hidden conflict. I'll post the results. I first referred to this in [https://godotengine.org/qa/9630/godot-editor-interface-performance-bottleneck-on-mac-os-x?show=9697#c9697](url) Godot v2.1.stable.official Mac Pro (early 2009) OS X El Capitan 2 x 2.66 GHz Quad Core Intel Xeon 16 GB 1066 MHz DDR3 ECC nVidia GeForce GT 120 512 MB.",True,"OS X (El Capitan) delayed UI responsiveness to mouse interactions - In an empty project, newly installed Godot, trying to follow the ""Hello World"" tutorial. The user interface's responsiveness to mouse interactions is very poor. Sometimes I have to click on a menu item or button 3 or 4 times before the UI responds. Responsiveness is subjective but no other software on this computer exhibits anything like this behavior. I need advice on how to crack this open. I could screen capture a video. I will remove all startup items to see if that reveals a hidden conflict. I'll post the results. I first referred to this in [https://godotengine.org/qa/9630/godot-editor-interface-performance-bottleneck-on-mac-os-x?show=9697#c9697](url) Godot v2.1.stable.official Mac Pro (early 2009) OS X El Capitan 2 x 2.66 GHz Quad Core Intel Xeon 16 GB 1066 MHz DDR3 ECC nVidia GeForce GT 120 512 MB.",1,os x el capitan delayed ui responsiveness to mouse interactions in an empty project newly installed godot trying to follow the hello world tutorial the user interface s responsiveness to mouse interactions is very poor sometimes i have to click on a menu item or button or times before the ui responds responsiveness is subjective but no other software on this computer exhibits anything like this behavior i need advice on how to crack this open i could screen capture a video i will remove all startup items to see if that reveals a hidden conflict i ll post the results i first referred to this in url godot stable official mac pro early os x el capitan x ghz quad core intel xeon gb mhz ecc nvidia geforce gt mb ,1 21988,18247361275.0,IssuesEvent,2021-10-01 20:25:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improve changing values in the inspector,enhancement topic:editor usability,"**Issue description:** A possibility to change values quicker by continuous holding pressed arrow buttons would be useful. For example 10 steps/second. ![imgur-2018_10_13-13 31 38](https://user-images.githubusercontent.com/15695377/46904919-27cab580-ceec-11e8-8289-196484e8bd11.png) It is possible to change value by pressing buttons already, but 1 click = 1 step.",True,"Improve changing values in the inspector - **Issue description:** A possibility to change values quicker by continuous holding pressed arrow buttons would be useful. For example 10 steps/second. ![imgur-2018_10_13-13 31 38](https://user-images.githubusercontent.com/15695377/46904919-27cab580-ceec-11e8-8289-196484e8bd11.png) It is possible to change value by pressing buttons already, but 1 click = 1 step.",1,improve changing values in the inspector issue description a possibility to change values quicker by continuous holding pressed arrow buttons would be useful for example steps second it is possible to change value by pressing buttons already but click step ,1 385372,11419783179.0,IssuesEvent,2020-02-03 08:47:10,zephyrproject-rtos/zephyr,https://api.github.com/repos/zephyrproject-rtos/zephyr,closed,net: ip: net_pkt_pull(): packet corruption when using CONFIG_NET_BUF_DATA_SIZE larger than 256,area: Networking bug priority: low,"**Describe the bug** `CONFIG_NET_BUF_DATA_SIZE` has a default of 128. When using `CONFIG_NET_BUF_FIXED_DATA_SIZE=y` and `CONFIG_NET_BUF_DATA_SIZE` > 256 (e.g. 512), `net_pkt_pull()` corrupts the packet, as it calculates the lengths using `u8_t`. This can be reproduced when using ipv6 with packet fragmentation. The packet reassembling code uses `net_pkt_pull()` on received packets. You can send large ipv6 pings (e.g. `ping6 -s 2000 192.0.2.2`) to see the corrupted data **Impact** This is a showstopper when working with fragmented IPV6 packets. **Environment (please complete the following information):** - OS: Linux - Toolchain: Zephyr SDK - Version: current master **Additional context** The solution is to change the type of `left, rem` from `u8_t` to `size_t`: ``` diff --git a/subsys/net/ip/net_pkt.c b/subsys/net/ip/net_pkt.c index dfd2596c8d..8ceb13ffea 100644 --- a/subsys/net/ip/net_pkt.c +++ b/subsys/net/ip/net_pkt.c @@ -1848,7 +1848,7 @@ int net_pkt_pull(struct net_pkt *pkt, size_t length) net_pkt_cursor_backup(pkt, &backup); while (length) { - u8_t left, rem; + size_t left, rem; pkt_cursor_advance(pkt, false); ``` ",1.0,"net: ip: net_pkt_pull(): packet corruption when using CONFIG_NET_BUF_DATA_SIZE larger than 256 - **Describe the bug** `CONFIG_NET_BUF_DATA_SIZE` has a default of 128. When using `CONFIG_NET_BUF_FIXED_DATA_SIZE=y` and `CONFIG_NET_BUF_DATA_SIZE` > 256 (e.g. 512), `net_pkt_pull()` corrupts the packet, as it calculates the lengths using `u8_t`. This can be reproduced when using ipv6 with packet fragmentation. The packet reassembling code uses `net_pkt_pull()` on received packets. You can send large ipv6 pings (e.g. `ping6 -s 2000 192.0.2.2`) to see the corrupted data **Impact** This is a showstopper when working with fragmented IPV6 packets. **Environment (please complete the following information):** - OS: Linux - Toolchain: Zephyr SDK - Version: current master **Additional context** The solution is to change the type of `left, rem` from `u8_t` to `size_t`: ``` diff --git a/subsys/net/ip/net_pkt.c b/subsys/net/ip/net_pkt.c index dfd2596c8d..8ceb13ffea 100644 --- a/subsys/net/ip/net_pkt.c +++ b/subsys/net/ip/net_pkt.c @@ -1848,7 +1848,7 @@ int net_pkt_pull(struct net_pkt *pkt, size_t length) net_pkt_cursor_backup(pkt, &backup); while (length) { - u8_t left, rem; + size_t left, rem; pkt_cursor_advance(pkt, false); ``` ",0,net ip net pkt pull packet corruption when using config net buf data size larger than describe the bug config net buf data size has a default of when using config net buf fixed data size y and config net buf data size e g net pkt pull corrupts the packet as it calculates the lengths using t this can be reproduced when using with packet fragmentation the packet reassembling code uses net pkt pull on received packets you can send large pings e g s to see the corrupted data impact this is a showstopper when working with fragmented packets environment please complete the following information os linux toolchain zephyr sdk version current master additional context the solution is to change the type of left rem from t to size t diff git a subsys net ip net pkt c b subsys net ip net pkt c index a subsys net ip net pkt c b subsys net ip net pkt c int net pkt pull struct net pkt pkt size t length net pkt cursor backup pkt backup while length t left rem size t left rem pkt cursor advance pkt false ,0 89226,17836198601.0,IssuesEvent,2021-09-03 01:40:46,fosscord/fosscord-server,https://api.github.com/repos/fosscord/fosscord-server,closed,Gateway LazyRequest error,bug gateway opcode,"The error is caused by a leftover mongodb query ``` TypeError: Cannot read property 'collection' of undefined at WebSocket.onLazyRequest (/.../fosscord-server/gateway/dist/opcodes/LazyRequest.js:20:10) at async WebSocket.Message (/.../fosscord-server/gateway/dist/events/Message.js:42:16) ``` ",1.0,"Gateway LazyRequest error - The error is caused by a leftover mongodb query ``` TypeError: Cannot read property 'collection' of undefined at WebSocket.onLazyRequest (/.../fosscord-server/gateway/dist/opcodes/LazyRequest.js:20:10) at async WebSocket.Message (/.../fosscord-server/gateway/dist/events/Message.js:42:16) ``` ",0,gateway lazyrequest error the error is caused by a leftover mongodb query typeerror cannot read property collection of undefined at websocket onlazyrequest fosscord server gateway dist opcodes lazyrequest js at async websocket message fosscord server gateway dist events message js ,0 474008,13650779252.0,IssuesEvent,2020-09-26 20:58:52,DukeMobileDevCenter/Jigsaw,https://api.github.com/repos/DukeMobileDevCenter/Jigsaw,closed,[Logistic] Make GitHub Actions only run on certain label,C-logistics E-wontfix Priority-low,To avoid waiting too long when editing README or making non-swift changes.,1.0,[Logistic] Make GitHub Actions only run on certain label - To avoid waiting too long when editing README or making non-swift changes.,0, make github actions only run on certain label to avoid waiting too long when editing readme or making non swift changes ,0 24286,23592491276.0,IssuesEvent,2022-08-23 16:17:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Bezier editor in animation player has no inspector for keyframes,bug topic:editor usability regression topic:animation,"### Godot version v4.0.alpha.custom_build [862da78ee] ### System information Linux Fedora, Radeon RX 590 ### Issue description When clicking on keyframes in the bezier editor in 4.x, there is no inspector for the keyframes, which makes inserting precise values highly challenging. Godot3: ![image](https://user-images.githubusercontent.com/7917475/183386323-cb1da69c-acd4-4ab9-a803-aae9a0540f28.png) Godot4 ![image](https://user-images.githubusercontent.com/7917475/183385415-367b83ae-9acd-45d1-a94a-555d95d6af36.png) ### Steps to reproduce Create an animation with curve keyframes, open the curve editor, observe no inspector. ### Minimal reproduction project _No response_",True,"Bezier editor in animation player has no inspector for keyframes - ### Godot version v4.0.alpha.custom_build [862da78ee] ### System information Linux Fedora, Radeon RX 590 ### Issue description When clicking on keyframes in the bezier editor in 4.x, there is no inspector for the keyframes, which makes inserting precise values highly challenging. Godot3: ![image](https://user-images.githubusercontent.com/7917475/183386323-cb1da69c-acd4-4ab9-a803-aae9a0540f28.png) Godot4 ![image](https://user-images.githubusercontent.com/7917475/183385415-367b83ae-9acd-45d1-a94a-555d95d6af36.png) ### Steps to reproduce Create an animation with curve keyframes, open the curve editor, observe no inspector. ### Minimal reproduction project _No response_",1,bezier editor in animation player has no inspector for keyframes godot version alpha custom build system information linux fedora radeon rx issue description when clicking on keyframes in the bezier editor in x there is no inspector for the keyframes which makes inserting precise values highly challenging steps to reproduce create an animation with curve keyframes open the curve editor observe no inspector minimal reproduction project no response ,1 481635,13889629027.0,IssuesEvent,2020-10-19 08:10:21,jcr7467/UCLAbookstack,https://api.github.com/repos/jcr7467/UCLAbookstack,opened,Pagination bug. Not displaying page number bottom right,Priority - Medium bug,"**Describe the bug** When we apply a filter, we cannot see the page number correctly in the pagination bar **To Reproduce** Steps to reproduce the behavior: 1. Search all books, and notice how in the bottom right we can still see the page number 2. Select a filter 3. See error **Expected behavior** Display the page number that the person is currently on even when filters are applied In the image below, we can see that there is no page number displayed. ",1.0,"Pagination bug. Not displaying page number bottom right - **Describe the bug** When we apply a filter, we cannot see the page number correctly in the pagination bar **To Reproduce** Steps to reproduce the behavior: 1. Search all books, and notice how in the bottom right we can still see the page number 2. Select a filter 3. See error **Expected behavior** Display the page number that the person is currently on even when filters are applied In the image below, we can see that there is no page number displayed. ",0,pagination bug not displaying page number bottom right describe the bug when we apply a filter we cannot see the page number correctly in the pagination bar to reproduce steps to reproduce the behavior search all books and notice how in the bottom right we can still see the page number select a filter see error img width alt screen shot at am src expected behavior display the page number that the person is currently on even when filters are applied in the image below we can see that there is no page number displayed img width alt screen shot at am src ,0 87064,8057984936.0,IssuesEvent,2018-08-02 17:00:00,blockstack/blockstack-core,https://api.github.com/repos/blockstack/blockstack-core,closed,Automate testing of Core on different supported OS,area/testing,"We can use VMware Fusion or Virtualbox to test on macOS. We should be testing on the latest masOS along with earlier versions like Mac OS X 10.10 (Yosemite), Mac OS X 10.9 (Mavericks), Mac OS X 10.8 (Mountain Lion), Mac OS X 10.7 (Lion). ",1.0,"Automate testing of Core on different supported OS - We can use VMware Fusion or Virtualbox to test on macOS. We should be testing on the latest masOS along with earlier versions like Mac OS X 10.10 (Yosemite), Mac OS X 10.9 (Mavericks), Mac OS X 10.8 (Mountain Lion), Mac OS X 10.7 (Lion). ",0,automate testing of core on different supported os we can use vmware fusion or virtualbox to test on macos we should be testing on the latest masos along with earlier versions like mac os x yosemite mac os x mavericks mac os x mountain lion mac os x lion ,0 20401,15393827000.0,IssuesEvent,2021-03-03 17:10:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Keyboard navigation on the interface,enhancement topic:editor usability," **Godot version:** 3.0.4 **Issue description:** UX failures force the user to switch between mouse and keyboard. There are several shortcuts present in the API. But I could not locate those who allow me to navigate in it. ![image](https://user-images.githubusercontent.com/28039158/41928007-389b61d6-794a-11e8-872b-8b832411a3d0.png) Not having access to certain options in the software, makes your use less productive for those who tend to use the keyboard more. _Case1:_ Many times when I'm working in the Script editor, and I need to check something in the other panels, I end up having to switch to the scene editor, only to be able to navigate freely on the interface; This is not a very intuitive task, in my view. _Case2:_ The TAB key allows me to move on the GUI, but it is somewhat confusing, as it is difficult to understand which panel is in focus at the moment. Only buttons, or input objects as the text field are highlighted. As a consequence I have to pushing the arrows to see if I can locate myself, and this may end up, move an object from the scene for example. Sometimes I can not access some panels, like the Inspector (one of the always have to be manipulating). And I end up having to opt for the mouse (the villain tendinitis.) _Case3:_ For some reason the full screen is activated with Shift + F11. Which could lead us to believe that the option does not even exist, if the option Editor > Toggle Fullscreen was not available. The Scape key does not deactivate this mode. _//This is not a big problem, but it is different from the patterns which generates a certain strangeness._ _Case4:_ In the inspector, I found no way to expand/select these options... ![image](https://user-images.githubusercontent.com/28039158/41927070-7e2caa6e-7947-11e8-93a5-3dcdacbf8c8d.png) Given this, I show below some cases of how problems like this are solved in other softwares: - The ALT key would allow me to navigate the options bar: the desired option would be represented with a highlighted character, as shown in the examples below ![captura de tela 550](https://user-images.githubusercontent.com/28039158/41925837-1d27c5d0-7944-11e8-9b9d-726b4501a20f.png) ![captura de tela 551](https://user-images.githubusercontent.com/28039158/41925844-203890f6-7944-11e8-9d28-d434b2c0c985.png) - _This following solution is present on Godot but it is very strange, sometimes works, others do not._ Navigating between tabs as well as in browsers is performed by pressing CTRL + TAB or SHIFT + TAB, or even CTRL + (1-9 tab numbering). - In some software, such as Photoshop, some panes (or Windows) have specific shortcuts. Which would make access to the Inspector much quicker and more practical. ![keyboard shortcuts for windows](https://user-images.githubusercontent.com/28039158/41929277-f0eac5bc-794d-11e8-81fe-9626516ec1d2.png) - F1 in many programs, opens a guide or manual, which is actually not that relevant. - In canvas, it would make sense if the zoom control was performed with the CTRL + (+,-, 0) keys. Some problems may seem a bit silly, but they really make a difference when you choose to leave your mouse aside. If you have more cases or solutions for this type of problem in UX, please feel free to join us in the discussion. I hope someone understands and implements these issues.",True,"Keyboard navigation on the interface - **Godot version:** 3.0.4 **Issue description:** UX failures force the user to switch between mouse and keyboard. There are several shortcuts present in the API. But I could not locate those who allow me to navigate in it. ![image](https://user-images.githubusercontent.com/28039158/41928007-389b61d6-794a-11e8-872b-8b832411a3d0.png) Not having access to certain options in the software, makes your use less productive for those who tend to use the keyboard more. _Case1:_ Many times when I'm working in the Script editor, and I need to check something in the other panels, I end up having to switch to the scene editor, only to be able to navigate freely on the interface; This is not a very intuitive task, in my view. _Case2:_ The TAB key allows me to move on the GUI, but it is somewhat confusing, as it is difficult to understand which panel is in focus at the moment. Only buttons, or input objects as the text field are highlighted. As a consequence I have to pushing the arrows to see if I can locate myself, and this may end up, move an object from the scene for example. Sometimes I can not access some panels, like the Inspector (one of the always have to be manipulating). And I end up having to opt for the mouse (the villain tendinitis.) _Case3:_ For some reason the full screen is activated with Shift + F11. Which could lead us to believe that the option does not even exist, if the option Editor > Toggle Fullscreen was not available. The Scape key does not deactivate this mode. _//This is not a big problem, but it is different from the patterns which generates a certain strangeness._ _Case4:_ In the inspector, I found no way to expand/select these options... ![image](https://user-images.githubusercontent.com/28039158/41927070-7e2caa6e-7947-11e8-93a5-3dcdacbf8c8d.png) Given this, I show below some cases of how problems like this are solved in other softwares: - The ALT key would allow me to navigate the options bar: the desired option would be represented with a highlighted character, as shown in the examples below ![captura de tela 550](https://user-images.githubusercontent.com/28039158/41925837-1d27c5d0-7944-11e8-9b9d-726b4501a20f.png) ![captura de tela 551](https://user-images.githubusercontent.com/28039158/41925844-203890f6-7944-11e8-9d28-d434b2c0c985.png) - _This following solution is present on Godot but it is very strange, sometimes works, others do not._ Navigating between tabs as well as in browsers is performed by pressing CTRL + TAB or SHIFT + TAB, or even CTRL + (1-9 tab numbering). - In some software, such as Photoshop, some panes (or Windows) have specific shortcuts. Which would make access to the Inspector much quicker and more practical. ![keyboard shortcuts for windows](https://user-images.githubusercontent.com/28039158/41929277-f0eac5bc-794d-11e8-81fe-9626516ec1d2.png) - F1 in many programs, opens a guide or manual, which is actually not that relevant. - In canvas, it would make sense if the zoom control was performed with the CTRL + (+,-, 0) keys. Some problems may seem a bit silly, but they really make a difference when you choose to leave your mouse aside. If you have more cases or solutions for this type of problem in UX, please feel free to join us in the discussion. I hope someone understands and implements these issues.",1,keyboard navigation on the interface please search existing issues for potential duplicates before filing yours godot version issue description ux failures force the user to switch between mouse and keyboard there are several shortcuts present in the api but i could not locate those who allow me to navigate in it not having access to certain options in the software makes your use less productive for those who tend to use the keyboard more many times when i m working in the script editor and i need to check something in the other panels i end up having to switch to the scene editor only to be able to navigate freely on the interface this is not a very intuitive task in my view the tab key allows me to move on the gui but it is somewhat confusing as it is difficult to understand which panel is in focus at the moment only buttons or input objects as the text field are highlighted as a consequence i have to pushing the arrows to see if i can locate myself and this may end up move an object from the scene for example sometimes i can not access some panels like the inspector one of the always have to be manipulating and i end up having to opt for the mouse the villain tendinitis for some reason the full screen is activated with shift which could lead us to believe that the option does not even exist if the option editor toggle fullscreen was not available the scape key does not deactivate this mode this is not a big problem but it is different from the patterns which generates a certain strangeness in the inspector i found no way to expand select these options given this i show below some cases of how problems like this are solved in other softwares the alt key would allow me to navigate the options bar the desired option would be represented with a highlighted character as shown in the examples below this following solution is present on godot but it is very strange sometimes works others do not navigating between tabs as well as in browsers is performed by pressing ctrl tab or shift tab or even ctrl tab numbering in some software such as photoshop some panes or windows have specific shortcuts which would make access to the inspector much quicker and more practical in many programs opens a guide or manual which is actually not that relevant in canvas it would make sense if the zoom control was performed with the ctrl keys some problems may seem a bit silly but they really make a difference when you choose to leave your mouse aside if you have more cases or solutions for this type of problem in ux please feel free to join us in the discussion i hope someone understands and implements these issues ,1 72457,3386106035.0,IssuesEvent,2015-11-27 15:30:15,YetiForceCompany/YetiForceCRM,https://api.github.com/repos/YetiForceCompany/YetiForceCRM,closed,[Bug] Warning: Invalid argument supplied for foreach() in /home/yetiforce1/domains/gitdeveloper.yetiforce.com/public_html/modules/Accounts/models/DetailView.php on line 55,Label::Core Priority::#2 Normal Type::Bug,"When I go to Account Details (https://gitdeveloper.yetiforce.com/index.php?module=Accounts&view=Detail&record=110) I get the following warning: Warning: Invalid argument supplied for foreach() in /home/yetiforce1/domains/gitdeveloper.yetiforce.com/public_html/modules/Accounts/models/DetailView.php on line 55",1.0,"[Bug] Warning: Invalid argument supplied for foreach() in /home/yetiforce1/domains/gitdeveloper.yetiforce.com/public_html/modules/Accounts/models/DetailView.php on line 55 - When I go to Account Details (https://gitdeveloper.yetiforce.com/index.php?module=Accounts&view=Detail&record=110) I get the following warning: Warning: Invalid argument supplied for foreach() in /home/yetiforce1/domains/gitdeveloper.yetiforce.com/public_html/modules/Accounts/models/DetailView.php on line 55",0, warning invalid argument supplied for foreach in home domains gitdeveloper yetiforce com public html modules accounts models detailview php on line when i go to account details i get the following warning warning invalid argument supplied for foreach in home domains gitdeveloper yetiforce com public html modules accounts models detailview php on line ,0 17953,12440133212.0,IssuesEvent,2020-05-26 11:24:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,offer hint/info when shared resources are used,feature proposal topic:editor usability,"Sometimes is difficult to find a bug in the code just because it turns out all you had to do is make some resources unique. I like how blender offers info on how many times a certain resource is used and I think godot can benefit from something like this as well. Example gotcha which isn't easy to detect: make an Area2D with CollisionShape2D and set the Shape parameter, Duplicate the Area2D and reuse it (say you have multiple objects that have the same Shape, but different scaling). Let's say we have 10 of these objects but 2 of them have are smaller, they still look the same so the Shape can work with them but it just needs to have different extents. We don't want to use scale here cause it might involve physics etc. (and if it isn't Area2D maybe it's Static2D, it's the same). Problem is, if I make a script with an export var called scale_extents for example so that I can calculate different dimensions for Shape, then all of the Area2D nodes will be affected and it isn't easy to remember which resource is being reused. A counter in the inspector on the property with reused resource would be nice, something like blender has perhaps ",True,"offer hint/info when shared resources are used - Sometimes is difficult to find a bug in the code just because it turns out all you had to do is make some resources unique. I like how blender offers info on how many times a certain resource is used and I think godot can benefit from something like this as well. Example gotcha which isn't easy to detect: make an Area2D with CollisionShape2D and set the Shape parameter, Duplicate the Area2D and reuse it (say you have multiple objects that have the same Shape, but different scaling). Let's say we have 10 of these objects but 2 of them have are smaller, they still look the same so the Shape can work with them but it just needs to have different extents. We don't want to use scale here cause it might involve physics etc. (and if it isn't Area2D maybe it's Static2D, it's the same). Problem is, if I make a script with an export var called scale_extents for example so that I can calculate different dimensions for Shape, then all of the Area2D nodes will be affected and it isn't easy to remember which resource is being reused. A counter in the inspector on the property with reused resource would be nice, something like blender has perhaps ",1,offer hint info when shared resources are used sometimes is difficult to find a bug in the code just because it turns out all you had to do is make some resources unique i like how blender offers info on how many times a certain resource is used and i think godot can benefit from something like this as well example gotcha which isn t easy to detect make an with and set the shape parameter duplicate the and reuse it say you have multiple objects that have the same shape but different scaling let s say we have of these objects but of them have are smaller they still look the same so the shape can work with them but it just needs to have different extents we don t want to use scale here cause it might involve physics etc and if it isn t maybe it s it s the same problem is if i make a script with an export var called scale extents for example so that i can calculate different dimensions for shape then all of the nodes will be affected and it isn t easy to remember which resource is being reused a counter in the inspector on the property with reused resource would be nice something like blender has perhaps ,1 17936,12439087236.0,IssuesEvent,2020-05-26 09:31:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Nested functions,feature proposal topic:gdscript usability,"**Operating system or device:** **Issue description** (what happened, and what was expected): It would be great if we could have nested functions inside GDscript. Nested functions would allow to divide script into significantly higher amount of 'logic blocks' without loosing readability. It's one of the features most modern languages don't support, which I personally miss the most. Interestingly nested functions are present in Python and since GdScript is Python-similar I think it would be a nice addition. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Nested functions - **Operating system or device:** **Issue description** (what happened, and what was expected): It would be great if we could have nested functions inside GDscript. Nested functions would allow to divide script into significantly higher amount of 'logic blocks' without loosing readability. It's one of the features most modern languages don't support, which I personally miss the most. Interestingly nested functions are present in Python and since GdScript is Python-similar I think it would be a nice addition. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,nested functions operating system or device issue description what happened and what was expected it would be great if we could have nested functions inside gdscript nested functions would allow to divide script into significantly higher amount of logic blocks without loosing readability it s one of the features most modern languages don t support which i personally miss the most interestingly nested functions are present in python and since gdscript is python similar i think it would be a nice addition steps to reproduce link to minimal example project optional but very welcome ,1 352856,25085074563.0,IssuesEvent,2022-11-07 22:57:39,bisohns/saido,https://api.github.com/repos/bisohns/saido,closed,Define Interfaces,documentation enhancement,"These interfaces are to be defined to make the project modular and easily extensible - [x] #2 (methods that every inspector should have e.g getMetrics) - [x] #3 (methods that every driver should implement e.g runCommand, readFile) - [x] #4",1.0,"Define Interfaces - These interfaces are to be defined to make the project modular and easily extensible - [x] #2 (methods that every inspector should have e.g getMetrics) - [x] #3 (methods that every driver should implement e.g runCommand, readFile) - [x] #4",0,define interfaces these interfaces are to be defined to make the project modular and easily extensible methods that every inspector should have e g getmetrics methods that every driver should implement e g runcommand readfile ,0 208906,23665432576.0,IssuesEvent,2022-08-26 20:18:24,JohnDeere/work-tracker-examples,https://api.github.com/repos/JohnDeere/work-tracker-examples,closed,CVE-2019-0221 (Medium) detected in tomcat-embed-core-8.5.37.jar - autoclosed,security vulnerability,"## CVE-2019-0221 - Medium Severity Vulnerability
Vulnerable Library - tomcat-embed-core-8.5.37.jar

Core Tomcat implementation

Path to dependency file: /spring-boot-example/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/org/apache/tomcat/embed/tomcat-embed-core/8.5.37/tomcat-embed-core-8.5.37.jar

Dependency Hierarchy: - spring-boot-starter-web-1.5.19.RELEASE.jar (Root Library) - spring-boot-starter-tomcat-1.5.19.RELEASE.jar - :x: **tomcat-embed-core-8.5.37.jar** (Vulnerable Library)

Found in HEAD commit: 7aa2fa9c80c3d14d7e62f0494ba7edaff8842068

Found in base branch: master

Vulnerability Details

The SSI printenv command in Apache Tomcat 9.0.0.M1 to 9.0.0.17, 8.5.0 to 8.5.39 and 7.0.0 to 7.0.93 echoes user provided data without escaping and is, therefore, vulnerable to XSS. SSI is disabled by default. The printenv command is intended for debugging and is unlikely to be present in a production website.

Publish Date: 2019-05-28

URL: CVE-2019-0221

CVSS 3 Score Details (6.1)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Changed - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2019-0221

Release Date: 2019-05-28

Fix Resolution (org.apache.tomcat.embed:tomcat-embed-core): 8.5.40

Direct dependency fix Resolution (org.springframework.boot:spring-boot-starter-web): 1.5.21.RELEASE

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2019-0221 (Medium) detected in tomcat-embed-core-8.5.37.jar - autoclosed - ## CVE-2019-0221 - Medium Severity Vulnerability
Vulnerable Library - tomcat-embed-core-8.5.37.jar

Core Tomcat implementation

Path to dependency file: /spring-boot-example/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/org/apache/tomcat/embed/tomcat-embed-core/8.5.37/tomcat-embed-core-8.5.37.jar

Dependency Hierarchy: - spring-boot-starter-web-1.5.19.RELEASE.jar (Root Library) - spring-boot-starter-tomcat-1.5.19.RELEASE.jar - :x: **tomcat-embed-core-8.5.37.jar** (Vulnerable Library)

Found in HEAD commit: 7aa2fa9c80c3d14d7e62f0494ba7edaff8842068

Found in base branch: master

Vulnerability Details

The SSI printenv command in Apache Tomcat 9.0.0.M1 to 9.0.0.17, 8.5.0 to 8.5.39 and 7.0.0 to 7.0.93 echoes user provided data without escaping and is, therefore, vulnerable to XSS. SSI is disabled by default. The printenv command is intended for debugging and is unlikely to be present in a production website.

Publish Date: 2019-05-28

URL: CVE-2019-0221

CVSS 3 Score Details (6.1)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Changed - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2019-0221

Release Date: 2019-05-28

Fix Resolution (org.apache.tomcat.embed:tomcat-embed-core): 8.5.40

Direct dependency fix Resolution (org.springframework.boot:spring-boot-starter-web): 1.5.21.RELEASE

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in tomcat embed core jar autoclosed cve medium severity vulnerability vulnerable library tomcat embed core jar core tomcat implementation path to dependency file spring boot example pom xml path to vulnerable library home wss scanner repository org apache tomcat embed tomcat embed core tomcat embed core jar dependency hierarchy spring boot starter web release jar root library spring boot starter tomcat release jar x tomcat embed core jar vulnerable library found in head commit a href found in base branch master vulnerability details the ssi printenv command in apache tomcat to to and to echoes user provided data without escaping and is therefore vulnerable to xss ssi is disabled by default the printenv command is intended for debugging and is unlikely to be present in a production website publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction required scope changed impact metrics confidentiality impact low integrity impact low availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution org apache tomcat embed tomcat embed core direct dependency fix resolution org springframework boot spring boot starter web release step up your open source security game with mend ,0 139608,20917895815.0,IssuesEvent,2022-03-24 14:53:14,microsoft/pyright,https://api.github.com/repos/microsoft/pyright,closed,False error when values of dictionary (which are functions) are assigned to variable,as designed,"**Describe the bug** I am getting a false error when trying to assign a dictionary value (which is function) to a variable inside a class. The error message is ``` Argument of type ""str | FunctionType"" cannot be assigned to parameter ""__k"" of type ""str"" in function ""__getitem__""  Type ""str | FunctionType"" cannot be assigned to type ""str""    ""FunctionType"" is incompatible with ""str"" Pyright (reportGeneralTypeIssues) [55, 27] ``` The exact location are the lines ``` self.solver = METHOD[method] self.p = ORDER[method] ``` in the code snippet below. **To Reproduce** conda environment with - python = 3.10 - numpy pyright -> latest version **Expected behavior** There should be no errors. **Screenshots or Code** ```python import inspect import numpy as np from numpy.typing import NDArray from typing import Callable, Optional, Any, Union ODE = Union[ Callable[[float, NDArray[Any], Optional[Any]], Union[NDArray[Any], NDArray[np.float64]]], Callable[[float, NDArray[Any]], Union[NDArray[Any], NDArray[np.float64]]] ] def RKF45(): return 0 def RKF78(): return 1 METHOD = { ""RKF45"": RKF45, ""RKF78"": RKF78 } ORDER = { ""CKRK45"": 4, ""DOP54"": 5, ""DVERK65"": 6, ""Euler"": 1, ""RALS4"": 4, ""RK4"": 4, ""RK42"": 4, ""RKF45"": 4, ""RKF78"": 7 } class check: def __init__(self, derivative: ODE, h: float, tspan: NDArray[Any], IC: NDArray[np.float64], Atol: float, Rtol: float, method: str = ""RKF78""): self.ode = derivative self.h = h self.tspan = tspan self.IC = IC self.Atol = Atol self.Rtol = Rtol # Check solver method and stepsize controller if method not in METHOD and not inspect.isfunction(method): raise ValueError(""`method` must be one of {}"".format(METHOD)) else: self.solver = METHOD[method] self.p = ORDER[method] # Test ------------------------------------------------------------------------ def test(t: float, y: NDArray[np.float64]) -> NDArray[Any]: return np.array([ y[1], -4*t*y[1] - (2 + 4*t**2)*y[0] ]) if __name__==""__main__"": # Setup values tf = 20 # final time t = 0 # initial time ti = t x = np.array([1, 0.5]) # initial conditions of states h = 0.01 # initial stepsize p = 4 # order of the numerical integration atol = 1e-7 # absolute tolerance rtol = 1e-6 # relative tolerance ck = check(test, h, np.array([ti, tf]), x, atol, rtol) print(ck.solver) print(ck.p) ``` **VS Code extension or command-line** Running on command-line. Neovim with Native LSP on Pyright = 1.1.232 ",1.0,"False error when values of dictionary (which are functions) are assigned to variable - **Describe the bug** I am getting a false error when trying to assign a dictionary value (which is function) to a variable inside a class. The error message is ``` Argument of type ""str | FunctionType"" cannot be assigned to parameter ""__k"" of type ""str"" in function ""__getitem__""  Type ""str | FunctionType"" cannot be assigned to type ""str""    ""FunctionType"" is incompatible with ""str"" Pyright (reportGeneralTypeIssues) [55, 27] ``` The exact location are the lines ``` self.solver = METHOD[method] self.p = ORDER[method] ``` in the code snippet below. **To Reproduce** conda environment with - python = 3.10 - numpy pyright -> latest version **Expected behavior** There should be no errors. **Screenshots or Code** ```python import inspect import numpy as np from numpy.typing import NDArray from typing import Callable, Optional, Any, Union ODE = Union[ Callable[[float, NDArray[Any], Optional[Any]], Union[NDArray[Any], NDArray[np.float64]]], Callable[[float, NDArray[Any]], Union[NDArray[Any], NDArray[np.float64]]] ] def RKF45(): return 0 def RKF78(): return 1 METHOD = { ""RKF45"": RKF45, ""RKF78"": RKF78 } ORDER = { ""CKRK45"": 4, ""DOP54"": 5, ""DVERK65"": 6, ""Euler"": 1, ""RALS4"": 4, ""RK4"": 4, ""RK42"": 4, ""RKF45"": 4, ""RKF78"": 7 } class check: def __init__(self, derivative: ODE, h: float, tspan: NDArray[Any], IC: NDArray[np.float64], Atol: float, Rtol: float, method: str = ""RKF78""): self.ode = derivative self.h = h self.tspan = tspan self.IC = IC self.Atol = Atol self.Rtol = Rtol # Check solver method and stepsize controller if method not in METHOD and not inspect.isfunction(method): raise ValueError(""`method` must be one of {}"".format(METHOD)) else: self.solver = METHOD[method] self.p = ORDER[method] # Test ------------------------------------------------------------------------ def test(t: float, y: NDArray[np.float64]) -> NDArray[Any]: return np.array([ y[1], -4*t*y[1] - (2 + 4*t**2)*y[0] ]) if __name__==""__main__"": # Setup values tf = 20 # final time t = 0 # initial time ti = t x = np.array([1, 0.5]) # initial conditions of states h = 0.01 # initial stepsize p = 4 # order of the numerical integration atol = 1e-7 # absolute tolerance rtol = 1e-6 # relative tolerance ck = check(test, h, np.array([ti, tf]), x, atol, rtol) print(ck.solver) print(ck.p) ``` **VS Code extension or command-line** Running on command-line. Neovim with Native LSP on Pyright = 1.1.232 ",0,false error when values of dictionary which are functions are assigned to variable describe the bug i am getting a false error when trying to assign a dictionary value which is function to a variable inside a class the error message is argument of type str functiontype cannot be assigned to parameter k of type str in function getitem   type str functiontype cannot be assigned to type str      functiontype is incompatible with str pyright reportgeneraltypeissues the exact location are the lines self solver method self p order in the code snippet below to reproduce conda environment with python numpy pyright latest version expected behavior there should be no errors screenshots or code python import inspect import numpy as np from numpy typing import ndarray from typing import callable optional any union ode union callable optional union ndarray callable union ndarray def return def return method order euler class check def init self derivative ode h float tspan ndarray ic ndarray atol float rtol float method str self ode derivative self h h self tspan tspan self ic ic self atol atol self rtol rtol check solver method and stepsize controller if method not in method and not inspect isfunction method raise valueerror method must be one of format method else self solver method self p order test def test t float y ndarray ndarray return np array y t y t y if name main setup values tf final time t initial time ti t x np array initial conditions of states h initial stepsize p order of the numerical integration atol absolute tolerance rtol relative tolerance ck check test h np array x atol rtol print ck solver print ck p vs code extension or command line running on command line neovim with native lsp on pyright ,0 366198,10818253644.0,IssuesEvent,2019-11-08 11:35:49,webcompat/web-bugs,https://api.github.com/repos/webcompat/web-bugs,closed,m.facebook.com - see bug description,browser-focus-geckoview engine-gecko priority-critical," **URL**: https://m.facebook.com/ **Browser / Version**: Firefox Focus Mobile 71.0 **Operating System**: Android 8.1.0 **Tested Another Browser**: Yes **Problem type**: Something else **Description**: Login is lost when opening links (Firefox Focus) **Steps to Reproduce**: When logged into Facebook, if any link is opened to another site, the original Facebook login is lost and has to be re-entered. If a link is simply copied instead and pasted into the address bar, the Facebook login is not lost and still applies when revisiting a site. (The same issue also occured when opening a link in a new tab, and then closing the new tab before returning to Facebook)
Browser Configuration
  • None
_From [webcompat.com](https://webcompat.com/) with ❤️_",1.0,"m.facebook.com - see bug description - **URL**: https://m.facebook.com/ **Browser / Version**: Firefox Focus Mobile 71.0 **Operating System**: Android 8.1.0 **Tested Another Browser**: Yes **Problem type**: Something else **Description**: Login is lost when opening links (Firefox Focus) **Steps to Reproduce**: When logged into Facebook, if any link is opened to another site, the original Facebook login is lost and has to be re-entered. If a link is simply copied instead and pasted into the address bar, the Facebook login is not lost and still applies when revisiting a site. (The same issue also occured when opening a link in a new tab, and then closing the new tab before returning to Facebook)
Browser Configuration
  • None
_From [webcompat.com](https://webcompat.com/) with ❤️_",0,m facebook com see bug description url browser version firefox focus mobile operating system android tested another browser yes problem type something else description login is lost when opening links firefox focus steps to reproduce when logged into facebook if any link is opened to another site the original facebook login is lost and has to be re entered if a link is simply copied instead and pasted into the address bar the facebook login is not lost and still applies when revisiting a site the same issue also occured when opening a link in a new tab and then closing the new tab before returning to facebook browser configuration none from with ❤️ ,0 46947,2967573662.0,IssuesEvent,2015-07-13 01:13:07,modxcms/revolution,https://api.github.com/repos/modxcms/revolution,closed,"Add ""hide from menus"" to right click menu in tree",area-ux/ui feature priority-3-low,"rethrash created Redmine issue ID 6001 This would be handy during content creation and planning, especially when redoing an existing site.",1.0,"Add ""hide from menus"" to right click menu in tree - rethrash created Redmine issue ID 6001 This would be handy during content creation and planning, especially when redoing an existing site.",0,add hide from menus to right click menu in tree rethrash created redmine issue id this would be handy during content creation and planning especially when redoing an existing site ,0 93087,3882517951.0,IssuesEvent,2016-04-13 10:12:18,architecture-building-systems/CEAforArcGIS,https://api.github.com/repos/architecture-building-systems/CEAforArcGIS,closed,Get license for Github,easy peasy Priority 1,We need space to upload radiation file and one file I'm working on Schedule_maker (>200mb) in Github. @daren-thomas would you mind buying a license for GitHub at least temporally? until July perhaps?,1.0,Get license for Github - We need space to upload radiation file and one file I'm working on Schedule_maker (>200mb) in Github. @daren-thomas would you mind buying a license for GitHub at least temporally? until July perhaps?,0,get license for github we need space to upload radiation file and one file i m working on schedule maker in github daren thomas would you mind buying a license for github at least temporally until july perhaps ,0 2824,4017486799.0,IssuesEvent,2016-05-16 04:32:28,codefoundries/isomorphic-material-relay-starter-kit,https://api.github.com/repos/codefoundries/isomorphic-material-relay-starter-kit,closed,Bypassing auth token requirement is possible because of react-native implementation,Security Vulnerability,"Currently react-native does not pass tokens, hence the following: ```javascript if( request_User_AuthToken == a_User.User_AuthToken || request_User_AuthToken == 'Hello. My name is React Native and I want access to your wonderful GraphQL server. kthx.' ) return Promise.resolve( a_User.id ); ```",True,"Bypassing auth token requirement is possible because of react-native implementation - Currently react-native does not pass tokens, hence the following: ```javascript if( request_User_AuthToken == a_User.User_AuthToken || request_User_AuthToken == 'Hello. My name is React Native and I want access to your wonderful GraphQL server. kthx.' ) return Promise.resolve( a_User.id ); ```",0,bypassing auth token requirement is possible because of react native implementation currently react native does not pass tokens hence the following javascript if request user authtoken a user user authtoken request user authtoken hello my name is react native and i want access to your wonderful graphql server kthx return promise resolve a user id ,0 603104,18527028462.0,IssuesEvent,2021-10-20 22:00:27,oliveryasuna/fluent-flow,https://api.github.com/repos/oliveryasuna/fluent-flow,closed,Create factories for com.vaadin:vaadin-radio-button-flow:14.6.8,status: in progress type: feature priority: normal,"Potential candidates: class com.vaadin.flow.component.radiobutton.GeneratedVaadinRadioButton class com.vaadin.flow.component.radiobutton.RadioButton class com.vaadin.flow.component.radiobutton.GeneratedVaadinRadioGroup class com.vaadin.flow.component.radiobutton.RadioButtonGroup",1.0,"Create factories for com.vaadin:vaadin-radio-button-flow:14.6.8 - Potential candidates: class com.vaadin.flow.component.radiobutton.GeneratedVaadinRadioButton class com.vaadin.flow.component.radiobutton.RadioButton class com.vaadin.flow.component.radiobutton.GeneratedVaadinRadioGroup class com.vaadin.flow.component.radiobutton.RadioButtonGroup",0,create factories for com vaadin vaadin radio button flow potential candidates class com vaadin flow component radiobutton generatedvaadinradiobutton class com vaadin flow component radiobutton radiobutton class com vaadin flow component radiobutton generatedvaadinradiogroup class com vaadin flow component radiobutton radiobuttongroup,0 201570,15803249260.0,IssuesEvent,2021-04-03 13:32:06,clarlzx/ped,https://api.github.com/repos/clarlzx/ped,closed,Additional asterisk in tip section,severity.VeryLow type.DocumentationBug,"![image.png](https://raw.githubusercontent.com/clarlzx/ped/main/files/9653d408-11a5-49c8-9eb6-6fa25d4d2f7b.png) There seems to be a typo in the tip portion of add-appt as shown in the image. ",1.0,"Additional asterisk in tip section - ![image.png](https://raw.githubusercontent.com/clarlzx/ped/main/files/9653d408-11a5-49c8-9eb6-6fa25d4d2f7b.png) There seems to be a typo in the tip portion of add-appt as shown in the image. ",0,additional asterisk in tip section there seems to be a typo in the tip portion of add appt as shown in the image ,0 126494,26866364784.0,IssuesEvent,2023-02-04 00:33:39,devssa/onde-codar-em-salvador,https://api.github.com/repos/devssa/onde-codar-em-salvador,closed,[REACT NATIVE] [REMOTO] [TAMBEM PCD] Desenvolvedor React Native na [OLIST],JAVASCRIPT REST REACT NATIVE IOS REMOTO ANDROID ES6 CLEAN CODE APIs TESTES AUTOMATIZADOS METODOLOGIAS ÁGEIS HELP WANTED VAGA PARA PCD TAMBÉM Stale," ## Descrição da vaga - Somos um time com o propósito de empoderar o comércio. Somos colaborativos, curiosos, enfrentamos desafios diariamente e valorizamos a liberdade, autonomia e responsabilidade. Se você se identifica com esses valores e gosta de criar soluções com impacto positivo na vida das pessoas, queremos te conhecer! - Como desenvolvedor do olist, você poderá contar com um ambiente onde a autonomia e a coragem são bastante estimuladas. Valorizamos novas ideias, criatividade, confiança, companheirismo e a diversidade. Aprendemos juntos e não abrimos mão das boas práticas de desenvolvimento de software. Procuramos programadores que gostem de aprender coisas novas e que amam o que fazem. - Essa vaga é para trabalho 100% remoto de qualquer lugar do Brasil ou presencial em Curitiba/São Paulo (a sua escolha) em regime CLT e aberta para PcD. Durante a quarentena, o processo seletivo é 100% online e nosso time está trabalhando de casa. ### RESPONSABILIDADES E ATRIBUIÇÕES - Ao fazer parte do #teamOlist, esperamos que você seja responsável principalmente por: - Criar UIs com excelente experiência para ambas as plataformas utilizando React Native; - Publicar o apps Android e iOS nas respectivas stores; - Diagnosticar e corrigir erros e gargalos de desempenho buscando a melhor experiencia do usuário; - Contribuir em decisões de arquitetura sobre novas partes do projeto; - Fazer bom uso das APIs nativas para uma integração bem interativa;. - Manutenção e evolução do código através de boas práticas de desenvolvimento de software. ## Local - Remoto ## Benefícios - Vale-Alimentação - Vale-Refeição - Vale-transporte - Auxílio Mobilidade - Estacionamento - Plano de Saúde - Plano Odontológico - GymPass - Massagem - Inglês in company - Incentivo aos estudos (cursos de extensão, graduação, especialização, pós-graduação e MBA) ## Requisitos **Obrigatórios:** - Experiência com desenvolvimento em React Native para criação de aplicativos para iOS e Android; - Bons conhecimentos de JavaScript e suas nuances, incluindo a sintaxe ES6+; - Capacidade de escrever código Javascript limpo e bem documentado; - Conhecimentos sobre APIs REST e seu consumo; - Experiência com testes automatizados; - Experiência com metodologias ágeis. - Ter autonomia, capacidade de autogestão e auto-organização do trabalho; - Iniciativa e colaboração em equipe - Flexibilidade - Comunicação **Diferenciais:** - Ter trabalhado em projeto no setor de e-commerce; - Ter se relacionado diretamente com as áreas de negócio; - Inglês avançado. ## Contratação - a combinar ## Nossa empresa - O olist ajuda quem quer vender a encontrar quem quer comprar! Somos a ferramenta de empoderamento de lojistas que mais cresce no Brasil, gerando soluções que impactam positivamente nos resultados de milhares de empresas, desde micros e pequenos negócios até grandes marcas do mercado. - Esse modelo de negócio vem sendo construído e aprimorado por mais de 400 profissionais determinados a revolucionar o comércio mundial. Quer fazer parte dessa transformação? Participe do nosso processo seletivo e junte-se ao #teamOlist! ## Como se candidatar - [Clique aqui para se candidatar](https://olist.gupy.io/jobs/551630?jobBoardSource=gupy_public_page) ",1.0,"[REACT NATIVE] [REMOTO] [TAMBEM PCD] Desenvolvedor React Native na [OLIST] - ## Descrição da vaga - Somos um time com o propósito de empoderar o comércio. Somos colaborativos, curiosos, enfrentamos desafios diariamente e valorizamos a liberdade, autonomia e responsabilidade. Se você se identifica com esses valores e gosta de criar soluções com impacto positivo na vida das pessoas, queremos te conhecer! - Como desenvolvedor do olist, você poderá contar com um ambiente onde a autonomia e a coragem são bastante estimuladas. Valorizamos novas ideias, criatividade, confiança, companheirismo e a diversidade. Aprendemos juntos e não abrimos mão das boas práticas de desenvolvimento de software. Procuramos programadores que gostem de aprender coisas novas e que amam o que fazem. - Essa vaga é para trabalho 100% remoto de qualquer lugar do Brasil ou presencial em Curitiba/São Paulo (a sua escolha) em regime CLT e aberta para PcD. Durante a quarentena, o processo seletivo é 100% online e nosso time está trabalhando de casa. ### RESPONSABILIDADES E ATRIBUIÇÕES - Ao fazer parte do #teamOlist, esperamos que você seja responsável principalmente por: - Criar UIs com excelente experiência para ambas as plataformas utilizando React Native; - Publicar o apps Android e iOS nas respectivas stores; - Diagnosticar e corrigir erros e gargalos de desempenho buscando a melhor experiencia do usuário; - Contribuir em decisões de arquitetura sobre novas partes do projeto; - Fazer bom uso das APIs nativas para uma integração bem interativa;. - Manutenção e evolução do código através de boas práticas de desenvolvimento de software. ## Local - Remoto ## Benefícios - Vale-Alimentação - Vale-Refeição - Vale-transporte - Auxílio Mobilidade - Estacionamento - Plano de Saúde - Plano Odontológico - GymPass - Massagem - Inglês in company - Incentivo aos estudos (cursos de extensão, graduação, especialização, pós-graduação e MBA) ## Requisitos **Obrigatórios:** - Experiência com desenvolvimento em React Native para criação de aplicativos para iOS e Android; - Bons conhecimentos de JavaScript e suas nuances, incluindo a sintaxe ES6+; - Capacidade de escrever código Javascript limpo e bem documentado; - Conhecimentos sobre APIs REST e seu consumo; - Experiência com testes automatizados; - Experiência com metodologias ágeis. - Ter autonomia, capacidade de autogestão e auto-organização do trabalho; - Iniciativa e colaboração em equipe - Flexibilidade - Comunicação **Diferenciais:** - Ter trabalhado em projeto no setor de e-commerce; - Ter se relacionado diretamente com as áreas de negócio; - Inglês avançado. ## Contratação - a combinar ## Nossa empresa - O olist ajuda quem quer vender a encontrar quem quer comprar! Somos a ferramenta de empoderamento de lojistas que mais cresce no Brasil, gerando soluções que impactam positivamente nos resultados de milhares de empresas, desde micros e pequenos negócios até grandes marcas do mercado. - Esse modelo de negócio vem sendo construído e aprimorado por mais de 400 profissionais determinados a revolucionar o comércio mundial. Quer fazer parte dessa transformação? Participe do nosso processo seletivo e junte-se ao #teamOlist! ## Como se candidatar - [Clique aqui para se candidatar](https://olist.gupy.io/jobs/551630?jobBoardSource=gupy_public_page) ",0, desenvolvedor react native na por favor só poste se a vaga for para salvador e cidades vizinhas use desenvolvedor front end ao invés de front end developer o exemplo desenvolvedor front end na descrição da vaga somos um time com o propósito de empoderar o comércio somos colaborativos curiosos enfrentamos desafios diariamente e valorizamos a liberdade autonomia e responsabilidade se você se identifica com esses valores e gosta de criar soluções com impacto positivo na vida das pessoas queremos te conhecer como desenvolvedor do olist você poderá contar com um ambiente onde a autonomia e a coragem são bastante estimuladas valorizamos novas ideias criatividade confiança companheirismo e a diversidade aprendemos juntos e não abrimos mão das boas práticas de desenvolvimento de software procuramos programadores que gostem de aprender coisas novas e que amam o que fazem essa vaga é para trabalho remoto de qualquer lugar do brasil ou presencial em curitiba são paulo a sua escolha em regime clt e aberta para pcd durante a quarentena o processo seletivo é online e nosso time está trabalhando de casa responsabilidades e atribuições ao fazer parte do teamolist esperamos que você seja responsável principalmente por criar uis com excelente experiência para ambas as plataformas utilizando react native publicar o apps android e ios nas respectivas stores diagnosticar e corrigir erros e gargalos de desempenho buscando a melhor experiencia do usuário contribuir em decisões de arquitetura sobre novas partes do projeto fazer bom uso das apis nativas para uma integração bem interativa manutenção e evolução do código através de boas práticas de desenvolvimento de software local remoto benefícios vale alimentação vale refeição vale transporte auxílio mobilidade estacionamento plano de saúde plano odontológico gympass massagem inglês in company incentivo aos estudos cursos de extensão graduação especialização pós graduação e mba requisitos obrigatórios experiência com desenvolvimento em react native para criação de aplicativos para ios e android bons conhecimentos de javascript e suas nuances incluindo a sintaxe capacidade de escrever código javascript limpo e bem documentado conhecimentos sobre apis rest e seu consumo experiência com testes automatizados experiência com metodologias ágeis ter autonomia capacidade de autogestão e auto organização do trabalho iniciativa e colaboração em equipe flexibilidade comunicação diferenciais ter trabalhado em projeto no setor de e commerce ter se relacionado diretamente com as áreas de negócio inglês avançado contratação a combinar nossa empresa o olist ajuda quem quer vender a encontrar quem quer comprar somos a ferramenta de empoderamento de lojistas que mais cresce no brasil gerando soluções que impactam positivamente nos resultados de milhares de empresas desde micros e pequenos negócios até grandes marcas do mercado esse modelo de negócio vem sendo construído e aprimorado por mais de profissionais determinados a revolucionar o comércio mundial quer fazer parte dessa transformação participe do nosso processo seletivo e junte se ao teamolist como se candidatar ,0 817527,30642703438.0,IssuesEvent,2023-07-25 00:10:02,space-wizards/space-station-14,https://api.github.com/repos/space-wizards/space-station-14,opened,Admin logs db exceptions,Issue: Bug Priority: 1-Urgent Difficulty: 3-Hard,"Apparently these queries work on the site but not in game, it just fails silently (client end) and dumps exceptions to grafana. ![image](https://github.com/space-wizards/space-station-14/assets/31366439/95440757-6db0-493c-a425-84d5aed609ad) ",1.0,"Admin logs db exceptions - Apparently these queries work on the site but not in game, it just fails silently (client end) and dumps exceptions to grafana. ![image](https://github.com/space-wizards/space-station-14/assets/31366439/95440757-6db0-493c-a425-84d5aed609ad) ",0,admin logs db exceptions apparently these queries work on the site but not in game it just fails silently client end and dumps exceptions to grafana ,0 26833,27227869985.0,IssuesEvent,2023-02-21 10:59:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Some dropdowns in inspector fail when dropdown would go off screen (DisplayServer regression),bug topic:editor confirmed usability regression topic:gui,"### Godot version 4.0.alpha1.official (31a7ddbf8) ### System information Windows 10 ### Issue description When a named enum can have many different values and is given the `@export` attribute, its dropdown menu in the inspector can lose functionality if there are more values than can fit in the ""on screen"". When the mouse button is pressed, the dropdown is opened. If the mouse is over a valid selection when the mouse button is released, this value will be selected and the dropdown will close again immediately. For most users, the issue is easily worked around by pressing and holding the mouse button (once they've worked out that this is what they need to do), but pressing and holding can be an accessibility issue for some users. Note that since the behaviour depends on screen size and the dropdown's position in the inspector, the number of values at which problems arise may not be consistent from case to case. *** **Examples** With 35+ values, the dropdown always closes immediately, selecting the first or second value, depending on the mouse's position: ![image](https://user-images.githubusercontent.com/61291296/151402547-43cf2105-9b1d-4587-9b17-dbe7e9e9d5f7.png) With 34 values, the dropdown may not close if the mouse was high enough: ![image](https://user-images.githubusercontent.com/61291296/151402756-6234bdf6-6f00-438a-92c0-1e341bb945ae.png) With 33 or fewer values, the dropdown behaves properly: ![image](https://user-images.githubusercontent.com/61291296/151402896-3876e3a2-f70d-4ca5-97df-f729f112f61b.png) Unless the enum's position is lower on the screen: ![image](https://user-images.githubusercontent.com/61291296/151403033-fd2f12d1-ef9c-4ae1-aec1-207e7e42bb0f.png) ![image](https://user-images.githubusercontent.com/61291296/151403288-27eb2f8f-24c3-44fd-8377-c052edd534b1.png) The problem persists when the dropdown menu has a scrollbar: ![image](https://user-images.githubusercontent.com/61291296/151404172-b06d4b56-46aa-4543-ab8d-7305d313b48b.png) A real-world example, editing the type for a custom data layer in the new TileSet: ![image](https://user-images.githubusercontent.com/61291296/151403813-e131dc91-ac5e-4a45-8dd8-bc12ee800627.png) Note that this _doesn't_ occur with the dropdown for an export with type `Resource`; the dropdown menu stays open as expected: ![image](https://user-images.githubusercontent.com/61291296/151404653-9cd259ce-d5e2-405d-85c7-17662aa406c2.png) ![image](https://user-images.githubusercontent.com/61291296/151404747-ea4c0b02-cd45-4270-beba-cb46b53b4f92.png) ### Steps to reproduce 1. Add a `Node` to an empty scene and attach a script with the following code. ``` extends Node enum LengthyEnum{q,w,e,r,t,y,u,i,o,p,a,s,d,f,g,h,j,k,l,z,x,c,v,b,n,m,\ qa,wa,ea,ra,ta,ya,ua,ia,oa,pa,aa,sa,da,fa,ga,ha,ja,ka,la,za,xa,ca,va,ba,na,ma} @export var lengthy_enum:LengthyEnum ``` (The enum may need more values, depending on resolution etc. 35 was sufficient for me.) 2. Select the Node so that it appears in the Inspector. 3. Open the dropdown menu by clicking it. It will close automatically, and whatever value was under the mouse's position will be selected. 4. Optionally, add additional export vars above the enum to see that the behaviour depends on the enum's position in the Inspector. Similarly, moving the Godot Editor window within the screen can change the behaviour. ### Minimal reproduction project See steps above.",True,"Some dropdowns in inspector fail when dropdown would go off screen (DisplayServer regression) - ### Godot version 4.0.alpha1.official (31a7ddbf8) ### System information Windows 10 ### Issue description When a named enum can have many different values and is given the `@export` attribute, its dropdown menu in the inspector can lose functionality if there are more values than can fit in the ""on screen"". When the mouse button is pressed, the dropdown is opened. If the mouse is over a valid selection when the mouse button is released, this value will be selected and the dropdown will close again immediately. For most users, the issue is easily worked around by pressing and holding the mouse button (once they've worked out that this is what they need to do), but pressing and holding can be an accessibility issue for some users. Note that since the behaviour depends on screen size and the dropdown's position in the inspector, the number of values at which problems arise may not be consistent from case to case. *** **Examples** With 35+ values, the dropdown always closes immediately, selecting the first or second value, depending on the mouse's position: ![image](https://user-images.githubusercontent.com/61291296/151402547-43cf2105-9b1d-4587-9b17-dbe7e9e9d5f7.png) With 34 values, the dropdown may not close if the mouse was high enough: ![image](https://user-images.githubusercontent.com/61291296/151402756-6234bdf6-6f00-438a-92c0-1e341bb945ae.png) With 33 or fewer values, the dropdown behaves properly: ![image](https://user-images.githubusercontent.com/61291296/151402896-3876e3a2-f70d-4ca5-97df-f729f112f61b.png) Unless the enum's position is lower on the screen: ![image](https://user-images.githubusercontent.com/61291296/151403033-fd2f12d1-ef9c-4ae1-aec1-207e7e42bb0f.png) ![image](https://user-images.githubusercontent.com/61291296/151403288-27eb2f8f-24c3-44fd-8377-c052edd534b1.png) The problem persists when the dropdown menu has a scrollbar: ![image](https://user-images.githubusercontent.com/61291296/151404172-b06d4b56-46aa-4543-ab8d-7305d313b48b.png) A real-world example, editing the type for a custom data layer in the new TileSet: ![image](https://user-images.githubusercontent.com/61291296/151403813-e131dc91-ac5e-4a45-8dd8-bc12ee800627.png) Note that this _doesn't_ occur with the dropdown for an export with type `Resource`; the dropdown menu stays open as expected: ![image](https://user-images.githubusercontent.com/61291296/151404653-9cd259ce-d5e2-405d-85c7-17662aa406c2.png) ![image](https://user-images.githubusercontent.com/61291296/151404747-ea4c0b02-cd45-4270-beba-cb46b53b4f92.png) ### Steps to reproduce 1. Add a `Node` to an empty scene and attach a script with the following code. ``` extends Node enum LengthyEnum{q,w,e,r,t,y,u,i,o,p,a,s,d,f,g,h,j,k,l,z,x,c,v,b,n,m,\ qa,wa,ea,ra,ta,ya,ua,ia,oa,pa,aa,sa,da,fa,ga,ha,ja,ka,la,za,xa,ca,va,ba,na,ma} @export var lengthy_enum:LengthyEnum ``` (The enum may need more values, depending on resolution etc. 35 was sufficient for me.) 2. Select the Node so that it appears in the Inspector. 3. Open the dropdown menu by clicking it. It will close automatically, and whatever value was under the mouse's position will be selected. 4. Optionally, add additional export vars above the enum to see that the behaviour depends on the enum's position in the Inspector. Similarly, moving the Godot Editor window within the screen can change the behaviour. ### Minimal reproduction project See steps above.",1,some dropdowns in inspector fail when dropdown would go off screen displayserver regression godot version official system information windows issue description when a named enum can have many different values and is given the export attribute its dropdown menu in the inspector can lose functionality if there are more values than can fit in the on screen when the mouse button is pressed the dropdown is opened if the mouse is over a valid selection when the mouse button is released this value will be selected and the dropdown will close again immediately for most users the issue is easily worked around by pressing and holding the mouse button once they ve worked out that this is what they need to do but pressing and holding can be an accessibility issue for some users note that since the behaviour depends on screen size and the dropdown s position in the inspector the number of values at which problems arise may not be consistent from case to case examples with values the dropdown always closes immediately selecting the first or second value depending on the mouse s position with values the dropdown may not close if the mouse was high enough with or fewer values the dropdown behaves properly unless the enum s position is lower on the screen the problem persists when the dropdown menu has a scrollbar a real world example editing the type for a custom data layer in the new tileset note that this doesn t occur with the dropdown for an export with type resource the dropdown menu stays open as expected steps to reproduce add a node to an empty scene and attach a script with the following code extends node enum lengthyenum q w e r t y u i o p a s d f g h j k l z x c v b n m qa wa ea ra ta ya ua ia oa pa aa sa da fa ga ha ja ka la za xa ca va ba na ma export var lengthy enum lengthyenum the enum may need more values depending on resolution etc was sufficient for me select the node so that it appears in the inspector open the dropdown menu by clicking it it will close automatically and whatever value was under the mouse s position will be selected optionally add additional export vars above the enum to see that the behaviour depends on the enum s position in the inspector similarly moving the godot editor window within the screen can change the behaviour minimal reproduction project see steps above ,1 16821,11404880910.0,IssuesEvent,2020-01-31 10:45:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project Settings search brings weird results,bug regression topic:editor usability,"**Godot version:** 3.2 alpha-2 **OS/device including version:** OSX Sierra **Issue description:** When searching in the project settings to filter elements, the displaying results behave strangely. For example if I search for 'window', when I type 'wi' it appears, and then if I type 'win' it doesn't appear anymore. I've tried this for other settings and I don't really understand the results, seems to behave randomly to me. **Steps to reproduce:** In any project, open Project Settings and search for a setting by typing the first letter, then the second then the third and so on, and see how search results behave. **Minimal reproduction project:** Empty new project.",True,"Project Settings search brings weird results - **Godot version:** 3.2 alpha-2 **OS/device including version:** OSX Sierra **Issue description:** When searching in the project settings to filter elements, the displaying results behave strangely. For example if I search for 'window', when I type 'wi' it appears, and then if I type 'win' it doesn't appear anymore. I've tried this for other settings and I don't really understand the results, seems to behave randomly to me. **Steps to reproduce:** In any project, open Project Settings and search for a setting by typing the first letter, then the second then the third and so on, and see how search results behave. **Minimal reproduction project:** Empty new project.",1,project settings search brings weird results godot version alpha os device including version osx sierra issue description when searching in the project settings to filter elements the displaying results behave strangely for example if i search for window when i type wi it appears and then if i type win it doesn t appear anymore i ve tried this for other settings and i don t really understand the results seems to behave randomly to me steps to reproduce in any project open project settings and search for a setting by typing the first letter then the second then the third and so on and see how search results behave minimal reproduction project empty new project ,1 22009,18273748523.0,IssuesEvent,2021-10-04 16:18:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor scrolls to the right when caret moves to the end of line after deleting another line,bug topic:editor usability,"### Godot version 3.3 ### System information W10 ### Issue description When deleting empty line, the caret jumps to the end of next line and editor scrolls all to the right: ![DrzEOO9fd9](https://user-images.githubusercontent.com/2223172/121677166-d10b4480-cab5-11eb-873d-008cdf5b9c2a.gif) ### Steps to reproduce 1. Paste this code ``` func collision_avoidance() -> Vector2: var avoidance_force: Vector2 var left = physics.raycast(left_collision_start.global_position, left_collision_end.global_position) if not left: left = get_world_2d().direct_space_state.intersect_ray(left_collision_start.global_position, left_collision_end.global_position, [self], Const.ENEMY_COLLISION_LAYER, false, true) if left.collider is BaseBuilding: print(""kill"") ``` 2. Click at the blank line in the middle 3. Delete the line (e.g. by pressing Ctrl+X) ### Minimal reproduction project _No response_",True,"Editor scrolls to the right when caret moves to the end of line after deleting another line - ### Godot version 3.3 ### System information W10 ### Issue description When deleting empty line, the caret jumps to the end of next line and editor scrolls all to the right: ![DrzEOO9fd9](https://user-images.githubusercontent.com/2223172/121677166-d10b4480-cab5-11eb-873d-008cdf5b9c2a.gif) ### Steps to reproduce 1. Paste this code ``` func collision_avoidance() -> Vector2: var avoidance_force: Vector2 var left = physics.raycast(left_collision_start.global_position, left_collision_end.global_position) if not left: left = get_world_2d().direct_space_state.intersect_ray(left_collision_start.global_position, left_collision_end.global_position, [self], Const.ENEMY_COLLISION_LAYER, false, true) if left.collider is BaseBuilding: print(""kill"") ``` 2. Click at the blank line in the middle 3. Delete the line (e.g. by pressing Ctrl+X) ### Minimal reproduction project _No response_",1,editor scrolls to the right when caret moves to the end of line after deleting another line godot version system information issue description when deleting empty line the caret jumps to the end of next line and editor scrolls all to the right steps to reproduce paste this code func collision avoidance var avoidance force var left physics raycast left collision start global position left collision end global position if not left left get world direct space state intersect ray left collision start global position left collision end global position const enemy collision layer false true if left collider is basebuilding print kill click at the blank line in the middle delete the line e g by pressing ctrl x minimal reproduction project no response ,1 3277,3386924766.0,IssuesEvent,2015-11-27 23:15:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Newly open help view tab won't scroll to the searched result,bug confirmed topic:editor usability,"When choosing a result from the Search Help dialog, it should open the Help view and scroll to the result. It works fine if this Object's Help view is already open. But if that's not the case, it will open a new tab and scroll to the bottom of the view, rather than to the searched result.",True,"Newly open help view tab won't scroll to the searched result - When choosing a result from the Search Help dialog, it should open the Help view and scroll to the result. It works fine if this Object's Help view is already open. But if that's not the case, it will open a new tab and scroll to the bottom of the view, rather than to the searched result.",1,newly open help view tab won t scroll to the searched result when choosing a result from the search help dialog it should open the help view and scroll to the result it works fine if this object s help view is already open but if that s not the case it will open a new tab and scroll to the bottom of the view rather than to the searched result ,1 794310,28030488649.0,IssuesEvent,2023-03-28 12:04:45,ethereum-push-notification-service/push-dapp,https://api.github.com/repos/ethereum-push-notification-service/push-dapp,closed,Refactor dashboard page files into modules and sections,Priority 1,- Refactor the files of Dashboard page into modules and sections folder. Acc. to the [dApp guidelines](https://www.notion.so/pushprotocol/Frontend-dApp-Guidelines-1d7806ae3d9e4569a340b563dcd0536c).,1.0,Refactor dashboard page files into modules and sections - - Refactor the files of Dashboard page into modules and sections folder. Acc. to the [dApp guidelines](https://www.notion.so/pushprotocol/Frontend-dApp-Guidelines-1d7806ae3d9e4569a340b563dcd0536c).,0,refactor dashboard page files into modules and sections refactor the files of dashboard page into modules and sections folder acc to the ,0 755992,26451864888.0,IssuesEvent,2023-01-16 11:51:23,Baystation12/Baystation12,https://api.github.com/repos/Baystation12/Baystation12,closed,AEGs do not have a safety decal,Priority: Trivial Could Reproduce,"### Description of issue Advanced Energy Guns do not have the in-hand decal showing the status of their safeties. This makes it hard to determine quickly if pulling the trigger will actually result in pew-pew. ### Difference between expected and actual behaviour _No response_ ### Steps to reproduce Get AEG Look for Decal It's not there Have to examine weapon to see safety status ### Specific information for locating Item name: Advanced Energy Gun Item path: /obj/item/gun/energy/gun/nuclear ### Client version, server revision, & game ID Client Version: 514 Server Revision: [e8682bd307134bbad7d8f679a77be20a56ad0ed2](https://bay.ss13.me/github/commit/e8682bd307134bbad7d8f679a77be20a56ad0ed2) - dev - 2023-01-15 Game ID: clT-c3lh Current map: SEV Torch ### Issue bingo - [x] Issue could be reproduced at least once - [x] Issue could be reproduced by different players - [x] Issue could be reproduced in multiple rounds - [X] Issue happened in a recent (less than 7 days ago) round - [X] [Couldn't find an existing issue about this](https://github.com/Baystation12/Baystation12/issues)",1.0,"AEGs do not have a safety decal - ### Description of issue Advanced Energy Guns do not have the in-hand decal showing the status of their safeties. This makes it hard to determine quickly if pulling the trigger will actually result in pew-pew. ### Difference between expected and actual behaviour _No response_ ### Steps to reproduce Get AEG Look for Decal It's not there Have to examine weapon to see safety status ### Specific information for locating Item name: Advanced Energy Gun Item path: /obj/item/gun/energy/gun/nuclear ### Client version, server revision, & game ID Client Version: 514 Server Revision: [e8682bd307134bbad7d8f679a77be20a56ad0ed2](https://bay.ss13.me/github/commit/e8682bd307134bbad7d8f679a77be20a56ad0ed2) - dev - 2023-01-15 Game ID: clT-c3lh Current map: SEV Torch ### Issue bingo - [x] Issue could be reproduced at least once - [x] Issue could be reproduced by different players - [x] Issue could be reproduced in multiple rounds - [X] Issue happened in a recent (less than 7 days ago) round - [X] [Couldn't find an existing issue about this](https://github.com/Baystation12/Baystation12/issues)",0,aegs do not have a safety decal description of issue advanced energy guns do not have the in hand decal showing the status of their safeties this makes it hard to determine quickly if pulling the trigger will actually result in pew pew difference between expected and actual behaviour no response steps to reproduce get aeg look for decal it s not there have to examine weapon to see safety status specific information for locating item name advanced energy gun item path obj item gun energy gun nuclear client version server revision game id client version server revision dev game id clt current map sev torch issue bingo issue could be reproduced at least once issue could be reproduced by different players issue could be reproduced in multiple rounds issue happened in a recent less than days ago round ,0 71461,7245346693.0,IssuesEvent,2018-02-14 17:46:55,ShaneKent/PyEventLogViewer,https://api.github.com/repos/ShaneKent/PyEventLogViewer,closed,Sprint 7 Testing,high priority testing,"Reference the DVPR for more details. Implement the following and record the results in the DVPR. If the test cannot yet be implemented, please document why and file a follow-up issue and link it. If the results of the test indicate that changes must be made, please file a follow-up issue and link it. This is due by 2/14. GUI freezes during import process without the user noticing - [x] Freeze GUI by injecting an infinite loop into the import process. Visually observe the results. Logs are interleaved by time - [x] Import at least two event logs and visually verify that sorting of records via UTC time is correct Records can be categorized using color - [x] Visually observe the timeline Logs are displayed in a timeline format - [x] Visually observe how the logs are displayed",1.0,"Sprint 7 Testing - Reference the DVPR for more details. Implement the following and record the results in the DVPR. If the test cannot yet be implemented, please document why and file a follow-up issue and link it. If the results of the test indicate that changes must be made, please file a follow-up issue and link it. This is due by 2/14. GUI freezes during import process without the user noticing - [x] Freeze GUI by injecting an infinite loop into the import process. Visually observe the results. Logs are interleaved by time - [x] Import at least two event logs and visually verify that sorting of records via UTC time is correct Records can be categorized using color - [x] Visually observe the timeline Logs are displayed in a timeline format - [x] Visually observe how the logs are displayed",0,sprint testing reference the dvpr for more details implement the following and record the results in the dvpr if the test cannot yet be implemented please document why and file a follow up issue and link it if the results of the test indicate that changes must be made please file a follow up issue and link it this is due by gui freezes during import process without the user noticing freeze gui by injecting an infinite loop into the import process visually observe the results logs are interleaved by time import at least two event logs and visually verify that sorting of records via utc time is correct records can be categorized using color visually observe the timeline logs are displayed in a timeline format visually observe how the logs are displayed,0 4205,3769871912.0,IssuesEvent,2016-03-16 12:34:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can not resize the window animation.,bug confirmed topic:editor usability,"**Operating system or device:** Ubuntu15.04 **Issue description** (what happened, and what was expected): Can not resize the window animation. **Link to minimal example project** (optional but very welcome): ![2016-03-15 07 12 54](https://cloud.githubusercontent.com/assets/11325733/13764113/503cb67e-ea76-11e5-99c8-457a8baa48b8.png) ",True,"Can not resize the window animation. - **Operating system or device:** Ubuntu15.04 **Issue description** (what happened, and what was expected): Can not resize the window animation. **Link to minimal example project** (optional but very welcome): ![2016-03-15 07 12 54](https://cloud.githubusercontent.com/assets/11325733/13764113/503cb67e-ea76-11e5-99c8-457a8baa48b8.png) ",1,can not resize the window animation operating system or device issue description what happened and what was expected can not resize the window animation link to minimal example project optional but very welcome ,1 6689,4448850261.0,IssuesEvent,2016-08-22 02:59:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,File recovery on crash,feature proposal topic:editor usability,"Godot shouldn't crash, but we all know that it does sometimes. It would be very nice that a data recovery function existed so not much of work is lost. I believe an autosave to a temp path from time to time seems enough, along with a popup showing what can be recovered when opening a project that crashed.",True,"File recovery on crash - Godot shouldn't crash, but we all know that it does sometimes. It would be very nice that a data recovery function existed so not much of work is lost. I believe an autosave to a temp path from time to time seems enough, along with a popup showing what can be recovered when opening a project that crashed.",1,file recovery on crash godot shouldn t crash but we all know that it does sometimes it would be very nice that a data recovery function existed so not much of work is lost i believe an autosave to a temp path from time to time seems enough along with a popup showing what can be recovered when opening a project that crashed ,1 800517,28369462683.0,IssuesEvent,2023-04-12 15:55:08,brave/brave-browser,https://api.github.com/repos/brave/brave-browser,closed,Add Swap to the FAB button in wallet to open a tab to brave://wallet/swap,priority/P3 feature/web3/wallet OS/Android feature/web3/wallet/swap,Update with release of new swap webUI brave://wallet/swap,1.0,Add Swap to the FAB button in wallet to open a tab to brave://wallet/swap - Update with release of new swap webUI brave://wallet/swap,0,add swap to the fab button in wallet to open a tab to brave wallet swap update with release of new swap webui brave wallet swap,0 13114,5300798607.0,IssuesEvent,2017-02-10 06:58:40,mitchellh/packer,https://api.github.com/repos/mitchellh/packer,closed,Allow config to specify disk label for virtual floppy,builder/vmware-esxi enhancement waiting-reply,"From reading the Redhat documentation, it appears that we can avoid doing the insecure VNC connection to launch a kickstart install if we use `floppy_files` AND label the FAT filesystem created `OEMDRV`. Right now, the disk label is hard-coded to ""packer"". This enhancement request is to allow us to specify `""floppy_label""` in our configuration file to support VNC-free kickstart installs. ",1.0,"Allow config to specify disk label for virtual floppy - From reading the Redhat documentation, it appears that we can avoid doing the insecure VNC connection to launch a kickstart install if we use `floppy_files` AND label the FAT filesystem created `OEMDRV`. Right now, the disk label is hard-coded to ""packer"". This enhancement request is to allow us to specify `""floppy_label""` in our configuration file to support VNC-free kickstart installs. ",0,allow config to specify disk label for virtual floppy from reading the redhat documentation it appears that we can avoid doing the insecure vnc connection to launch a kickstart install if we use floppy files and label the fat filesystem created oemdrv right now the disk label is hard coded to packer this enhancement request is to allow us to specify floppy label in our configuration file to support vnc free kickstart installs ,0 244334,7873879720.0,IssuesEvent,2018-06-25 15:24:43,huridocs/uwazi,https://api.github.com/repos/huridocs/uwazi,closed,Cannot select /unselect dictionary groups,Bug Priority: High Status: Sprint,"I haven't been able to diagnose under which conditions its happening: ![screenshot from 2018-06-20 15-10-05](https://user-images.githubusercontent.com/489831/41684911-20a2cea0-749c-11e8-9bc2-98e3412f04ec.png) ",1.0,"Cannot select /unselect dictionary groups - I haven't been able to diagnose under which conditions its happening: ![screenshot from 2018-06-20 15-10-05](https://user-images.githubusercontent.com/489831/41684911-20a2cea0-749c-11e8-9bc2-98e3412f04ec.png) ",0,cannot select unselect dictionary groups i haven t been able to diagnose under which conditions its happening ,0 8955,6049605216.0,IssuesEvent,2017-06-12 19:07:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Game window centered by default,enhancement topic:editor usability,"Every time I encounter a YouTube tutorial it strikes me as how many times the game window is **manually centered** after running. In the most recent GDquest's tutorials backed by a KickStarter you can see this same behavior: [Example](https://youtu.be/xUSEeXDtwIw?t=34s) I think that the **default setting** for the game window should be **centered**. It is something that I see MANY people is struggling with and it is hard to find that settings option if you don't know a lot about the program's interface. I'll try to do a pull request myself but I'm not sure if I'll be able to make it properly.",True,"Game window centered by default - Every time I encounter a YouTube tutorial it strikes me as how many times the game window is **manually centered** after running. In the most recent GDquest's tutorials backed by a KickStarter you can see this same behavior: [Example](https://youtu.be/xUSEeXDtwIw?t=34s) I think that the **default setting** for the game window should be **centered**. It is something that I see MANY people is struggling with and it is hard to find that settings option if you don't know a lot about the program's interface. I'll try to do a pull request myself but I'm not sure if I'll be able to make it properly.",1,game window centered by default every time i encounter a youtube tutorial it strikes me as how many times the game window is manually centered after running in the most recent gdquest s tutorials backed by a kickstarter you can see this same behavior i think that the default setting for the game window should be centered it is something that i see many people is struggling with and it is hard to find that settings option if you don t know a lot about the program s interface i ll try to do a pull request myself but i m not sure if i ll be able to make it properly ,1 28544,23325771617.0,IssuesEvent,2022-08-08 21:02:02,dotnet/aspnetcore,https://api.github.com/repos/dotnet/aspnetcore,reopened,Build WASM DevServer By Default,area-infrastructure,"Currently the default build scripts do not build the DevServer by default (at least in Codespaces). This issue is to consider changing that. > `src/Components/WebAssembly/DevServer/src/Microsoft.AspNetCore.Components.WebAssembly.DevServer.csproj` Running into this issue on every new codespace where I'd like to debug a Blazor Wasm test app (`src/Components/testassets/BasicTestApp` or `src/Components/WebAssembly/testassets/*`)",1.0,"Build WASM DevServer By Default - Currently the default build scripts do not build the DevServer by default (at least in Codespaces). This issue is to consider changing that. > `src/Components/WebAssembly/DevServer/src/Microsoft.AspNetCore.Components.WebAssembly.DevServer.csproj` Running into this issue on every new codespace where I'd like to debug a Blazor Wasm test app (`src/Components/testassets/BasicTestApp` or `src/Components/WebAssembly/testassets/*`)",0,build wasm devserver by default currently the default build scripts do not build the devserver by default at least in codespaces this issue is to consider changing that src components webassembly devserver src microsoft aspnetcore components webassembly devserver csproj running into this issue on every new codespace where i d like to debug a blazor wasm test app src components testassets basictestapp or src components webassembly testassets ,0 22047,18371996559.0,IssuesEvent,2021-10-11 01:26:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shift + Tab doesn't work on a right side of line,bug topic:editor usability regression,"### Godot version 09b0293 ### System information W10 ### Issue description If you have caret at the right side of line, e.g like this: ![image](https://user-images.githubusercontent.com/2223172/136711220-1725a96b-5696-40c5-ae96-16bbaf7c8dc9.png) you can't use Shift + Tab to decrease indentation. ### Steps to reproduce 1. Add indented text 2. Try Shift-Tabbing it when caret is at the end of line ### Minimal reproduction project _No response_",True,"Shift + Tab doesn't work on a right side of line - ### Godot version 09b0293 ### System information W10 ### Issue description If you have caret at the right side of line, e.g like this: ![image](https://user-images.githubusercontent.com/2223172/136711220-1725a96b-5696-40c5-ae96-16bbaf7c8dc9.png) you can't use Shift + Tab to decrease indentation. ### Steps to reproduce 1. Add indented text 2. Try Shift-Tabbing it when caret is at the end of line ### Minimal reproduction project _No response_",1,shift tab doesn t work on a right side of line godot version system information issue description if you have caret at the right side of line e g like this you can t use shift tab to decrease indentation steps to reproduce add indented text try shift tabbing it when caret is at the end of line minimal reproduction project no response ,1 91569,11520835312.0,IssuesEvent,2020-02-14 15:32:03,blockstack/blockstack-browser,https://api.github.com/repos/blockstack/blockstack-browser,closed,New onboarding flow with optional email and seed education screens,Epic design enhancement ux,"This updated design combines all the learning from user testing rounds in the fall. – The sequence is reordered so that all users see their seed before deciding to email themselves, and can skip that step. – It also contains revised language: 'Secret Key' and 'Secret Key Backup' – The seed verification prompts the user to tap all words. – The referring app is featured prominently in the first screen to help not get disoriented. ![Frame 2.png](https://images.zenhubusercontent.com/5c01542d2c4f4d3a813340fc/474908d2-ff13-44e4-8e5e-8d74575944b3) Details in figma. ",1.0,"New onboarding flow with optional email and seed education screens - This updated design combines all the learning from user testing rounds in the fall. – The sequence is reordered so that all users see their seed before deciding to email themselves, and can skip that step. – It also contains revised language: 'Secret Key' and 'Secret Key Backup' – The seed verification prompts the user to tap all words. – The referring app is featured prominently in the first screen to help not get disoriented. ![Frame 2.png](https://images.zenhubusercontent.com/5c01542d2c4f4d3a813340fc/474908d2-ff13-44e4-8e5e-8d74575944b3) Details in figma. ",0,new onboarding flow with optional email and seed education screens this updated design combines all the learning from user testing rounds in the fall – the sequence is reordered so that all users see their seed before deciding to email themselves and can skip that step – it also contains revised language secret key and secret key backup – the seed verification prompts the user to tap all words – the referring app is featured prominently in the first screen to help not get disoriented details in figma ,0 3390,3436625137.0,IssuesEvent,2015-12-12 15:08:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Option/cli switch to not start the editor maximized,feature request topic:editor usability,"Could an option or command line switch be added to prevent the editor to start maximized? While the default (which can remain default) is convenient for smaller screens that benefit from a single maximized window, it gets a bit in the way when one has windows at a side for terminal tasks, collaboration tools, artwork references/editors and such things. An option to remember last window state (position and size/maximized status) could be convenient too.",True,"Option/cli switch to not start the editor maximized - Could an option or command line switch be added to prevent the editor to start maximized? While the default (which can remain default) is convenient for smaller screens that benefit from a single maximized window, it gets a bit in the way when one has windows at a side for terminal tasks, collaboration tools, artwork references/editors and such things. An option to remember last window state (position and size/maximized status) could be convenient too.",1,option cli switch to not start the editor maximized could an option or command line switch be added to prevent the editor to start maximized while the default which can remain default is convenient for smaller screens that benefit from a single maximized window it gets a bit in the way when one has windows at a side for terminal tasks collaboration tools artwork references editors and such things an option to remember last window state position and size maximized status could be convenient too ,1 27721,30269244229.0,IssuesEvent,2023-07-07 14:10:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Plugin description tooltip has no limits,bug topic:editor usability,"### Godot version 4.1 beta1 ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description ![image](https://github.com/godotengine/godot/assets/2223172/3030410f-3bde-4d48-a2bc-959cc4b10518) This is a plugin description that spans 2 screens and goes beyond the right screen border. I just wanted to test if there is any limit to plugin description size. There is none. You can potentially put a text that will cover your whole screen (don't try it 🙃). Not sure how we should solve that. We could autowrap the label, but to gracefully display extremely long texts they either need to be scrolled (in a tooltip??) or truncated. ### Steps to reproduce 1. Open Project Settings 2. Go to Plugins -> Create New Plugin 3. Write a book in the Description field ### Minimal reproduction project https://www.lipsum.com/",True,"Plugin description tooltip has no limits - ### Godot version 4.1 beta1 ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description ![image](https://github.com/godotengine/godot/assets/2223172/3030410f-3bde-4d48-a2bc-959cc4b10518) This is a plugin description that spans 2 screens and goes beyond the right screen border. I just wanted to test if there is any limit to plugin description size. There is none. You can potentially put a text that will cover your whole screen (don't try it 🙃). Not sure how we should solve that. We could autowrap the label, but to gracefully display extremely long texts they either need to be scrolled (in a tooltip??) or truncated. ### Steps to reproduce 1. Open Project Settings 2. Go to Plugins -> Create New Plugin 3. Write a book in the Description field ### Minimal reproduction project https://www.lipsum.com/",1,plugin description tooltip has no limits godot version system information windows vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description this is a plugin description that spans screens and goes beyond the right screen border i just wanted to test if there is any limit to plugin description size there is none you can potentially put a text that will cover your whole screen don t try it 🙃 not sure how we should solve that we could autowrap the label but to gracefully display extremely long texts they either need to be scrolled in a tooltip or truncated steps to reproduce open project settings go to plugins create new plugin write a book in the description field minimal reproduction project ,1 17448,12043914183.0,IssuesEvent,2020-04-14 13:14:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Can't use arrows in ItemList after pressing a letter,bug discussion topic:gui usability,"**Godot version:** 3.2.1 **Issue description:** When you click ItemList, you can move through elements with arrow keys. But you can't anymore after pressing a letter to search something. You need to click again or wait few secs. After checking the code, seems like incremental search has a separate path for arrow keys, but I don't much understand what is it for. In the end it just blocks arrow keys after searching. **Steps to reproduce:** 1. Create ItemList with some elements 2. Press some letter 3. Try to use arrow keys",True,"Can't use arrows in ItemList after pressing a letter - **Godot version:** 3.2.1 **Issue description:** When you click ItemList, you can move through elements with arrow keys. But you can't anymore after pressing a letter to search something. You need to click again or wait few secs. After checking the code, seems like incremental search has a separate path for arrow keys, but I don't much understand what is it for. In the end it just blocks arrow keys after searching. **Steps to reproduce:** 1. Create ItemList with some elements 2. Press some letter 3. Try to use arrow keys",1,can t use arrows in itemlist after pressing a letter godot version issue description when you click itemlist you can move through elements with arrow keys but you can t anymore after pressing a letter to search something you need to click again or wait few secs after checking the code seems like incremental search has a separate path for arrow keys but i don t much understand what is it for in the end it just blocks arrow keys after searching steps to reproduce create itemlist with some elements press some letter try to use arrow keys,1 312139,9543843943.0,IssuesEvent,2019-05-01 12:03:49,neuropoly/spinalcordtoolbox,https://api.github.com/repos/neuropoly/spinalcordtoolbox,closed,ValueError: Images of type float must be between -1 and 1.,bug priority:HIGH sct_label_vertebrae,"This bug happens with float32 data.
Trying to reproduce using sct-4.0.0-beta.2 (does **not** reproduce) ~~~ # INSIDE TERMINAL cd sct_example_data/t2 source ~/sct/python/bin/activate # activate SCT python python # INSIDE PYTHON import nibabel as nib import numpy as np img = nib.load('t2.nii.gz') img.set_data_dtype(np.float32) nib.save(img, 't2f.nii.gz') quit() # BACK TO THE TERMINAL sct_deepseg_sc -i t2f.nii.gz -c t2 sct_label_vertebrae -i t2f.nii.gz -s t2f_seg.nii.gz -c t2 # FULL OUTPUT (no error) julien-macbook:~/sct_example_data__old/t2 $ sct_label_vertebrae -i t2f.nii.gz -s t2f_seg.nii.gz -c t2 Create temporary folder (/var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8)... Copying input data to tmp folder... Straighten spinal cord... Reusing existing warping field which seems to be valid cp /Users/julien/sct_example_data__old/t2/warp_curve2straight.nii.gz warp_curve2straight.nii.gz cp /Users/julien/sct_example_data__old/t2/warp_straight2curve.nii.gz warp_straight2curve.nii.gz cp /Users/julien/sct_example_data__old/t2/straight_ref.nii.gz straight_ref.nii.gz sct_apply_transfo -i data.nii -w warp_curve2straight.nii.gz -d straight_ref.nii.gz -o data_straight.nii # in /private/var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8 Resample to 0.5mm isotropic... sct_resample -i data_straight.nii -mm 0.5x0.5x0.5 -x linear -o data_straightr.nii # in /private/var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8 Apply straightening to segmentation... /Users/julien/sct_4.0.0-beta.2/bin/isct_antsApplyTransforms -d 3 -i segmentation.nii -r data_straightr.nii -t warp_curve2straight.nii.gz -o segmentation_straight.nii -n Linear # in /private/var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8 sct_maths -i segmentation_straight.nii -thr 0.5 -o segmentation_straight.nii # in /private/var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8 Create label to identify disc... Creating temporary folder... Run C2-C3 detector... C2-C3 detected... Remove temporary files... rm -rf /var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165632.976741-uvlvng81 WARNING: File /var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8/labelz.nii.gz already exists. Will overwrite it. Done! To view results, type: fsleyes /var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8/labelz.nii.gz & And apply straightening to label... /Users/julien/sct_4.0.0-beta.2/bin/isct_antsApplyTransforms -d 3 -i labelz.nii.gz -r data_straightr.nii -t warp_curve2straight.nii.gz -o labelz_straight.nii.gz -n NearestNeighbor # in /private/var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8 Get z and disc values from straight label... .. [307, 2] Look for template... Path template: /Users/julien/sct_4.0.0-beta.2/data/PAM50 Open template and vertebral levels... Disc values from template: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19] Z-values for each disc: [962, 939, 908, 871, 834, 801, 770, 736, 693, 647, 601, 552, 501, 450, 397, 343, 290, 232, 169, 106, 56] Distances between discs (in voxel): [23.0, 31.0, 37.0, 37.0, 33.0, 31.0, 34.0, 43.0, 46.0, 46.0, 49.0, 51.0, 51.0, 53.0, 54.0, 53.0, 58.0, 63.0, 63.0, 50.0] Detect intervertebral discs... Current disc: 2 (z=307). Direction: superior .. WARNING: Data contained zero. We probably hit the edge of the image. .. WARNING: Correlation vector only contains zeros. Using adjusted template distance. Current disc: 1 (z=338). Direction: superior .. correcting factor: 1.0 .. Switching to inferior direction. Current disc: 3 (z=270). Direction: inferior .. WARNING: Data contained zero. We probably hit the edge of the image. .. WARNING: Correlation vector only contains zeros. Using adjusted template distance. .. correcting factor: 1.0 Current disc: 4 (z=233). Direction: inferior .. WARNING: Data contained zero. We probably hit the edge of the image. .. WARNING: Correlation vector only contains zeros. Using adjusted template distance. .. correcting factor: 1.0 Current disc: 5 (z=200). Direction: inferior .. WARNING: Data contained zero. We probably hit the edge of the image. .. WARNING: Correlation vector only contains zeros. Using adjusted template distance. .. correcting factor: 1.0 Current disc: 6 (z=169). Direction: inferior .. WARNING: Data contained zero. We probably hit the edge of the image. .. WARNING: Correlation vector only contains zeros. Using adjusted template distance. .. correcting factor: 1.0 Current disc: 7 (z=135). Direction: inferior .. WARNING: Data contained zero. We probably hit the edge of the image. .. WARNING: Correlation vector only contains zeros. Using adjusted template distance. .. correcting factor: 1.0 Current disc: 8 (z=92). Direction: inferior .. WARNING: Data contained zero. We probably hit the edge of the image. .. WARNING: Correlation vector only contains zeros. Using adjusted template distance. .. correcting factor: 1.0 Current disc: 9 (z=46). Direction: inferior .. WARNING: Data contained zero. We probably hit the edge of the image. .. WARNING: Correlation vector only contains zeros. Using adjusted template distance. .. correcting factor: 1.0 Adding top disc based on adjusted template distance: #0 .. approximate distance: 23 Un-straighten labeling... /Users/julien/sct_4.0.0-beta.2/bin/isct_antsApplyTransforms -d 3 -i segmentation_straight_labeled.nii -r segmentation.nii -t warp_straight2curve.nii.gz -o segmentation_labeled.nii -n NearestNeighbor # in /private/var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8 Clean labeled segmentation (correct interpolation errors)... WARNING: File /private/var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8/segmentation_labeled.nii already exists. Will overwrite it. Label discs... Generate output files... WARNING: File ./t2f_seg_labeled.nii.gz already exists. Deleting it... sct_convert -i /var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8/segmentation_labeled.nii -o ./t2f_seg_labeled.nii.gz File created: ./t2f_seg_labeled.nii.gz WARNING: File ./t2f_seg_labeled_discs.nii.gz already exists. Deleting it... sct_convert -i /var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8/segmentation_labeled_disc.nii -o ./t2f_seg_labeled_discs.nii.gz File created: ./t2f_seg_labeled_discs.nii.gz WARNING: File ./warp_curve2straight.nii.gz already exists. Deleting it... File created: ./warp_curve2straight.nii.gz WARNING: File ./warp_straight2curve.nii.gz already exists. Deleting it... File created: ./warp_straight2curve.nii.gz WARNING: File ./straight_ref.nii.gz already exists. Deleting it... File created: ./straight_ref.nii.gz Remove temporary files... rm -rf /var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8 Done! To view results, type: fsleyes /Users/julien/sct_example_data__old/t2/t2f.nii.gz -a 100.0 ./t2f_seg_labeled.nii.gz -cm subcortical -a 50.0 & ~~~
--> cannot reproduce: asked user to provide data. Also see: http://forum.spinalcordmri.org/t/sct-label-vertebrae-error-images-of-type-float-must-be-between-1-and-1/63",1.0,"ValueError: Images of type float must be between -1 and 1. - This bug happens with float32 data.
Trying to reproduce using sct-4.0.0-beta.2 (does **not** reproduce) ~~~ # INSIDE TERMINAL cd sct_example_data/t2 source ~/sct/python/bin/activate # activate SCT python python # INSIDE PYTHON import nibabel as nib import numpy as np img = nib.load('t2.nii.gz') img.set_data_dtype(np.float32) nib.save(img, 't2f.nii.gz') quit() # BACK TO THE TERMINAL sct_deepseg_sc -i t2f.nii.gz -c t2 sct_label_vertebrae -i t2f.nii.gz -s t2f_seg.nii.gz -c t2 # FULL OUTPUT (no error) julien-macbook:~/sct_example_data__old/t2 $ sct_label_vertebrae -i t2f.nii.gz -s t2f_seg.nii.gz -c t2 Create temporary folder (/var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8)... Copying input data to tmp folder... Straighten spinal cord... Reusing existing warping field which seems to be valid cp /Users/julien/sct_example_data__old/t2/warp_curve2straight.nii.gz warp_curve2straight.nii.gz cp /Users/julien/sct_example_data__old/t2/warp_straight2curve.nii.gz warp_straight2curve.nii.gz cp /Users/julien/sct_example_data__old/t2/straight_ref.nii.gz straight_ref.nii.gz sct_apply_transfo -i data.nii -w warp_curve2straight.nii.gz -d straight_ref.nii.gz -o data_straight.nii # in /private/var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8 Resample to 0.5mm isotropic... sct_resample -i data_straight.nii -mm 0.5x0.5x0.5 -x linear -o data_straightr.nii # in /private/var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8 Apply straightening to segmentation... /Users/julien/sct_4.0.0-beta.2/bin/isct_antsApplyTransforms -d 3 -i segmentation.nii -r data_straightr.nii -t warp_curve2straight.nii.gz -o segmentation_straight.nii -n Linear # in /private/var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8 sct_maths -i segmentation_straight.nii -thr 0.5 -o segmentation_straight.nii # in /private/var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8 Create label to identify disc... Creating temporary folder... Run C2-C3 detector... C2-C3 detected... Remove temporary files... rm -rf /var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165632.976741-uvlvng81 WARNING: File /var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8/labelz.nii.gz already exists. Will overwrite it. Done! To view results, type: fsleyes /var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8/labelz.nii.gz & And apply straightening to label... /Users/julien/sct_4.0.0-beta.2/bin/isct_antsApplyTransforms -d 3 -i labelz.nii.gz -r data_straightr.nii -t warp_curve2straight.nii.gz -o labelz_straight.nii.gz -n NearestNeighbor # in /private/var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8 Get z and disc values from straight label... .. [307, 2] Look for template... Path template: /Users/julien/sct_4.0.0-beta.2/data/PAM50 Open template and vertebral levels... Disc values from template: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19] Z-values for each disc: [962, 939, 908, 871, 834, 801, 770, 736, 693, 647, 601, 552, 501, 450, 397, 343, 290, 232, 169, 106, 56] Distances between discs (in voxel): [23.0, 31.0, 37.0, 37.0, 33.0, 31.0, 34.0, 43.0, 46.0, 46.0, 49.0, 51.0, 51.0, 53.0, 54.0, 53.0, 58.0, 63.0, 63.0, 50.0] Detect intervertebral discs... Current disc: 2 (z=307). Direction: superior .. WARNING: Data contained zero. We probably hit the edge of the image. .. WARNING: Correlation vector only contains zeros. Using adjusted template distance. Current disc: 1 (z=338). Direction: superior .. correcting factor: 1.0 .. Switching to inferior direction. Current disc: 3 (z=270). Direction: inferior .. WARNING: Data contained zero. We probably hit the edge of the image. .. WARNING: Correlation vector only contains zeros. Using adjusted template distance. .. correcting factor: 1.0 Current disc: 4 (z=233). Direction: inferior .. WARNING: Data contained zero. We probably hit the edge of the image. .. WARNING: Correlation vector only contains zeros. Using adjusted template distance. .. correcting factor: 1.0 Current disc: 5 (z=200). Direction: inferior .. WARNING: Data contained zero. We probably hit the edge of the image. .. WARNING: Correlation vector only contains zeros. Using adjusted template distance. .. correcting factor: 1.0 Current disc: 6 (z=169). Direction: inferior .. WARNING: Data contained zero. We probably hit the edge of the image. .. WARNING: Correlation vector only contains zeros. Using adjusted template distance. .. correcting factor: 1.0 Current disc: 7 (z=135). Direction: inferior .. WARNING: Data contained zero. We probably hit the edge of the image. .. WARNING: Correlation vector only contains zeros. Using adjusted template distance. .. correcting factor: 1.0 Current disc: 8 (z=92). Direction: inferior .. WARNING: Data contained zero. We probably hit the edge of the image. .. WARNING: Correlation vector only contains zeros. Using adjusted template distance. .. correcting factor: 1.0 Current disc: 9 (z=46). Direction: inferior .. WARNING: Data contained zero. We probably hit the edge of the image. .. WARNING: Correlation vector only contains zeros. Using adjusted template distance. .. correcting factor: 1.0 Adding top disc based on adjusted template distance: #0 .. approximate distance: 23 Un-straighten labeling... /Users/julien/sct_4.0.0-beta.2/bin/isct_antsApplyTransforms -d 3 -i segmentation_straight_labeled.nii -r segmentation.nii -t warp_straight2curve.nii.gz -o segmentation_labeled.nii -n NearestNeighbor # in /private/var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8 Clean labeled segmentation (correct interpolation errors)... WARNING: File /private/var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8/segmentation_labeled.nii already exists. Will overwrite it. Label discs... Generate output files... WARNING: File ./t2f_seg_labeled.nii.gz already exists. Deleting it... sct_convert -i /var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8/segmentation_labeled.nii -o ./t2f_seg_labeled.nii.gz File created: ./t2f_seg_labeled.nii.gz WARNING: File ./t2f_seg_labeled_discs.nii.gz already exists. Deleting it... sct_convert -i /var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8/segmentation_labeled_disc.nii -o ./t2f_seg_labeled_discs.nii.gz File created: ./t2f_seg_labeled_discs.nii.gz WARNING: File ./warp_curve2straight.nii.gz already exists. Deleting it... File created: ./warp_curve2straight.nii.gz WARNING: File ./warp_straight2curve.nii.gz already exists. Deleting it... File created: ./warp_straight2curve.nii.gz WARNING: File ./straight_ref.nii.gz already exists. Deleting it... File created: ./straight_ref.nii.gz Remove temporary files... rm -rf /var/folders/6f/wy6ljmx9453cgth2qwv5l1s80000gn/T/sct-20190426165627.020460-label_vertebrae-j_ww7mp8 Done! To view results, type: fsleyes /Users/julien/sct_example_data__old/t2/t2f.nii.gz -a 100.0 ./t2f_seg_labeled.nii.gz -cm subcortical -a 50.0 & ~~~
--> cannot reproduce: asked user to provide data. Also see: http://forum.spinalcordmri.org/t/sct-label-vertebrae-error-images-of-type-float-must-be-between-1-and-1/63",0,valueerror images of type float must be between and this bug happens with data trying to reproduce using sct beta does not reproduce inside terminal cd sct example data source sct python bin activate activate sct python python inside python import nibabel as nib import numpy as np img nib load nii gz img set data dtype np nib save img nii gz quit back to the terminal sct deepseg sc i nii gz c sct label vertebrae i nii gz s seg nii gz c full output no error julien macbook sct example data old sct label vertebrae i nii gz s seg nii gz c create temporary folder var folders t sct label vertebrae j copying input data to tmp folder straighten spinal cord reusing existing warping field which seems to be valid cp users julien sct example data old warp nii gz warp nii gz cp users julien sct example data old warp nii gz warp nii gz cp users julien sct example data old straight ref nii gz straight ref nii gz sct apply transfo i data nii w warp nii gz d straight ref nii gz o data straight nii in private var folders t sct label vertebrae j resample to isotropic sct resample i data straight nii mm x linear o data straightr nii in private var folders t sct label vertebrae j apply straightening to segmentation users julien sct beta bin isct antsapplytransforms d i segmentation nii r data straightr nii t warp nii gz o segmentation straight nii n linear in private var folders t sct label vertebrae j sct maths i segmentation straight nii thr o segmentation straight nii in private var folders t sct label vertebrae j create label to identify disc creating temporary folder run detector detected remove temporary files rm rf var folders t sct warning file var folders t sct label vertebrae j labelz nii gz already exists will overwrite it done to view results type fsleyes var folders t sct label vertebrae j labelz nii gz and apply straightening to label users julien sct beta bin isct antsapplytransforms d i labelz nii gz r data straightr nii t warp nii gz o labelz straight nii gz n nearestneighbor in private var folders t sct label vertebrae j get z and disc values from straight label look for template path template users julien sct beta data open template and vertebral levels disc values from template z values for each disc distances between discs in voxel detect intervertebral discs current disc z direction superior warning data contained zero we probably hit the edge of the image warning correlation vector only contains zeros using adjusted template distance current disc z direction superior correcting factor switching to inferior direction current disc z direction inferior warning data contained zero we probably hit the edge of the image warning correlation vector only contains zeros using adjusted template distance correcting factor current disc z direction inferior warning data contained zero we probably hit the edge of the image warning correlation vector only contains zeros using adjusted template distance correcting factor current disc z direction inferior warning data contained zero we probably hit the edge of the image warning correlation vector only contains zeros using adjusted template distance correcting factor current disc z direction inferior warning data contained zero we probably hit the edge of the image warning correlation vector only contains zeros using adjusted template distance correcting factor current disc z direction inferior warning data contained zero we probably hit the edge of the image warning correlation vector only contains zeros using adjusted template distance correcting factor current disc z direction inferior warning data contained zero we probably hit the edge of the image warning correlation vector only contains zeros using adjusted template distance correcting factor current disc z direction inferior warning data contained zero we probably hit the edge of the image warning correlation vector only contains zeros using adjusted template distance correcting factor adding top disc based on adjusted template distance approximate distance un straighten labeling users julien sct beta bin isct antsapplytransforms d i segmentation straight labeled nii r segmentation nii t warp nii gz o segmentation labeled nii n nearestneighbor in private var folders t sct label vertebrae j clean labeled segmentation correct interpolation errors warning file private var folders t sct label vertebrae j segmentation labeled nii already exists will overwrite it label discs generate output files warning file seg labeled nii gz already exists deleting it sct convert i var folders t sct label vertebrae j segmentation labeled nii o seg labeled nii gz file created seg labeled nii gz warning file seg labeled discs nii gz already exists deleting it sct convert i var folders t sct label vertebrae j segmentation labeled disc nii o seg labeled discs nii gz file created seg labeled discs nii gz warning file warp nii gz already exists deleting it file created warp nii gz warning file warp nii gz already exists deleting it file created warp nii gz warning file straight ref nii gz already exists deleting it file created straight ref nii gz remove temporary files rm rf var folders t sct label vertebrae j done to view results type fsleyes users julien sct example data old nii gz a seg labeled nii gz cm subcortical a cannot reproduce asked user to provide data also see ,0 3093,3331181383.0,IssuesEvent,2015-11-11 14:49:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Ability to edit Editor Settings from Project Manager,feature request topic:editor usability,"It's a bummer that you have to open a project in order to edit the Editor Settings, since they're not related to any project.",True,"Ability to edit Editor Settings from Project Manager - It's a bummer that you have to open a project in order to edit the Editor Settings, since they're not related to any project.",1,ability to edit editor settings from project manager it s a bummer that you have to open a project in order to edit the editor settings since they re not related to any project ,1 117775,15172872387.0,IssuesEvent,2021-02-13 11:26:37,keystonejs/keystone,https://api.github.com/repos/keystonejs/keystone,closed,Save action alternatives as a dropdown menu,admin-ui design required feature request needs-review,"Instead of defaulting to `Save and continue editing`, we could offer a save dropdown menu which changes the default save action to be one of: - Save and continue editing, or - Save and return to list (idea credit to @jossmac)",1.0,"Save action alternatives as a dropdown menu - Instead of defaulting to `Save and continue editing`, we could offer a save dropdown menu which changes the default save action to be one of: - Save and continue editing, or - Save and return to list (idea credit to @jossmac)",0,save action alternatives as a dropdown menu instead of defaulting to save and continue editing we could offer a save dropdown menu which changes the default save action to be one of save and continue editing or save and return to list idea credit to jossmac ,0 349061,31770582362.0,IssuesEvent,2023-09-12 11:31:57,libreswan/libreswan,https://api.github.com/repos/libreswan/libreswan,opened,how <> deletes connections untested,test-needed,based on a log message it triggers not appearing in the testsuite,1.0,how <> deletes connections untested - based on a log message it triggers not appearing in the testsuite,0,how deletes connections untested based on a log message it triggers not appearing in the testsuite,0 17957,12440326302.0,IssuesEvent,2020-05-26 11:47:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Dragging a texture from the ""FileSystem"" resources pane on the left onto a ""TestCube"" node in the scene explorer should create a default material and assign the texture [prototyping essential]",feature proposal topic:editor usability,"**Operating system or device - Godot version:** Fedora 25 x64 - v2.1.1.stable.official **Issue description** (what happened, and what was expected): Dragging a texture from the ""FileSystem"" resources pane on the left onto a ""TestCube"" node in the scene explorer should create a default material and assign the texture immediately. This is required for fast prototyping, because right now it seems I am expected to first create or assign a Material manually which is way too tedious to do for every test block. **Steps to reproduce:** (feature request) **Link to minimal example project** (optional but very welcome): ",True,"Dragging a texture from the ""FileSystem"" resources pane on the left onto a ""TestCube"" node in the scene explorer should create a default material and assign the texture [prototyping essential] - **Operating system or device - Godot version:** Fedora 25 x64 - v2.1.1.stable.official **Issue description** (what happened, and what was expected): Dragging a texture from the ""FileSystem"" resources pane on the left onto a ""TestCube"" node in the scene explorer should create a default material and assign the texture immediately. This is required for fast prototyping, because right now it seems I am expected to first create or assign a Material manually which is way too tedious to do for every test block. **Steps to reproduce:** (feature request) **Link to minimal example project** (optional but very welcome): ",1,dragging a texture from the filesystem resources pane on the left onto a testcube node in the scene explorer should create a default material and assign the texture operating system or device godot version fedora stable official issue description what happened and what was expected dragging a texture from the filesystem resources pane on the left onto a testcube node in the scene explorer should create a default material and assign the texture immediately this is required for fast prototyping because right now it seems i am expected to first create or assign a material manually which is way too tedious to do for every test block steps to reproduce feature request link to minimal example project optional but very welcome ,1 640289,20779074022.0,IssuesEvent,2022-03-16 13:17:41,AY2122S2-CS2103T-T09-3/tp,https://api.github.com/repos/AY2122S2-CS2103T-T09-3/tp,reopened,[Check] [Docs] [Test] Vet through documentation and Test Jar file,type.Task priority.High,"## Details A pre-requisite before v1.2 release. #87 ### User Guide - [x] JonathanHoshi - [ ] aweijun - [x] Ardentsoul - [ ] lowkaiwei - [x] arcornior ### Developer Guide - [x] JonathanHoshi - [ ] aweijun - [x] Ardentsoul - [ ] lowkaiwei - [x] arcornior ### Other (AboutUs, index, etc.) - [x] JonathanHoshi - [ ] aweijun - [x] Ardentsoul - [ ] lowkaiwei - [x] arcornior ### Jar file (v1.2 release) - [ ] JonathanHoshi - [ ] aweijun - [ ] Ardentsoul - [ ] lowkaiwei - [ ] arcornior",1.0,"[Check] [Docs] [Test] Vet through documentation and Test Jar file - ## Details A pre-requisite before v1.2 release. #87 ### User Guide - [x] JonathanHoshi - [ ] aweijun - [x] Ardentsoul - [ ] lowkaiwei - [x] arcornior ### Developer Guide - [x] JonathanHoshi - [ ] aweijun - [x] Ardentsoul - [ ] lowkaiwei - [x] arcornior ### Other (AboutUs, index, etc.) - [x] JonathanHoshi - [ ] aweijun - [x] Ardentsoul - [ ] lowkaiwei - [x] arcornior ### Jar file (v1.2 release) - [ ] JonathanHoshi - [ ] aweijun - [ ] Ardentsoul - [ ] lowkaiwei - [ ] arcornior",0, vet through documentation and test jar file details a pre requisite before release user guide jonathanhoshi aweijun ardentsoul lowkaiwei arcornior developer guide jonathanhoshi aweijun ardentsoul lowkaiwei arcornior other aboutus index etc jonathanhoshi aweijun ardentsoul lowkaiwei arcornior jar file release jonathanhoshi aweijun ardentsoul lowkaiwei arcornior,0 43888,7084568237.0,IssuesEvent,2018-01-11 07:34:31,scikit-learn/scikit-learn,https://api.github.com/repos/scikit-learn/scikit-learn,opened,Pandas Interoperability section in User Guide,Documentation help wanted,"I think the User Guide should have an additional chapter on Interoperability. Its first section should be on Pandas. It should cover: 1. That basically all estimators support DataFrames as long as the data is all numeric, by takings its `.values`. 2. Some meta-estimators (notably model selection and pipeline tools) will pass a dataframe along as-is to nested estimators. 3. Sparse DataFrames are not automatically converted to scipy.sparse matrices 4. The mismatched column names issue #7242 (perhaps one day we'll warn about this) 5. How to put index back on your data after transformation / prediction (see #5523) 6. Dealing with categorical variables (see CategoricalEncoder and glossary) and missing values (see glossary) 7. Dealing with heterogeneous data (see example on this topic; ColumnTransformer when merged) 8. Constructing feature names for the output of transformers is an open problem, though `get_feature_names` may help; some things are not well described with names 8. see also sklearn-pandas if it's still going to be relevant in 0.20 Ping @dukebody, @thebeancounter, @pjcpjc, @naught101",1.0,"Pandas Interoperability section in User Guide - I think the User Guide should have an additional chapter on Interoperability. Its first section should be on Pandas. It should cover: 1. That basically all estimators support DataFrames as long as the data is all numeric, by takings its `.values`. 2. Some meta-estimators (notably model selection and pipeline tools) will pass a dataframe along as-is to nested estimators. 3. Sparse DataFrames are not automatically converted to scipy.sparse matrices 4. The mismatched column names issue #7242 (perhaps one day we'll warn about this) 5. How to put index back on your data after transformation / prediction (see #5523) 6. Dealing with categorical variables (see CategoricalEncoder and glossary) and missing values (see glossary) 7. Dealing with heterogeneous data (see example on this topic; ColumnTransformer when merged) 8. Constructing feature names for the output of transformers is an open problem, though `get_feature_names` may help; some things are not well described with names 8. see also sklearn-pandas if it's still going to be relevant in 0.20 Ping @dukebody, @thebeancounter, @pjcpjc, @naught101",0,pandas interoperability section in user guide i think the user guide should have an additional chapter on interoperability its first section should be on pandas it should cover that basically all estimators support dataframes as long as the data is all numeric by takings its values some meta estimators notably model selection and pipeline tools will pass a dataframe along as is to nested estimators sparse dataframes are not automatically converted to scipy sparse matrices the mismatched column names issue perhaps one day we ll warn about this how to put index back on your data after transformation prediction see dealing with categorical variables see categoricalencoder and glossary and missing values see glossary dealing with heterogeneous data see example on this topic columntransformer when merged constructing feature names for the output of transformers is an open problem though get feature names may help some things are not well described with names see also sklearn pandas if it s still going to be relevant in ping dukebody thebeancounter pjcpjc ,0 161145,12531955391.0,IssuesEvent,2020-06-04 15:14:50,Codeinwp/neve,https://api.github.com/repos/Codeinwp/neve,closed,Google lighthouse reports not unique ID attribute,bug ready-for-testing,"### Description: I have done the google lighthouse audit and found that the ID attribute is not unique, which is below: li#nv-menu-item-search.menu-item-nav-search Neve theme is using the same ID for “search” box for desktop and mobile version of header. Also I am experiencing that search box in mobile version menu is not showing. ### How to reproduce: Go to my site, which is using Neve theme: [Zindagiterenaam.com](https://zindagiterenaam.com/latest-shayari/) * CTRL + SHIFT + i * Go to Audit tab and press generate report. * In best practice section, you will see an issue: ""ID attribute is not unique"" ### Expected behaviour: All IDs should be unique ### Current behaviour: Dupicate IDs ""menu-item-nav-search"" ### Reference: ![bug](https://user-images.githubusercontent.com/49409244/83010322-b47ca580-a035-11ea-946d-4092cb138214.JPG) ### Technical info * WordPress version: 5.4.1 * Theme version: 2.7.1",1.0,"Google lighthouse reports not unique ID attribute - ### Description: I have done the google lighthouse audit and found that the ID attribute is not unique, which is below: li#nv-menu-item-search.menu-item-nav-search Neve theme is using the same ID for “search” box for desktop and mobile version of header. Also I am experiencing that search box in mobile version menu is not showing. ### How to reproduce: Go to my site, which is using Neve theme: [Zindagiterenaam.com](https://zindagiterenaam.com/latest-shayari/) * CTRL + SHIFT + i * Go to Audit tab and press generate report. * In best practice section, you will see an issue: ""ID attribute is not unique"" ### Expected behaviour: All IDs should be unique ### Current behaviour: Dupicate IDs ""menu-item-nav-search"" ### Reference: ![bug](https://user-images.githubusercontent.com/49409244/83010322-b47ca580-a035-11ea-946d-4092cb138214.JPG) ### Technical info * WordPress version: 5.4.1 * Theme version: 2.7.1",0,google lighthouse reports not unique id attribute description i have done the google lighthouse audit and found that the id attribute is not unique which is below li nv menu item search menu item nav search neve theme is using the same id for “search” box for desktop and mobile version of header also i am experiencing that search box in mobile version menu is not showing how to reproduce go to my site which is using neve theme ctrl shift i go to audit tab and press generate report in best practice section you will see an issue id attribute is not unique expected behaviour all ids should be unique current behaviour dupicate ids menu item nav search reference technical info wordpress version theme version ,0 26092,5224302251.0,IssuesEvent,2017-01-27 15:06:56,mbland/go-script-bash,https://api.github.com/repos/mbland/go-script-bash,opened,Document plugin protocol,documentation,"The plugin protocol mimics that of npm's `node_modules`. This needs to be documented in the README at least, possibly in the `plugins` builtin, and possibly as a proper website manual.",1.0,"Document plugin protocol - The plugin protocol mimics that of npm's `node_modules`. This needs to be documented in the README at least, possibly in the `plugins` builtin, and possibly as a proper website manual.",0,document plugin protocol the plugin protocol mimics that of npm s node modules this needs to be documented in the readme at least possibly in the plugins builtin and possibly as a proper website manual ,0 80011,7736121961.0,IssuesEvent,2018-05-27 22:44:47,adventurerscodex/uat,https://api.github.com/repos/adventurerscodex/uat,opened,Test: Add Read Aloud Text,severity-low-priority type-test,"### Test File encounter.py ### User Story from UAT Doc As a dm, I can add read aloud text to an encounter and the data persists",1.0,"Test: Add Read Aloud Text - ### Test File encounter.py ### User Story from UAT Doc As a dm, I can add read aloud text to an encounter and the data persists",0,test add read aloud text test file encounter py user story from uat doc as a dm i can add read aloud text to an encounter and the data persists,0 13651,8632332236.0,IssuesEvent,2018-11-22 10:29:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual bug. Renaming nodes placement in Scene section using keyboard.,bug topic:editor usability,"Windows 7. Godot v2.1.3-stable Here's an flv of it. The renaming shows on the original node you selected even if you've already selected a different one by the arrow keys on the keybaord. [https://gfycat.com/ReadyZestyAdmiralbutterfly](https://gfycat.com/ReadyZestyAdmiralbutterfly) ",True,"Visual bug. Renaming nodes placement in Scene section using keyboard. - Windows 7. Godot v2.1.3-stable Here's an flv of it. The renaming shows on the original node you selected even if you've already selected a different one by the arrow keys on the keybaord. [https://gfycat.com/ReadyZestyAdmiralbutterfly](https://gfycat.com/ReadyZestyAdmiralbutterfly) ",1,visual bug renaming nodes placement in scene section using keyboard windows godot stable here s an flv of it the renaming shows on the original node you selected even if you ve already selected a different one by the arrow keys on the keybaord ,1 10992,7008052762.0,IssuesEvent,2017-12-19 14:33:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Please disable ""delete all"" script option in godot 2.1.4",enhancement topic:editor usability,"**Godot version:** Godot 2.1.4 **OS/device including version:** Win7 **Issue description:** ""Delete all"" right click option in script editor is very annoying. This option delete all the script and have not undo. Clicking that by error can destroy many hours of work. This option should never have existed, we have ""del"" key!!!! **Steps to reproduce:** Open your favorite project, or one with no version control system, open the most complex script, right click in script editor, select delete all and laught very strong. **Minimal reproduction project:** Any project in your computer is usable, laughting is assured. ",True,"Please disable ""delete all"" script option in godot 2.1.4 - **Godot version:** Godot 2.1.4 **OS/device including version:** Win7 **Issue description:** ""Delete all"" right click option in script editor is very annoying. This option delete all the script and have not undo. Clicking that by error can destroy many hours of work. This option should never have existed, we have ""del"" key!!!! **Steps to reproduce:** Open your favorite project, or one with no version control system, open the most complex script, right click in script editor, select delete all and laught very strong. **Minimal reproduction project:** Any project in your computer is usable, laughting is assured. ",1,please disable delete all script option in godot godot version godot os device including version issue description delete all right click option in script editor is very annoying this option delete all the script and have not undo clicking that by error can destroy many hours of work this option should never have existed we have del key steps to reproduce open your favorite project or one with no version control system open the most complex script right click in script editor select delete all and laught very strong minimal reproduction project any project in your computer is usable laughting is assured ,1 142790,11493924554.0,IssuesEvent,2020-02-12 00:12:41,kubeflow/testing,https://api.github.com/repos/kubeflow/testing,reopened,test_py_checks needs more options for excluding tests,0.4.0 area/testing lifecycle/stale priority/p2,"Right now test_py_checks runs all python unittests it finds. We should add the ability to exclude files e.g via regex. The unittest module has decorators for skipping individual tests. https://docs.python.org/2/library/unittest.html#skipping-tests-and-expected-failures But sometimes we don't even want to import a test because it has dependencies that won't be in the generic test image ",1.0,"test_py_checks needs more options for excluding tests - Right now test_py_checks runs all python unittests it finds. We should add the ability to exclude files e.g via regex. The unittest module has decorators for skipping individual tests. https://docs.python.org/2/library/unittest.html#skipping-tests-and-expected-failures But sometimes we don't even want to import a test because it has dependencies that won't be in the generic test image ",0,test py checks needs more options for excluding tests right now test py checks runs all python unittests it finds we should add the ability to exclude files e g via regex the unittest module has decorators for skipping individual tests but sometimes we don t even want to import a test because it has dependencies that won t be in the generic test image ,0 1416,20996248346.0,IssuesEvent,2022-03-29 13:44:08,HDFGroup/hermes,https://api.github.com/repos/HDFGroup/hermes,closed,O_TMPFILE isn't supported on older kernels and in certain filesystems,portability adapter-posix,The posix adapter makes references to the `O_TMPFILE` option of `open`. It should work even if that option is not present.,True,O_TMPFILE isn't supported on older kernels and in certain filesystems - The posix adapter makes references to the `O_TMPFILE` option of `open`. It should work even if that option is not present.,0,o tmpfile isn t supported on older kernels and in certain filesystems the posix adapter makes references to the o tmpfile option of open it should work even if that option is not present ,0 10197,6624296796.0,IssuesEvent,2017-09-22 10:58:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't see script editor scrollbar if it has a white background,enhancement junior job topic:editor usability," **Operating system or device - Godot version:** 3.0 master on Linux ![2017-05-27_13-42-49](https://cloud.githubusercontent.com/assets/1115700/26521234/db5df670-42e3-11e7-90b6-7f50af81f0e7.png) ",True,"Can't see script editor scrollbar if it has a white background - **Operating system or device - Godot version:** 3.0 master on Linux ![2017-05-27_13-42-49](https://cloud.githubusercontent.com/assets/1115700/26521234/db5df670-42e3-11e7-90b6-7f50af81f0e7.png) ",1,can t see script editor scrollbar if it has a white background operating system or device godot version master on linux ,1 23447,11965044260.0,IssuesEvent,2020-04-05 21:49:35,libass/libass,https://api.github.com/repos/libass/libass,closed,cache grows too large,performance regression,"This eats memory at the rate of 1 or 2 MB per second: `mpv /dev/zero --demuxer=rawvideo --osd-fractions --osd-level=3` It didn't happen with the previous libass release. ",True,"cache grows too large - This eats memory at the rate of 1 or 2 MB per second: `mpv /dev/zero --demuxer=rawvideo --osd-fractions --osd-level=3` It didn't happen with the previous libass release. ",0,cache grows too large this eats memory at the rate of or mb per second mpv dev zero demuxer rawvideo osd fractions osd level it didn t happen with the previous libass release ,0 17940,12439111505.0,IssuesEvent,2020-05-26 09:33:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Preserve position and size of godot's editor window between sessions.,feature proposal topic:editor usability,"**Godot version**: 2.x , 3.x **Operating system**: windows 7 **The reason of the proposal**: Every person have its own way of working, tools he use and how they are arranged all together on screen. Unfortunately godot editor is perhaps the only one, which do not remember its position and size betwin sessions, so it is necessary to move and resize it, to desired location and size, every time its started. If someone is frequently jumping betwin projects - **it turns into unnecessary additional burden, where one instead of concentrate on main problem - plays endlesly with ordering windows on screen every fiew minutes or even several seconds**. Believe me - after 100 times it might begin to be a hassle and start destroying all the fun. All just because, while godot do all the complex stuff, it forgets about the most basic one, like - to remember its own position and size. **Enhancement proposal**: Godot **Editor should save its window position and size when window is closed (destroyed)**, and **restore its position and size when window is opened (created)**, so it always appear at expected and usual for the user placement, saving him from playing around with windows ordering instead of working on main project. **Its very small adjustment but same time a huge improvement, time and distraction saving feature**. As for me, it could be enought if Editor just save and restore its window position and size, and thats it. There is no need for any additional settings for it. _But perhaps there might be someone who would like to have it saved per project. (where setting could be saved into project's engine.cfg file instead of editor's config file) But... imho, saving it per project might preserve unnecessary hasle since there might be many different placements betwin projects and again, when jumping betwin projects it might enforce one to move and scale editor's window and the end. Therefore IF saving it per project could be implemented too, it could be reasonable to add [checkbox] in editor settings, like [save editors window placement per project] to give user option to chose if he want editor to just remember its placement globaly for all projects, or save it along with project so every project might have its own different window placement._ ",True,"Preserve position and size of godot's editor window between sessions. - **Godot version**: 2.x , 3.x **Operating system**: windows 7 **The reason of the proposal**: Every person have its own way of working, tools he use and how they are arranged all together on screen. Unfortunately godot editor is perhaps the only one, which do not remember its position and size betwin sessions, so it is necessary to move and resize it, to desired location and size, every time its started. If someone is frequently jumping betwin projects - **it turns into unnecessary additional burden, where one instead of concentrate on main problem - plays endlesly with ordering windows on screen every fiew minutes or even several seconds**. Believe me - after 100 times it might begin to be a hassle and start destroying all the fun. All just because, while godot do all the complex stuff, it forgets about the most basic one, like - to remember its own position and size. **Enhancement proposal**: Godot **Editor should save its window position and size when window is closed (destroyed)**, and **restore its position and size when window is opened (created)**, so it always appear at expected and usual for the user placement, saving him from playing around with windows ordering instead of working on main project. **Its very small adjustment but same time a huge improvement, time and distraction saving feature**. As for me, it could be enought if Editor just save and restore its window position and size, and thats it. There is no need for any additional settings for it. _But perhaps there might be someone who would like to have it saved per project. (where setting could be saved into project's engine.cfg file instead of editor's config file) But... imho, saving it per project might preserve unnecessary hasle since there might be many different placements betwin projects and again, when jumping betwin projects it might enforce one to move and scale editor's window and the end. Therefore IF saving it per project could be implemented too, it could be reasonable to add [checkbox] in editor settings, like [save editors window placement per project] to give user option to chose if he want editor to just remember its placement globaly for all projects, or save it along with project so every project might have its own different window placement._ ",1,preserve position and size of godot s editor window between sessions godot version x x operating system windows the reason of the proposal every person have its own way of working tools he use and how they are arranged all together on screen unfortunately godot editor is perhaps the only one which do not remember its position and size betwin sessions so it is necessary to move and resize it to desired location and size every time its started if someone is frequently jumping betwin projects it turns into unnecessary additional burden where one instead of concentrate on main problem plays endlesly with ordering windows on screen every fiew minutes or even several seconds believe me after times it might begin to be a hassle and start destroying all the fun all just because while godot do all the complex stuff it forgets about the most basic one like to remember its own position and size enhancement proposal godot editor should save its window position and size when window is closed destroyed and restore its position and size when window is opened created so it always appear at expected and usual for the user placement saving him from playing around with windows ordering instead of working on main project its very small adjustment but same time a huge improvement time and distraction saving feature as for me it could be enought if editor just save and restore its window position and size and thats it there is no need for any additional settings for it but perhaps there might be someone who would like to have it saved per project where setting could be saved into project s engine cfg file instead of editor s config file but imho saving it per project might preserve unnecessary hasle since there might be many different placements betwin projects and again when jumping betwin projects it might enforce one to move and scale editor s window and the end therefore if saving it per project could be implemented too it could be reasonable to add in editor settings like to give user option to chose if he want editor to just remember its placement globaly for all projects or save it along with project so every project might have its own different window placement ,1 284625,24611196202.0,IssuesEvent,2022-10-14 21:43:06,pytorch/pytorch,https://api.github.com/repos/pytorch/pytorch,opened,DISABLED test_vmapjvpall_linalg_lu_factor_cuda_float32 (__main__.TestOperatorsCUDA),triaged module: flaky-tests skipped module: functorch,"Platforms: linux This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_vmapjvpall_linalg_lu_factor_cuda_float32&suite=TestOperatorsCUDA) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/8897308380). Over the past 3 hours, it has been determined flaky in 1 workflow(s) with 1 failures and 1 successes. **Debugging instructions (after clicking on the recent samples link):** DO NOT BE ALARMED IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs. To find relevant log snippets: 1. Click on the workflow logs linked above 2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work. 3. Grep for `test_vmapjvpall_linalg_lu_factor_cuda_float32` 4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs. ",1.0,"DISABLED test_vmapjvpall_linalg_lu_factor_cuda_float32 (__main__.TestOperatorsCUDA) - Platforms: linux This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_vmapjvpall_linalg_lu_factor_cuda_float32&suite=TestOperatorsCUDA) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/8897308380). Over the past 3 hours, it has been determined flaky in 1 workflow(s) with 1 failures and 1 successes. **Debugging instructions (after clicking on the recent samples link):** DO NOT BE ALARMED IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs. To find relevant log snippets: 1. Click on the workflow logs linked above 2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work. 3. Grep for `test_vmapjvpall_linalg_lu_factor_cuda_float32` 4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs. ",0,disabled test vmapjvpall linalg lu factor cuda main testoperatorscuda platforms linux this test was disabled because it is failing in ci see and the most recent trunk over the past hours it has been determined flaky in workflow s with failures and successes debugging instructions after clicking on the recent samples link do not be alarmed if the ci is green we now shield flaky tests from developers so ci will thus be green but it will be harder to parse the logs to find relevant log snippets click on the workflow logs linked above click on the test step of the job so that it is expanded otherwise the grepping will not work grep for test vmapjvpall linalg lu factor cuda there should be several instances run as flaky tests are rerun in ci from which you can study the logs ,0 11005,7016616607.0,IssuesEvent,2017-12-21 05:07:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Eye icon in scene tree doesn't shut.,enhancement topic:editor usability,"Ubuntu 16.04, Godot 3 build 68cf66c When hiding a node in the scene tree, the eye that marks visibility no longer shuts and instead merely darkens: ![image](https://user-images.githubusercontent.com/20242421/34061147-2e04e08a-e1e7-11e7-9d0f-d4edd13b5804.png) (The node named ""main"" is hidden.) Could #14674 be the cause?",True,"Eye icon in scene tree doesn't shut. - Ubuntu 16.04, Godot 3 build 68cf66c When hiding a node in the scene tree, the eye that marks visibility no longer shuts and instead merely darkens: ![image](https://user-images.githubusercontent.com/20242421/34061147-2e04e08a-e1e7-11e7-9d0f-d4edd13b5804.png) (The node named ""main"" is hidden.) Could #14674 be the cause?",1,eye icon in scene tree doesn t shut ubuntu godot build when hiding a node in the scene tree the eye that marks visibility no longer shuts and instead merely darkens the node named main is hidden could be the cause ,1 12611,7976982466.0,IssuesEvent,2018-07-17 14:12:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Layers Bit and Val are missing in 3.1,enhancement junior job topic:editor usability,"**Godot version:** Godot 3.1 **Issue description:** Bit and Val are missing from 3.1 , it's Good thing to bring them back again ![glayersbitsandval](https://user-images.githubusercontent.com/34812055/42812232-3e771f22-89bd-11e8-84b1-bf878549e05f.jpg) ",True,"Layers Bit and Val are missing in 3.1 - **Godot version:** Godot 3.1 **Issue description:** Bit and Val are missing from 3.1 , it's Good thing to bring them back again ![glayersbitsandval](https://user-images.githubusercontent.com/34812055/42812232-3e771f22-89bd-11e8-84b1-bf878549e05f.jpg) ",1,layers bit and val are missing in godot version godot issue description bit and val are missing from it s good thing to bring them back again ,1 9583,6399006749.0,IssuesEvent,2017-08-04 22:23:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to view 3D RayCasts while running the game,enhancement junior job topic:editor topic:rendering usability,"The ability to view 3D RayCasts while running the game would be helpful for debugging. ",True,"Ability to view 3D RayCasts while running the game - The ability to view 3D RayCasts while running the game would be helpful for debugging. ",1,ability to view raycasts while running the game the ability to view raycasts while running the game would be helpful for debugging ,1 26095,26407411491.0,IssuesEvent,2023-01-13 09:17:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,F5 shortcut gets eaten when numeral fields are selected in the inspector,enhancement topic:editor confirmed usability,"**Godot version:** 3.3.1.stable **OS/device including version:** Windows 10 Pro Version 20H2 (OS Build 19042.985) **Issue description:** I wanted to test my game after making some changes in the inspector. I pressed F5 and nothing happened. I expected F5 to launch the game. After some experimentation I found this bug occurs only when I have a numeral field selected in the inspector. **Steps to reproduce:** Place a Node2D (for example) in the scene. Click on the Transform Position.x field in the inspector and type in a value. DO NOT PRESS ENTER OR CLICK AWAY. Either leave the field selected or press tab to select the next field (Position.y). Press F5. Nothing will happen. Click out of the field or press Enter to deselect it and press F5. The game will launch. This only seems to happen when editing numeric fields. F5 functions as expected when selecting checkboxes or editing text/string fields. **Minimal reproduction project:** [BugReport.zip](https://github.com/godotengine/godot/files/6506129/BugReport.zip) ",True,"F5 shortcut gets eaten when numeral fields are selected in the inspector - **Godot version:** 3.3.1.stable **OS/device including version:** Windows 10 Pro Version 20H2 (OS Build 19042.985) **Issue description:** I wanted to test my game after making some changes in the inspector. I pressed F5 and nothing happened. I expected F5 to launch the game. After some experimentation I found this bug occurs only when I have a numeral field selected in the inspector. **Steps to reproduce:** Place a Node2D (for example) in the scene. Click on the Transform Position.x field in the inspector and type in a value. DO NOT PRESS ENTER OR CLICK AWAY. Either leave the field selected or press tab to select the next field (Position.y). Press F5. Nothing will happen. Click out of the field or press Enter to deselect it and press F5. The game will launch. This only seems to happen when editing numeric fields. F5 functions as expected when selecting checkboxes or editing text/string fields. **Minimal reproduction project:** [BugReport.zip](https://github.com/godotengine/godot/files/6506129/BugReport.zip) ",1, shortcut gets eaten when numeral fields are selected in the inspector godot version stable os device including version windows pro version os build issue description i wanted to test my game after making some changes in the inspector i pressed and nothing happened i expected to launch the game after some experimentation i found this bug occurs only when i have a numeral field selected in the inspector steps to reproduce place a for example in the scene click on the transform position x field in the inspector and type in a value do not press enter or click away either leave the field selected or press tab to select the next field position y press nothing will happen click out of the field or press enter to deselect it and press the game will launch this only seems to happen when editing numeric fields functions as expected when selecting checkboxes or editing text string fields minimal reproduction project ,1 26312,26686910104.0,IssuesEvent,2023-01-26 22:56:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Method created from editing connection doesn't include arguments,bug topic:editor usability," **Godot version:** 3.2.3 **Steps to reproduce:** 1. Create a node (e.g. AnimationPlayer) and add a script 2. Connect some signal that has arguments 3. A method with the arguments will be created 4. Now edit the connection and change the target method 5. New method will be generated, but without arguments ![Cr3w9iPWQm](https://user-images.githubusercontent.com/2223172/97744388-69385880-1ae7-11eb-822a-08527fda1a78.gif) ",True,"Method created from editing connection doesn't include arguments - **Godot version:** 3.2.3 **Steps to reproduce:** 1. Create a node (e.g. AnimationPlayer) and add a script 2. Connect some signal that has arguments 3. A method with the arguments will be created 4. Now edit the connection and change the target method 5. New method will be generated, but without arguments ![Cr3w9iPWQm](https://user-images.githubusercontent.com/2223172/97744388-69385880-1ae7-11eb-822a-08527fda1a78.gif) ",1,method created from editing connection doesn t include arguments please search existing issues for potential duplicates before filing yours godot version steps to reproduce create a node e g animationplayer and add a script connect some signal that has arguments a method with the arguments will be created now edit the connection and change the target method new method will be generated but without arguments ,1 405761,11882403708.0,IssuesEvent,2020-03-27 14:21:06,Dachshund77/BicycleRackV2,https://api.github.com/repos/Dachshund77/BicycleRackV2,opened,Reservation route,Priority: Ciritcal Type: Enhancement,"We need a reservation route for the devices. This should inclucde - [ ] post - [ ] put - [ ] delete - [ ] get all - [ ] get by ide - [ ] get by filter the model should include - start date - end date - reference to what device it is reserved - reference to user ",1.0,"Reservation route - We need a reservation route for the devices. This should inclucde - [ ] post - [ ] put - [ ] delete - [ ] get all - [ ] get by ide - [ ] get by filter the model should include - start date - end date - reference to what device it is reserved - reference to user ",0,reservation route we need a reservation route for the devices this should inclucde post put delete get all get by ide get by filter the model should include start date end date reference to what device it is reserved reference to user ,0 14999,9645764737.0,IssuesEvent,2019-05-17 09:28:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cannot copy node's path on remote scene tree,enhancement junior job topic:editor usability,"**Godot version:** 3.1.1 ![image](https://user-images.githubusercontent.com/11059246/57038116-65f5af80-6c59-11e9-9d45-f84bc03abd60.png) There should be menu item to allow copy node's path",True,"Cannot copy node's path on remote scene tree - **Godot version:** 3.1.1 ![image](https://user-images.githubusercontent.com/11059246/57038116-65f5af80-6c59-11e9-9d45-f84bc03abd60.png) There should be menu item to allow copy node's path",1,cannot copy node s path on remote scene tree godot version there should be menu item to allow copy node s path,1 80661,30467019654.0,IssuesEvent,2023-07-17 11:06:55,vector-im/element-x-ios,https://api.github.com/repos/vector-im/element-x-ios,closed,Cannot accept a chat invite,T-Defect S-Critical O-Occasional A-Notifications Z-Schedule A-Invite,"This relates to #904 but as it stands Element X does not present a notification when I am invited to a room. I have to accept the invite in Element (legacy) and send or receive a message, then it appears in Element X. ",1.0,"Cannot accept a chat invite - This relates to #904 but as it stands Element X does not present a notification when I am invited to a room. I have to accept the invite in Element (legacy) and send or receive a message, then it appears in Element X. ",0,cannot accept a chat invite this relates to but as it stands element x does not present a notification when i am invited to a room i have to accept the invite in element legacy and send or receive a message then it appears in element x ,0 22565,19664925184.0,IssuesEvent,2022-01-10 21:15:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TextEdit is blocking Shift + scroll when hovering over it,bug confirmed usability topic:gui,"### Godot version 3.3.2 ### System information W10 ### Issue description Seems like variation of #29201 When you Shift+scroll in a big ScrollContainer and you hover mouse over TextEdit, it will block your scroll even if it doesn't have horizontal scrollbar. ### Steps to reproduce 1. Add a Control and create a Theme 2. In the Theme editor, use Shift + scroll to scroll 3. Now hover mouse over TextEdit, try Shift + scrolling and compare the result ### Minimal reproduction project _No response_ EDIT: Also worth to mention that it only blocks scroll to the right (i.e. mouse wheel down).",True,"TextEdit is blocking Shift + scroll when hovering over it - ### Godot version 3.3.2 ### System information W10 ### Issue description Seems like variation of #29201 When you Shift+scroll in a big ScrollContainer and you hover mouse over TextEdit, it will block your scroll even if it doesn't have horizontal scrollbar. ### Steps to reproduce 1. Add a Control and create a Theme 2. In the Theme editor, use Shift + scroll to scroll 3. Now hover mouse over TextEdit, try Shift + scrolling and compare the result ### Minimal reproduction project _No response_ EDIT: Also worth to mention that it only blocks scroll to the right (i.e. mouse wheel down).",1,textedit is blocking shift scroll when hovering over it godot version system information issue description seems like variation of when you shift scroll in a big scrollcontainer and you hover mouse over textedit it will block your scroll even if it doesn t have horizontal scrollbar steps to reproduce add a control and create a theme in the theme editor use shift scroll to scroll now hover mouse over textedit try shift scrolling and compare the result minimal reproduction project no response edit also worth to mention that it only blocks scroll to the right i e mouse wheel down ,1 64549,8743595818.0,IssuesEvent,2018-12-12 19:37:22,pombase/website,https://api.github.com/repos/pombase/website,closed,Add taxonomic distribution classifier to QLT,announce documentation next tools visualisation,"I really thought I made a ticket for this before, but clearly not.... (I included the numbers just for ref) The queries are all mutually exclusive, they are the same ones that I use in the figure 272 Label : Fungi and Prokaryotes ((conserved in archaea (PBO:0011072) OR conserved in bacteria (PBO:0011067)) NOT ((conserved in archaea (PBO:0011072) OR conserved in bacteria (PBO:0011067)) AND conserved in metazoa (PBO:0011069))) 2540 Label :Eukaryotic, to Metazoa Query: (conserved in metazoa (PBO:0011069) NOT ((conserved in archaea (PBO:0011072) OR conserved in bacteria (PBO:0011067)) AND conserved in metazoa (PBO:0011069))) 1009 Label : Kingdom wide, to metazoa Query: ((conserved in archaea (PBO:0011072) OR conserved in bacteria (PBO:0011067)) AND conserved in metazoa (PBO:0011069)) 546 Label : Fungi only Query: conserved in fungi only (PBO:0011063) 147 Label: S. pombe specific Query: Schizosaccharomyces pombe specific (PBO:0016878) ... 221 Label: Schizos. specific Query Schizosaccharomyces specific (PBO:0016885) 55 Label: dubious Query: characterisation_status:dubious The above are mutually exclusive with each other (or will be tomorrow) 337 (Label : Other) ((subset: feature_type_mRNA_gene NOT subset: characterisation_status_transposon) NOT subset: characterisation_status_dubious) MINUS the ABOVE there are mainly taxonomic conservation unclear (massively duplicated families), or fusions, horizontal transfer. I might separate our fusions and horizontal transfer later… but it makes sense for these odd bods to be lumped for now. I'll draft some documentation for this. ",1.0,"Add taxonomic distribution classifier to QLT - I really thought I made a ticket for this before, but clearly not.... (I included the numbers just for ref) The queries are all mutually exclusive, they are the same ones that I use in the figure 272 Label : Fungi and Prokaryotes ((conserved in archaea (PBO:0011072) OR conserved in bacteria (PBO:0011067)) NOT ((conserved in archaea (PBO:0011072) OR conserved in bacteria (PBO:0011067)) AND conserved in metazoa (PBO:0011069))) 2540 Label :Eukaryotic, to Metazoa Query: (conserved in metazoa (PBO:0011069) NOT ((conserved in archaea (PBO:0011072) OR conserved in bacteria (PBO:0011067)) AND conserved in metazoa (PBO:0011069))) 1009 Label : Kingdom wide, to metazoa Query: ((conserved in archaea (PBO:0011072) OR conserved in bacteria (PBO:0011067)) AND conserved in metazoa (PBO:0011069)) 546 Label : Fungi only Query: conserved in fungi only (PBO:0011063) 147 Label: S. pombe specific Query: Schizosaccharomyces pombe specific (PBO:0016878) ... 221 Label: Schizos. specific Query Schizosaccharomyces specific (PBO:0016885) 55 Label: dubious Query: characterisation_status:dubious The above are mutually exclusive with each other (or will be tomorrow) 337 (Label : Other) ((subset: feature_type_mRNA_gene NOT subset: characterisation_status_transposon) NOT subset: characterisation_status_dubious) MINUS the ABOVE there are mainly taxonomic conservation unclear (massively duplicated families), or fusions, horizontal transfer. I might separate our fusions and horizontal transfer later… but it makes sense for these odd bods to be lumped for now. I'll draft some documentation for this. ",0,add taxonomic distribution classifier to qlt i really thought i made a ticket for this before but clearly not i included the numbers just for ref the queries are all mutually exclusive they are the same ones that i use in the figure label fungi and prokaryotes conserved in archaea pbo or conserved in bacteria pbo not conserved in archaea pbo or conserved in bacteria pbo and conserved in metazoa pbo label eukaryotic to metazoa query conserved in metazoa pbo not conserved in archaea pbo or conserved in bacteria pbo and conserved in metazoa pbo label kingdom wide to metazoa query conserved in archaea pbo or conserved in bacteria pbo and conserved in metazoa pbo label fungi only query conserved in fungi only pbo label s pombe specific query schizosaccharomyces pombe specific pbo label schizos specific query schizosaccharomyces specific pbo label dubious query characterisation status dubious the above are mutually exclusive with each other or will be tomorrow label other subset feature type mrna gene not subset characterisation status transposon not subset characterisation status dubious minus the above there are mainly taxonomic conservation unclear massively duplicated families or fusions horizontal transfer i might separate our fusions and horizontal transfer later… but it makes sense for these odd bods to be lumped for now i ll draft some documentation for this ,0 10375,6690788831.0,IssuesEvent,2017-10-09 10:30:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Bones move without dependencies,bug confirmed topic:editor usability,"**Operating system or device - Godot version:** Linux Mint XFCE 18.2 (64_86x), Godot Engine 3.0.alpha.custom_build (8b362b50) **Issue description:** ![](https://user-images.githubusercontent.com/5412322/27982887-944f0d22-63c8-11e7-9a21-40f8e3896a5b.png) ![](https://user-images.githubusercontent.com/5412322/27982876-49e77a26-63c8-11e7-8621-cd44c86ef52c.gif) **Steps to reproduce:** 1) [Make skeleton](http://docs.godotengine.org/en/stable/learning/features/animation/cutout_animation.html#completing-the-skeleton) 2) [Add bones](http://docs.godotengine.org/en/stable/learning/features/animation/cutout_animation.html#skeletons) and [IK-bones](http://docs.godotengine.org/en/stable/learning/features/animation/cutout_animation.html#ik-chains) 3) Try move the limb for the sprite or the bone itself",True,"Bones move without dependencies - **Operating system or device - Godot version:** Linux Mint XFCE 18.2 (64_86x), Godot Engine 3.0.alpha.custom_build (8b362b50) **Issue description:** ![](https://user-images.githubusercontent.com/5412322/27982887-944f0d22-63c8-11e7-9a21-40f8e3896a5b.png) ![](https://user-images.githubusercontent.com/5412322/27982876-49e77a26-63c8-11e7-8621-cd44c86ef52c.gif) **Steps to reproduce:** 1) [Make skeleton](http://docs.godotengine.org/en/stable/learning/features/animation/cutout_animation.html#completing-the-skeleton) 2) [Add bones](http://docs.godotengine.org/en/stable/learning/features/animation/cutout_animation.html#skeletons) and [IK-bones](http://docs.godotengine.org/en/stable/learning/features/animation/cutout_animation.html#ik-chains) 3) Try move the limb for the sprite or the bone itself",1,bones move without dependencies operating system or device godot version linux mint xfce godot engine alpha custom build issue description steps to reproduce and try move the limb for the sprite or the bone itself,1 23473,21954047391.0,IssuesEvent,2022-05-24 10:25:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Theme"" > ""Button"" > ""Styles"" > ""StyleBoxTexture"" won't unfold edit pane",bug topic:editor confirmed usability,"**Godot version:** 3.1 stable.official **OS/device including version:** Windows 10 Home **Issue description:** I added a Theme for a popup dialog in a game i was making which also included buttons. When trying to add Button Styles for the theme i choose to go for ""StyleBoxTexture"". I found out that this is bugged. When clicking on to edit the Texture the whole Theme tab folds. **Steps to reproduce:** Use a Node which can have a Theme (Popup in my case) Theme > Button > Styles > choose one of the states below e.g. ""Disabled"" > From the dropdown choose ""New StyleBoxTexture"" Click on the ""StyleBoxTexture"" Expected: should open a dropdown like when clicking on ""Theme"" or ""Font"" Actually behaviour: closes the whole ""Theme"" tab",True,"""Theme"" > ""Button"" > ""Styles"" > ""StyleBoxTexture"" won't unfold edit pane - **Godot version:** 3.1 stable.official **OS/device including version:** Windows 10 Home **Issue description:** I added a Theme for a popup dialog in a game i was making which also included buttons. When trying to add Button Styles for the theme i choose to go for ""StyleBoxTexture"". I found out that this is bugged. When clicking on to edit the Texture the whole Theme tab folds. **Steps to reproduce:** Use a Node which can have a Theme (Popup in my case) Theme > Button > Styles > choose one of the states below e.g. ""Disabled"" > From the dropdown choose ""New StyleBoxTexture"" Click on the ""StyleBoxTexture"" Expected: should open a dropdown like when clicking on ""Theme"" or ""Font"" Actually behaviour: closes the whole ""Theme"" tab",1, theme button styles styleboxtexture won t unfold edit pane godot version stable official os device including version windows home issue description i added a theme for a popup dialog in a game i was making which also included buttons when trying to add button styles for the theme i choose to go for styleboxtexture i found out that this is bugged when clicking on to edit the texture the whole theme tab folds steps to reproduce use a node which can have a theme popup in my case theme button styles choose one of the states below e g disabled from the dropdown choose new styleboxtexture click on the styleboxtexture expected should open a dropdown like when clicking on theme or font actually behaviour closes the whole theme tab,1 18539,13019492582.0,IssuesEvent,2020-07-26 22:57:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,On Error Can't Press F8 To Close Running Game Window,enhancement topic:editor usability,"**Operating system or device - Godot version:** Any OS, any Godot version **Issue description** (what happened, and what was expected): If when I press play there's a script or debug error I can't press F8 to close the game window and get back to the editor. I think it would really help usability if we were able to quickly close the window by hitting a key press, instead of having to use the mouse and get the editors focus and then hit the stop button. Can't just click the X button on the window, either. This can really be a hassle if your game window is fullscreen because you can't get back to the editor at that point. **Steps to reproduce:** Press play with an error in your script or debug error. **Link to minimal example project** (optional but very welcome): ",True,"On Error Can't Press F8 To Close Running Game Window - **Operating system or device - Godot version:** Any OS, any Godot version **Issue description** (what happened, and what was expected): If when I press play there's a script or debug error I can't press F8 to close the game window and get back to the editor. I think it would really help usability if we were able to quickly close the window by hitting a key press, instead of having to use the mouse and get the editors focus and then hit the stop button. Can't just click the X button on the window, either. This can really be a hassle if your game window is fullscreen because you can't get back to the editor at that point. **Steps to reproduce:** Press play with an error in your script or debug error. **Link to minimal example project** (optional but very welcome): ",1,on error can t press to close running game window operating system or device godot version any os any godot version issue description what happened and what was expected if when i press play there s a script or debug error i can t press to close the game window and get back to the editor i think it would really help usability if we were able to quickly close the window by hitting a key press instead of having to use the mouse and get the editors focus and then hit the stop button can t just click the x button on the window either this can really be a hassle if your game window is fullscreen because you can t get back to the editor at that point steps to reproduce press play with an error in your script or debug error link to minimal example project optional but very welcome ,1 11135,7065672768.0,IssuesEvent,2018-01-06 23:08:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Reorder nodes in ""Create New Node"" dialog.",enhancement topic:editor usability,"This is just a minor annoyance/suggestion, but one that in the long run takes up a lot of time If I want to add a ""Sprite"" node to a 2d scene, and I start searching for it in the ""Create New Node"" window, I type ""Sprite"", and then I will have to press the down button four times before I can choose ""Sprite"". If I would want to add a ""Sprite3D"" then I could just press enter after typing ""Sprite"", or type out ""Sprite3D"", but there is no way to specify, in search (that I know of) that I want the 2d sprite. This could either be fixed by sorting the ""Sprite"" node before the ""Sprite3D"" in the list, or by renaming ""Sprite"" to ""Sprite2D"", both would save lots of times, and make it easier to select when using the keyboard. The same goes for ""AnimatedSprite"".",True,"Reorder nodes in ""Create New Node"" dialog. - This is just a minor annoyance/suggestion, but one that in the long run takes up a lot of time If I want to add a ""Sprite"" node to a 2d scene, and I start searching for it in the ""Create New Node"" window, I type ""Sprite"", and then I will have to press the down button four times before I can choose ""Sprite"". If I would want to add a ""Sprite3D"" then I could just press enter after typing ""Sprite"", or type out ""Sprite3D"", but there is no way to specify, in search (that I know of) that I want the 2d sprite. This could either be fixed by sorting the ""Sprite"" node before the ""Sprite3D"" in the list, or by renaming ""Sprite"" to ""Sprite2D"", both would save lots of times, and make it easier to select when using the keyboard. The same goes for ""AnimatedSprite"".",1,reorder nodes in create new node dialog this is just a minor annoyance suggestion but one that in the long run takes up a lot of time if i want to add a sprite node to a scene and i start searching for it in the create new node window i type sprite and then i will have to press the down button four times before i can choose sprite if i would want to add a then i could just press enter after typing sprite or type out but there is no way to specify in search that i know of that i want the sprite this could either be fixed by sorting the sprite node before the in the list or by renaming sprite to both would save lots of times and make it easier to select when using the keyboard the same goes for animatedsprite ,1 23505,16356770242.0,IssuesEvent,2021-05-14 00:13:08,matthaeusheer/pokino,https://api.github.com/repos/matthaeusheer/pokino,closed,Setup Test Coverage,infrastructure,"- [x] connect test coverage - [x] how to do this with containers? how to scan every container individually etc. - [x] add badge",1.0,"Setup Test Coverage - - [x] connect test coverage - [x] how to do this with containers? how to scan every container individually etc. - [x] add badge",0,setup test coverage connect test coverage how to do this with containers how to scan every container individually etc add badge,0 219721,17108064931.0,IssuesEvent,2021-07-09 21:33:51,cockroachdb/cockroach,https://api.github.com/repos/cockroachdb/cockroach,opened,roachtest: kv0/enc=false/nodes=3/cpu=96 failed,C-test-failure O-roachtest O-robot branch-release-20.2 release-blocker,"[(roachtest).kv0/enc=false/nodes=3/cpu=96 failed](https://teamcity.cockroachdb.com/viewLog.html?buildId=3163927&tab=buildLog) on [release-20.2@1e268094135825df53ba2dd171ee9c6229c9b33c](https://github.com/cockroachdb/cockroach/commits/1e268094135825df53ba2dd171ee9c6229c9b33c): ``` The test failed on branch=release-20.2, cloud=aws: test artifacts and logs in: /home/agent/work/.go/src/github.com/cockroachdb/cockroach/artifacts/kv0/enc=false/nodes=3/cpu=96/run_1 test_runner.go:814: test timed out (10h0m0s) cluster.go:2142,kv.go:61,kv.go:184,test_runner.go:755: /home/agent/work/.go/src/github.com/cockroachdb/cockroach/bin/roachprod start --encrypt=false teamcity-3163927-1625810892-11-n4cpu96:1-3 returned: context canceled (1) /home/agent/work/.go/src/github.com/cockroachdb/cockroach/bin/roachprod start --encrypt=false teamcity-3163927-1625810892-11-n4cpu96:1-3 returned | stderr: | | stdout: | teamcity-3163927-1625810892-11-n4cpu96: starting nodes | teamcity-3163927-1625810892-11-n4cpu96: initializing cluster | warning: --url specifies user/password, but command ""init"" does not accept user/password details - details ignored | Cluster successfully initialized | teamcity-3163927-1625810892-11-n4cpu96: setting cluster settings | SET CLUSTER SETTING Wraps: (2) secondary error attachment | signal: killed | (1) signal: killed | Error types: (1) *exec.ExitError Wraps: (3) context canceled Error types: (1) *main.withCommandDetails (2) *secondary.withSecondaryError (3) *errors.errorString ```
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Artifacts: [/kv0/enc=false/nodes=3/cpu=96](https://teamcity.cockroachdb.com/viewLog.html?buildId=3163927&tab=artifacts#/kv0/enc=false/nodes=3/cpu=96) [See this test on roachdash](https://roachdash.crdb.dev/?filter=status%3Aopen+t%3A.%2Akv0%2Fenc%3Dfalse%2Fnodes%3D3%2Fcpu%3D96.%2A&sort=title&restgroup=false&display=lastcommented+project) powered by [pkg/cmd/internal/issues](https://github.com/cockroachdb/cockroach/tree/master/pkg/cmd/internal/issues)

",2.0,"roachtest: kv0/enc=false/nodes=3/cpu=96 failed - [(roachtest).kv0/enc=false/nodes=3/cpu=96 failed](https://teamcity.cockroachdb.com/viewLog.html?buildId=3163927&tab=buildLog) on [release-20.2@1e268094135825df53ba2dd171ee9c6229c9b33c](https://github.com/cockroachdb/cockroach/commits/1e268094135825df53ba2dd171ee9c6229c9b33c): ``` The test failed on branch=release-20.2, cloud=aws: test artifacts and logs in: /home/agent/work/.go/src/github.com/cockroachdb/cockroach/artifacts/kv0/enc=false/nodes=3/cpu=96/run_1 test_runner.go:814: test timed out (10h0m0s) cluster.go:2142,kv.go:61,kv.go:184,test_runner.go:755: /home/agent/work/.go/src/github.com/cockroachdb/cockroach/bin/roachprod start --encrypt=false teamcity-3163927-1625810892-11-n4cpu96:1-3 returned: context canceled (1) /home/agent/work/.go/src/github.com/cockroachdb/cockroach/bin/roachprod start --encrypt=false teamcity-3163927-1625810892-11-n4cpu96:1-3 returned | stderr: | | stdout: | teamcity-3163927-1625810892-11-n4cpu96: starting nodes | teamcity-3163927-1625810892-11-n4cpu96: initializing cluster | warning: --url specifies user/password, but command ""init"" does not accept user/password details - details ignored | Cluster successfully initialized | teamcity-3163927-1625810892-11-n4cpu96: setting cluster settings | SET CLUSTER SETTING Wraps: (2) secondary error attachment | signal: killed | (1) signal: killed | Error types: (1) *exec.ExitError Wraps: (3) context canceled Error types: (1) *main.withCommandDetails (2) *secondary.withSecondaryError (3) *errors.errorString ```
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Artifacts: [/kv0/enc=false/nodes=3/cpu=96](https://teamcity.cockroachdb.com/viewLog.html?buildId=3163927&tab=artifacts#/kv0/enc=false/nodes=3/cpu=96) [See this test on roachdash](https://roachdash.crdb.dev/?filter=status%3Aopen+t%3A.%2Akv0%2Fenc%3Dfalse%2Fnodes%3D3%2Fcpu%3D96.%2A&sort=title&restgroup=false&display=lastcommented+project) powered by [pkg/cmd/internal/issues](https://github.com/cockroachdb/cockroach/tree/master/pkg/cmd/internal/issues)

",0,roachtest enc false nodes cpu failed on the test failed on branch release cloud aws test artifacts and logs in home agent work go src github com cockroachdb cockroach artifacts enc false nodes cpu run test runner go test timed out cluster go kv go kv go test runner go home agent work go src github com cockroachdb cockroach bin roachprod start encrypt false teamcity returned context canceled home agent work go src github com cockroachdb cockroach bin roachprod start encrypt false teamcity returned stderr stdout teamcity starting nodes teamcity initializing cluster warning url specifies user password but command init does not accept user password details details ignored cluster successfully initialized teamcity setting cluster settings set cluster setting wraps secondary error attachment signal killed signal killed error types exec exiterror wraps context canceled error types main withcommanddetails secondary withsecondaryerror errors errorstring more artifacts powered by ,0 420041,28214867913.0,IssuesEvent,2023-04-05 08:12:45,alan-turing-institute/data-safe-haven,https://api.github.com/repos/alan-turing-institute/data-safe-haven,closed,Add troubleshooting steps to System Manager docs for user account issues,type: documentation,"## :white_check_mark: Checklist - [x] I have searched open and closed issues for duplicates - [x] This is a request for a change to documentation - [x] This isn't a feature request or bug report - [x] This isn't an open-ended question (open a [discussion](https://github.com/alan-turing-institute/data-safe-haven/discussions) if it is). ## :ledger: Where is the problem? **EDIT:** There is already a section called [xrdp login failure on the SRD](https://alan-turing-institute.github.io/data-safe-haven/develop/roles/system_manager/manage_users.html#xrdp-login-failure-on-the-srd), but it does have some outdated screenshots. A recent problem occurred where SRE users were unable to log in to Ubuntu/Guacamole screen and were getting the same error as wrong password: There were three solutions to this that need to be tested independently: ### Solution 1) Ask the user to reset their password via the Microsoft login page ### Solution 2) If solution 1 fails (this could also happen when setting up a password for a user account for the first time), then the password resetting infrastructure may need to be rebooted. From the DC1 this can be done with: ``` $aadConnector = Get-ADSyncConnector | ? {$_.Name -match ""onmicrosoft.com - AAD""} Remove-ADSyncAADPasswordResetConfiguration -Connector $aadConnector.Name Set-ADSyncAADPasswordResetConfiguration -Connector $aadConnector.Name -Enable $true ``` Check it's enabled with: ` Get-ADSyncAADPasswordResetConfiguration -Connector $aadConnector.Name` Solution 2 also works when a user setting up an account or resetting a password gets this error: ![image (3)](https://user-images.githubusercontent.com/5486164/226954420-4dca9030-9930-48e6-8651-c6328973b373.png) ### Solution 3) Restart the AzureAD in the DC1 (unsure how I did this) ## :memo: Required documentation changes Add somewhere in the System Manager docs, may want to revise these explanations first ",1.0,"Add troubleshooting steps to System Manager docs for user account issues - ## :white_check_mark: Checklist - [x] I have searched open and closed issues for duplicates - [x] This is a request for a change to documentation - [x] This isn't a feature request or bug report - [x] This isn't an open-ended question (open a [discussion](https://github.com/alan-turing-institute/data-safe-haven/discussions) if it is). ## :ledger: Where is the problem? **EDIT:** There is already a section called [xrdp login failure on the SRD](https://alan-turing-institute.github.io/data-safe-haven/develop/roles/system_manager/manage_users.html#xrdp-login-failure-on-the-srd), but it does have some outdated screenshots. A recent problem occurred where SRE users were unable to log in to Ubuntu/Guacamole screen and were getting the same error as wrong password: There were three solutions to this that need to be tested independently: ### Solution 1) Ask the user to reset their password via the Microsoft login page ### Solution 2) If solution 1 fails (this could also happen when setting up a password for a user account for the first time), then the password resetting infrastructure may need to be rebooted. From the DC1 this can be done with: ``` $aadConnector = Get-ADSyncConnector | ? {$_.Name -match ""onmicrosoft.com - AAD""} Remove-ADSyncAADPasswordResetConfiguration -Connector $aadConnector.Name Set-ADSyncAADPasswordResetConfiguration -Connector $aadConnector.Name -Enable $true ``` Check it's enabled with: ` Get-ADSyncAADPasswordResetConfiguration -Connector $aadConnector.Name` Solution 2 also works when a user setting up an account or resetting a password gets this error: ![image (3)](https://user-images.githubusercontent.com/5486164/226954420-4dca9030-9930-48e6-8651-c6328973b373.png) ### Solution 3) Restart the AzureAD in the DC1 (unsure how I did this) ## :memo: Required documentation changes Add somewhere in the System Manager docs, may want to revise these explanations first ",0,add troubleshooting steps to system manager docs for user account issues white check mark checklist before reporting a problem please check the following replace the empty checkboxes below with checked ones accordingly i have searched open and closed issues for duplicates this is a request for a change to documentation this isn t a feature request or bug report this isn t an open ended question open a if it is ledger where is the problem edit there is already a section called but it does have some outdated screenshots a recent problem occurred where sre users were unable to log in to ubuntu guacamole screen and were getting the same error as wrong password img width alt screenshot at src there were three solutions to this that need to be tested independently solution ask the user to reset their password via the microsoft login page solution if solution fails this could also happen when setting up a password for a user account for the first time then the password resetting infrastructure may need to be rebooted from the this can be done with aadconnector get adsyncconnector name match onmicrosoft com aad remove adsyncaadpasswordresetconfiguration connector aadconnector name set adsyncaadpasswordresetconfiguration connector aadconnector name enable true check it s enabled with get adsyncaadpasswordresetconfiguration connector aadconnector name solution also works when a user setting up an account or resetting a password gets this error solution restart the azuread in the unsure how i did this memo required documentation changes add somewhere in the system manager docs may want to revise these explanations first ,0 14654,9393529665.0,IssuesEvent,2019-04-07 12:24:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Missing feature in ShaderGraph: boolean uniform.,enhancement topic:core topic:rendering usability,"**Operating system or device:** All supported? **Issue description:** Shader Language supports booleans but no boolean uniforms can be added in shaderGraph. IMO, it would be nice if shaderGraph could do anything the shaderLang can & vice versa. The main reason I request for this however is simply because it would allow me to create better shader/material UI's for the shaders I intend to share with the community: ![booluniforms](https://cloud.githubusercontent.com/assets/3162126/14590678/5a11b638-0509-11e6-9b4b-4fa2baee529a.png) NB: I have moved the Flip Bump V in the image for shaderGraph, but it was actually placed entirely randomly in between 'Metallicness' and 'Specular Exponent'. While I can clamp the scalar uniform's values in shader to 0...1 range(min/max) - in the UI the user will still be able to input greater or negative values and that could lead to confusion. Using a boolean Uniform in place of the scalar uniforms would however make everything much clearer. As a node the boolean uniform should take a name variable similar to other uniforms, and output either a 0 or a 1 depending on it's state. 0 for false, 1 for true. Or alternatively the values for false and true could be over-writable, i.e. be usable for any switches. ",True,"Missing feature in ShaderGraph: boolean uniform. - **Operating system or device:** All supported? **Issue description:** Shader Language supports booleans but no boolean uniforms can be added in shaderGraph. IMO, it would be nice if shaderGraph could do anything the shaderLang can & vice versa. The main reason I request for this however is simply because it would allow me to create better shader/material UI's for the shaders I intend to share with the community: ![booluniforms](https://cloud.githubusercontent.com/assets/3162126/14590678/5a11b638-0509-11e6-9b4b-4fa2baee529a.png) NB: I have moved the Flip Bump V in the image for shaderGraph, but it was actually placed entirely randomly in between 'Metallicness' and 'Specular Exponent'. While I can clamp the scalar uniform's values in shader to 0...1 range(min/max) - in the UI the user will still be able to input greater or negative values and that could lead to confusion. Using a boolean Uniform in place of the scalar uniforms would however make everything much clearer. As a node the boolean uniform should take a name variable similar to other uniforms, and output either a 0 or a 1 depending on it's state. 0 for false, 1 for true. Or alternatively the values for false and true could be over-writable, i.e. be usable for any switches. ",1,missing feature in shadergraph boolean uniform operating system or device all supported issue description shader language supports booleans but no boolean uniforms can be added in shadergraph imo it would be nice if shadergraph could do anything the shaderlang can vice versa the main reason i request for this however is simply because it would allow me to create better shader material ui s for the shaders i intend to share with the community nb i have moved the flip bump v in the image for shadergraph but it was actually placed entirely randomly in between metallicness and specular exponent while i can clamp the scalar uniform s values in shader to range min max in the ui the user will still be able to input greater or negative values and that could lead to confusion using a boolean uniform in place of the scalar uniforms would however make everything much clearer as a node the boolean uniform should take a name variable similar to other uniforms and output either a or a depending on it s state for false for true or alternatively the values for false and true could be over writable i e be usable for any switches ,1 59303,6646869509.0,IssuesEvent,2017-09-28 00:12:28,Microsoft/vscode,https://api.github.com/repos/Microsoft/vscode,closed,Test: Improved --wait behaviour,testplan-item,"Refs: https://github.com/Microsoft/vscode/issues/24327 - [x] Win - @auchenberg - [x] Mac - @sandy081 - [x] Linux - @aeschli Complexity: 2 Running code with `--wait` parameter from the command line makes the command line process wait until the window that opens is closed. During this milestone we are now tracking the file to open as argument and also terminate the calling process when all the files are closed. This allows to reuse an existing Code instance for this purpose. * verify you can use `--wait` with 0, 1 or many files and the calling process terminates when the files close * verify the command line will terminate also when the target window closes or when the target window gets another folder opened",1.0,"Test: Improved --wait behaviour - Refs: https://github.com/Microsoft/vscode/issues/24327 - [x] Win - @auchenberg - [x] Mac - @sandy081 - [x] Linux - @aeschli Complexity: 2 Running code with `--wait` parameter from the command line makes the command line process wait until the window that opens is closed. During this milestone we are now tracking the file to open as argument and also terminate the calling process when all the files are closed. This allows to reuse an existing Code instance for this purpose. * verify you can use `--wait` with 0, 1 or many files and the calling process terminates when the files close * verify the command line will terminate also when the target window closes or when the target window gets another folder opened",0,test improved wait behaviour refs win auchenberg mac linux aeschli complexity running code with wait parameter from the command line makes the command line process wait until the window that opens is closed during this milestone we are now tracking the file to open as argument and also terminate the calling process when all the files are closed this allows to reuse an existing code instance for this purpose verify you can use wait with or many files and the calling process terminates when the files close verify the command line will terminate also when the target window closes or when the target window gets another folder opened,0 18201,12677614585.0,IssuesEvent,2020-06-19 08:07:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Generated C# script class should be inside project namespace,enhancement topic:mono usability,"**Godot version:** a71b083 **OS/device including version:** no matter **Issue description:** By default C# script generated without namespace, which is not good...",True,"Generated C# script class should be inside project namespace - **Godot version:** a71b083 **OS/device including version:** no matter **Issue description:** By default C# script generated without namespace, which is not good...",1,generated c script class should be inside project namespace godot version os device including version no matter issue description by default c script generated without namespace which is not good ,1 15077,9739270724.0,IssuesEvent,2019-06-01 09:47:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,OptionButton should allow letter jumping like ItemList,feature proposal topic:core usability,"There's this OptionButton with dropdown menu and all, but it lacks one thing IMO. When the list is opened and you hover over it, you should be able to press letter keys to quickly jump to the next word starting with pressed letter. It's useful for long dropdowns. Also, would be nice if it had cyclic behavior like described in #9724 (that's ninja-reopen btw >_>)",True,"OptionButton should allow letter jumping like ItemList - There's this OptionButton with dropdown menu and all, but it lacks one thing IMO. When the list is opened and you hover over it, you should be able to press letter keys to quickly jump to the next word starting with pressed letter. It's useful for long dropdowns. Also, would be nice if it had cyclic behavior like described in #9724 (that's ninja-reopen btw >_>)",1,optionbutton should allow letter jumping like itemlist there s this optionbutton with dropdown menu and all but it lacks one thing imo when the list is opened and you hover over it you should be able to press letter keys to quickly jump to the next word starting with pressed letter it s useful for long dropdowns also would be nice if it had cyclic behavior like described in that s ninja reopen btw ,1 26151,7787462386.0,IssuesEvent,2018-06-06 22:36:48,couchbase/couchbase-lite-ios,https://api.github.com/repos/couchbase/couchbase-lite-ios,closed,Incompatible swift version,Build P1: high,"Hi, I am using carthage as package manager, and the lastest XCode version (iOS 11.4 with XCode 9.3). Unfortunately, couchbase-lite-ios is a binary-only release with Carthage (recomended way to get it in the readme) and is incompatible with the latest swift version: ```bash $ carthage update --platform iOS *** Downloading binary-only framework CouchbaseLite-Community at ""https://raw.githubusercontent.com/couchbase/couchbase-lite-ios/master/Release/Carthage/CouchbaseLite-Community.json"" *** xcodebuild output can be found in /var/folders/f9/33ntg5xj38n_5xrdj7rc7bqh0000gq/T/carthage-xcodebuild.9T8SGO.log Incompatible Swift version - framework was built with 4.1 (swiftlang-902.0.48 clang-902.0.37.1) and the local version is 4.1.2 (swiftlang-902.0.54 clang-902.0.39.2). ``` -------- * Version: 2.0.0 * Client OS: macOS High Sierra 10.13.4 * Server: n/a ",1.0,"Incompatible swift version - Hi, I am using carthage as package manager, and the lastest XCode version (iOS 11.4 with XCode 9.3). Unfortunately, couchbase-lite-ios is a binary-only release with Carthage (recomended way to get it in the readme) and is incompatible with the latest swift version: ```bash $ carthage update --platform iOS *** Downloading binary-only framework CouchbaseLite-Community at ""https://raw.githubusercontent.com/couchbase/couchbase-lite-ios/master/Release/Carthage/CouchbaseLite-Community.json"" *** xcodebuild output can be found in /var/folders/f9/33ntg5xj38n_5xrdj7rc7bqh0000gq/T/carthage-xcodebuild.9T8SGO.log Incompatible Swift version - framework was built with 4.1 (swiftlang-902.0.48 clang-902.0.37.1) and the local version is 4.1.2 (swiftlang-902.0.54 clang-902.0.39.2). ``` -------- * Version: 2.0.0 * Client OS: macOS High Sierra 10.13.4 * Server: n/a ",0,incompatible swift version hi i am using carthage as package manager and the lastest xcode version ios with xcode unfortunately couchbase lite ios is a binary only release with carthage recomended way to get it in the readme and is incompatible with the latest swift version bash carthage update platform ios downloading binary only framework couchbaselite community at xcodebuild output can be found in var folders t carthage xcodebuild log incompatible swift version framework was built with swiftlang clang and the local version is swiftlang clang version client os macos high sierra server n a ,0 12641,8016255287.0,IssuesEvent,2018-07-25 12:50:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Show files in the FileSystem Tree View ,discussion enhancement junior job topic:editor usability,"We are several developers at my company who have been working with both Unity, Cocos Creator and Godot. In Unity and Cocos Creator it's possible to view files in the hierarchy view but in the Godot engine this is not possible. In our opinion it makes it a lot easier to to work in a game editor when you can see all your files in the tree view. We are currently working on our third game in the Godot engine and we are still not comfortable using the FileSystem view in Godot. This indicates to us that the current way of showing the tree view might not be optimal, at least not for all developers. **Idea for improvement: Make a toggle button for displaying files in the FileSystem view** This issue shows a mockup: #4570 ",True,"Show files in the FileSystem Tree View - We are several developers at my company who have been working with both Unity, Cocos Creator and Godot. In Unity and Cocos Creator it's possible to view files in the hierarchy view but in the Godot engine this is not possible. In our opinion it makes it a lot easier to to work in a game editor when you can see all your files in the tree view. We are currently working on our third game in the Godot engine and we are still not comfortable using the FileSystem view in Godot. This indicates to us that the current way of showing the tree view might not be optimal, at least not for all developers. **Idea for improvement: Make a toggle button for displaying files in the FileSystem view** This issue shows a mockup: #4570 ",1,show files in the filesystem tree view we are several developers at my company who have been working with both unity cocos creator and godot in unity and cocos creator it s possible to view files in the hierarchy view but in the godot engine this is not possible in our opinion it makes it a lot easier to to work in a game editor when you can see all your files in the tree view we are currently working on our third game in the godot engine and we are still not comfortable using the filesystem view in godot this indicates to us that the current way of showing the tree view might not be optimal at least not for all developers idea for improvement make a toggle button for displaying files in the filesystem view this issue shows a mockup ,1 1830,2671749370.0,IssuesEvent,2015-03-24 09:35:31,McStasMcXtrace/McCode,https://api.github.com/repos/McStasMcXtrace/McCode,opened,make grid work on localhost even without ssh installed,C: McCode tools enhancement P: minor,"**Reported by farhi on 31 Mar 2010 16:31 UTC** mcrun: make grid work on localhost even without ssh installed. Currently, not finding ssh disables this",1.0,"make grid work on localhost even without ssh installed - **Reported by farhi on 31 Mar 2010 16:31 UTC** mcrun: make grid work on localhost even without ssh installed. Currently, not finding ssh disables this",0,make grid work on localhost even without ssh installed reported by farhi on mar utc mcrun make grid work on localhost even without ssh installed currently not finding ssh disables this,0 6455,4295190331.0,IssuesEvent,2016-07-19 05:36:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Undo performs both on popup and script editor,bug topic:editor usability,"I was editing a script, then I opened the ProjectProperties window to set up some key mappings. But I made mistakes, and wondered if I could undo. It actually worked, but every time I pressed CTRL+Z, the script editor behind was undoing too, at the same time. It seems like the event is not well focused on the ProjectProperties window. PS: difficult to find a meaningful short title, I hope it's clear enough :) ",True,"Undo performs both on popup and script editor - I was editing a script, then I opened the ProjectProperties window to set up some key mappings. But I made mistakes, and wondered if I could undo. It actually worked, but every time I pressed CTRL+Z, the script editor behind was undoing too, at the same time. It seems like the event is not well focused on the ProjectProperties window. PS: difficult to find a meaningful short title, I hope it's clear enough :) ",1,undo performs both on popup and script editor i was editing a script then i opened the projectproperties window to set up some key mappings but i made mistakes and wondered if i could undo it actually worked but every time i pressed ctrl z the script editor behind was undoing too at the same time it seems like the event is not well focused on the projectproperties window ps difficult to find a meaningful short title i hope it s clear enough ,1 15973,10454033331.0,IssuesEvent,2019-09-19 17:56:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add custom message to `assert` call,enhancement topic:gdscript usability,"Currently there's no way to display custom error message in `assert` call. It would be great for debugging, and establishing invariants in published libraries if we could optionally customize what `assert` displays. Example: ![assert](https://user-images.githubusercontent.com/5294515/36740274-3d58dbb0-1be2-11e8-8c29-3e00eb441a11.png) AFAIK most modern engines and programming languages have message handling in assertion macros/functions.",True,"Add custom message to `assert` call - Currently there's no way to display custom error message in `assert` call. It would be great for debugging, and establishing invariants in published libraries if we could optionally customize what `assert` displays. Example: ![assert](https://user-images.githubusercontent.com/5294515/36740274-3d58dbb0-1be2-11e8-8c29-3e00eb441a11.png) AFAIK most modern engines and programming languages have message handling in assertion macros/functions.",1,add custom message to assert call currently there s no way to display custom error message in assert call it would be great for debugging and establishing invariants in published libraries if we could optionally customize what assert displays example afaik most modern engines and programming languages have message handling in assertion macros functions ,1 10678,3413536504.0,IssuesEvent,2015-12-06 19:31:10,voc/voctomix,https://api.github.com/repos/voc/voctomix,closed,Scripts in voctocore/scripts are dependent on running with a PWD==voctocore/scripts,documentation,"It would be good if they ran independent of the PWD when launched. See following for possible solutions; * http://stackoverflow.com/questions/59895/can-a-bash-script-tell-what-directory-its-stored-in * http://stackoverflow.com/questions/4774054/reliable-way-for-a-bash-script-to-get-the-full-path-to-itself",1.0,"Scripts in voctocore/scripts are dependent on running with a PWD==voctocore/scripts - It would be good if they ran independent of the PWD when launched. See following for possible solutions; * http://stackoverflow.com/questions/59895/can-a-bash-script-tell-what-directory-its-stored-in * http://stackoverflow.com/questions/4774054/reliable-way-for-a-bash-script-to-get-the-full-path-to-itself",0,scripts in voctocore scripts are dependent on running with a pwd voctocore scripts it would be good if they ran independent of the pwd when launched see following for possible solutions ,0 70883,3344994279.0,IssuesEvent,2015-11-16 09:28:56,kubernetes/kubernetes,https://api.github.com/repos/kubernetes/kubernetes,closed,Implement watch at apiserver level,area/performance priority/P1 team/CSI,"Implementing should give us significant performance improvements, because: - we avoid sending multiple watch requests to etcd that send as huge amount of unnecessary data (e.g. currently all Kubelets are watching for pods, but since filtering is done at the apiserver level, there are O(#nodes) watches to etcd open all the time , each of them sending all pods) - on top of that we can build some Indexer - see https://github.com/GoogleCloudPlatform/kubernetes/issues/4817#issuecomment-89437368 for more details cc @lavalamp @davidopp @bprashanth @timothysc",1.0,"Implement watch at apiserver level - Implementing should give us significant performance improvements, because: - we avoid sending multiple watch requests to etcd that send as huge amount of unnecessary data (e.g. currently all Kubelets are watching for pods, but since filtering is done at the apiserver level, there are O(#nodes) watches to etcd open all the time , each of them sending all pods) - on top of that we can build some Indexer - see https://github.com/GoogleCloudPlatform/kubernetes/issues/4817#issuecomment-89437368 for more details cc @lavalamp @davidopp @bprashanth @timothysc",0,implement watch at apiserver level implementing should give us significant performance improvements because we avoid sending multiple watch requests to etcd that send as huge amount of unnecessary data e g currently all kubelets are watching for pods but since filtering is done at the apiserver level there are o nodes watches to etcd open all the time each of them sending all pods on top of that we can build some indexer see for more details cc lavalamp davidopp bprashanth timothysc,0 22805,20202718148.0,IssuesEvent,2022-02-11 16:47:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Select current project does nothing if scene is not saved.,bug topic:editor confirmed usability,"### Godot version 3.4.2 ### System information Manjaro, Vega 8 with Ryzen 3200 G ### Issue description When you hit play for the first time, a window pop up appears if default scene is not selected. However the select current button does nothing if the current scene being used is not saved yet. ### Steps to reproduce Create new project. Create new scene. Hit play without saving the scene. Hit select current scene button. ### Minimal reproduction project _No response_",True,"Select current project does nothing if scene is not saved. - ### Godot version 3.4.2 ### System information Manjaro, Vega 8 with Ryzen 3200 G ### Issue description When you hit play for the first time, a window pop up appears if default scene is not selected. However the select current button does nothing if the current scene being used is not saved yet. ### Steps to reproduce Create new project. Create new scene. Hit play without saving the scene. Hit select current scene button. ### Minimal reproduction project _No response_",1,select current project does nothing if scene is not saved godot version system information manjaro vega with ryzen g issue description when you hit play for the first time a window pop up appears if default scene is not selected however the select current button does nothing if the current scene being used is not saved yet steps to reproduce create new project create new scene hit play without saving the scene hit select current scene button minimal reproduction project no response ,1 3553,3487059734.0,IssuesEvent,2016-01-01 12:52:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Bracket closing for auto completion,enhancement needs discussion topic:editor usability,"If you want to write a function into closed brackets () you endup with something like that if you use auto completion: (function_name() Would be nice if it keeps the outer bracket like that: (function_name())",True,"Bracket closing for auto completion - If you want to write a function into closed brackets () you endup with something like that if you use auto completion: (function_name() Would be nice if it keeps the outer bracket like that: (function_name())",1,bracket closing for auto completion if you want to write a function into closed brackets you endup with something like that if you use auto completion function name would be nice if it keeps the outer bracket like that function name ,1 17133,11713645291.0,IssuesEvent,2020-03-09 10:43:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scene without file loses its path when resource gets modified,bug topic:editor usability,"**Godot version:** 3.2 **Steps to reproduce:** 1. Create a new scene from FileSystem dock (so it has internal path, but no file) 2. Add icon.png to the scene 3. Modify the icon.png externally 3.5 Scene gets ninja-reloaded due to modified resource 4. Try to save scene 5. It lost it's internal path, so FileDialog opens",True,"Scene without file loses its path when resource gets modified - **Godot version:** 3.2 **Steps to reproduce:** 1. Create a new scene from FileSystem dock (so it has internal path, but no file) 2. Add icon.png to the scene 3. Modify the icon.png externally 3.5 Scene gets ninja-reloaded due to modified resource 4. Try to save scene 5. It lost it's internal path, so FileDialog opens",1,scene without file loses its path when resource gets modified godot version steps to reproduce create a new scene from filesystem dock so it has internal path but no file add icon png to the scene modify the icon png externally scene gets ninja reloaded due to modified resource try to save scene it lost it s internal path so filedialog opens,1 104699,4217339855.0,IssuesEvent,2016-06-30 12:46:45,quintel/etmoses,https://api.github.com/repos/quintel/etmoses,closed,Asset data for gas infrastructure needs to be retrieved and clearly documented,Enhancement Priority,"Both for the load calculation on the gas-network and the business case and other financial calculations, the following properties for **all relevant types** of pipes for **each relevant** pressure level need to be documented: * investment cost [EUR] * cost for digging in low building-density area [EUR/meter] * cost for digging in medium building-density area [EUR/meter] * cost for digging in high building-density area [EUR/meter] * lifetime [year] * yearly O&M cost [EUR] * capacity [kW] For all connecting technologies (GOSs, DRSs, etc.) the following properties need to be documented: * investment cost [EUR] * lifetime [year] * yearly O&M cost [EUR] * capacity (from low to high pressure) [kW] * capacity (from high to low pressure) [kW] * efficiency (from low to high pressure) [%] * efficiency (from high to low pressure) [%] Perhaps it would be best to use Markdown format such as [used for this document](https://github.com/quintel/documentation/blob/master/etmoses/average_cost_of_gas_infrastructure.md). Please add as many (links to) sources as possible.",1.0,"Asset data for gas infrastructure needs to be retrieved and clearly documented - Both for the load calculation on the gas-network and the business case and other financial calculations, the following properties for **all relevant types** of pipes for **each relevant** pressure level need to be documented: * investment cost [EUR] * cost for digging in low building-density area [EUR/meter] * cost for digging in medium building-density area [EUR/meter] * cost for digging in high building-density area [EUR/meter] * lifetime [year] * yearly O&M cost [EUR] * capacity [kW] For all connecting technologies (GOSs, DRSs, etc.) the following properties need to be documented: * investment cost [EUR] * lifetime [year] * yearly O&M cost [EUR] * capacity (from low to high pressure) [kW] * capacity (from high to low pressure) [kW] * efficiency (from low to high pressure) [%] * efficiency (from high to low pressure) [%] Perhaps it would be best to use Markdown format such as [used for this document](https://github.com/quintel/documentation/blob/master/etmoses/average_cost_of_gas_infrastructure.md). Please add as many (links to) sources as possible.",0,asset data for gas infrastructure needs to be retrieved and clearly documented both for the load calculation on the gas network and the business case and other financial calculations the following properties for all relevant types of pipes for each relevant pressure level need to be documented investment cost cost for digging in low building density area cost for digging in medium building density area cost for digging in high building density area lifetime yearly o m cost capacity for all connecting technologies goss drss etc the following properties need to be documented investment cost lifetime yearly o m cost capacity from low to high pressure capacity from high to low pressure efficiency from low to high pressure efficiency from high to low pressure perhaps it would be best to use markdown format such as please add as many links to sources as possible ,0 194761,22262851523.0,IssuesEvent,2022-06-10 03:15:53,michaelweiss092/k3s,https://api.github.com/repos/michaelweiss092/k3s,closed,CVE-2022-28948 (Medium) detected in github.com/go-yaml/yaml-v2.2.8 - autoclosed,security vulnerability,"## CVE-2022-28948 - Medium Severity Vulnerability
Vulnerable Library - github.com/go-yaml/yaml-v2.2.8

YAML support for the Go language.

Dependency Hierarchy: - :x: **github.com/go-yaml/yaml-v2.2.8** (Vulnerable Library)

Found in HEAD commit: d176fc163fbd69f1a628cf9b7ea217423ee02d31

Vulnerability Details

An issue in the Unmarshal function in Go-Yaml v3 causes the program to crash when attempting to deserialize invalid input.

Publish Date: 2022-05-19

URL: CVE-2022-28948

CVSS 3 Score Details (5.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Local - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/advisories/GHSA-fm53-mpmp-7qw2

Release Date: 2022-05-19

Fix Resolution: v3.0.0

",True,"CVE-2022-28948 (Medium) detected in github.com/go-yaml/yaml-v2.2.8 - autoclosed - ## CVE-2022-28948 - Medium Severity Vulnerability
Vulnerable Library - github.com/go-yaml/yaml-v2.2.8

YAML support for the Go language.

Dependency Hierarchy: - :x: **github.com/go-yaml/yaml-v2.2.8** (Vulnerable Library)

Found in HEAD commit: d176fc163fbd69f1a628cf9b7ea217423ee02d31

Vulnerability Details

An issue in the Unmarshal function in Go-Yaml v3 causes the program to crash when attempting to deserialize invalid input.

Publish Date: 2022-05-19

URL: CVE-2022-28948

CVSS 3 Score Details (5.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Local - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/advisories/GHSA-fm53-mpmp-7qw2

Release Date: 2022-05-19

Fix Resolution: v3.0.0

",0,cve medium detected in github com go yaml yaml autoclosed cve medium severity vulnerability vulnerable library github com go yaml yaml yaml support for the go language dependency hierarchy x github com go yaml yaml vulnerable library found in head commit a href vulnerability details an issue in the unmarshal function in go yaml causes the program to crash when attempting to deserialize invalid input publish date url a href cvss score details base score metrics exploitability metrics attack vector local attack complexity low privileges required none user interaction required scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution isopenpronvulnerability false ispackagebased true isdefaultbranch true packages istransitivedependency false dependencytree github com go yaml yaml isminimumfixversionavailable true minimumfixversion isbinary true basebranches vulnerabilityidentifier cve vulnerabilitydetails an issue in the unmarshal function in go yaml causes the program to crash when attempting to deserialize invalid input vulnerabilityurl ,0 467431,13448326741.0,IssuesEvent,2020-09-08 15:19:38,ampproject/amphtml,https://api.github.com/repos/ampproject/amphtml,closed,[Story a11y] Make education screens buttons focusable for screen readers,P1: High Priority Type: Feature Request,"Make education screens buttons focusable for screen readers. cc @ampproject/wg-stories ",1.0,"[Story a11y] Make education screens buttons focusable for screen readers - Make education screens buttons focusable for screen readers. cc @ampproject/wg-stories ",0, make education screens buttons focusable for screen readers make education screens buttons focusable for screen readers cc ampproject wg stories ,0 15566,10137386093.0,IssuesEvent,2019-08-02 15:09:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Find in Files does not search scene files,enhancement topic:core topic:editor usability,"**Godot version:** 3.1 **OS/device including version:** Windows 10 **Issue description:** Find in files seems to only search within .gd files. If your code is in the .tscn file (i.e. a large majority of the code) then it does not find it. **Steps to reproduce:** 1. Have some known text in a scene code and a gd file. 2. Use Find In Files. 3. You will not get any results for the text within the scene code. btw, it would be really nice if you could perform a ctrl/shift/f without having to first open a code file. More a quality of life request than a bug (but you're finding in all files, why the need to have a file open?) Thanks. ",True,"Find in Files does not search scene files - **Godot version:** 3.1 **OS/device including version:** Windows 10 **Issue description:** Find in files seems to only search within .gd files. If your code is in the .tscn file (i.e. a large majority of the code) then it does not find it. **Steps to reproduce:** 1. Have some known text in a scene code and a gd file. 2. Use Find In Files. 3. You will not get any results for the text within the scene code. btw, it would be really nice if you could perform a ctrl/shift/f without having to first open a code file. More a quality of life request than a bug (but you're finding in all files, why the need to have a file open?) Thanks. ",1,find in files does not search scene files godot version os device including version windows issue description find in files seems to only search within gd files if your code is in the tscn file i e a large majority of the code then it does not find it steps to reproduce have some known text in a scene code and a gd file use find in files you will not get any results for the text within the scene code btw it would be really nice if you could perform a ctrl shift f without having to first open a code file more a quality of life request than a bug but you re finding in all files why the need to have a file open thanks ,1 675808,23106718707.0,IssuesEvent,2022-07-27 09:26:29,strusoft/femdesign-api,https://api.github.com/repos/strusoft/femdesign-api,closed,Design gmax,type:feature priority:later framework:grasshopper framework:c#,"Allow user to set the type of design check to be run ```xml false true ``` https://github.com/strusoft/femdesign-api/blob/0779d5aa6580e245567cc141be29428fb54d05f6/FemDesign.Core/Calculate/Design.cs#L13-L16",1.0,"Design gmax - Allow user to set the type of design check to be run ```xml false true ``` https://github.com/strusoft/femdesign-api/blob/0779d5aa6580e245567cc141be29428fb54d05f6/FemDesign.Core/Calculate/Design.cs#L13-L16",0,design gmax allow user to set the type of design check to be run xml false true ,0 20456,15530841844.0,IssuesEvent,2021-03-13 20:47:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,capitalize properties deactivated not work with shader variables names,bug junior job topic:editor usability," **Godot version:** 3.2.4 rc4 mono **OS/device including version:** win10 64 **Issue description:** I am creating a bool variable to activate my visuashader effect, I want to name the variable with the name ""ImpactEffect"" or ""impactEffect"" but the editor decides that it is better ""Impact Effect"" which creates confusion for me. ![Captura2](https://user-images.githubusercontent.com/19652075/111027348-025d7100-83f0-11eb-8936-1bb25db24be6.PNG) **Steps to reproduce:** **Minimal reproduction project:** ",True,"capitalize properties deactivated not work with shader variables names - **Godot version:** 3.2.4 rc4 mono **OS/device including version:** win10 64 **Issue description:** I am creating a bool variable to activate my visuashader effect, I want to name the variable with the name ""ImpactEffect"" or ""impactEffect"" but the editor decides that it is better ""Impact Effect"" which creates confusion for me. ![Captura2](https://user-images.githubusercontent.com/19652075/111027348-025d7100-83f0-11eb-8936-1bb25db24be6.PNG) **Steps to reproduce:** **Minimal reproduction project:** ",1,capitalize properties deactivated not work with shader variables names please search existing issues for potential duplicates before filing yours godot version mono os device including version issue description i am creating a bool variable to activate my visuashader effect i want to name the variable with the name impacteffect or impacteffect but the editor decides that it is better impact effect which creates confusion for me steps to reproduce minimal reproduction project ,1 26304,26674511126.0,IssuesEvent,2023-01-26 13:14:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimationTree nodes cannot be connected until the editor is restarted,bug topic:editor confirmed usability regression topic:animation,"___ ***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.* ___ ### Godot version 4.0 beta1 ### System information macOS Monterey 12.5.1, M1 MacBook Pro ### Issue description I am not able to connect nodes in the AnimationTree. I select the connection arrow icon and left click from one node and drag to another node until the arrow snaps but upon releasing the button the arrow disappears. ![AnimTree Nodes](https://user-images.githubusercontent.com/4403212/190862720-75f451b0-89ab-4495-8a59-b16b08bb2a51.gif) ### Steps to reproduce add blend space 2d nodes to the AnimationTree and try and connect the nodes together using the connection arrows. ### Minimal reproduction project _No response_",True,"AnimationTree nodes cannot be connected until the editor is restarted - ___ ***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.* ___ ### Godot version 4.0 beta1 ### System information macOS Monterey 12.5.1, M1 MacBook Pro ### Issue description I am not able to connect nodes in the AnimationTree. I select the connection arrow icon and left click from one node and drag to another node until the arrow snaps but upon releasing the button the arrow disappears. ![AnimTree Nodes](https://user-images.githubusercontent.com/4403212/190862720-75f451b0-89ab-4495-8a59-b16b08bb2a51.gif) ### Steps to reproduce add blend space 2d nodes to the AnimationTree and try and connect the nodes together using the connection arrows. ### Minimal reproduction project _No response_",1,animationtree nodes cannot be connected until the editor is restarted bugsquad note this issue has been confirmed several times already no need to confirm it further godot version system information macos monterey macbook pro issue description i am not able to connect nodes in the animationtree i select the connection arrow icon and left click from one node and drag to another node until the arrow snaps but upon releasing the button the arrow disappears steps to reproduce add blend space nodes to the animationtree and try and connect the nodes together using the connection arrows minimal reproduction project no response ,1 641673,20832094641.0,IssuesEvent,2022-03-19 16:08:35,betty-gures/SWE573-Spring22,https://api.github.com/repos/betty-gures/SWE573-Spring22,closed,Personalise Wiki Pages,enhancement research priority medium medium effort organisation,"The wiki pages need improovements: - [x] Add About me page - [x] Add Documentation and research related to git and wikidata - [x] Add Lecture notes page - [x] Add Requirements page - [x] Add personalised images - [x] Update Readme",1.0,"Personalise Wiki Pages - The wiki pages need improovements: - [x] Add About me page - [x] Add Documentation and research related to git and wikidata - [x] Add Lecture notes page - [x] Add Requirements page - [x] Add personalised images - [x] Update Readme",0,personalise wiki pages the wiki pages need improovements add about me page add documentation and research related to git and wikidata add lecture notes page add requirements page add personalised images update readme,0 129946,18152074021.0,IssuesEvent,2021-09-26 12:43:13,anyulled/jbcnconf-react,https://api.github.com/repos/anyulled/jbcnconf-react,closed,CVE-2021-27290 (High) detected in ssri-6.0.1.tgz - autoclosed,security vulnerability,"## CVE-2021-27290 - High Severity Vulnerability
Vulnerable Library - ssri-6.0.1.tgz

Standard Subresource Integrity library -- parses, serializes, generates, and verifies integrity metadata according to the SRI spec.

Library home page: https://registry.npmjs.org/ssri/-/ssri-6.0.1.tgz

Path to dependency file: jbcnconf-react/package.json

Path to vulnerable library: jbcnconf-react/node_modules/webpack/node_modules/ssri/package.json

Dependency Hierarchy: - react-scripts-4.0.3.tgz (Root Library) - webpack-4.44.2.tgz - terser-webpack-plugin-1.4.5.tgz - cacache-12.0.4.tgz - :x: **ssri-6.0.1.tgz** (Vulnerable Library)

Found in HEAD commit: 520290716d5df64ebc72031adcfee0b067d16c03

Found in base branch: master

Vulnerability Details

ssri 5.2.2-8.0.0, fixed in 8.0.1, processes SRIs using a regular expression which is vulnerable to a denial of service. Malicious SRIs could take an extremely long time to process, leading to denial of service. This issue only affects consumers using the strict option.

Publish Date: 2021-03-12

URL: CVE-2021-27290

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-27290

Release Date: 2021-03-12

Fix Resolution: ssri - 6.0.2,8.0.1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2021-27290 (High) detected in ssri-6.0.1.tgz - autoclosed - ## CVE-2021-27290 - High Severity Vulnerability
Vulnerable Library - ssri-6.0.1.tgz

Standard Subresource Integrity library -- parses, serializes, generates, and verifies integrity metadata according to the SRI spec.

Library home page: https://registry.npmjs.org/ssri/-/ssri-6.0.1.tgz

Path to dependency file: jbcnconf-react/package.json

Path to vulnerable library: jbcnconf-react/node_modules/webpack/node_modules/ssri/package.json

Dependency Hierarchy: - react-scripts-4.0.3.tgz (Root Library) - webpack-4.44.2.tgz - terser-webpack-plugin-1.4.5.tgz - cacache-12.0.4.tgz - :x: **ssri-6.0.1.tgz** (Vulnerable Library)

Found in HEAD commit: 520290716d5df64ebc72031adcfee0b067d16c03

Found in base branch: master

Vulnerability Details

ssri 5.2.2-8.0.0, fixed in 8.0.1, processes SRIs using a regular expression which is vulnerable to a denial of service. Malicious SRIs could take an extremely long time to process, leading to denial of service. This issue only affects consumers using the strict option.

Publish Date: 2021-03-12

URL: CVE-2021-27290

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-27290

Release Date: 2021-03-12

Fix Resolution: ssri - 6.0.2,8.0.1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in ssri tgz autoclosed cve high severity vulnerability vulnerable library ssri tgz standard subresource integrity library parses serializes generates and verifies integrity metadata according to the sri spec library home page a href path to dependency file jbcnconf react package json path to vulnerable library jbcnconf react node modules webpack node modules ssri package json dependency hierarchy react scripts tgz root library webpack tgz terser webpack plugin tgz cacache tgz x ssri tgz vulnerable library found in head commit a href found in base branch master vulnerability details ssri fixed in processes sris using a regular expression which is vulnerable to a denial of service malicious sris could take an extremely long time to process leading to denial of service this issue only affects consumers using the strict option publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution ssri step up your open source security game with whitesource ,0 4289,3798431635.0,IssuesEvent,2016-03-23 12:31:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,3D nodes position sprite icon ON/OFF switching and max size,confirmed enhancement topic:editor usability,"Some nodes like lights use sprites to display their position, but often when zooming out they become so big, compared to rest of the scene, that they are more in the way than help. They need editable maximum size settings, and ON/OFF switching.",True,"3D nodes position sprite icon ON/OFF switching and max size - Some nodes like lights use sprites to display their position, but often when zooming out they become so big, compared to rest of the scene, that they are more in the way than help. They need editable maximum size settings, and ON/OFF switching.",1, nodes position sprite icon on off switching and max size some nodes like lights use sprites to display their position but often when zooming out they become so big compared to rest of the scene that they are more in the way than help they need editable maximum size settings and on off switching ,1 26863,27281588209.0,IssuesEvent,2023-02-23 10:27:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project Manager dialogs are wrongly sized based on their dynamically wrapped contents,bug topic:editor usability,"### Godot version 4.0rc1 ### System information Mac Intel ### Issue description ### Steps to reproduce Try converting a 3.0 -> 4.0 project ### Minimal reproduction project N/A",True,"Project Manager dialogs are wrongly sized based on their dynamically wrapped contents - ### Godot version 4.0rc1 ### System information Mac Intel ### Issue description ### Steps to reproduce Try converting a 3.0 -> 4.0 project ### Minimal reproduction project N/A",1,project manager dialogs are wrongly sized based on their dynamically wrapped contents godot version system information mac intel issue description img width alt screen shot at am src steps to reproduce try converting a project minimal reproduction project n a,1 15765,10280319356.0,IssuesEvent,2019-08-26 04:43:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Saving path should default to the currently opened folder in the filesystem dock,discussion enhancement topic:editor usability,"**Godot version:** 11d7738 **Issue description:** When saving a new scene, the save scene dialog defaults to the project root. As the project grows big, it takes a lot of clicks for the user to reach the desired point of save. **Proposal** When saving, Godot should default to the currently opened folder in the filesystem dock as it is most likely that if you have a folder opened when creating a new scene you are working in that directory. At least, in my experience.",True,"Saving path should default to the currently opened folder in the filesystem dock - **Godot version:** 11d7738 **Issue description:** When saving a new scene, the save scene dialog defaults to the project root. As the project grows big, it takes a lot of clicks for the user to reach the desired point of save. **Proposal** When saving, Godot should default to the currently opened folder in the filesystem dock as it is most likely that if you have a folder opened when creating a new scene you are working in that directory. At least, in my experience.",1,saving path should default to the currently opened folder in the filesystem dock godot version issue description when saving a new scene the save scene dialog defaults to the project root as the project grows big it takes a lot of clicks for the user to reach the desired point of save proposal when saving godot should default to the currently opened folder in the filesystem dock as it is most likely that if you have a folder opened when creating a new scene you are working in that directory at least in my experience ,1 7135,4787980685.0,IssuesEvent,2016-10-30 09:46:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,FileDialog directory selection is misleading,enhancement topic:core topic:editor usability,"**Operating system or device - Godot version:** Mageia 6 x64, Godot 2.1 RC1 **Issue description** (what happened, and what was expected): The way FileDialog wants users to select folders is relatively misleading. A good example is the FileDialog used when clicking on ""Scan"" in the project manager. - First situation: Folder selected, but current folder is its parent ![spectacle lh1262](https://cloud.githubusercontent.com/assets/4701338/17278505/23ebdcd4-575f-11e6-8c59-f69c44c2bc37.png) If I click ""Open"", the contents of the `kobuge` folder will be scanned, and not that of the `juck` folder, even though one could expect that when clicking ""Open"" after having selected the target folder. - Second situation: What the FileDialog expects is that the user opens the folder first in the FileDialog, before clicking ""Open"". This leads to this situation: ![spectacle tq1262](https://cloud.githubusercontent.com/assets/4701338/17278512/55dffcac-575f-11e6-8af0-e1edb72b6a38.png) Here clicking ""Open"" will properly scan the contents of the `juck` folder, even though the selected entry is `..`, i.e. its parent folder. It would make more sense IMO that clicking ""Open"" opens the selected folder instead of the currently browsed one; if no folder is selected (e.g. if it's a file that is selected when a folder is expected, or maybe (to be discussed) if the `..` entry is selected), the current behaviour (opening the cwd) could be used.",True,"FileDialog directory selection is misleading - **Operating system or device - Godot version:** Mageia 6 x64, Godot 2.1 RC1 **Issue description** (what happened, and what was expected): The way FileDialog wants users to select folders is relatively misleading. A good example is the FileDialog used when clicking on ""Scan"" in the project manager. - First situation: Folder selected, but current folder is its parent ![spectacle lh1262](https://cloud.githubusercontent.com/assets/4701338/17278505/23ebdcd4-575f-11e6-8c59-f69c44c2bc37.png) If I click ""Open"", the contents of the `kobuge` folder will be scanned, and not that of the `juck` folder, even though one could expect that when clicking ""Open"" after having selected the target folder. - Second situation: What the FileDialog expects is that the user opens the folder first in the FileDialog, before clicking ""Open"". This leads to this situation: ![spectacle tq1262](https://cloud.githubusercontent.com/assets/4701338/17278512/55dffcac-575f-11e6-8af0-e1edb72b6a38.png) Here clicking ""Open"" will properly scan the contents of the `juck` folder, even though the selected entry is `..`, i.e. its parent folder. It would make more sense IMO that clicking ""Open"" opens the selected folder instead of the currently browsed one; if no folder is selected (e.g. if it's a file that is selected when a folder is expected, or maybe (to be discussed) if the `..` entry is selected), the current behaviour (opening the cwd) could be used.",1,filedialog directory selection is misleading operating system or device godot version mageia godot issue description what happened and what was expected the way filedialog wants users to select folders is relatively misleading a good example is the filedialog used when clicking on scan in the project manager first situation folder selected but current folder is its parent if i click open the contents of the kobuge folder will be scanned and not that of the juck folder even though one could expect that when clicking open after having selected the target folder second situation what the filedialog expects is that the user opens the folder first in the filedialog before clicking open this leads to this situation here clicking open will properly scan the contents of the juck folder even though the selected entry is i e its parent folder it would make more sense imo that clicking open opens the selected folder instead of the currently browsed one if no folder is selected e g if it s a file that is selected when a folder is expected or maybe to be discussed if the entry is selected the current behaviour opening the cwd could be used ,1 21336,16848290412.0,IssuesEvent,2021-06-20 00:39:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't Change Label's Default Text Size,enhancement topic:gui usability," **Godot version:** 3.06stable **OS/device including version:** windows 10 64/bit latest version **Issue description:** Can't change the label's default font text size without having to add a dynamicfont. Can only change the dynamic font's text size. ",True,"Can't Change Label's Default Text Size - **Godot version:** 3.06stable **OS/device including version:** windows 10 64/bit latest version **Issue description:** Can't change the label's default font text size without having to add a dynamicfont. Can only change the dynamic font's text size. ",1,can t change label s default text size godot version os device including version windows bit latest version issue description can t change the label s default font text size without having to add a dynamicfont can only change the dynamic font s text size ,1 16959,11516778006.0,IssuesEvent,2020-02-14 06:23:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pressing enter in the Replace field doesn't run the Replace command,enhancement topic:editor usability,"Pressing enter in the Replace field doesn't run the Replace command. Optionally alt-enter or ctrl-alt-enter could run Replace All.",True,"Pressing enter in the Replace field doesn't run the Replace command - Pressing enter in the Replace field doesn't run the Replace command. Optionally alt-enter or ctrl-alt-enter could run Replace All.",1,pressing enter in the replace field doesn t run the replace command pressing enter in the replace field doesn t run the replace command optionally alt enter or ctrl alt enter could run replace all ,1 2171,7611041361.0,IssuesEvent,2018-05-01 11:57:23,beefproject/beef,https://api.github.com/repos/beefproject/beef,opened,Ruby 2.5,Maintainability Ruby 2.5,"Test BeEF on Ruby 2.5.x. Initial tests show that BeEF runs with Ruby 2.5.1, however database locking may or may not be a problem. This may or may not be an issue related to the SQLite dependencies. ",True,"Ruby 2.5 - Test BeEF on Ruby 2.5.x. Initial tests show that BeEF runs with Ruby 2.5.1, however database locking may or may not be a problem. This may or may not be an issue related to the SQLite dependencies. ",0,ruby test beef on ruby x initial tests show that beef runs with ruby however database locking may or may not be a problem this may or may not be an issue related to the sqlite dependencies ,0 51353,12705539333.0,IssuesEvent,2020-06-23 04:57:57,xamarin/xamarin-android,https://api.github.com/repos/xamarin/xamarin-android,opened,_error XA0030: Building with JDK version `11.0.7` is not supported_ when attempting to use a JDK 11 version that is a bit too new,Area: App+Library Build,"### Steps to reproduce 1. Download the current version of the _jbrsdk_ JetBrains Runtime that's available on . Today, that's , OpenJDK version 11.0.7. 2. Extract the files to a directory. 3. Set Xamarin.Android builds to use that JDK 11 directory. For example, open **Tools > Options** in Visual Studio, select the **Xamarin > Android Settings** node, and set **Java Development Kit Location** to that directory. 4. Attempt to build a Xamarin.Android app project. ### Expected behavior Maybe the build should succeed? That is, maybe the explicit version check for the JDK version number can now use just the major.minor part of the version number instead of the full major.minor.build? It seems like the third place of JDK 11 version numbers (the `Build` number in `System.Version` terminology) changes more frequently than it did for the old 1.8.0 version number scheme of JDK 8. ### Actual behavior The build fails because the third place of the JDK version number is higher than the current `$(LatestSupportedJavaVersion)`: ``` C:\Program Files (x86)\Microsoft Visual Studio\2019\Preview\MSBuild\Xamarin\Android\Xamarin.Android.Legacy.targets(163,5): error XA0030: Building with JDK version `11.0.7` is not supported. Please install JDK version `11.0.4`. See https://aka.ms/xamarin/jdk9-errors ``` ### Version information Microsoft Visual Studio Enterprise 2019 Int Preview Version 16.7.0 Preview 4.0 [30222.8.master] Xamarin.Android SDK 10.4.0.0 (d16-7/de70286)",1.0,"_error XA0030: Building with JDK version `11.0.7` is not supported_ when attempting to use a JDK 11 version that is a bit too new - ### Steps to reproduce 1. Download the current version of the _jbrsdk_ JetBrains Runtime that's available on . Today, that's , OpenJDK version 11.0.7. 2. Extract the files to a directory. 3. Set Xamarin.Android builds to use that JDK 11 directory. For example, open **Tools > Options** in Visual Studio, select the **Xamarin > Android Settings** node, and set **Java Development Kit Location** to that directory. 4. Attempt to build a Xamarin.Android app project. ### Expected behavior Maybe the build should succeed? That is, maybe the explicit version check for the JDK version number can now use just the major.minor part of the version number instead of the full major.minor.build? It seems like the third place of JDK 11 version numbers (the `Build` number in `System.Version` terminology) changes more frequently than it did for the old 1.8.0 version number scheme of JDK 8. ### Actual behavior The build fails because the third place of the JDK version number is higher than the current `$(LatestSupportedJavaVersion)`: ``` C:\Program Files (x86)\Microsoft Visual Studio\2019\Preview\MSBuild\Xamarin\Android\Xamarin.Android.Legacy.targets(163,5): error XA0030: Building with JDK version `11.0.7` is not supported. Please install JDK version `11.0.4`. See https://aka.ms/xamarin/jdk9-errors ``` ### Version information Microsoft Visual Studio Enterprise 2019 Int Preview Version 16.7.0 Preview 4.0 [30222.8.master] Xamarin.Android SDK 10.4.0.0 (d16-7/de70286)",0, error building with jdk version is not supported when attempting to use a jdk version that is a bit too new steps to reproduce download the current version of the jbrsdk jetbrains runtime that s available on today that s openjdk version extract the files to a directory set xamarin android builds to use that jdk directory for example open tools options in visual studio select the xamarin android settings node and set java development kit location to that directory attempt to build a xamarin android app project expected behavior maybe the build should succeed that is maybe the explicit version check for the jdk version number can now use just the major minor part of the version number instead of the full major minor build it seems like the third place of jdk version numbers the build number in system version terminology changes more frequently than it did for the old version number scheme of jdk actual behavior the build fails because the third place of the jdk version number is higher than the current latestsupportedjavaversion c program files microsoft visual studio preview msbuild xamarin android xamarin android legacy targets error building with jdk version is not supported please install jdk version see version information microsoft visual studio enterprise int preview version preview xamarin android sdk ,0 53619,22962157370.0,IssuesEvent,2022-07-19 16:14:40,hashicorp/terraform-provider-azurerm,https://api.github.com/repos/hashicorp/terraform-provider-azurerm,closed,Support for Azure Monitor Data Collection Rules,new-resource service/monitor," ### Community Note * Please vote on this issue by adding a 👍 [reaction](https://blog.github.com/2016-03-10-add-reactions-to-pull-requests-issues-and-comments/) to the original issue to help the community and maintainers prioritize this request * Please do not leave ""+1"" or ""me too"" comments, they generate extra noise for issue followers and do not help prioritize the request * If you are interested in working on this issue or have submitted a pull request, please leave a comment ### Description With the new Azure Monitor Guest Health agent extension, there is a condition that the enabling of this agent creates a required Data Collection Rule in Azure Monitor for VMInsights for this to work. Please can we support the `Microsoft.Insights/dataCollectionRules` namespace as per the Azure API: https://docs.microsoft.com/en-us/rest/api/monitor/datacollectionrules ### New or Affected Resource(s) * azurerm_monitor_data_collection_rule ### Potential Terraform Configuration ```hcl resource ""azurerm_monitor_data_collection_rule"" ""example"" { name = dataCollectionRuleName resource_group_name = resourceGroupName location = location settings = </resourceGroups//providers/Microsoft.OperationalInsights/workspaces/centralTeamWorkspace"", ""name"": ""centralWorkspace"" } ] }, ""dataFlows"": [ { ""streams"": [ ""Microsoft-Perf"", ""Microsoft-Syslog"", ""Microsoft-WindowsEvent"" ], ""destinations"": [ ""centralWorkspace"" ] } ] } SETTINGS } ``` ### References * https://docs.microsoft.com/en-us/rest/api/monitor/datacollectionrules * #0000 ",1.0,"Support for Azure Monitor Data Collection Rules - ### Community Note * Please vote on this issue by adding a 👍 [reaction](https://blog.github.com/2016-03-10-add-reactions-to-pull-requests-issues-and-comments/) to the original issue to help the community and maintainers prioritize this request * Please do not leave ""+1"" or ""me too"" comments, they generate extra noise for issue followers and do not help prioritize the request * If you are interested in working on this issue or have submitted a pull request, please leave a comment ### Description With the new Azure Monitor Guest Health agent extension, there is a condition that the enabling of this agent creates a required Data Collection Rule in Azure Monitor for VMInsights for this to work. Please can we support the `Microsoft.Insights/dataCollectionRules` namespace as per the Azure API: https://docs.microsoft.com/en-us/rest/api/monitor/datacollectionrules ### New or Affected Resource(s) * azurerm_monitor_data_collection_rule ### Potential Terraform Configuration ```hcl resource ""azurerm_monitor_data_collection_rule"" ""example"" { name = dataCollectionRuleName resource_group_name = resourceGroupName location = location settings = </resourceGroups//providers/Microsoft.OperationalInsights/workspaces/centralTeamWorkspace"", ""name"": ""centralWorkspace"" } ] }, ""dataFlows"": [ { ""streams"": [ ""Microsoft-Perf"", ""Microsoft-Syslog"", ""Microsoft-WindowsEvent"" ], ""destinations"": [ ""centralWorkspace"" ] } ] } SETTINGS } ``` ### References * https://docs.microsoft.com/en-us/rest/api/monitor/datacollectionrules * #0000 ",0,support for azure monitor data collection rules community note please vote on this issue by adding a 👍 to the original issue to help the community and maintainers prioritize this request please do not leave or me too comments they generate extra noise for issue followers and do not help prioritize the request if you are interested in working on this issue or have submitted a pull request please leave a comment description with the new azure monitor guest health agent extension there is a condition that the enabling of this agent creates a required data collection rule in azure monitor for vminsights for this to work please can we support the microsoft insights datacollectionrules namespace as per the azure api new or affected resource s azurerm monitor data collection rule potential terraform configuration hcl resource azurerm monitor data collection rule example name datacollectionrulename resource group name resourcegroupname location location settings settings properties datasources performancecounters name cloudteamcorecounters streams microsoft perf scheduledtransferperiod samplingfrequencyinseconds counterspecifiers processor total processor time memory committed bytes logicaldisk total free megabytes physicaldisk total avg disk queue length name appteamextracounters streams microsoft perf scheduledtransferperiod samplingfrequencyinseconds counterspecifiers process total thread count windowseventlogs name cloudsecurityteamevents streams microsoft windowsevent scheduledtransferperiod xpathqueries security name streams microsoft windowsevent scheduledtransferperiod xpathqueries system application syslog name cronsyslog streams microsoft syslog facilitynames cron loglevels debug critical emergency name syslogbase streams microsoft syslog facilitynames syslog loglevels alert critical emergency destinations loganalytics workspaceresourceid subscriptions resourcegroups providers microsoft operationalinsights workspaces centralteamworkspace name centralworkspace dataflows streams microsoft perf microsoft syslog microsoft windowsevent destinations centralworkspace settings references ,0 275418,30237332369.0,IssuesEvent,2023-07-06 11:10:35,Sabreen-Parveen/vulnerable-node,https://api.github.com/repos/Sabreen-Parveen/vulnerable-node,closed,🛡️ Docker image security scan failed 🛡️,security docker-scan Alert : Docker image scan,"Workflow failed for commit 8a79829a726cce0442513135f0ffcfd0edd6fde9. Following vulnerabilities have been detected : ``` ``` ",True,"🛡️ Docker image security scan failed 🛡️ - Workflow failed for commit 8a79829a726cce0442513135f0ffcfd0edd6fde9. Following vulnerabilities have been detected : ``` ``` ",0,🛡️ docker image security scan failed 🛡️ workflow failed for commit following vulnerabilities have been detected ,0 259131,8188172073.0,IssuesEvent,2018-08-30 00:13:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Art] Weird Graphic effect when deep underwater looking up and around,Low Priority,"**Version:** 0.7.0.0 beta staging-d2423858 ![snap1515](https://user-images.githubusercontent.com/29383891/35742979-1718bb8a-0834-11e8-8373-78bc8b8b1c60.png) ![snap1516](https://user-images.githubusercontent.com/29383891/35742980-1735a27c-0834-11e8-9014-768deeec999b.png) ![snap1517](https://user-images.githubusercontent.com/29383891/35742981-17514dec-0834-11e8-9791-45adbcc8a7d3.png) ![snap1518](https://user-images.githubusercontent.com/29383891/35742982-176dd44e-0834-11e8-9699-2b988c1cf30c.png) ![snap1519](https://user-images.githubusercontent.com/29383891/35743083-53e31c2c-0834-11e8-9ea0-53091229dc04.png) The last one took me time to do to prove its Not Meteor or the Sun , also on the sun you can see a sort of invisible Glitch as well. looking at this invisible one, i think it might be the central point of the sky , but its only visible after you go down 20+ blocks or more",1.0,"[Art] Weird Graphic effect when deep underwater looking up and around - **Version:** 0.7.0.0 beta staging-d2423858 ![snap1515](https://user-images.githubusercontent.com/29383891/35742979-1718bb8a-0834-11e8-8373-78bc8b8b1c60.png) ![snap1516](https://user-images.githubusercontent.com/29383891/35742980-1735a27c-0834-11e8-9014-768deeec999b.png) ![snap1517](https://user-images.githubusercontent.com/29383891/35742981-17514dec-0834-11e8-9791-45adbcc8a7d3.png) ![snap1518](https://user-images.githubusercontent.com/29383891/35742982-176dd44e-0834-11e8-9699-2b988c1cf30c.png) ![snap1519](https://user-images.githubusercontent.com/29383891/35743083-53e31c2c-0834-11e8-9ea0-53091229dc04.png) The last one took me time to do to prove its Not Meteor or the Sun , also on the sun you can see a sort of invisible Glitch as well. looking at this invisible one, i think it might be the central point of the sky , but its only visible after you go down 20+ blocks or more",0, weird graphic effect when deep underwater looking up and around version beta staging the last one took me time to do to prove its not meteor or the sun also on the sun you can see a sort of invisible glitch as well looking at this invisible one i think it might be the central point of the sky but its only visible after you go down blocks or more,0 25037,24616268726.0,IssuesEvent,2022-10-15 10:58:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Automatically focus the key/gamepad listener on the new input map editor dialog,enhancement topic:editor usability topic:input,"### Godot version 4.0.beta (0c23a2cfe) ### System information Fedora 36, AMD Radeon RX 6900 XT ### Issue description The new input map dialog doesn't focus **Filter by event…** by default, so you can't press a key anymore after making it show up (unlike in 3.x): ![image](https://user-images.githubusercontent.com/180032/194933810-240c301d-e26f-485e-a5ac-1cddb72a488a.png) Most of the time, you want to input a key or gamepad button as soon as you open the dialog. Selecting a key manually is typically only useful for scenarios where you can't press the key on your keyboard layout (e.g. for function keys above F12). ### Steps to reproduce - Open Project Settings > Input Map. - Add an input action. - Add a key for the input action. - Notice how you have to click the top field first before being able to press a key to register it. ### Minimal reproduction project N/A",True,"Automatically focus the key/gamepad listener on the new input map editor dialog - ### Godot version 4.0.beta (0c23a2cfe) ### System information Fedora 36, AMD Radeon RX 6900 XT ### Issue description The new input map dialog doesn't focus **Filter by event…** by default, so you can't press a key anymore after making it show up (unlike in 3.x): ![image](https://user-images.githubusercontent.com/180032/194933810-240c301d-e26f-485e-a5ac-1cddb72a488a.png) Most of the time, you want to input a key or gamepad button as soon as you open the dialog. Selecting a key manually is typically only useful for scenarios where you can't press the key on your keyboard layout (e.g. for function keys above F12). ### Steps to reproduce - Open Project Settings > Input Map. - Add an input action. - Add a key for the input action. - Notice how you have to click the top field first before being able to press a key to register it. ### Minimal reproduction project N/A",1,automatically focus the key gamepad listener on the new input map editor dialog godot version beta system information fedora amd radeon rx xt issue description the new input map dialog doesn t focus filter by event… by default so you can t press a key anymore after making it show up unlike in x most of the time you want to input a key or gamepad button as soon as you open the dialog selecting a key manually is typically only useful for scenarios where you can t press the key on your keyboard layout e g for function keys above steps to reproduce open project settings input map add an input action add a key for the input action notice how you have to click the top field first before being able to press a key to register it minimal reproduction project n a,1 6064,2582769025.0,IssuesEvent,2015-02-15 16:52:00,Vincentyification/JavaBot,https://api.github.com/repos/Vincentyification/JavaBot,closed,Allow sending a message with a shutdown-request,Feature Request Priority: Low Ready for review,"Currently invoking the shutdown command only has the bot print *~going down* to all rooms it's currently in. It might be beneficial to allow a proper notification for users, like: !!shutdown Restarting with latest changes > *~going down:* Restarting with latest changes",1.0,"Allow sending a message with a shutdown-request - Currently invoking the shutdown command only has the bot print *~going down* to all rooms it's currently in. It might be beneficial to allow a proper notification for users, like: !!shutdown Restarting with latest changes > *~going down:* Restarting with latest changes",0,allow sending a message with a shutdown request currently invoking the shutdown command only has the bot print going down to all rooms it s currently in it might be beneficial to allow a proper notification for users like shutdown restarting with latest changes going down restarting with latest changes,0 262712,27989168732.0,IssuesEvent,2023-03-27 01:05:52,EdHomeH/airflow_churn,https://api.github.com/repos/EdHomeH/airflow_churn,opened,CVE-2023-1176 (Medium) detected in mlflow-1.2.0.tar.gz,Mend: dependency security vulnerability,"## CVE-2023-1176 - Medium Severity Vulnerability
Vulnerable Library - mlflow-1.2.0.tar.gz

MLflow: An ML Workflow Tool

Library home page: https://files.pythonhosted.org/packages/24/b4/38267732d8d412622f82eecd682dd50c84c17aaa410ca697abb620ce9fe9/mlflow-1.2.0.tar.gz

Path to dependency file: /airflow_docker/requirements.txt

Path to vulnerable library: /airflow_docker/requirements.txt

Dependency Hierarchy: - :x: **mlflow-1.2.0.tar.gz** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

Absolute Path Traversal in GitHub repository mlflow/mlflow prior to 2.2.2.

Publish Date: 2023-03-24

URL: CVE-2023-1176

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: None - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Release Date: 2023-03-24

Fix Resolution: 2.2.0

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2023-1176 (Medium) detected in mlflow-1.2.0.tar.gz - ## CVE-2023-1176 - Medium Severity Vulnerability
Vulnerable Library - mlflow-1.2.0.tar.gz

MLflow: An ML Workflow Tool

Library home page: https://files.pythonhosted.org/packages/24/b4/38267732d8d412622f82eecd682dd50c84c17aaa410ca697abb620ce9fe9/mlflow-1.2.0.tar.gz

Path to dependency file: /airflow_docker/requirements.txt

Path to vulnerable library: /airflow_docker/requirements.txt

Dependency Hierarchy: - :x: **mlflow-1.2.0.tar.gz** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

Absolute Path Traversal in GitHub repository mlflow/mlflow prior to 2.2.2.

Publish Date: 2023-03-24

URL: CVE-2023-1176

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: None - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Release Date: 2023-03-24

Fix Resolution: 2.2.0

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in mlflow tar gz cve medium severity vulnerability vulnerable library mlflow tar gz mlflow an ml workflow tool library home page a href path to dependency file airflow docker requirements txt path to vulnerable library airflow docker requirements txt dependency hierarchy x mlflow tar gz vulnerable library found in base branch master vulnerability details absolute path traversal in github repository mlflow mlflow prior to publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact low integrity impact none availability impact none for more information on scores click a href suggested fix type upgrade version release date fix resolution step up your open source security game with mend ,0 126464,26860487091.0,IssuesEvent,2023-02-03 17:55:40,joomla/joomla-cms,https://api.github.com/repos/joomla/joomla-cms,reopened,[4.x] Filter articles in admin module mod_latest by workflow stage,New Feature No Code Attached Yet good first issue,"### Is your feature request related to a problem? Please describe. You can filter by category or author, but not by workflow stage. ### Describe the solution you'd like An option to select one (or more) workflow stages to filter articles in the admin module. This would be helpful to quickly see articles that are pending review, for example, since those are not always the most recently published or modified. ### Additional context It would be ideal if this option only showed up if workflows were enabled.",1.0,"[4.x] Filter articles in admin module mod_latest by workflow stage - ### Is your feature request related to a problem? Please describe. You can filter by category or author, but not by workflow stage. ### Describe the solution you'd like An option to select one (or more) workflow stages to filter articles in the admin module. This would be helpful to quickly see articles that are pending review, for example, since those are not always the most recently published or modified. ### Additional context It would be ideal if this option only showed up if workflows were enabled.",0, filter articles in admin module mod latest by workflow stage is your feature request related to a problem please describe you can filter by category or author but not by workflow stage describe the solution you d like an option to select one or more workflow stages to filter articles in the admin module this would be helpful to quickly see articles that are pending review for example since those are not always the most recently published or modified additional context it would be ideal if this option only showed up if workflows were enabled ,0 258399,22310032862.0,IssuesEvent,2022-06-13 16:07:47,Nedilko/weekends,https://api.github.com/repos/Nedilko/weekends,closed,"[Test case]: Verify that after disabling ""use system theme"" the theme remains as it was before it",test case,"### Description This TC verifies that if user selects a light or dark theme and then applies the ""use system theme"" feature and after the user disables it, the theme remains as it was before it was applied (light or dark) Preconditions: - Not first application load - Chosen application theme is light - Chosen system theme is dark - ""Use system theme"" in settings modal set into left position (off) ### Steps to reproduce 1. Go to https://weekends.nac.in.ua/ 2. Click on 'Gear' (Settings) button in the top left corner. 3. Click on 'Use system theme' switcher. 4. Click on 'Apply' button. 5. Click on 'Gear' (Settings) button in the top left corner. 6. Click on 'Use system theme' switcher. 7. Click on 'Apply' button. 8. Repeat step 2-7 with chosen application dark theme. ### Expected result 1. Main page is opened. Application theme is set to light. Toggle position is left. 2. Settings modal appears. Theme switcher in position left. 3. Toggle switcher changes position from off (left) to on (right). 4. Theme adjusts to theme which set in system (dark). Theme toggle (one in the top right corner) disappears. 5. Settings modal appears. Theme switcher in position right. 6. Toggle switcher changes position from on (right) to off (left) 7. Application theme is set to light. Theme toggle (one in the top right corner) appears. Toggle position is left. 8. Application theme is set to dark. Theme toggle (one in the top right corner) appears. Toggle position is right. ",1.0,"[Test case]: Verify that after disabling ""use system theme"" the theme remains as it was before it - ### Description This TC verifies that if user selects a light or dark theme and then applies the ""use system theme"" feature and after the user disables it, the theme remains as it was before it was applied (light or dark) Preconditions: - Not first application load - Chosen application theme is light - Chosen system theme is dark - ""Use system theme"" in settings modal set into left position (off) ### Steps to reproduce 1. Go to https://weekends.nac.in.ua/ 2. Click on 'Gear' (Settings) button in the top left corner. 3. Click on 'Use system theme' switcher. 4. Click on 'Apply' button. 5. Click on 'Gear' (Settings) button in the top left corner. 6. Click on 'Use system theme' switcher. 7. Click on 'Apply' button. 8. Repeat step 2-7 with chosen application dark theme. ### Expected result 1. Main page is opened. Application theme is set to light. Toggle position is left. 2. Settings modal appears. Theme switcher in position left. 3. Toggle switcher changes position from off (left) to on (right). 4. Theme adjusts to theme which set in system (dark). Theme toggle (one in the top right corner) disappears. 5. Settings modal appears. Theme switcher in position right. 6. Toggle switcher changes position from on (right) to off (left) 7. Application theme is set to light. Theme toggle (one in the top right corner) appears. Toggle position is left. 8. Application theme is set to dark. Theme toggle (one in the top right corner) appears. Toggle position is right. ",0, verify that after disabling use system theme the theme remains as it was before it description this tc verifies that if user selects a light or dark theme and then applies the use system theme feature and after the user disables it the theme remains as it was before it was applied light or dark preconditions not first application load chosen application theme is light chosen system theme is dark use system theme in settings modal set into left position off steps to reproduce go to click on gear settings button in the top left corner click on use system theme switcher click on apply button click on gear settings button in the top left corner click on use system theme switcher click on apply button repeat step with chosen application dark theme expected result main page is opened application theme is set to light toggle position is left settings modal appears theme switcher in position left toggle switcher changes position from off left to on right theme adjusts to theme which set in system dark theme toggle one in the top right corner disappears settings modal appears theme switcher in position right toggle switcher changes position from on right to off left application theme is set to light theme toggle one in the top right corner appears toggle position is left application theme is set to dark theme toggle one in the top right corner appears toggle position is right ,0 39535,20034689551.0,IssuesEvent,2022-02-02 10:36:17,meilisearch/meilisearch,https://api.github.com/repos/meilisearch/meilisearch,closed,Error 503 - Service unavailable,bug performance,"**Describe the bug** We're using Meilisearch on a fairly large DigitalOcean droplet, however we periodically get errors like ``` MeiliSearch\Exceptions\ApiException Service Unavailable ``` when updating the index using Laravel Scout. I haven't been able to trace this back to anything specific, and there's no further information in the ApiException that I can see. What I can see however, although I'm not sure it's related, it the error log from `docker logs` on our server: ``` [2021-04-15T13:46:05Z ERROR meilisearch_core::bucket_sort] error during filtering: expected value for document id 23334 [2021-04-15T13:46:05Z ERROR meilisearch_core::bucket_sort] error during filtering: expected value for document id 23970 [2021-04-15T13:46:05Z ERROR meilisearch_core::bucket_sort] error during filtering: expected value for document id 24271 [2021-04-15T13:46:05Z ERROR meilisearch_core::bucket_sort] error during filtering: expected value for document id 24497 [2021-04-15T13:46:05Z ERROR meilisearch_core::bucket_sort] error during filtering: expected value for document id 24532 [2021-04-15T13:46:05Z ERROR meilisearch_core::bucket_sort] error during filtering: expected value for document id 25386 [2021-04-15T13:46:05Z ERROR meilisearch_core::bucket_sort] error during filtering: expected value for document id 26936 ``` I'm not sure these two are related, however there's several thousands of these errors with different IDs (these are not document IDs, we're using a custom _id key with values like up_123 or uv_123). These are potentially happening during update spikes (the 503 errors) but neither CPU nor disk IO are extremely busy: **To Reproduce** Steps to reproduce the behavior: I don't have a specific behavior reproduction steps, however we're mostly seeing these errors when trying to push a new or update an existing document or multiple documents. **Expected behavior** Properly queueing and indexing the documents **Instance info** - OS: [e.g. iOS] - Ubuntu Server 19.03.12 - 4 cores, 8 GB RAM - **Concurrency** - Couple of dozen searches per second - Nr of docs in index - around 400k ",True,"Error 503 - Service unavailable - **Describe the bug** We're using Meilisearch on a fairly large DigitalOcean droplet, however we periodically get errors like ``` MeiliSearch\Exceptions\ApiException Service Unavailable ``` when updating the index using Laravel Scout. I haven't been able to trace this back to anything specific, and there's no further information in the ApiException that I can see. What I can see however, although I'm not sure it's related, it the error log from `docker logs` on our server: ``` [2021-04-15T13:46:05Z ERROR meilisearch_core::bucket_sort] error during filtering: expected value for document id 23334 [2021-04-15T13:46:05Z ERROR meilisearch_core::bucket_sort] error during filtering: expected value for document id 23970 [2021-04-15T13:46:05Z ERROR meilisearch_core::bucket_sort] error during filtering: expected value for document id 24271 [2021-04-15T13:46:05Z ERROR meilisearch_core::bucket_sort] error during filtering: expected value for document id 24497 [2021-04-15T13:46:05Z ERROR meilisearch_core::bucket_sort] error during filtering: expected value for document id 24532 [2021-04-15T13:46:05Z ERROR meilisearch_core::bucket_sort] error during filtering: expected value for document id 25386 [2021-04-15T13:46:05Z ERROR meilisearch_core::bucket_sort] error during filtering: expected value for document id 26936 ``` I'm not sure these two are related, however there's several thousands of these errors with different IDs (these are not document IDs, we're using a custom _id key with values like up_123 or uv_123). These are potentially happening during update spikes (the 503 errors) but neither CPU nor disk IO are extremely busy: **To Reproduce** Steps to reproduce the behavior: I don't have a specific behavior reproduction steps, however we're mostly seeing these errors when trying to push a new or update an existing document or multiple documents. **Expected behavior** Properly queueing and indexing the documents **Instance info** - OS: [e.g. iOS] - Ubuntu Server 19.03.12 - 4 cores, 8 GB RAM - **Concurrency** - Couple of dozen searches per second - Nr of docs in index - around 400k ",0,error service unavailable describe the bug we re using meilisearch on a fairly large digitalocean droplet however we periodically get errors like meilisearch exceptions apiexception service unavailable when updating the index using laravel scout i haven t been able to trace this back to anything specific and there s no further information in the apiexception that i can see what i can see however although i m not sure it s related it the error log from docker logs on our server error during filtering expected value for document id error during filtering expected value for document id error during filtering expected value for document id error during filtering expected value for document id error during filtering expected value for document id error during filtering expected value for document id error during filtering expected value for document id i m not sure these two are related however there s several thousands of these errors with different ids these are not document ids we re using a custom id key with values like up or uv these are potentially happening during update spikes the errors but neither cpu nor disk io are extremely busy img width alt image src to reproduce steps to reproduce the behavior i don t have a specific behavior reproduction steps however we re mostly seeing these errors when trying to push a new or update an existing document or multiple documents expected behavior properly queueing and indexing the documents instance info os ubuntu server cores gb ram concurrency couple of dozen searches per second nr of docs in index around ,0 10923,12908436836.0,IssuesEvent,2020-07-15 07:25:27,apace100/origins-fabric,https://api.github.com/repos/apace100/origins-fabric,opened,Make Arachnids not climb slippery blocks from Trap Expansion,compatibility enhancement,Trap Expansion adds slippery stone which is unclimbable by spiders (see https://github.com/apace100/origins-fabric/issues/7#issuecomment-658294034). Arachnids should react to this the same way as spiders and be unable to climb the block.,True,Make Arachnids not climb slippery blocks from Trap Expansion - Trap Expansion adds slippery stone which is unclimbable by spiders (see https://github.com/apace100/origins-fabric/issues/7#issuecomment-658294034). Arachnids should react to this the same way as spiders and be unable to climb the block.,0,make arachnids not climb slippery blocks from trap expansion trap expansion adds slippery stone which is unclimbable by spiders see arachnids should react to this the same way as spiders and be unable to climb the block ,0 97579,8662923643.0,IssuesEvent,2018-11-28 16:07:21,canjs/canjs,https://api.github.com/repos/canjs/canjs,closed,Not all tests are running in IE11,Test Needed testing,"In the last master build (https://travis-ci.org/canjs/canjs/builds/457609160) only 2143 assertions ran in IE11, vs ~8500 in other browsers. After fixing can-query-logic's tests (https://github.com/canjs/can-query-logic/releases/tag/v1.1.6), 6373 assertions passed and 2 failed (https://travis-ci.org/canjs/canjs/jobs/458164628). We need to fix the 2 broken assertions and figure out what other tests are not running. The only tests that should not be running are: * `can-component viewModels with observe` (https://github.com/canjs/can-component/blob/master/test/component-viewmodel-observe-test.js) * `can-connect/can/map/map with can-observe`(https://github.com/canjs/can-connect/blob/master/can/map/observe-test.js) * `can-route observe` (https://github.com/canjs/can-route/blob/master/test/route-observe-test.js)",2.0,"Not all tests are running in IE11 - In the last master build (https://travis-ci.org/canjs/canjs/builds/457609160) only 2143 assertions ran in IE11, vs ~8500 in other browsers. After fixing can-query-logic's tests (https://github.com/canjs/can-query-logic/releases/tag/v1.1.6), 6373 assertions passed and 2 failed (https://travis-ci.org/canjs/canjs/jobs/458164628). We need to fix the 2 broken assertions and figure out what other tests are not running. The only tests that should not be running are: * `can-component viewModels with observe` (https://github.com/canjs/can-component/blob/master/test/component-viewmodel-observe-test.js) * `can-connect/can/map/map with can-observe`(https://github.com/canjs/can-connect/blob/master/can/map/observe-test.js) * `can-route observe` (https://github.com/canjs/can-route/blob/master/test/route-observe-test.js)",0,not all tests are running in in the last master build only assertions ran in vs in other browsers after fixing can query logic s tests assertions passed and failed we need to fix the broken assertions and figure out what other tests are not running the only tests that should not be running are can component viewmodels with observe can connect can map map with can observe can route observe ,0 339435,24619814360.0,IssuesEvent,2022-10-15 19:34:12,lakagawa/telegrambot,https://api.github.com/repos/lakagawa/telegrambot,closed,Complementar a documentação JavaDoc,documentation,"Verificar os objetos: - [x] exception.InvalidMessageException.getLocalizedMessage(): incluir tag `{@inheritDoc}` - [x] ConfigLocalMessage: incluir documentação na classe, explicando que possibilita a implementação de i18n. - [x] HttpService: Incluir a descrição para o parâmetro e retorno esperado - [x] JokeService: complementar o retorno e motivo esperado da exception - [x] RegexUtil",1.0,"Complementar a documentação JavaDoc - Verificar os objetos: - [x] exception.InvalidMessageException.getLocalizedMessage(): incluir tag `{@inheritDoc}` - [x] ConfigLocalMessage: incluir documentação na classe, explicando que possibilita a implementação de i18n. - [x] HttpService: Incluir a descrição para o parâmetro e retorno esperado - [x] JokeService: complementar o retorno e motivo esperado da exception - [x] RegexUtil",0,complementar a documentação javadoc verificar os objetos exception invalidmessageexception getlocalizedmessage incluir tag inheritdoc configlocalmessage incluir documentação na classe explicando que possibilita a implementação de httpservice incluir a descrição para o parâmetro e retorno esperado jokeservice complementar o retorno e motivo esperado da exception regexutil,0 17990,12467344760.0,IssuesEvent,2020-05-28 16:54:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Add Chroma-Key or ""Green Screen"" Keying-Out of a Color Range",feature proposal topic:rendering usability,"The idea is to be able to use green screen footage in a game. The user would select a range of colors to be considered transparent. I understand this is probably doable via shaders. I am suggesting this a feature in Godot, since it is a media industry standard workflow. I found an example of someones [implementation](https://www.youtube.com/watch?v=lTmvkf_Ydzs) of this in Godot, but I think it should be a built-in feature.",True,"Add Chroma-Key or ""Green Screen"" Keying-Out of a Color Range - The idea is to be able to use green screen footage in a game. The user would select a range of colors to be considered transparent. I understand this is probably doable via shaders. I am suggesting this a feature in Godot, since it is a media industry standard workflow. I found an example of someones [implementation](https://www.youtube.com/watch?v=lTmvkf_Ydzs) of this in Godot, but I think it should be a built-in feature.",1,add chroma key or green screen keying out of a color range the idea is to be able to use green screen footage in a game the user would select a range of colors to be considered transparent i understand this is probably doable via shaders i am suggesting this a feature in godot since it is a media industry standard workflow i found an example of someones of this in godot but i think it should be a built in feature ,1 151527,13425448392.0,IssuesEvent,2020-09-06 10:15:00,OpenWaterFoundation/owf-app-infomapper-ng-doc-dev,https://api.github.com/repos/OpenWaterFoundation/owf-app-infomapper-ng-doc-dev,opened,Describe when npm install needs to be run,XS documentation medium,"**This is a reminder for me to check whether this is covered in the documentation.** Need to make to discuss when to run `npm install`... when a new package has been added by the InfoMapper developer. The following is an example output showing the issue and doing the install: ``` sam (master) infomapper $ ng serve --open An unhandled exception occurred: Script file node_modules/clusterize.js/clusterize.min.js does not exist. See ""C:\Users\sam\AppData\Local\Temp\ng-xTZH5e\angular-errors.log"" for further details. ``` ``` sam (master) infomapper $ npm install npm WARN sass-loader@8.0.2 requires a peer of node-sass@^4.0.0 but none is installed. You must install peer dependencies yourself. npm WARN sass-loader@8.0.2 requires a peer of fibers@>= 3.1.0 but none is installed. You must install peer dependencies yourself. npm WARN webpack-subresource-integrity@1.4.0 requires a peer of html-webpack-plugin@^2.21.0 || ~3 || >=4.0.0-alpha.2 <5 but none is installed. You must install peer dependencies yourself. npm WARN optional SKIPPING OPTIONAL DEPENDENCY: fsevents@2.1.3 (node_modules\fsevents): npm WARN notsup SKIPPING OPTIONAL DEPENDENCY: Unsupported platform for fsevents@2.1.3: wanted {""os"":""darwin"",""arch"":""any""} (current: {""os"":""win32"",""arch"":""x64""}) npm WARN optional SKIPPING OPTIONAL DEPENDENCY: fsevents@2.1.2 (node_modules\karma\node_modules\fsevents): npm WARN notsup SKIPPING OPTIONAL DEPENDENCY: Unsupported platform for fsevents@2.1.2: wanted {""os"":""darwin"",""arch"":""any""} (current: {""os"":""win32"",""arch"":""x64""}) npm WARN optional SKIPPING OPTIONAL DEPENDENCY: fsevents@1.2.13 (node_modules\watchpack-chokidar2\node_modules\fsevents): npm WARN notsup SKIPPING OPTIONAL DEPENDENCY: Unsupported platform for fsevents@1.2.13: wanted {""os"":""darwin"",""arch"":""any""} (current: {""os"":""win32"",""arch"":""x64""}) npm WARN optional SKIPPING OPTIONAL DEPENDENCY: fsevents@1.2.13 (node_modules\webpack-dev-server\node_modules\fsevents): npm WARN notsup SKIPPING OPTIONAL DEPENDENCY: Unsupported platform for fsevents@1.2.13: wanted {""os"":""darwin"",""arch"":""any""} (current: {""os"":""win32"",""arch"":""x64""}) added 3 packages from 3 contributors and audited 2071 packages in 342.048s found 48 vulnerabilities (44 low, 4 high) run `npm audit fix` to fix them, or `npm audit` for details ```",1.0,"Describe when npm install needs to be run - **This is a reminder for me to check whether this is covered in the documentation.** Need to make to discuss when to run `npm install`... when a new package has been added by the InfoMapper developer. The following is an example output showing the issue and doing the install: ``` sam (master) infomapper $ ng serve --open An unhandled exception occurred: Script file node_modules/clusterize.js/clusterize.min.js does not exist. See ""C:\Users\sam\AppData\Local\Temp\ng-xTZH5e\angular-errors.log"" for further details. ``` ``` sam (master) infomapper $ npm install npm WARN sass-loader@8.0.2 requires a peer of node-sass@^4.0.0 but none is installed. You must install peer dependencies yourself. npm WARN sass-loader@8.0.2 requires a peer of fibers@>= 3.1.0 but none is installed. You must install peer dependencies yourself. npm WARN webpack-subresource-integrity@1.4.0 requires a peer of html-webpack-plugin@^2.21.0 || ~3 || >=4.0.0-alpha.2 <5 but none is installed. You must install peer dependencies yourself. npm WARN optional SKIPPING OPTIONAL DEPENDENCY: fsevents@2.1.3 (node_modules\fsevents): npm WARN notsup SKIPPING OPTIONAL DEPENDENCY: Unsupported platform for fsevents@2.1.3: wanted {""os"":""darwin"",""arch"":""any""} (current: {""os"":""win32"",""arch"":""x64""}) npm WARN optional SKIPPING OPTIONAL DEPENDENCY: fsevents@2.1.2 (node_modules\karma\node_modules\fsevents): npm WARN notsup SKIPPING OPTIONAL DEPENDENCY: Unsupported platform for fsevents@2.1.2: wanted {""os"":""darwin"",""arch"":""any""} (current: {""os"":""win32"",""arch"":""x64""}) npm WARN optional SKIPPING OPTIONAL DEPENDENCY: fsevents@1.2.13 (node_modules\watchpack-chokidar2\node_modules\fsevents): npm WARN notsup SKIPPING OPTIONAL DEPENDENCY: Unsupported platform for fsevents@1.2.13: wanted {""os"":""darwin"",""arch"":""any""} (current: {""os"":""win32"",""arch"":""x64""}) npm WARN optional SKIPPING OPTIONAL DEPENDENCY: fsevents@1.2.13 (node_modules\webpack-dev-server\node_modules\fsevents): npm WARN notsup SKIPPING OPTIONAL DEPENDENCY: Unsupported platform for fsevents@1.2.13: wanted {""os"":""darwin"",""arch"":""any""} (current: {""os"":""win32"",""arch"":""x64""}) added 3 packages from 3 contributors and audited 2071 packages in 342.048s found 48 vulnerabilities (44 low, 4 high) run `npm audit fix` to fix them, or `npm audit` for details ```",0,describe when npm install needs to be run this is a reminder for me to check whether this is covered in the documentation need to make to discuss when to run npm install when a new package has been added by the infomapper developer the following is an example output showing the issue and doing the install sam master infomapper ng serve open an unhandled exception occurred script file node modules clusterize js clusterize min js does not exist see c users sam appdata local temp ng angular errors log for further details sam master infomapper npm install npm warn sass loader requires a peer of node sass but none is installed you must install peer dependencies yourself npm warn sass loader requires a peer of fibers but none is installed you must install peer dependencies yourself npm warn webpack subresource integrity requires a peer of html webpack plugin alpha but none is installed you must install peer dependencies yourself npm warn optional skipping optional dependency fsevents node modules fsevents npm warn notsup skipping optional dependency unsupported platform for fsevents wanted os darwin arch any current os arch npm warn optional skipping optional dependency fsevents node modules karma node modules fsevents npm warn notsup skipping optional dependency unsupported platform for fsevents wanted os darwin arch any current os arch npm warn optional skipping optional dependency fsevents node modules watchpack node modules fsevents npm warn notsup skipping optional dependency unsupported platform for fsevents wanted os darwin arch any current os arch npm warn optional skipping optional dependency fsevents node modules webpack dev server node modules fsevents npm warn notsup skipping optional dependency unsupported platform for fsevents wanted os darwin arch any current os arch added packages from contributors and audited packages in found vulnerabilities low high run npm audit fix to fix them or npm audit for details ,0 23789,22782180575.0,IssuesEvent,2022-07-08 21:19:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improving the new project dialog box,enhancement topic:editor usability,"Hello, I would like to suggest some small improvements to the ""New Project"" dialog box. The overall goal of that is to make it even easier to use, lighter and more direct to start a new project. When opening a new project, the dialog box is prompted and directly you have a red message telling that the project path is not empty (at least on Linux, since it's pointing in the home folder). To solve this, you have to change the project name (or to keep it) and click on the ""Create folder"" button. Then, you can create your project. If you manually type a project path, you could specify a folder which does not exists yet. Of course, the dialog box will tell you about it. And if you type an existing folder, you will possibly have the ""not empty"" message. Ever, you will create the folder by hand in the file explorer, or click on the create folder (but, in such cache, the folder has the same name that the project), or to use the embedded file explorer. As an improvement, I would suggest to automatically create a new folder, with project name, in the folder specified by project path. Moreover, If the project path does not exist, Godot should try to create the missing folders. By doing this, it would be possible to: - remove the ""Create folder"" button - remove the different red messages - make it easier to use: when opening the dialog box, you can directly press the ""Create & Edit"" button ",True,"Improving the new project dialog box - Hello, I would like to suggest some small improvements to the ""New Project"" dialog box. The overall goal of that is to make it even easier to use, lighter and more direct to start a new project. When opening a new project, the dialog box is prompted and directly you have a red message telling that the project path is not empty (at least on Linux, since it's pointing in the home folder). To solve this, you have to change the project name (or to keep it) and click on the ""Create folder"" button. Then, you can create your project. If you manually type a project path, you could specify a folder which does not exists yet. Of course, the dialog box will tell you about it. And if you type an existing folder, you will possibly have the ""not empty"" message. Ever, you will create the folder by hand in the file explorer, or click on the create folder (but, in such cache, the folder has the same name that the project), or to use the embedded file explorer. As an improvement, I would suggest to automatically create a new folder, with project name, in the folder specified by project path. Moreover, If the project path does not exist, Godot should try to create the missing folders. By doing this, it would be possible to: - remove the ""Create folder"" button - remove the different red messages - make it easier to use: when opening the dialog box, you can directly press the ""Create & Edit"" button ",1,improving the new project dialog box hello i would like to suggest some small improvements to the new project dialog box the overall goal of that is to make it even easier to use lighter and more direct to start a new project when opening a new project the dialog box is prompted and directly you have a red message telling that the project path is not empty at least on linux since it s pointing in the home folder to solve this you have to change the project name or to keep it and click on the create folder button then you can create your project if you manually type a project path you could specify a folder which does not exists yet of course the dialog box will tell you about it and if you type an existing folder you will possibly have the not empty message ever you will create the folder by hand in the file explorer or click on the create folder but in such cache the folder has the same name that the project or to use the embedded file explorer as an improvement i would suggest to automatically create a new folder with project name in the folder specified by project path moreover if the project path does not exist godot should try to create the missing folders by doing this it would be possible to remove the create folder button remove the different red messages make it easier to use when opening the dialog box you can directly press the create edit button ,1 12930,8196158946.0,IssuesEvent,2018-08-31 08:55:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Android export settings: version/code EditorSpinSlider is broken,bug topic:editor usability,"**Godot version:** Current master (de0fb0798e). **OS/device including version:** Mageia 6 x86_64. **Issue description:** The `version/code` EditorSpinSlider in the Android export settings seems to be misbehaving: - Click the up/down spin button works, but holding the click only increments/decrements by 2, then stops (e.g. 1 -> 2 -> 3 stuck). - Click and drag the input field is broken, neither up/down nor left/right work as they should. The mouse cursor jumps for a bit to the center of the window and comes back. Sometimes the drag will produce no increment/decrement, sometimes it will do a jump between ±3 and ±10. - You have to click the input LineEdit to see the slider appear. When you try to drag the slider handle, it jumps to an arbitrary value (e.g. from 1 to 35) and is then stuck. You have to release the handle, and click again to move to another random point nearby. ![test](https://user-images.githubusercontent.com/4701338/44210001-774b6a00-a165-11e8-8b1d-3e26e98545cc.gif) I don't know if other EditorSpinSliders are affected. **Steps to reproduce:** See above. **Minimal reproduction project:** Not relevant.",True,"Android export settings: version/code EditorSpinSlider is broken - **Godot version:** Current master (de0fb0798e). **OS/device including version:** Mageia 6 x86_64. **Issue description:** The `version/code` EditorSpinSlider in the Android export settings seems to be misbehaving: - Click the up/down spin button works, but holding the click only increments/decrements by 2, then stops (e.g. 1 -> 2 -> 3 stuck). - Click and drag the input field is broken, neither up/down nor left/right work as they should. The mouse cursor jumps for a bit to the center of the window and comes back. Sometimes the drag will produce no increment/decrement, sometimes it will do a jump between ±3 and ±10. - You have to click the input LineEdit to see the slider appear. When you try to drag the slider handle, it jumps to an arbitrary value (e.g. from 1 to 35) and is then stuck. You have to release the handle, and click again to move to another random point nearby. ![test](https://user-images.githubusercontent.com/4701338/44210001-774b6a00-a165-11e8-8b1d-3e26e98545cc.gif) I don't know if other EditorSpinSliders are affected. **Steps to reproduce:** See above. **Minimal reproduction project:** Not relevant.",1,android export settings version code editorspinslider is broken godot version current master os device including version mageia issue description the version code editorspinslider in the android export settings seems to be misbehaving click the up down spin button works but holding the click only increments decrements by then stops e g stuck click and drag the input field is broken neither up down nor left right work as they should the mouse cursor jumps for a bit to the center of the window and comes back sometimes the drag will produce no increment decrement sometimes it will do a jump between ± and ± you have to click the input lineedit to see the slider appear when you try to drag the slider handle it jumps to an arbitrary value e g from to and is then stuck you have to release the handle and click again to move to another random point nearby i don t know if other editorspinsliders are affected steps to reproduce see above minimal reproduction project not relevant ,1 288844,8852181040.0,IssuesEvent,2019-01-08 17:36:23,langbakk/HSS,https://api.github.com/repos/langbakk/HSS,closed,Bug - when clicking to advance time and hitting 22:00 Martens bedroom doesn't change,bug priority 1,"The items in the bedroom changes, but not the room itself - that happens first when the clock strikes 23:00 - probably just a wrong check somewhere.",1.0,"Bug - when clicking to advance time and hitting 22:00 Martens bedroom doesn't change - The items in the bedroom changes, but not the room itself - that happens first when the clock strikes 23:00 - probably just a wrong check somewhere.",0,bug when clicking to advance time and hitting martens bedroom doesn t change the items in the bedroom changes but not the room itself that happens first when the clock strikes probably just a wrong check somewhere ,0 25059,24647026573.0,IssuesEvent,2022-10-17 15:32:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script undo no longer follows caret,bug topic:editor usability regression,"### Godot version 4.0 beta3 ### System information Windows 10 x64 ### Issue description When undoing a change in script editor, previously the view would follow the caret. It's not happening anymore, undo/redo will do changes off-screen. ### Steps to reproduce 1. Have a scrollable script 2. Change something 3. Scroll to leave the changed area outside of view 4. Undo/redo ### Minimal reproduction project _No response_",True,"Script undo no longer follows caret - ### Godot version 4.0 beta3 ### System information Windows 10 x64 ### Issue description When undoing a change in script editor, previously the view would follow the caret. It's not happening anymore, undo/redo will do changes off-screen. ### Steps to reproduce 1. Have a scrollable script 2. Change something 3. Scroll to leave the changed area outside of view 4. Undo/redo ### Minimal reproduction project _No response_",1,script undo no longer follows caret godot version system information windows issue description when undoing a change in script editor previously the view would follow the caret it s not happening anymore undo redo will do changes off screen steps to reproduce have a scrollable script change something scroll to leave the changed area outside of view undo redo minimal reproduction project no response ,1 120490,25801153212.0,IssuesEvent,2022-12-11 01:45:47,SSS-Says-Snek/rpg-tile-game,https://api.github.com/repos/SSS-Says-Snek/rpg-tile-game,closed,Separate src into lib and game,Difficulty: Medium Codebase Cleanup,"Right now, there are a lot of utility files that can be applied to many other games. Obviously, there's also game-specific code. In the filesystem, there's not really a clear distinction between the two. So, maybe putting the game-independent files into a folder can help increase reusability of those utility files",1.0,"Separate src into lib and game - Right now, there are a lot of utility files that can be applied to many other games. Obviously, there's also game-specific code. In the filesystem, there's not really a clear distinction between the two. So, maybe putting the game-independent files into a folder can help increase reusability of those utility files",0,separate src into lib and game right now there are a lot of utility files that can be applied to many other games obviously there s also game specific code in the filesystem there s not really a clear distinction between the two so maybe putting the game independent files into a folder can help increase reusability of those utility files,0 89668,10606844228.0,IssuesEvent,2019-10-11 01:09:44,dictation-toolbox/Caster,https://api.github.com/repos/dictation-toolbox/Caster,closed,Caster License needs to be updated references for Non-Original Code.,Documentation,"Non-Original Code licenses obtained through `pypi.org` through their respective packages. Licenses for Non-Original Code - Tomlkit: MIT License (MIT) - Mock: BSD License (OSI Approved :: BSD License) - Future: OSI Approved, MIT License (MIT) - Wxpython: OSI Approved (wxWindows Library License (https://opensource.org/licenses/wxwindows.php)",1.0,"Caster License needs to be updated references for Non-Original Code. - Non-Original Code licenses obtained through `pypi.org` through their respective packages. Licenses for Non-Original Code - Tomlkit: MIT License (MIT) - Mock: BSD License (OSI Approved :: BSD License) - Future: OSI Approved, MIT License (MIT) - Wxpython: OSI Approved (wxWindows Library License (https://opensource.org/licenses/wxwindows.php)",0,caster license needs to be updated references for non original code non original code licenses obtained through pypi org through their respective packages licenses for non original code tomlkit mit license mit mock bsd license osi approved bsd license future osi approved mit license mit wxpython osi approved wxwindows library license ,0 47286,13056100634.0,IssuesEvent,2020-07-30 03:39:32,icecube-trac/tix2,https://api.github.com/repos/icecube-trac/tix2,closed,trunk of toprec doesn't compile (Trac #283),Migrated from Trac combo reconstruction defect,"Hi, The trunk of toprec doesn't compile with following errors. Can we changed the max(0.0f, ...) to max(0.0, ...)? (With the above change, I could compile the toprec.) [ 78%] Building CXX object toprec/CMakeFiles/toprec.dir/private/toprec/I3TopRecoCurved.cxx.o /home/mase/work/I3/EHE/test/trunk/src/toprec/private/toprec/I3TopRecoCurved.cxx : In member function `virtual void I3TopRecoCurved::Physics(I3FramePtr)': /home/mase/work/I3/EHE/test/trunk/src/toprec/private/toprec/I3TopRecoCurved.cxx:498: error: No match for `max(float, double)' /home/mase/work/I3/EHE/test/trunk/src/toprec/private/toprec/I3TopRecoCurved.cxx:499: error: No match for `max(float, double)' make[2]: *** [toprec/CMakeFiles/toprec.dir/private/toprec/I3TopRecoCurved.cxx.o] Error 1 make[1]: *** [toprec/CMakeFiles/toprec.dir/all] Error 2 make: *** [all] Error 2 Migrated from https://code.icecube.wisc.edu/ticket/283 ```json { ""status"": ""closed"", ""changetime"": ""2015-07-07T22:32:33"", ""description"": ""Hi,\n\nThe trunk of toprec doesn't compile with following errors.\nCan we changed the max(0.0f, ...) to max(0.0, ...)?\n(With the above change, I could compile the toprec.)\n\n\n[ 78%] Building CXX object toprec/CMakeFiles/toprec.dir/private/toprec/I3TopRecoCurved.cxx.o\n/home/mase/work/I3/EHE/test/trunk/src/toprec/private/toprec/I3TopRecoCurved.cxx\n : In member function `virtual void I3TopRecoCurved::Physics(I3FramePtr)':\n/home/mase/work/I3/EHE/test/trunk/src/toprec/private/toprec/I3TopRecoCurved.cxx:498:\n error: No match for `max(float, double)'\n/home/mase/work/I3/EHE/test/trunk/src/toprec/private/toprec/I3TopRecoCurved.cxx:499:\n error: No match for `max(float, double)'\nmake[2]: *** [toprec/CMakeFiles/toprec.dir/private/toprec/I3TopRecoCurved.cxx.o] Error 1\nmake[1]: *** [toprec/CMakeFiles/toprec.dir/all] Error 2\nmake: *** [all] Error 2\n"", ""reporter"": ""mase"", ""cc"": """", ""resolution"": ""invalid"", ""_ts"": ""1436308353324715"", ""component"": ""combo reconstruction"", ""summary"": ""trunk of toprec doesn't compile"", ""priority"": ""major"", ""keywords"": """", ""time"": ""2011-06-13T06:45:56"", ""milestone"": """", ""owner"": ""kislat"", ""type"": ""defect"" } ``` ",1.0,"trunk of toprec doesn't compile (Trac #283) - Hi, The trunk of toprec doesn't compile with following errors. Can we changed the max(0.0f, ...) to max(0.0, ...)? (With the above change, I could compile the toprec.) [ 78%] Building CXX object toprec/CMakeFiles/toprec.dir/private/toprec/I3TopRecoCurved.cxx.o /home/mase/work/I3/EHE/test/trunk/src/toprec/private/toprec/I3TopRecoCurved.cxx : In member function `virtual void I3TopRecoCurved::Physics(I3FramePtr)': /home/mase/work/I3/EHE/test/trunk/src/toprec/private/toprec/I3TopRecoCurved.cxx:498: error: No match for `max(float, double)' /home/mase/work/I3/EHE/test/trunk/src/toprec/private/toprec/I3TopRecoCurved.cxx:499: error: No match for `max(float, double)' make[2]: *** [toprec/CMakeFiles/toprec.dir/private/toprec/I3TopRecoCurved.cxx.o] Error 1 make[1]: *** [toprec/CMakeFiles/toprec.dir/all] Error 2 make: *** [all] Error 2 Migrated from https://code.icecube.wisc.edu/ticket/283 ```json { ""status"": ""closed"", ""changetime"": ""2015-07-07T22:32:33"", ""description"": ""Hi,\n\nThe trunk of toprec doesn't compile with following errors.\nCan we changed the max(0.0f, ...) to max(0.0, ...)?\n(With the above change, I could compile the toprec.)\n\n\n[ 78%] Building CXX object toprec/CMakeFiles/toprec.dir/private/toprec/I3TopRecoCurved.cxx.o\n/home/mase/work/I3/EHE/test/trunk/src/toprec/private/toprec/I3TopRecoCurved.cxx\n : In member function `virtual void I3TopRecoCurved::Physics(I3FramePtr)':\n/home/mase/work/I3/EHE/test/trunk/src/toprec/private/toprec/I3TopRecoCurved.cxx:498:\n error: No match for `max(float, double)'\n/home/mase/work/I3/EHE/test/trunk/src/toprec/private/toprec/I3TopRecoCurved.cxx:499:\n error: No match for `max(float, double)'\nmake[2]: *** [toprec/CMakeFiles/toprec.dir/private/toprec/I3TopRecoCurved.cxx.o] Error 1\nmake[1]: *** [toprec/CMakeFiles/toprec.dir/all] Error 2\nmake: *** [all] Error 2\n"", ""reporter"": ""mase"", ""cc"": """", ""resolution"": ""invalid"", ""_ts"": ""1436308353324715"", ""component"": ""combo reconstruction"", ""summary"": ""trunk of toprec doesn't compile"", ""priority"": ""major"", ""keywords"": """", ""time"": ""2011-06-13T06:45:56"", ""milestone"": """", ""owner"": ""kislat"", ""type"": ""defect"" } ``` ",0,trunk of toprec doesn t compile trac hi the trunk of toprec doesn t compile with following errors can we changed the max to max with the above change i could compile the toprec building cxx object toprec cmakefiles toprec dir private toprec cxx o home mase work ehe test trunk src toprec private toprec cxx in member function virtual void physics home mase work ehe test trunk src toprec private toprec cxx error no match for max float double home mase work ehe test trunk src toprec private toprec cxx error no match for max float double make error make error make error migrated from json status closed changetime description hi n nthe trunk of toprec doesn t compile with following errors ncan we changed the max to max n with the above change i could compile the toprec n n n building cxx object toprec cmakefiles toprec dir private toprec cxx o n home mase work ehe test trunk src toprec private toprec cxx n in member function virtual void physics n home mase work ehe test trunk src toprec private toprec cxx n error no match for max float double n home mase work ehe test trunk src toprec private toprec cxx n error no match for max float double nmake error nmake error nmake error n reporter mase cc resolution invalid ts component combo reconstruction summary trunk of toprec doesn t compile priority major keywords time milestone owner kislat type defect ,0 12885,8148905157.0,IssuesEvent,2018-08-22 07:53:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Do not write GDScript warnings to Output panel / stdout,enhancement topic:editor topic:gdscript usability,"**Godot version:** Current master (238a78f1) **OS/device including version:** All. **Issue description:** Current GDScript warnings are nice, but they are displayed in too many locations redundantly: - Warnings panel in script editor (when you click on ""Warnings: \"") - Debugger ""Errors"" panel (btw I see warnings there when running the game which are not found by the static analysis in the script editor) - Output panel when running the game - Console stdout when running the game I think at least the last two are unnecessary, debugger + warnings panel are enough. Even those might be redundant UX-wise, but since they don't seem to catch the same warnings for now it's likely fine to have both. **Steps to reproduce:** Run a project with script warnings.",True,"Do not write GDScript warnings to Output panel / stdout - **Godot version:** Current master (238a78f1) **OS/device including version:** All. **Issue description:** Current GDScript warnings are nice, but they are displayed in too many locations redundantly: - Warnings panel in script editor (when you click on ""Warnings: \"") - Debugger ""Errors"" panel (btw I see warnings there when running the game which are not found by the static analysis in the script editor) - Output panel when running the game - Console stdout when running the game I think at least the last two are unnecessary, debugger + warnings panel are enough. Even those might be redundant UX-wise, but since they don't seem to catch the same warnings for now it's likely fine to have both. **Steps to reproduce:** Run a project with script warnings.",1,do not write gdscript warnings to output panel stdout godot version current master os device including version all issue description current gdscript warnings are nice but they are displayed in too many locations redundantly warnings panel in script editor when you click on warnings debugger errors panel btw i see warnings there when running the game which are not found by the static analysis in the script editor output panel when running the game console stdout when running the game i think at least the last two are unnecessary debugger warnings panel are enough even those might be redundant ux wise but since they don t seem to catch the same warnings for now it s likely fine to have both steps to reproduce run a project with script warnings ,1 80503,7749056925.0,IssuesEvent,2018-05-30 10:10:41,Gloirin/m2gTest,https://api.github.com/repos/Gloirin/m2gTest,closed,"0003246: automated generated api reference",Unittests bug not a bug,"**Reported by kaystrobach on 30 Oct 2010 09:11** **Version:** feature requests would be great to hava a automatically generated api documentation like api.typo3.org ;) i think that would decrease the time one needs to digg into tine20.org ",1.0,"0003246: automated generated api reference - **Reported by kaystrobach on 30 Oct 2010 09:11** **Version:** feature requests would be great to hava a automatically generated api documentation like api.typo3.org ;) i think that would decrease the time one needs to digg into tine20.org ",0, automated generated api reference reported by kaystrobach on oct version feature requests would be great to hava a automatically generated api documentation like api org i think that would decrease the time one needs to digg into org ,0 134252,19100631809.0,IssuesEvent,2021-11-29 22:02:57,mozilla/foundation.mozilla.org,https://api.github.com/repos/mozilla/foundation.mozilla.org,closed,"[URL Structure] Redirect mapping: ""who we are"", ""press center"", ""what we do"" and ""artifacts""",design,"**To do** - [ ] Figure out with design team what is the best approach for ""press center"" and ""artifacts"" - [ ] Update the URLs as per notes from [this spreadsheet](https://docs.google.com/spreadsheets/d/184z7LnHIghXDp2NIns4T8zlpBDAdaRFuPMUDX7ijHYY/edit?usp=sharing) - rows 7 to 20 - [ ] Update redirect map: ""who we are"", ""press center"", ""what we do"" and ""artifacts""",1.0,"[URL Structure] Redirect mapping: ""who we are"", ""press center"", ""what we do"" and ""artifacts"" - **To do** - [ ] Figure out with design team what is the best approach for ""press center"" and ""artifacts"" - [ ] Update the URLs as per notes from [this spreadsheet](https://docs.google.com/spreadsheets/d/184z7LnHIghXDp2NIns4T8zlpBDAdaRFuPMUDX7ijHYY/edit?usp=sharing) - rows 7 to 20 - [ ] Update redirect map: ""who we are"", ""press center"", ""what we do"" and ""artifacts""",0, redirect mapping who we are press center what we do and artifacts to do figure out with design team what is the best approach for press center and artifacts update the urls as per notes from rows to update redirect map who we are press center what we do and artifacts ,0 161494,6130531304.0,IssuesEvent,2017-06-24 06:14:18,cdnjs/cdnjs,https://api.github.com/repos/cdnjs/cdnjs,closed,[Request] Add tabulator@3.1.1,High Priority Library - Request to Add/Update,"**Library name:** tabulator **Git repository url:** https://github.com/olifolkerd/tabulator **npm package name or url** (if there is one): https://www.npmjs.com/package/jquery.tabulator **License (List them all if it's multiple):** MIT https://github.com/olifolkerd/tabulator/blob/master/LICENSE **Official homepage:** http://olifolkerd.github.io/tabulator/ **Wanna say something? Leave message here:** It appears that PeterBot added the latest 2.x version, but 3.x versions have not shown up. Is there something I can do to help the bot do its thing, or would creating a pull request be faster? ===================== Notes from cdnjs maintainer: Please read the [README.md](https://github.com/cdnjs/cdnjs#cdnjs-library-repository) and [CONTRIBUTING.md](https://github.com/cdnjs/cdnjs/blob/master/CONTRIBUTING.md) document first. We encourage you to add a library via sending pull request, it'll be faster than just opening a request issue, since there are tons of issues, please wait with patience, and please don't forget to read the guidelines for contributing, thanks!! ",1.0,"[Request] Add tabulator@3.1.1 - **Library name:** tabulator **Git repository url:** https://github.com/olifolkerd/tabulator **npm package name or url** (if there is one): https://www.npmjs.com/package/jquery.tabulator **License (List them all if it's multiple):** MIT https://github.com/olifolkerd/tabulator/blob/master/LICENSE **Official homepage:** http://olifolkerd.github.io/tabulator/ **Wanna say something? Leave message here:** It appears that PeterBot added the latest 2.x version, but 3.x versions have not shown up. Is there something I can do to help the bot do its thing, or would creating a pull request be faster? ===================== Notes from cdnjs maintainer: Please read the [README.md](https://github.com/cdnjs/cdnjs#cdnjs-library-repository) and [CONTRIBUTING.md](https://github.com/cdnjs/cdnjs/blob/master/CONTRIBUTING.md) document first. We encourage you to add a library via sending pull request, it'll be faster than just opening a request issue, since there are tons of issues, please wait with patience, and please don't forget to read the guidelines for contributing, thanks!! ",0, add tabulator library name tabulator git repository url npm package name or url if there is one license list them all if it s multiple mit official homepage wanna say something leave message here it appears that peterbot added the latest x version but x versions have not shown up is there something i can do to help the bot do its thing or would creating a pull request be faster notes from cdnjs maintainer please read the and document first we encourage you to add a library via sending pull request it ll be faster than just opening a request issue since there are tons of issues please wait with patience and please don t forget to read the guidelines for contributing thanks ,0 6101,4154499248.0,IssuesEvent,2016-06-16 11:54:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Origin point in the center for controls,enhancement topic:editor usability,"**Operating system or device - Godot version:** **Issue description** (what happened, and what was expected): I think it would be very helpful to have ability to set Control origin point to the center, just like it's in Sprite2D node. Currently it's quite hard to make scale/rotation animations for controls, since they always will be rotated/scaled around the upper left corner. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Origin point in the center for controls - **Operating system or device - Godot version:** **Issue description** (what happened, and what was expected): I think it would be very helpful to have ability to set Control origin point to the center, just like it's in Sprite2D node. Currently it's quite hard to make scale/rotation animations for controls, since they always will be rotated/scaled around the upper left corner. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,origin point in the center for controls operating system or device godot version issue description what happened and what was expected i think it would be very helpful to have ability to set control origin point to the center just like it s in node currently it s quite hard to make scale rotation animations for controls since they always will be rotated scaled around the upper left corner steps to reproduce link to minimal example project optional but very welcome ,1 274133,23812026737.0,IssuesEvent,2022-09-04 22:23:34,kubernetes/test-infra,https://api.github.com/repos/kubernetes/test-infra,closed,node-kubelet-containerd-performance-test failing on cos 89 ,kind/failing-test sig/node lifecycle/rotten triage/accepted," /sig node **What happened**: node-kubelet-containerd-performance-test failing on cos 89 ![image](https://user-images.githubusercontent.com/7712693/155667876-31725932-c385-4c56-b3f3-056a8c3ba5c7.png) **What you expected to happen**: Test should pass **How to reproduce it (as minimally and precisely as possible)**: **Please provide links to example occurrences, if any**: https://testgrid.k8s.io/sig-node-containerd#node-kubelet-containerd-performance-test **Anything else we need to know?**: This job is recently enabled on containerd https://github.com/kubernetes/test-infra/pull/25254 This is passing on Ubuntu",1.0,"node-kubelet-containerd-performance-test failing on cos 89 - /sig node **What happened**: node-kubelet-containerd-performance-test failing on cos 89 ![image](https://user-images.githubusercontent.com/7712693/155667876-31725932-c385-4c56-b3f3-056a8c3ba5c7.png) **What you expected to happen**: Test should pass **How to reproduce it (as minimally and precisely as possible)**: **Please provide links to example occurrences, if any**: https://testgrid.k8s.io/sig-node-containerd#node-kubelet-containerd-performance-test **Anything else we need to know?**: This job is recently enabled on containerd https://github.com/kubernetes/test-infra/pull/25254 This is passing on Ubuntu",0,node kubelet containerd performance test failing on cos sig node what happened node kubelet containerd performance test failing on cos what you expected to happen test should pass how to reproduce it as minimally and precisely as possible please provide links to example occurrences if any anything else we need to know this job is recently enabled on containerd this is passing on ubuntu,0 20173,10470773216.0,IssuesEvent,2019-09-23 05:31:12,Cloudance/marketplace-server,https://api.github.com/repos/Cloudance/marketplace-server,opened,CVE-2019-10746 (High) detected in mixin-deep-1.3.1.tgz,security vulnerability,"## CVE-2019-10746 - High Severity Vulnerability
Vulnerable Library - mixin-deep-1.3.1.tgz

Deeply mix the properties of objects into the first object. Like merge-deep, but doesn't clone.

Library home page: https://registry.npmjs.org/mixin-deep/-/mixin-deep-1.3.1.tgz

Path to dependency file: /tmp/ws-scm/marketplace-server/package.json

Path to vulnerable library: /tmp/ws-scm/marketplace-server/node_modules/mixin-deep/package.json

Dependency Hierarchy: - update-0.7.4.tgz (Root Library) - base-cli-process-0.1.19.tgz - :x: **mixin-deep-1.3.1.tgz** (Vulnerable Library)

Found in HEAD commit: 2aafe507d8959e323734b1cf2263a53f318ff02e

Vulnerability Details

mixin-deep is vulnerable to Prototype Pollution in versions before 1.3.2 and version 2.0.0. The function mixin-deep could be tricked into adding or modifying properties of Object.prototype using a constructor payload.

Publish Date: 2019-08-23

URL: CVE-2019-10746

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/jonschlinkert/mixin-deep/commit/8f464c8ce9761a8c9c2b3457eaeee9d404fa7af9

Release Date: 2019-07-11

Fix Resolution: 1.3.2

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2019-10746 (High) detected in mixin-deep-1.3.1.tgz - ## CVE-2019-10746 - High Severity Vulnerability
Vulnerable Library - mixin-deep-1.3.1.tgz

Deeply mix the properties of objects into the first object. Like merge-deep, but doesn't clone.

Library home page: https://registry.npmjs.org/mixin-deep/-/mixin-deep-1.3.1.tgz

Path to dependency file: /tmp/ws-scm/marketplace-server/package.json

Path to vulnerable library: /tmp/ws-scm/marketplace-server/node_modules/mixin-deep/package.json

Dependency Hierarchy: - update-0.7.4.tgz (Root Library) - base-cli-process-0.1.19.tgz - :x: **mixin-deep-1.3.1.tgz** (Vulnerable Library)

Found in HEAD commit: 2aafe507d8959e323734b1cf2263a53f318ff02e

Vulnerability Details

mixin-deep is vulnerable to Prototype Pollution in versions before 1.3.2 and version 2.0.0. The function mixin-deep could be tricked into adding or modifying properties of Object.prototype using a constructor payload.

Publish Date: 2019-08-23

URL: CVE-2019-10746

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/jonschlinkert/mixin-deep/commit/8f464c8ce9761a8c9c2b3457eaeee9d404fa7af9

Release Date: 2019-07-11

Fix Resolution: 1.3.2

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in mixin deep tgz cve high severity vulnerability vulnerable library mixin deep tgz deeply mix the properties of objects into the first object like merge deep but doesn t clone library home page a href path to dependency file tmp ws scm marketplace server package json path to vulnerable library tmp ws scm marketplace server node modules mixin deep package json dependency hierarchy update tgz root library base cli process tgz x mixin deep tgz vulnerable library found in head commit a href vulnerability details mixin deep is vulnerable to prototype pollution in versions before and version the function mixin deep could be tricked into adding or modifying properties of object prototype using a constructor payload publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution step up your open source security game with whitesource ,0 157885,24742836407.0,IssuesEvent,2022-10-21 07:14:01,Altinn/altinn-studio,https://api.github.com/repos/Altinn/altinn-studio,closed,Move standard texts from app frontend to Altinn org repo,area/ui-editor area/language area/app-deploy solution/studio/designer kind/user-story,"## Description Ref. analysis in #4450. We should create an org repo for Altinn, where we store any shared resources that are available for all apps. This includes the standard texts that are currently in app frontend. ## Screenshots > Screenshots or links to Figma (make sure your sketch is public) ## Considerations - Create an org repo for Altinn, that can contain shared resources - This will work as a kind of POC for fetching shared resources from other org repos in the future. - Text resources from app frontend should be added to this repo - Note that the format for the text resources needs to be updated, from nested json to pure key/value pairs. The nesting can be represented using `.`-notation, f.ex: ``` ""general"": { ""open"": ""Open"" } ``` should be converted to ``` ""general.open"": ""Open"" ``` - When a new app is created, fetch text resources from Altinn org repo, and put them into the app repo together with the app texts. - Add a button (or something like it) in Designer that allows app developer to trigger an update of the standard texts (fetch the latest version into the app repo). - This should also automatically add the files to existing apps that do not have these texts yet. - Make sure that the standard text resources are deployed to cosmosDB in the same way as app texts during deploy. ## Acceptance criteria > Describe criteria here (i.e. What is allowed/not allowed (negative tesing), validations, error messages and warnings etc.) - An org repo for Altinn is set up, and contains the text resources that were previously in app frontend - It is possible for app developers to update standard texts in their app to the newest version from the Altinn org repo ## Specification tasks - [ ] Development tasks are defined - [ ] Test design / decide test need - [ ] Design mechanism for fetching latest standard texts to app (button?) ## Development tasks - [ ] Set up Altinn org repo - [ ] Add standard texts from app frontend (with key/value format) to org repo - [ ] Implement mechanism for fetching latest standard texts - [ ] Update deploy to include pushing standard texts to cosmosDB ## Definition of done Verify that this issue meets [DoD](https://confluence.brreg.no/display/T3KP/Definition+of+Done#DefinitionofDone-DoD%E2%80%93utvikling) (Only for project members) before closing. - [ ] Documentation is updated (if relevant) - [ ] Technical documentation (docs.altinn.studio) - [ ] User documentation (altinn.github.io/docs) - [ ] QA - [ ] Manual test is complete (if relevant) - [ ] Automated test is implemented (if relevant) - [ ] All tasks in this userstory are closed (i.e. remaining tasks are moved to other user stories or marked obsolete) ",1.0,"Move standard texts from app frontend to Altinn org repo - ## Description Ref. analysis in #4450. We should create an org repo for Altinn, where we store any shared resources that are available for all apps. This includes the standard texts that are currently in app frontend. ## Screenshots > Screenshots or links to Figma (make sure your sketch is public) ## Considerations - Create an org repo for Altinn, that can contain shared resources - This will work as a kind of POC for fetching shared resources from other org repos in the future. - Text resources from app frontend should be added to this repo - Note that the format for the text resources needs to be updated, from nested json to pure key/value pairs. The nesting can be represented using `.`-notation, f.ex: ``` ""general"": { ""open"": ""Open"" } ``` should be converted to ``` ""general.open"": ""Open"" ``` - When a new app is created, fetch text resources from Altinn org repo, and put them into the app repo together with the app texts. - Add a button (or something like it) in Designer that allows app developer to trigger an update of the standard texts (fetch the latest version into the app repo). - This should also automatically add the files to existing apps that do not have these texts yet. - Make sure that the standard text resources are deployed to cosmosDB in the same way as app texts during deploy. ## Acceptance criteria > Describe criteria here (i.e. What is allowed/not allowed (negative tesing), validations, error messages and warnings etc.) - An org repo for Altinn is set up, and contains the text resources that were previously in app frontend - It is possible for app developers to update standard texts in their app to the newest version from the Altinn org repo ## Specification tasks - [ ] Development tasks are defined - [ ] Test design / decide test need - [ ] Design mechanism for fetching latest standard texts to app (button?) ## Development tasks - [ ] Set up Altinn org repo - [ ] Add standard texts from app frontend (with key/value format) to org repo - [ ] Implement mechanism for fetching latest standard texts - [ ] Update deploy to include pushing standard texts to cosmosDB ## Definition of done Verify that this issue meets [DoD](https://confluence.brreg.no/display/T3KP/Definition+of+Done#DefinitionofDone-DoD%E2%80%93utvikling) (Only for project members) before closing. - [ ] Documentation is updated (if relevant) - [ ] Technical documentation (docs.altinn.studio) - [ ] User documentation (altinn.github.io/docs) - [ ] QA - [ ] Manual test is complete (if relevant) - [ ] Automated test is implemented (if relevant) - [ ] All tasks in this userstory are closed (i.e. remaining tasks are moved to other user stories or marked obsolete) ",0,move standard texts from app frontend to altinn org repo description ref analysis in we should create an org repo for altinn where we store any shared resources that are available for all apps this includes the standard texts that are currently in app frontend screenshots screenshots or links to figma make sure your sketch is public considerations create an org repo for altinn that can contain shared resources this will work as a kind of poc for fetching shared resources from other org repos in the future text resources from app frontend should be added to this repo note that the format for the text resources needs to be updated from nested json to pure key value pairs the nesting can be represented using notation f ex general open open should be converted to general open open when a new app is created fetch text resources from altinn org repo and put them into the app repo together with the app texts add a button or something like it in designer that allows app developer to trigger an update of the standard texts fetch the latest version into the app repo this should also automatically add the files to existing apps that do not have these texts yet make sure that the standard text resources are deployed to cosmosdb in the same way as app texts during deploy acceptance criteria describe criteria here i e what is allowed not allowed negative tesing validations error messages and warnings etc an org repo for altinn is set up and contains the text resources that were previously in app frontend it is possible for app developers to update standard texts in their app to the newest version from the altinn org repo specification tasks development tasks are defined test design decide test need design mechanism for fetching latest standard texts to app button development tasks set up altinn org repo add standard texts from app frontend with key value format to org repo implement mechanism for fetching latest standard texts update deploy to include pushing standard texts to cosmosdb definition of done verify that this issue meets only for project members before closing documentation is updated if relevant technical documentation docs altinn studio user documentation altinn github io docs qa manual test is complete if relevant automated test is implemented if relevant all tasks in this userstory are closed i e remaining tasks are moved to other user stories or marked obsolete ,0 3282,3388500662.0,IssuesEvent,2015-11-29 10:44:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,tscn format is missing from the filesystem panel,bug topic:editor usability,"Scenes saved in the tscn format do not appear in the filesystem panel. A potentially related issue is that they do not appear either in the ""Quick Open Scene"" (Ctrl + Shift + O) dialog. On the other hand they appear fine in the ""Open Scene"" dialog (Ctrl + O). If the main scene is a tscn file, it seems however to appear fine in the filesystem: ![tscn-fs](https://cloud.githubusercontent.com/assets/4701338/11456596/6e762832-968e-11e5-9d47-686cafb57587.png) ![tscn-fs1](https://cloud.githubusercontent.com/assets/4701338/11456601/849c5aaa-968e-11e5-9da5-3b010291a049.png) ![tscn-fs2](https://cloud.githubusercontent.com/assets/4701338/11456602/86ac64d4-968e-11e5-9a0d-e4f1ea8197c3.png) ",True,"tscn format is missing from the filesystem panel - Scenes saved in the tscn format do not appear in the filesystem panel. A potentially related issue is that they do not appear either in the ""Quick Open Scene"" (Ctrl + Shift + O) dialog. On the other hand they appear fine in the ""Open Scene"" dialog (Ctrl + O). If the main scene is a tscn file, it seems however to appear fine in the filesystem: ![tscn-fs](https://cloud.githubusercontent.com/assets/4701338/11456596/6e762832-968e-11e5-9d47-686cafb57587.png) ![tscn-fs1](https://cloud.githubusercontent.com/assets/4701338/11456601/849c5aaa-968e-11e5-9da5-3b010291a049.png) ![tscn-fs2](https://cloud.githubusercontent.com/assets/4701338/11456602/86ac64d4-968e-11e5-9a0d-e4f1ea8197c3.png) ",1,tscn format is missing from the filesystem panel scenes saved in the tscn format do not appear in the filesystem panel a potentially related issue is that they do not appear either in the quick open scene ctrl shift o dialog on the other hand they appear fine in the open scene dialog ctrl o if the main scene is a tscn file it seems however to appear fine in the filesystem ,1 826784,31711954785.0,IssuesEvent,2023-09-09 11:42:22,massenergize/frontend-admin,https://api.github.com/repos/massenergize/frontend-admin,closed,"Edit Community Info loads weirdly after pressing ""submit""",bug priority 1 Admin Ptl,"**Describe the bug** As a cadmin, after you click ""edit community info"" and are on the Edit Community Information page, when you make changes and press ""submit,"" it gives a green box that says ""successfully submitted"" and reloads the page, but the reloaded page does not show your changes. It also unclicks the answer to ""social media or newsletter subscription). they update correctly elsewhere, and if you reload the page again, it shows the correct changes. **To Reproduce** https://user-images.githubusercontent.com/60861673/223869751-18446eb3-b4c6-4a94-b42e-1fa9b65f8ca3.mov **Expected behavior** Because it ""refreshes"" the page, it should show the changes you just made. ",1.0,"Edit Community Info loads weirdly after pressing ""submit"" - **Describe the bug** As a cadmin, after you click ""edit community info"" and are on the Edit Community Information page, when you make changes and press ""submit,"" it gives a green box that says ""successfully submitted"" and reloads the page, but the reloaded page does not show your changes. It also unclicks the answer to ""social media or newsletter subscription). they update correctly elsewhere, and if you reload the page again, it shows the correct changes. **To Reproduce** https://user-images.githubusercontent.com/60861673/223869751-18446eb3-b4c6-4a94-b42e-1fa9b65f8ca3.mov **Expected behavior** Because it ""refreshes"" the page, it should show the changes you just made. ",0,edit community info loads weirdly after pressing submit describe the bug as a cadmin after you click edit community info and are on the edit community information page when you make changes and press submit it gives a green box that says successfully submitted and reloads the page but the reloaded page does not show your changes it also unclicks the answer to social media or newsletter subscription they update correctly elsewhere and if you reload the page again it shows the correct changes to reproduce expected behavior because it refreshes the page it should show the changes you just made ,0 265281,23157840395.0,IssuesEvent,2022-07-29 14:37:02,cockroachdb/cockroach,https://api.github.com/repos/cockroachdb/cockroach,closed,roachtest: django failed,C-test-failure O-robot O-roachtest branch-master,"roachtest.django [failed](https://teamcity.cockroachdb.com/buildConfiguration/Cockroach_Nightlies_RoachtestNightlyGceBazel/5875958?buildTab=log) with [artifacts](https://teamcity.cockroachdb.com/buildConfiguration/Cockroach_Nightlies_RoachtestNightlyGceBazel/5875958?buildTab=artifacts#/django) on master @ [0f100f3a09246bc80ef2c3119e4ec1c24ef36801](https://github.com/cockroachdb/cockroach/commits/0f100f3a09246bc80ef2c3119e4ec1c24ef36801): ``` test artifacts and logs in: /artifacts/django/run_1 orm_helpers.go:191,orm_helpers.go:117,django.go:223,django.go:234,test_runner.go:896: Tests run on Cockroach v22.2.0-alpha.00000000-1898-g0f100f3a09 Tests run against django cockroach-4.0.x 9557 Total Tests Run 9556 tests passed 1 test failed 676 tests skipped 3 tests ignored 0 tests passed unexpectedly 1 test failed unexpectedly 0 tests expected failed but skipped 0 tests expected failed but not run --- --- SKIP: backends.mysql.test_creation.DatabaseCreationTests.test_create_test_db_unexpected_error due to MySQL tests (expected) --- FAIL: select_for_update.tests.SelectForUpdateTests.test_nowait_raises_error_on_block (unexpected) For a full summary look at the django artifacts An updated blocklist (djangoBlocklist22_2) is available in the artifacts' django log ```

Parameters: ROACHTEST_cloud=gce , ROACHTEST_cpu=16 , ROACHTEST_ssd=0

Help

See: [roachtest README](https://github.com/cockroachdb/cockroach/blob/master/pkg/cmd/roachtest/README.md) See: [How To Investigate \(internal\)](https://cockroachlabs.atlassian.net/l/c/SSSBr8c7)

/cc @cockroachdb/sql-experience [This test on roachdash](https://roachdash.crdb.dev/?filter=status:open%20t:.*django.*&sort=title+created&display=lastcommented+project) | [Improve this report!](https://github.com/cockroachdb/cockroach/tree/master/pkg/cmd/internal/issues) Jira issue: CRDB-18047",2.0,"roachtest: django failed - roachtest.django [failed](https://teamcity.cockroachdb.com/buildConfiguration/Cockroach_Nightlies_RoachtestNightlyGceBazel/5875958?buildTab=log) with [artifacts](https://teamcity.cockroachdb.com/buildConfiguration/Cockroach_Nightlies_RoachtestNightlyGceBazel/5875958?buildTab=artifacts#/django) on master @ [0f100f3a09246bc80ef2c3119e4ec1c24ef36801](https://github.com/cockroachdb/cockroach/commits/0f100f3a09246bc80ef2c3119e4ec1c24ef36801): ``` test artifacts and logs in: /artifacts/django/run_1 orm_helpers.go:191,orm_helpers.go:117,django.go:223,django.go:234,test_runner.go:896: Tests run on Cockroach v22.2.0-alpha.00000000-1898-g0f100f3a09 Tests run against django cockroach-4.0.x 9557 Total Tests Run 9556 tests passed 1 test failed 676 tests skipped 3 tests ignored 0 tests passed unexpectedly 1 test failed unexpectedly 0 tests expected failed but skipped 0 tests expected failed but not run --- --- SKIP: backends.mysql.test_creation.DatabaseCreationTests.test_create_test_db_unexpected_error due to MySQL tests (expected) --- FAIL: select_for_update.tests.SelectForUpdateTests.test_nowait_raises_error_on_block (unexpected) For a full summary look at the django artifacts An updated blocklist (djangoBlocklist22_2) is available in the artifacts' django log ```

Parameters: ROACHTEST_cloud=gce , ROACHTEST_cpu=16 , ROACHTEST_ssd=0

Help

See: [roachtest README](https://github.com/cockroachdb/cockroach/blob/master/pkg/cmd/roachtest/README.md) See: [How To Investigate \(internal\)](https://cockroachlabs.atlassian.net/l/c/SSSBr8c7)

/cc @cockroachdb/sql-experience [This test on roachdash](https://roachdash.crdb.dev/?filter=status:open%20t:.*django.*&sort=title+created&display=lastcommented+project) | [Improve this report!](https://github.com/cockroachdb/cockroach/tree/master/pkg/cmd/internal/issues) Jira issue: CRDB-18047",0,roachtest django failed roachtest django with on master test artifacts and logs in artifacts django run orm helpers go orm helpers go django go django go test runner go tests run on cockroach alpha tests run against django cockroach x total tests run tests passed test failed tests skipped tests ignored tests passed unexpectedly test failed unexpectedly tests expected failed but skipped tests expected failed but not run skip backends mysql test creation databasecreationtests test create test db unexpected error due to mysql tests expected fail select for update tests selectforupdatetests test nowait raises error on block unexpected for a full summary look at the django artifacts an updated blocklist is available in the artifacts django log parameters roachtest cloud gce roachtest cpu roachtest ssd help see see cc cockroachdb sql experience jira issue crdb ,0 25000,24562038489.0,IssuesEvent,2022-10-12 21:17:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Modifying tile atlas texture will sometimes reset the selected source,bug topic:editor usability topic:2d,"### Godot version d6d20d0 ### System information W10 ### Issue description Normally when you have tiles editor opened, updating the used texture will refresh the view, but keep the currently selected source. But sometimes it will enter a weird state where any change to the texture will reset the selected source to 0. ![](https://chat.godotengine.org/file-upload/fBrkFTtEcpWqMbem2/JjK5uFr8Mp.gif) This happens seemingly randomly and will get fixed permanently (until editor restart) when you switch to TileSet tab and then modify the texture. ### Steps to reproduce 1. Create a TileMap with multiple atlas sources 2. With TileMap tab open, modify its used texture externally 3. The editor will reset to the first source if you have another one selected 4. If it didn't happen, restart editor and try again ### Minimal reproduction project _No response_",True,"Modifying tile atlas texture will sometimes reset the selected source - ### Godot version d6d20d0 ### System information W10 ### Issue description Normally when you have tiles editor opened, updating the used texture will refresh the view, but keep the currently selected source. But sometimes it will enter a weird state where any change to the texture will reset the selected source to 0. ![](https://chat.godotengine.org/file-upload/fBrkFTtEcpWqMbem2/JjK5uFr8Mp.gif) This happens seemingly randomly and will get fixed permanently (until editor restart) when you switch to TileSet tab and then modify the texture. ### Steps to reproduce 1. Create a TileMap with multiple atlas sources 2. With TileMap tab open, modify its used texture externally 3. The editor will reset to the first source if you have another one selected 4. If it didn't happen, restart editor and try again ### Minimal reproduction project _No response_",1,modifying tile atlas texture will sometimes reset the selected source godot version system information issue description normally when you have tiles editor opened updating the used texture will refresh the view but keep the currently selected source but sometimes it will enter a weird state where any change to the texture will reset the selected source to this happens seemingly randomly and will get fixed permanently until editor restart when you switch to tileset tab and then modify the texture steps to reproduce create a tilemap with multiple atlas sources with tilemap tab open modify its used texture externally the editor will reset to the first source if you have another one selected if it didn t happen restart editor and try again minimal reproduction project no response ,1 776562,27264436087.0,IssuesEvent,2023-02-22 16:58:31,ascheid/itsg33-pbmm-issue-gen,https://api.github.com/repos/ascheid/itsg33-pbmm-issue-gen,opened,AC-3(10): Access Enforcement | Audited Override Of Access Control Mechanisms,Priority: P1 Class: Technical ITSG-33 Suggested Assignment: IT Operations Group Control: AC-3,"# Control Definition ACCESS ENFORCEMENT | AUDITED OVERRIDE OF ACCESS CONTROL MECHANISMS The organization employs an audited override of automated access control mechanisms under [Assignment: organization-defined conditions]. Related controls: AU-2, AU-6. # Class Technical # Suggested Assignment IT Operations Group ",1.0,"AC-3(10): Access Enforcement | Audited Override Of Access Control Mechanisms - # Control Definition ACCESS ENFORCEMENT | AUDITED OVERRIDE OF ACCESS CONTROL MECHANISMS The organization employs an audited override of automated access control mechanisms under [Assignment: organization-defined conditions]. Related controls: AU-2, AU-6. # Class Technical # Suggested Assignment IT Operations Group ",0,ac access enforcement audited override of access control mechanisms control definition access enforcement audited override of access control mechanisms the organization employs an audited override of automated access control mechanisms under related controls au au class technical suggested assignment it operations group ,0 14633,9380190125.0,IssuesEvent,2019-04-04 16:27:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The find/search selection highlight for the built in documentation is very hard to see.,enhancement junior job topic:editor usability,"Alpha 3.1 6cbdeedf57c7383827416da19b6026e3721f2812 Small enhancement request. When doing a search/find within editor documentation, the selection highlight is very difficult to find. Most the time I wonder if it was deselected. I'm not sure what to recommend as far as a highlight color. Take a look at this screenshot and see how long it takes you to find the selection. ![godot_master_2018-09-29_21-42-29](https://user-images.githubusercontent.com/13004169/46256842-1d0a2c80-c4b9-11e8-95fa-d08e9998b65a.png) ",True,"The find/search selection highlight for the built in documentation is very hard to see. - Alpha 3.1 6cbdeedf57c7383827416da19b6026e3721f2812 Small enhancement request. When doing a search/find within editor documentation, the selection highlight is very difficult to find. Most the time I wonder if it was deselected. I'm not sure what to recommend as far as a highlight color. Take a look at this screenshot and see how long it takes you to find the selection. ![godot_master_2018-09-29_21-42-29](https://user-images.githubusercontent.com/13004169/46256842-1d0a2c80-c4b9-11e8-95fa-d08e9998b65a.png) ",1,the find search selection highlight for the built in documentation is very hard to see alpha small enhancement request when doing a search find within editor documentation the selection highlight is very difficult to find most the time i wonder if it was deselected i m not sure what to recommend as far as a highlight color take a look at this screenshot and see how long it takes you to find the selection ,1 9907,6510349898.0,IssuesEvent,2017-08-25 02:41:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Sometimes resource thumbnails are shown in inspector, sometimes not",bug topic:editor usability,"Godot 3.0 alpha1 official Windows 10 64 bits I noticed that I have no preview of the resources being in use here, I see there names now: ![image](https://user-images.githubusercontent.com/1311555/28648625-61b0846c-726f-11e7-8c12-329913f40703.png) On the other hand, if I click on another MeshInstance in the same scene, I see thumbnails: ![image](https://user-images.githubusercontent.com/1311555/28648641-87f2cb44-726f-11e7-8a73-b87bdee3735b.png) I used to see thumbnails in the first one a bit earlier in the same session, in which materials where black balls instead of brown. Not sure what caused them to disappear. #9891 did occur earlier in the session, but I realize that now I can click on meshes without it happening, so maybe it's related? Edit: I closed another unsaved scene, and now I can see thumbnails again in the first MeshInstance, and material thumbnails are back to brown color: ![image](https://user-images.githubusercontent.com/1311555/28648765-5effa3c8-7270-11e7-9983-dc810031a017.png) ",True,"Sometimes resource thumbnails are shown in inspector, sometimes not - Godot 3.0 alpha1 official Windows 10 64 bits I noticed that I have no preview of the resources being in use here, I see there names now: ![image](https://user-images.githubusercontent.com/1311555/28648625-61b0846c-726f-11e7-8c12-329913f40703.png) On the other hand, if I click on another MeshInstance in the same scene, I see thumbnails: ![image](https://user-images.githubusercontent.com/1311555/28648641-87f2cb44-726f-11e7-8a73-b87bdee3735b.png) I used to see thumbnails in the first one a bit earlier in the same session, in which materials where black balls instead of brown. Not sure what caused them to disappear. #9891 did occur earlier in the session, but I realize that now I can click on meshes without it happening, so maybe it's related? Edit: I closed another unsaved scene, and now I can see thumbnails again in the first MeshInstance, and material thumbnails are back to brown color: ![image](https://user-images.githubusercontent.com/1311555/28648765-5effa3c8-7270-11e7-9983-dc810031a017.png) ",1,sometimes resource thumbnails are shown in inspector sometimes not godot official windows bits i noticed that i have no preview of the resources being in use here i see there names now on the other hand if i click on another meshinstance in the same scene i see thumbnails i used to see thumbnails in the first one a bit earlier in the same session in which materials where black balls instead of brown not sure what caused them to disappear did occur earlier in the session but i realize that now i can click on meshes without it happening so maybe it s related edit i closed another unsaved scene and now i can see thumbnails again in the first meshinstance and material thumbnails are back to brown color ,1 21606,17370420461.0,IssuesEvent,2021-07-30 13:18:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"3D Particles, move emission mesh creation menu to Inspector",discussion enhancement topic:editor usability,"there could actually exist a way if arrays were available as shader's uniforms, one can pass an array of verts and their normals to the control shader and it will place particles on random verts. but i think particle system needs a better way for this, i think user should specify emitting shape in the particle system's settings, not the control shader, so that control shader runs on already properly placed particle",True,"3D Particles, move emission mesh creation menu to Inspector - there could actually exist a way if arrays were available as shader's uniforms, one can pass an array of verts and their normals to the control shader and it will place particles on random verts. but i think particle system needs a better way for this, i think user should specify emitting shape in the particle system's settings, not the control shader, so that control shader runs on already properly placed particle",1, particles move emission mesh creation menu to inspector there could actually exist a way if arrays were available as shader s uniforms one can pass an array of verts and their normals to the control shader and it will place particles on random verts but i think particle system needs a better way for this i think user should specify emitting shape in the particle system s settings not the control shader so that control shader runs on already properly placed particle,1 18559,3696872245.0,IssuesEvent,2016-02-27 08:23:36,ucsbling/space,https://api.github.com/repos/ucsbling/space,closed,test authentication,security testing,"- [x] see if you can retrieve user information from the request headers (more info [here](https://azure.microsoft.com/en-us/documentation/articles/app-service-api-authentication/)) - X-MS-CLIENT-PRINCIPAL-NAME - X-MS-CLIENT-PRINCIPAL-ID - X-MS-TOKEN-FACEBOOK-ACCESS-TOKEN - X-MS-TOKEN-FACEBOOK-EXPIRES-ON",1.0,"test authentication - - [x] see if you can retrieve user information from the request headers (more info [here](https://azure.microsoft.com/en-us/documentation/articles/app-service-api-authentication/)) - X-MS-CLIENT-PRINCIPAL-NAME - X-MS-CLIENT-PRINCIPAL-ID - X-MS-TOKEN-FACEBOOK-ACCESS-TOKEN - X-MS-TOKEN-FACEBOOK-EXPIRES-ON",0,test authentication see if you can retrieve user information from the request headers more info x ms client principal name x ms client principal id x ms token facebook access token x ms token facebook expires on,0 205408,7097747465.0,IssuesEvent,2018-01-14 22:35:56,Proyecto-EGC-G1/CabinaSlack-EGC-G1,https://api.github.com/repos/Proyecto-EGC-G1/CabinaSlack-EGC-G1,closed,Gestión de la wiki ,Cambio/Mejora Documentación Priority: Low,"Creación del espacio en grupo, con enlaces y herramientas de interés. Esto se encuentra en la siguiente página: https://1984.lsi.us.es/wiki-egc/index.php/Cabina_de_Slack-_17_18_-_G1 ",1.0,"Gestión de la wiki - Creación del espacio en grupo, con enlaces y herramientas de interés. Esto se encuentra en la siguiente página: https://1984.lsi.us.es/wiki-egc/index.php/Cabina_de_Slack-_17_18_-_G1 ",0,gestión de la wiki creación del espacio en grupo con enlaces y herramientas de interés esto se encuentra en la siguiente página ,0 295369,25471994853.0,IssuesEvent,2022-11-25 10:59:28,hazelcast/hazelcast,https://api.github.com/repos/hazelcast/hazelcast,closed,com.hazelcast.jet.LightJob_StandaloneClusterTest.when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator [HZ-1705],Type: Test-Failure Source: Internal Team: SQL Module: Jet to-jira Team: Platform,"_master_ (commit 4d799b3724c1b2edbe3fc9905b47c8789b475c58) Failed on ZuluJDK17: https://jenkins.hazelcast.com/view/Official%20Builds/job/Hazelcast-master-ZuluJDK17/40/testReport/com.hazelcast.jet/LightJob_StandaloneClusterTest/when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator/ It seems to cause to fail also the following test `com.hazelcast.jet.retry.impl.IntervalFunctionTest` (https://jenkins.hazelcast.com/view/Official%20Builds/job/Hazelcast-master-ZuluJDK17/40/testReport/com.hazelcast.jet.retry.impl/IntervalFunctionTest/com_hazelcast_jet_retry_impl_IntervalFunctionTest/) due to `Client instances haven't been shut down: [com.hazelcast.client.impl.clientside.HazelcastClientInstanceImpl@713fa9dc]`.
Stacktrace: ``` java.lang.RuntimeException: Error when getting job IDs: com.hazelcast.core.MemberLeftException: Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e has left cluster! at com.hazelcast.jet.impl.JetInstanceImpl.getJobsInt(JetInstanceImpl.java:106) at com.hazelcast.jet.impl.AbstractJetInstance.getJobs(AbstractJetInstance.java:208) at com.hazelcast.jet.core.JetTestSupport.shutdownJobsAndGetLeakedClassLoaders(JetTestSupport.java:129) at com.hazelcast.jet.core.JetTestSupport.shutdownFactory(JetTestSupport.java:103) at jdk.internal.reflect.GeneratedMethodAccessor63.invoke(Unknown Source) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:568) at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:59) at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12) at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:56) at com.hazelcast.test.AbstractHazelcastClassRunner$ThreadDumpAwareRunAfters.evaluate(AbstractHazelcastClassRunner.java:381) at com.hazelcast.test.DumpBuildInfoOnFailureRule$1.evaluate(DumpBuildInfoOnFailureRule.java:37) at com.hazelcast.test.jitter.JitterRule$1.evaluate(JitterRule.java:104) at com.hazelcast.test.metrics.MetricsRule$1.evaluate(MetricsRule.java:63) at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306) at org.junit.runners.BlockJUnit4ClassRunner$1.evaluate(BlockJUnit4ClassRunner.java:100) at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:366) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:103) at com.hazelcast.test.HazelcastSerialClassRunner.runChild(HazelcastSerialClassRunner.java:50) at com.hazelcast.test.HazelcastSerialClassRunner.runChild(HazelcastSerialClassRunner.java:29) at org.junit.runners.ParentRunner$4.run(ParentRunner.java:331) at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:79) at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:329) at org.junit.runners.ParentRunner.access$100(ParentRunner.java:66) at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:293) at com.hazelcast.test.AfterClassesStatement.evaluate(AfterClassesStatement.java:39) at com.hazelcast.test.OverridePropertyRule$1.evaluate(OverridePropertyRule.java:66) at org.junit.internal.runners.statements.FailOnTimeout$CallableStatement.call(FailOnTimeout.java:299) at org.junit.internal.runners.statements.FailOnTimeout$CallableStatement.call(FailOnTimeout.java:293) at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:264) at java.base/java.lang.Thread.run(Thread.java:833) Caused by: com.hazelcast.core.MemberLeftException: Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e has left cluster! at com.hazelcast.spi.impl.operationservice.impl.InvocationMonitor$OnMemberLeftTask.onTargetLoss(InvocationMonitor.java:427) at com.hazelcast.spi.impl.operationservice.impl.InvocationMonitor$OnMemberLeftTask.run0(InvocationMonitor.java:394) at com.hazelcast.spi.impl.operationservice.impl.InvocationMonitor$MonitorTask.run(InvocationMonitor.java:254) at java.base/java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:539) at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:264) at java.base/java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:304) at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) ... 1 more ```
Standard output: ``` 20:00:17,008 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MetricsConfigHelper] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [LOCAL] [dev] [5.2-SNAPSHOT] Overridden metrics configuration with system property 'hazelcast.metrics.collection.frequency'='1' -> 'MetricsConfig.collectionFrequencySeconds'='1' 20:00:17,009 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [logo] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] + + o o o o---o o----o o o---o o o----o o--o--o + + + + | | / \ / | | / / \ | | + + + + + o----o o o o o----o | o o o o----o | + + + + | | / \ / | | \ / \ | | + + o o o o o---o o----o o----o o---o o o o----o o 20:00:17,009 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Copyright (c) 2008-2022, Hazelcast, Inc. All Rights Reserved. 20:00:17,009 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Hazelcast Platform 5.2-SNAPSHOT (20220711 - 4d799b3) starting at [127.0.0.1]:5701 20:00:17,009 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Cluster name: dev 20:00:17,009 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Integrity Checker is disabled. Fail-fast on corrupted executables will not be performed. For more information, see the documentation for Integrity Checker. 20:00:17,009 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Jet is enabled 20:00:17,011 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MetricsConfigHelper] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Collecting debug metrics and sending to diagnostics is enabled 20:00:17,013 WARN |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [CPSubsystem] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] CP Subsystem is not enabled. CP data structures will operate in UNSAFE mode! Please note that UNSAFE mode will not provide strong consistency guarantees. 20:00:17,016 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JetServiceBackend] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Setting number of cooperative threads and default parallelism to 2 20:00:17,018 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [Diagnostics] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Diagnostics disabled. To enable add -Dhazelcast.diagnostics.enabled=true to the JVM arguments. 20:00:17,018 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] [127.0.0.1]:5701 is STARTING 20:00:17,018 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClusterService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Members {size:1, ver:1} [ Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e this ] 20:00:17,018 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobCoordinationService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Jet started scanning for jobs 20:00:17,018 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobCoordinationService] hz.practical_keller.cached.thread-1 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Not starting jobs because partitions are not yet initialized. 20:00:17,018 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] [127.0.0.1]:5701 is STARTED 20:00:17,019 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MetricsConfigHelper] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [LOCAL] [dev] [5.2-SNAPSHOT] Overridden metrics configuration with system property 'hazelcast.metrics.collection.frequency'='1' -> 'MetricsConfig.collectionFrequencySeconds'='1' 20:00:17,019 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [logo] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] + + o o o o---o o----o o o---o o o----o o--o--o + + + + | | / \ / | | / / \ | | + + + + + o----o o o o o----o | o o o o----o | + + + + | | / \ / | | \ / \ | | + + o o o o o---o o----o o----o o---o o o o----o o 20:00:17,019 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Copyright (c) 2008-2022, Hazelcast, Inc. All Rights Reserved. 20:00:17,019 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [HealthMonitor] hz.practical_keller.HealthMonitor - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] processors=8, physical.memory.total=377.8G, physical.memory.free=191.2G, swap.space.total=8.0G, swap.space.free=8.0G, heap.memory.used=3.0G, heap.memory.free=998.5M, heap.memory.total=4.0G, heap.memory.max=4.0G, heap.memory.used/total=75.62%, heap.memory.used/max=75.62%, minor.gc.count=160, minor.gc.time=5627ms, major.gc.count=2, major.gc.time=612ms, load.process=2.96%, load.system=0.00%, load.systemAverage=11.13, thread.count=349, thread.peakCount=1809, cluster.timeDiff=0, event.q.size=0, executor.q.async.size=0, executor.q.client.size=0, executor.q.client.query.size=0, executor.q.client.blocking.size=0, executor.q.query.size=0, executor.q.scheduled.size=0, executor.q.io.size=0, executor.q.system.size=0, executor.q.operations.size=0, executor.q.priorityOperation.size=0, operations.completed.count=0, executor.q.mapLoad.size=0, executor.q.mapLoadAllKeys.size=0, executor.q.cluster.size=0, executor.q.response.size=0, operations.running.count=0, operations.pending.invocations.percentage=0.00%, operations.pending.invocations.count=0, proxy.count=0, clientEndpoint.count=0, connection.active.count=0, client.connection.count=0, connection.count=0 20:00:17,019 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Hazelcast Platform 5.2-SNAPSHOT (20220711 - 4d799b3) starting at [127.0.0.1]:5702 20:00:17,019 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Cluster name: dev 20:00:17,019 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Integrity Checker is disabled. Fail-fast on corrupted executables will not be performed. For more information, see the documentation for Integrity Checker. 20:00:17,019 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Jet is enabled 20:00:17,021 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MetricsConfigHelper] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Collecting debug metrics and sending to diagnostics is enabled 20:00:17,024 WARN |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [CPSubsystem] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] CP Subsystem is not enabled. CP data structures will operate in UNSAFE mode! Please note that UNSAFE mode will not provide strong consistency guarantees. 20:00:17,026 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JetServiceBackend] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Setting number of cooperative threads and default parallelism to 2 20:00:17,027 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [Diagnostics] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Diagnostics disabled. To enable add -Dhazelcast.diagnostics.enabled=true to the JVM arguments. 20:00:17,027 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] [127.0.0.1]:5702 is STARTING 20:00:17,027 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MockServer] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Created connection to endpoint: [127.0.0.1]:5701-7e9aa085-9a48-41e3-a70d-a7a60fe4218e, connection: MockConnection{localEndpoint=[address=[127.0.0.1]:5702, uuid=51c7a0c3-46da-46eb-8900-6e5a4f7953bf], remoteEndpoint=[address=[127.0.0.1]:5701, uuid=7e9aa085-9a48-41e3-a70d-a7a60fe4218e], alive=true} 20:00:17,028 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MockServer] hz.practical_keller.generic-operation.thread-0 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Created connection to endpoint: [127.0.0.1]:5702-51c7a0c3-46da-46eb-8900-6e5a4f7953bf, connection: MockConnection{localEndpoint=[address=[127.0.0.1]:5701, uuid=7e9aa085-9a48-41e3-a70d-a7a60fe4218e], remoteEndpoint=[address=[127.0.0.1]:5702, uuid=51c7a0c3-46da-46eb-8900-6e5a4f7953bf], alive=true} 20:00:17,028 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClusterService] hz.practical_keller.generic-operation.thread-0 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Members {size:2, ver:2} [ Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e this Member [127.0.0.1]:5702 - 51c7a0c3-46da-46eb-8900-6e5a4f7953bf ] 20:00:17,118 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobCoordinationService] hz.practical_keller.cached.thread-2 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Not starting jobs because partitions are not yet initialized. 20:00:17,128 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClusterService] hz.frosty_maxwell.priority-generic-operation.thread-0 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Members {size:2, ver:2} [ Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e Member [127.0.0.1]:5702 - 51c7a0c3-46da-46eb-8900-6e5a4f7953bf this ] 20:00:17,129 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobCoordinationService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Jet started scanning for jobs 20:00:17,129 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] [127.0.0.1]:5702 is STARTED 20:00:17,130 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [HealthMonitor] hz.frosty_maxwell.HealthMonitor - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] processors=8, physical.memory.total=377.8G, physical.memory.free=191.2G, swap.space.total=8.0G, swap.space.free=8.0G, heap.memory.used=3.0G, heap.memory.free=992.1M, heap.memory.total=4.0G, heap.memory.max=4.0G, heap.memory.used/total=75.77%, heap.memory.used/max=75.77%, minor.gc.count=160, minor.gc.time=5627ms, major.gc.count=2, major.gc.time=612ms, load.process=1.64%, load.system=16.36%, load.systemAverage=11.13, thread.count=373, thread.peakCount=1809, cluster.timeDiff=0, event.q.size=0, executor.q.async.size=0, executor.q.client.size=0, executor.q.client.query.size=0, executor.q.client.blocking.size=0, executor.q.query.size=0, executor.q.scheduled.size=0, executor.q.io.size=0, executor.q.system.size=0, executor.q.operations.size=0, executor.q.priorityOperation.size=0, operations.completed.count=13, executor.q.mapLoad.size=0, executor.q.mapLoadAllKeys.size=0, executor.q.cluster.size=0, executor.q.response.size=0, operations.running.count=0, operations.pending.invocations.percentage=0.00%, operations.pending.invocations.count=0, proxy.count=0, clientEndpoint.count=0, connection.active.count=0, client.connection.count=0, connection.count=0 20:00:17,132 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientInvocationService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - hz.client_4485 [dev] [5.2-SNAPSHOT] Running with 2 response threads, dynamic=true 20:00:17,133 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - hz.client_4485 [dev] [5.2-SNAPSHOT] HazelcastClient 5.2-SNAPSHOT (20220711 - 4d799b3) is STARTING 20:00:17,133 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - hz.client_4485 [dev] [5.2-SNAPSHOT] HazelcastClient 5.2-SNAPSHOT (20220711 - 4d799b3) is STARTED 20:00:17,134 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientConnectionManager] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - hz.client_4485 [dev] [5.2-SNAPSHOT] Trying to connect to cluster: dev 20:00:17,134 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientConnectionManager] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - hz.client_4485 [dev] [5.2-SNAPSHOT] Trying to connect to [127.0.0.1]:5701 20:00:17,134 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [HazelcastClient] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - Created connection to endpoint: [127.0.0.1]:5701, connection: MockedClientConnection{localAddress=[127.0.0.1]:40001, super=ClientConnection{alive=true, connectionId=1, channel=null, remoteAddress=null, lastReadTime=never, lastWriteTime=never, closedTime=never, connected server version=null}} 20:00:17,134 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [AuthenticationMessageTask] hz.practical_keller.priority-generic-operation.thread-0 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Processing authentication with clientUuid 0c18bcce-447c-4fb6-93b3-d1b2baf894e9 and clientName hz.client_4485 20:00:17,135 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [AuthenticationMessageTask] hz.practical_keller.priority-generic-operation.thread-0 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Received auth from MockedNodeConnection{ remoteAddress = [127.0.0.1]:40001, localAddress = [127.0.0.1]:5701, connectionId = 1}, successfully authenticated, clientUuid: 0c18bcce-447c-4fb6-93b3-d1b2baf894e9, client name: hz.client_4485, client version: 5.2-SNAPSHOT 20:00:17,135 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - hz.client_4485 [dev] [5.2-SNAPSHOT] HazelcastClient 5.2-SNAPSHOT (20220711 - 4d799b3) is CLIENT_CONNECTED 20:00:17,135 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientConnectionManager] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - hz.client_4485 [dev] [5.2-SNAPSHOT] Authenticated with server [127.0.0.1]:5701:7e9aa085-9a48-41e3-a70d-a7a60fe4218e, server version: 5.2-SNAPSHOT, local address: /127.0.0.1:40001 20:00:17,135 TRACE |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientListenerService] hz.client_4485.internal-1 - hz.client_4485 [dev] [5.2-SNAPSHOT] Register attempt of ClusterViewListenerHandler to MockedClientConnection{localAddress=[127.0.0.1]:40001, super=ClientConnection{alive=true, connectionId=1, channel=null, remoteAddress=[127.0.0.1]:5701, lastReadTime=2022-07-11 20:00:17.135, lastWriteTime=2022-07-11 20:00:17.134, closedTime=never, connected server version=null}} 20:00:17,135 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [Diagnostics] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - hz.client_4485 [dev] [5.2-SNAPSHOT] Diagnostics disabled. To enable add -Dhazelcast.diagnostics.enabled=true to the JVM arguments. 20:00:17,136 TRACE |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientListenerService] ForkJoinPool.commonPool-worker-260 - hz.client_4485 [dev] [5.2-SNAPSHOT] Registered ClusterViewListenerHandler to MockedClientConnection{localAddress=[127.0.0.1]:40001, super=ClientConnection{alive=true, connectionId=1, channel=null, remoteAddress=[127.0.0.1]:5701, lastReadTime=2022-07-11 20:00:17.136, lastWriteTime=2022-07-11 20:00:17.135, closedTime=never, connected server version=null}} 20:00:17,136 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientClusterService] hz.client_4485.event-47347 - hz.client_4485 [dev] [5.2-SNAPSHOT] Members [2] { Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e Member [127.0.0.1]:5702 - 51c7a0c3-46da-46eb-8900-6e5a4f7953bf } 20:00:17,137 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientStatisticsService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - Client statistics is enabled with period 5 seconds. 20:00:17,138 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LightMasterContext] hz.practical_keller.client.thread-2 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Start executing light job 084f-f525-3c80-0001, execution graph in DOT format: digraph DAG { ""v"" [localParallelism=default]; } HINT: You can use graphviz or http://viz-js.com/ to visualize the printed graph. 20:00:17,138 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LightMasterContext] hz.practical_keller.client.thread-2 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Building execution plan for 084f-f525-3c80-0001 20:00:17,138 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [PartitionStateManager] hz.practical_keller.client.thread-2 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Initializing cluster partition table arrangement... 20:00:17,138 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LightMasterContext] hz.practical_keller.client.thread-2 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Built execution plans for 084f-f525-3c80-0001 20:00:17,139 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [InitExecutionOperation] hz.practical_keller.client.thread-2 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Initializing execution plan for job 084f-f525-3c80-0001, execution 084f-f525-3c80-0001 from [127.0.0.1]:5701 20:00:17,139 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobExecutionService] hz.practical_keller.client.thread-2 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Execution plan for light job ID=084f-f525-3c80-0001, jobName='084f-f525-3c80-0001', executionId=084f-f525-3c80-0001 initialized, will start the execution 20:00:17,139 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [InitExecutionOperation] hz.frosty_maxwell.generic-operation.thread-1 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Initializing execution plan for job 084f-f525-3c80-0001, execution 084f-f525-3c80-0001 from [127.0.0.1]:5701 20:00:17,139 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobExecutionService] hz.frosty_maxwell.generic-operation.thread-1 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Execution plan for light job ID=084f-f525-3c80-0001, jobName='084f-f525-3c80-0001', executionId=084f-f525-3c80-0001 initialized, will start the execution 20:00:17,220 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobRepository] hz.practical_keller.cached.thread-2 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Job cleanup took 0ms 20:00:17,338 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] [127.0.0.1]:5701 is SHUTTING_DOWN 20:00:17,338 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobCoordinationService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Added a shutting-down member: 7e9aa085-9a48-41e3-a70d-a7a60fe4218e 20:00:17,339 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MigrationManager] hz.practical_keller.cached.thread-1 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Shutdown request of Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e this is handled 20:00:17,340 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MigrationManager] hz.practical_keller.migration - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Repartitioning cluster data. Migration tasks count: 6 20:00:17,342 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MigrationManager] hz.practical_keller.migration - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] All migration tasks have been completed. (repartitionTime=Mon Jul 11 20:00:17 UTC 2022, plannedMigrations=6, completedMigrations=6, remainingMigrations=0, totalCompletedMigrations=6, elapsedMigrationOperationTime=11ms, totalElapsedMigrationOperationTime=11ms, elapsedDestinationCommitTime=1ms, totalElapsedDestinationCommitTime=1ms, elapsedMigrationTime=13ms, totalElapsedMigrationTime=13ms) 20:00:17,342 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [Node] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Shutting down connection manager... 20:00:17,342 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MockServer] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Removed connection to endpoint: [address=[127.0.0.1]:5701, uuid=7e9aa085-9a48-41e3-a70d-a7a60fe4218e], connection: MockConnection{localEndpoint=[address=[127.0.0.1]:5702, uuid=51c7a0c3-46da-46eb-8900-6e5a4f7953bf], remoteEndpoint=[address=[127.0.0.1]:5701, uuid=7e9aa085-9a48-41e3-a70d-a7a60fe4218e], alive=false} 20:00:17,342 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MockServer] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Removed connection to endpoint: [address=[127.0.0.1]:5702, uuid=51c7a0c3-46da-46eb-8900-6e5a4f7953bf], connection: MockConnection{localEndpoint=[address=[127.0.0.1]:5701, uuid=7e9aa085-9a48-41e3-a70d-a7a60fe4218e], remoteEndpoint=[address=[127.0.0.1]:5702, uuid=51c7a0c3-46da-46eb-8900-6e5a4f7953bf], alive=false} 20:00:17,342 WARN |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [TestClientRegistry$MockedServerConnection] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - Server connection closed: null 20:00:17,342 WARN |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [OutboundResponseHandler] hz.frosty_maxwell.priority-generic-operation.thread-0 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Cannot send response: true to [127.0.0.1]:5701. com.hazelcast.internal.partition.operation.PublishCompletedMigrationsOperation{serviceName='hz:core:partitionService', identityHash=1715137229, partitionId=-1, replicaIndex=0, callId=41, invocationTime=1657569617342 (2022-07-11 20:00:17.342), waitTimeout=-1, callTimeout=60000, tenantControl=com.hazelcast.spi.impl.tenantcontrol.NoopTenantControl@0} 20:00:17,342 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MockServer] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Removed connection to endpoint: [address=[127.0.0.1]:40001, uuid=0c18bcce-447c-4fb6-93b3-d1b2baf894e9], connection: MockedNodeConnection{ remoteAddress = [127.0.0.1]:40001, localAddress = [127.0.0.1]:5701, connectionId = 1} 20:00:17,342 WARN |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MembershipManager] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e is suspected to be dead for reason: Connection manager is stopped on Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e this 20:00:17,342 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MembershipManager] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Starting mastership claim process... 20:00:17,343 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MembershipManager] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Local MembersView{version=2, members=[MemberInfo{address=[127.0.0.1]:5701, uuid=7e9aa085-9a48-41e3-a70d-a7a60fe4218e, liteMember=false, memberListJoinVersion=1}, MemberInfo{address=[127.0.0.1]:5702, uuid=51c7a0c3-46da-46eb-8900-6e5a4f7953bf, liteMember=false, memberListJoinVersion=2}]} with suspected members: [Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e] and initial addresses to ask: [] 20:00:17,343 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [Node] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Shutting down node engine... 20:00:17,343 WARN |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [TcpClientConnection] pool-13257-thread-1 - hz.client_4485 [dev] [5.2-SNAPSHOT] MockedClientConnection{localAddress=[127.0.0.1]:40001, super=ClientConnection{alive=false, connectionId=1, channel=null, remoteAddress=[127.0.0.1]:5701, lastReadTime=2022-07-11 20:00:17.239, lastWriteTime=2022-07-11 20:00:17.140, closedTime=2022-07-11 20:00:17.342, connected server version=null}} closed. Reason: com.hazelcast.spi.exception.TargetDisconnectedException[Mocked Remote socket closed] com.hazelcast.spi.exception.TargetDisconnectedException: Mocked Remote socket closed at com.hazelcast.client.test.TestClientRegistry$MockedTcpClientConnection$4.run(TestClientRegistry.java:332) [test-classes/:?] at com.hazelcast.client.test.TwoWayBlockableExecutor$BlockableRunnable.run(TwoWayBlockableExecutor.java:98) [test-classes/:?] at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) [?:?] at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) [?:?] at java.lang.Thread.run(Thread.java:833) [?:?] 20:00:17,343 WARN |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [TwoWayBlockableExecutor] pool-13257-thread-1 - Dropping outgoing runnable since other end closed. Client Closed EOF. MockedClientConnection{localAddress=[127.0.0.1]:40001, super=ClientConnection{alive=false, connectionId=1, channel=null, remoteAddress=[127.0.0.1]:5701, lastReadTime=2022-07-11 20:00:17.239, lastWriteTime=2022-07-11 20:00:17.140, closedTime=2022-07-11 20:00:17.342, connected server version=null}} 20:00:17,343 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobExecutionService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Completing job '084f-f525-3c80-0001', execution 084f-f525-3c80-0001 locally. Reason: Node is shutting down 20:00:17,343 WARN |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [Invocation] ForkJoinPool.commonPool-worker-260 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Future.complete(Object) on completed future. Request: Invocation{op=com.hazelcast.jet.impl.operation.SubmitJobOperation{serviceName='hz:impl:jetService', identityHash=768438770, partitionId=-1, replicaIndex=0, callId=-7, invocationTime=1657569617138 (2022-07-11 20:00:17.138), waitTimeout=-1, callTimeout=60000, tenantControl=com.hazelcast.spi.impl.tenantcontrol.NoopTenantControl@0}, tryCount=250, tryPauseMillis=500, invokeCount=1, callTimeoutMillis=60000, firstInvocationTimeMs=1657569617138, firstInvocationTime='2022-07-11 20:00:17.138', lastHeartbeatMillis=0, lastHeartbeatTime='1970-01-01 00:00:00.000', target=[127.0.0.1]:5701, pendingResponse={VOID}, backupsAcksExpected=-1, backupsAcksReceived=0, connection=null}, current value: ExceptionalResult{cause=com.hazelcast.core.HazelcastInstanceNotActiveException: Hazelcast instance is not active!}, offered value: ExceptionalResult{cause=com.hazelcast.jet.JetException: Execution on a member failed: com.hazelcast.core.HazelcastInstanceNotActiveException: Hazelcast instance is not active!} java.lang.Exception: Future.complete(Object) on completed future. Request: Invocation{op=com.hazelcast.jet.impl.operation.SubmitJobOperation{serviceName='hz:impl:jetService', identityHash=768438770, partitionId=-1, replicaIndex=0, callId=-7, invocationTime=1657569617138 (2022-07-11 20:00:17.138), waitTimeout=-1, callTimeout=60000, tenantControl=com.hazelcast.spi.impl.tenantcontrol.NoopTenantControl@0}, tryCount=250, tryPauseMillis=500, invokeCount=1, callTimeoutMillis=60000, firstInvocationTimeMs=1657569617138, firstInvocationTime='2022-07-11 20:00:17.138', lastHeartbeatMillis=0, lastHeartbeatTime='1970-01-01 00:00:00.000', target=[127.0.0.1]:5701, pendingResponse={VOID}, backupsAcksExpected=-1, backupsAcksReceived=0, connection=null}, current value: ExceptionalResult{cause=com.hazelcast.core.HazelcastInstanceNotActiveException: Hazelcast instance is not active!}, offered value: ExceptionalResult{cause=com.hazelcast.jet.JetException: Execution on a member failed: com.hazelcast.core.HazelcastInstanceNotActiveException: Hazelcast instance is not active!} at com.hazelcast.spi.impl.AbstractInvocationFuture.warnIfSuspiciousDoubleCompletion(AbstractInvocationFuture.java:1256) ~[classes/:?] at com.hazelcast.spi.impl.AbstractInvocationFuture.complete0(AbstractInvocationFuture.java:1230) ~[classes/:?] at com.hazelcast.spi.impl.AbstractInvocationFuture.completeExceptionallyInternal(AbstractInvocationFuture.java:1223) ~[classes/:?] at com.hazelcast.spi.impl.operationservice.impl.Invocation.completeExceptionally(Invocation.java:680) ~[classes/:?] at com.hazelcast.spi.impl.operationservice.impl.Invocation.notifyThrowable(Invocation.java:386) ~[classes/:?] at com.hazelcast.spi.impl.operationservice.impl.Invocation.notifyError(Invocation.java:330) ~[classes/:?] at com.hazelcast.spi.impl.operationservice.impl.Invocation.sendResponse(Invocation.java:230) ~[classes/:?] at com.hazelcast.spi.impl.operationservice.Operation.sendResponse(Operation.java:483) ~[classes/:?] at com.hazelcast.jet.impl.operation.AsyncOperation.doSendResponse(AsyncOperation.java:81) ~[classes/:?] at com.hazelcast.jet.impl.operation.AsyncOperation.lambda$run$0(AsyncOperation.java:60) ~[classes/:?] at com.hazelcast.jet.impl.util.ExceptionUtil.lambda$withTryCatch$0(ExceptionUtil.java:172) ~[classes/:?] at java.util.concurrent.CompletableFuture.uniWhenComplete(CompletableFuture.java:863) ~[?:?] at java.util.concurrent.CompletableFuture$UniWhenComplete.tryFire(CompletableFuture.java:841) ~[?:?] at java.util.concurrent.CompletableFuture.postComplete(CompletableFuture.java:510) ~[?:?] at java.util.concurrent.CompletableFuture.completeExceptionally(CompletableFuture.java:2162) ~[?:?] at com.hazelcast.jet.impl.LightMasterContext.finalizeJob(LightMasterContext.java:171) ~[classes/:?] at com.hazelcast.jet.impl.LightMasterContext.lambda$new$2(LightMasterContext.java:141) ~[classes/:?] at com.hazelcast.jet.impl.LightMasterContext.lambda$invokeOnParticipant$5(LightMasterContext.java:241) ~[classes/:?] at com.hazelcast.spi.impl.AbstractInvocationFuture$WhenCompleteNode.lambda$execute$0(AbstractInvocationFuture.java:1564) ~[classes/:?] at com.hazelcast.test.TestLoggingUtils$CustomTestNameAwareForkJoinPool$TestNameAwareRunnable.run(TestLoggingUtils.java:104) [test-classes/:?] at java.util.concurrent.ForkJoinTask$RunnableExecuteAction.exec(ForkJoinTask.java:1395) [?:?] at java.util.concurrent.ForkJoinTask.doExec(ForkJoinTask.java:373) [?:?] at java.util.concurrent.ForkJoinPool$WorkQueue.topLevelExec(ForkJoinPool.java:1182) [?:?] at java.util.concurrent.ForkJoinPool.scan(ForkJoinPool.java:1655) [?:?] at java.util.concurrent.ForkJoinPool.runWorker(ForkJoinPool.java:1622) [?:?] at java.util.concurrent.ForkJoinWorkerThread.run(ForkJoinWorkerThread.java:165) [?:?] 20:00:17,344 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientConnectionManager] pool-13257-thread-1 - hz.client_4485 [dev] [5.2-SNAPSHOT] Removed connection to endpoint: [127.0.0.1]:5701:7e9aa085-9a48-41e3-a70d-a7a60fe4218e, connection: MockedClientConnection{localAddress=[127.0.0.1]:40001, super=ClientConnection{alive=false, connectionId=1, channel=null, remoteAddress=[127.0.0.1]:5701, lastReadTime=2022-07-11 20:00:17.239, lastWriteTime=2022-07-11 20:00:17.140, closedTime=2022-07-11 20:00:17.342, connected server version=null}} 20:00:17,344 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] pool-13257-thread-1 - hz.client_4485 [dev] [5.2-SNAPSHOT] HazelcastClient 5.2-SNAPSHOT (20220711 - 4d799b3) is CLIENT_DISCONNECTED 20:00:17,344 DEBUG || - [JobExecutionService] ForkJoinPool.commonPool-worker-260 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Completed execution of job '084f-f525-3c80-0001', execution 084f-f525-3c80-0001 20:00:17,344 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientConnectionManager] hz.client_4485.internal-1 - hz.client_4485 [dev] [5.2-SNAPSHOT] Trying to connect to cluster: dev 20:00:17,344 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientConnectionManager] hz.client_4485.internal-1 - hz.client_4485 [dev] [5.2-SNAPSHOT] Trying to connect to Member [127.0.0.1]:5702 - 51c7a0c3-46da-46eb-8900-6e5a4f7953bf 20:00:17,344 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [HazelcastClient] hz.client_4485.internal-1 - Created connection to endpoint: [127.0.0.1]:5702, connection: MockedClientConnection{localAddress=[127.0.0.1]:40002, super=ClientConnection{alive=true, connectionId=2, channel=null, remoteAddress=null, lastReadTime=never, lastWriteTime=never, closedTime=never, connected server version=null}} 20:00:17,344 DEBUG || - [JobExecutionService] ForkJoinPool.commonPool-worker-260 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Execution of job '084f-f525-3c80-0001', execution 084f-f525-3c80-0001 completed with failure java.util.concurrent.CompletionException: java.util.concurrent.CancellationException at java.util.concurrent.CompletableFuture.encodeThrowable(CompletableFuture.java:332) ~[?:?] at java.util.concurrent.CompletableFuture.completeThrowable(CompletableFuture.java:347) ~[?:?] at java.util.concurrent.CompletableFuture.uniWhenComplete(CompletableFuture.java:874) ~[?:?] at java.util.concurrent.CompletableFuture$UniWhenComplete.tryFire(CompletableFuture.java:841) ~[?:?] at java.util.concurrent.CompletableFuture.postComplete(CompletableFuture.java:510) ~[?:?] at java.util.concurrent.CompletableFuture.completeExceptionally(CompletableFuture.java:2162) ~[?:?] at com.hazelcast.jet.impl.util.NonCompletableFuture.internalCompleteExceptionally(NonCompletableFuture.java:72) ~[classes/:?] at com.hazelcast.jet.impl.execution.TaskletExecutionService$ExecutionTracker.taskletDone(TaskletExecutionService.java:498) ~[classes/:?] at com.hazelcast.jet.impl.execution.TaskletExecutionService$BlockingWorker.run(TaskletExecutionService.java:330) ~[classes/:?] at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:539) ~[?:?] at java.util.concurrent.FutureTask.run(FutureTask.java:264) ~[?:?] at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) ~[?:?] at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) ~[?:?] at java.lang.Thread.run(Thread.java:833) ~[?:?] Caused by: java.util.concurrent.CancellationException at java.util.concurrent.CompletableFuture.cancel(CompletableFuture.java:2478) ~[?:?] at com.hazelcast.jet.impl.execution.ExecutionContext.terminateExecution(ExecutionContext.java:294) ~[classes/:?] at com.hazelcast.jet.impl.JobExecutionService.terminateExecution0(JobExecutionService.java:696) ~[classes/:?] at com.hazelcast.jet.impl.JobExecutionService.cancelAllExecutions(JobExecutionService.java:240) ~[classes/:?] at com.hazelcast.jet.impl.JobExecutionService.shutdown(JobExecutionService.java:225) ~[classes/:?] at com.hazelcast.jet.impl.JetServiceBackend.shutdown(JetServiceBackend.java:204) ~[classes/:?] at com.hazelcast.spi.impl.servicemanager.impl.ServiceManagerImpl.shutdownService(ServiceManagerImpl.java:308) ~[classes/:?] at com.hazelcast.spi.impl.servicemanager.impl.ServiceManagerImpl.shutdown(ServiceManagerImpl.java:299) ~[classes/:?] at com.hazelcast.spi.impl.NodeEngineImpl.shutdown(NodeEngineImpl.java:549) ~[classes/:?] at com.hazelcast.instance.impl.Node.shutdownServices(Node.java:605) ~[classes/:?] at com.hazelcast.instance.impl.Node.shutdown(Node.java:541) ~[classes/:?] at com.hazelcast.instance.impl.LifecycleServiceImpl.shutdown(LifecycleServiceImpl.java:101) ~[classes/:?] at com.hazelcast.instance.impl.LifecycleServiceImpl.shutdown(LifecycleServiceImpl.java:84) ~[classes/:?] at com.hazelcast.instance.impl.HazelcastInstanceProxy.shutdown(HazelcastInstanceProxy.java:311) ~[classes/:?] at com.hazelcast.jet.LightJob_StandaloneClusterTest.when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator(LightJob_StandaloneClusterTest.java:61) ~[test-classes/:?] at jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:?] at jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:77) ~[?:?] at jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:?] at java.lang.reflect.Method.invoke(Method.java:568) ~[?:?] at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:59) ~[junit-4.13.2.jar:4.13.2] at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12) ~[junit-4.13.2.jar:4.13.2] at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:56) ~[junit-4.13.2.jar:4.13.2] at org.junit.internal.runners.statements.InvokeMethod.evaluate(InvokeMethod.java:17) ~[junit-4.13.2.jar:4.13.2] at com.hazelcast.test.FailOnTimeoutStatement$CallableStatement.call(FailOnTimeoutStatement.java:115) ~[test-classes/:?] at com.hazelcast.test.FailOnTimeoutStatement$CallableStatement.call(FailOnTimeoutStatement.java:107) ~[test-classes/:?] at java.util.concurrent.FutureTask.run(FutureTask.java:264) ~[?:?] ... 1 more 20:00:17,344 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [AuthenticationMessageTask] hz.frosty_maxwell.priority-generic-operation.thread-0 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Processing authentication with clientUuid 0c18bcce-447c-4fb6-93b3-d1b2baf894e9 and clientName hz.client_4485 20:00:17,344 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [AuthenticationMessageTask] hz.frosty_maxwell.priority-generic-operation.thread-0 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Received auth from MockedNodeConnection{ remoteAddress = [127.0.0.1]:40002, localAddress = [127.0.0.1]:5702, connectionId = 2}, successfully authenticated, clientUuid: 0c18bcce-447c-4fb6-93b3-d1b2baf894e9, client name: hz.client_4485, client version: 5.2-SNAPSHOT 20:00:17,345 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [NodeExtension] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Destroying node NodeExtension. 20:00:17,345 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [Node] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Hazelcast Shutdown is completed in 7 ms. 20:00:17,345 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] [127.0.0.1]:5701 is SHUTDOWN 20:00:17,347 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] hz.client_4485.internal-1 - hz.client_4485 [dev] [5.2-SNAPSHOT] HazelcastClient 5.2-SNAPSHOT (20220711 - 4d799b3) is CLIENT_CONNECTED 20:00:17,347 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientConnectionManager] hz.client_4485.internal-1 - hz.client_4485 [dev] [5.2-SNAPSHOT] Authenticated with server [127.0.0.1]:5702:51c7a0c3-46da-46eb-8900-6e5a4f7953bf, server version: 5.2-SNAPSHOT, local address: /127.0.0.1:40002 20:00:17,347 TRACE |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientListenerService] hz.client_4485.internal-4 - hz.client_4485 [dev] [5.2-SNAPSHOT] Register attempt of ClusterViewListenerHandler to MockedClientConnection{localAddress=[127.0.0.1]:40002, super=ClientConnection{alive=true, connectionId=2, channel=null, remoteAddress=[127.0.0.1]:5702, lastReadTime=2022-07-11 20:00:17.346, lastWriteTime=2022-07-11 20:00:17.344, closedTime=never, connected server version=null}} 20:00:17,347 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClusterService] hz.frosty_maxwell.cached.thread-1 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Members {size:1, ver:3} [ Member [127.0.0.1]:5702 - 51c7a0c3-46da-46eb-8900-6e5a4f7953bf this ] 20:00:17,347 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MembershipManager] hz.frosty_maxwell.cached.thread-1 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Mastership is claimed with: MembersView{version=3, members=[MemberInfo{address=[127.0.0.1]:5702, uuid=51c7a0c3-46da-46eb-8900-6e5a4f7953bf, liteMember=false, memberListJoinVersion=2}]} 20:00:17,347 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [TransactionManagerService] hz.frosty_maxwell.cached.thread-5 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Committing/rolling-back live transactions of [127.0.0.1]:5701, UUID: 7e9aa085-9a48-41e3-a70d-a7a60fe4218e 20:00:17,347 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobExecutionService] hz.frosty_maxwell.cached.thread-5 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Completing job '084f-f525-3c80-0001', execution 084f-f525-3c80-0001 locally. Reason: Member [127.0.0.1]:5701 left the cluster 20:00:17,348 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientClusterService] hz.client_4485.event-47344 - hz.client_4485 [dev] [5.2-SNAPSHOT] Members [1] { Member [127.0.0.1]:5702 - 51c7a0c3-46da-46eb-8900-6e5a4f7953bf } 20:00:17,348 TRACE |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientListenerService] ForkJoinPool.commonPool-worker-260 - hz.client_4485 [dev] [5.2-SNAPSHOT] Registered ClusterViewListenerHandler to MockedClientConnection{localAddress=[127.0.0.1]:40002, super=ClientConnection{alive=true, connectionId=2, channel=null, remoteAddress=[127.0.0.1]:5702, lastReadTime=2022-07-11 20:00:17.348, lastWriteTime=2022-07-11 20:00:17.347, closedTime=never, connected server version=null}} BuildInfo right after when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator(com.hazelcast.jet.LightJob_StandaloneClusterTest): BuildInfo{version='5.2-SNAPSHOT', build='20220711', buildNumber=20220711, revision=4d799b3, enterprise=false, serializationVersion=1} Hiccups measured while running test 'when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator(com.hazelcast.jet.LightJob_StandaloneClusterTest):' 20:00:15, accumulated pauses: 23 ms, max pause: 5 ms, pauses over 1000 ms: 0 No metrics recorded during the test 20:00:17,350 DEBUG || - [JobExecutionService] ForkJoinPool.commonPool-worker-260 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Completed execution of job '084f-f525-3c80-0001', execution 084f-f525-3c80-0001 20:00:17,350 DEBUG || - [JobExecutionService] ForkJoinPool.commonPool-worker-260 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Execution of job '084f-f525-3c80-0001', execution 084f-f525-3c80-0001 completed with failure java.util.concurrent.CompletionException: java.util.concurrent.CancellationException at java.util.concurrent.CompletableFuture.encodeThrowable(CompletableFuture.java:332) ~[?:?] at java.util.concurrent.CompletableFuture.completeThrowable(CompletableFuture.java:347) ~[?:?] at java.util.concurrent.CompletableFuture.uniWhenComplete(CompletableFuture.java:874) ~[?:?] at java.util.concurrent.CompletableFuture$UniWhenComplete.tryFire(CompletableFuture.java:841) ~[?:?] at java.util.concurrent.CompletableFuture.postComplete(CompletableFuture.java:510) ~[?:?] at java.util.concurrent.CompletableFuture.completeExceptionally(CompletableFuture.java:2162) ~[?:?] at com.hazelcast.jet.impl.util.NonCompletableFuture.internalCompleteExceptionally(NonCompletableFuture.java:72) ~[classes/:?] at com.hazelcast.jet.impl.execution.TaskletExecutionService$ExecutionTracker.taskletDone(TaskletExecutionService.java:498) ~[classes/:?] at com.hazelcast.jet.impl.execution.TaskletExecutionService$BlockingWorker.run(TaskletExecutionService.java:330) ~[classes/:?] at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:539) ~[?:?] at java.util.concurrent.FutureTask.run(FutureTask.java:264) ~[?:?] at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) ~[?:?] at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) ~[?:?] at java.lang.Thread.run(Thread.java:833) ~[?:?] Caused by: java.util.concurrent.CancellationException at java.util.concurrent.CompletableFuture.cancel(CompletableFuture.java:2478) ~[?:?] at com.hazelcast.jet.impl.execution.ExecutionContext.terminateExecution(ExecutionContext.java:294) ~[classes/:?] at com.hazelcast.jet.impl.JobExecutionService.terminateExecution0(JobExecutionService.java:696) ~[classes/:?] at com.hazelcast.jet.impl.JobExecutionService.lambda$onMemberRemoved$3(JobExecutionService.java:257) ~[classes/:?] at java.util.stream.ForEachOps$ForEachOp$OfRef.accept(ForEachOps.java:183) ~[?:?] at java.util.stream.ReferencePipeline$2$1.accept(ReferencePipeline.java:179) ~[?:?] at java.util.concurrent.ConcurrentHashMap$ValueSpliterator.forEachRemaining(ConcurrentHashMap.java:3612) ~[?:?] at java.util.stream.AbstractPipeline.copyInto(AbstractPipeline.java:509) ~[?:?] at java.util.stream.AbstractPipeline.wrapAndCopyInto(AbstractPipeline.java:499) ~[?:?] at java.util.stream.ForEachOps$ForEachOp.evaluateSequential(ForEachOps.java:150) ~[?:?] at java.util.stream.ForEachOps$ForEachOp$OfRef.evaluateSequential(ForEachOps.java:173) ~[?:?] at java.util.stream.AbstractPipeline.evaluate(AbstractPipeline.java:234) ~[?:?] at java.util.stream.ReferencePipeline.forEach(ReferencePipeline.java:596) ~[?:?] at com.hazelcast.jet.impl.JobExecutionService.onMemberRemoved(JobExecutionService.java:254) ~[classes/:?] at com.hazelcast.jet.impl.JetServiceBackend.memberRemoved(JetServiceBackend.java:296) ~[classes/:?] at com.hazelcast.internal.cluster.impl.MembershipManager.lambda$sendMembershipEventNotifications$2(MembershipManager.java:835) ~[classes/:?] at com.hazelcast.internal.util.executor.CachedExecutorServiceDelegate$Worker.run(CachedExecutorServiceDelegate.java:217) ~[classes/:?] at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) ~[?:?] at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) ~[?:?] at java.lang.Thread.run(Thread.java:833) ~[?:?] at com.hazelcast.internal.util.executor.HazelcastManagedThread.executeRun(HazelcastManagedThread.java:76) ~[classes/:?] at com.hazelcast.internal.util.executor.HazelcastManagedThread.run(HazelcastManagedThread.java:102) ~[classes/:?] ```
",1.0,"com.hazelcast.jet.LightJob_StandaloneClusterTest.when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator [HZ-1705] - _master_ (commit 4d799b3724c1b2edbe3fc9905b47c8789b475c58) Failed on ZuluJDK17: https://jenkins.hazelcast.com/view/Official%20Builds/job/Hazelcast-master-ZuluJDK17/40/testReport/com.hazelcast.jet/LightJob_StandaloneClusterTest/when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator/ It seems to cause to fail also the following test `com.hazelcast.jet.retry.impl.IntervalFunctionTest` (https://jenkins.hazelcast.com/view/Official%20Builds/job/Hazelcast-master-ZuluJDK17/40/testReport/com.hazelcast.jet.retry.impl/IntervalFunctionTest/com_hazelcast_jet_retry_impl_IntervalFunctionTest/) due to `Client instances haven't been shut down: [com.hazelcast.client.impl.clientside.HazelcastClientInstanceImpl@713fa9dc]`.
Stacktrace: ``` java.lang.RuntimeException: Error when getting job IDs: com.hazelcast.core.MemberLeftException: Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e has left cluster! at com.hazelcast.jet.impl.JetInstanceImpl.getJobsInt(JetInstanceImpl.java:106) at com.hazelcast.jet.impl.AbstractJetInstance.getJobs(AbstractJetInstance.java:208) at com.hazelcast.jet.core.JetTestSupport.shutdownJobsAndGetLeakedClassLoaders(JetTestSupport.java:129) at com.hazelcast.jet.core.JetTestSupport.shutdownFactory(JetTestSupport.java:103) at jdk.internal.reflect.GeneratedMethodAccessor63.invoke(Unknown Source) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:568) at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:59) at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12) at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:56) at com.hazelcast.test.AbstractHazelcastClassRunner$ThreadDumpAwareRunAfters.evaluate(AbstractHazelcastClassRunner.java:381) at com.hazelcast.test.DumpBuildInfoOnFailureRule$1.evaluate(DumpBuildInfoOnFailureRule.java:37) at com.hazelcast.test.jitter.JitterRule$1.evaluate(JitterRule.java:104) at com.hazelcast.test.metrics.MetricsRule$1.evaluate(MetricsRule.java:63) at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306) at org.junit.runners.BlockJUnit4ClassRunner$1.evaluate(BlockJUnit4ClassRunner.java:100) at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:366) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:103) at com.hazelcast.test.HazelcastSerialClassRunner.runChild(HazelcastSerialClassRunner.java:50) at com.hazelcast.test.HazelcastSerialClassRunner.runChild(HazelcastSerialClassRunner.java:29) at org.junit.runners.ParentRunner$4.run(ParentRunner.java:331) at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:79) at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:329) at org.junit.runners.ParentRunner.access$100(ParentRunner.java:66) at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:293) at com.hazelcast.test.AfterClassesStatement.evaluate(AfterClassesStatement.java:39) at com.hazelcast.test.OverridePropertyRule$1.evaluate(OverridePropertyRule.java:66) at org.junit.internal.runners.statements.FailOnTimeout$CallableStatement.call(FailOnTimeout.java:299) at org.junit.internal.runners.statements.FailOnTimeout$CallableStatement.call(FailOnTimeout.java:293) at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:264) at java.base/java.lang.Thread.run(Thread.java:833) Caused by: com.hazelcast.core.MemberLeftException: Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e has left cluster! at com.hazelcast.spi.impl.operationservice.impl.InvocationMonitor$OnMemberLeftTask.onTargetLoss(InvocationMonitor.java:427) at com.hazelcast.spi.impl.operationservice.impl.InvocationMonitor$OnMemberLeftTask.run0(InvocationMonitor.java:394) at com.hazelcast.spi.impl.operationservice.impl.InvocationMonitor$MonitorTask.run(InvocationMonitor.java:254) at java.base/java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:539) at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:264) at java.base/java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:304) at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) ... 1 more ```
Standard output: ``` 20:00:17,008 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MetricsConfigHelper] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [LOCAL] [dev] [5.2-SNAPSHOT] Overridden metrics configuration with system property 'hazelcast.metrics.collection.frequency'='1' -> 'MetricsConfig.collectionFrequencySeconds'='1' 20:00:17,009 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [logo] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] + + o o o o---o o----o o o---o o o----o o--o--o + + + + | | / \ / | | / / \ | | + + + + + o----o o o o o----o | o o o o----o | + + + + | | / \ / | | \ / \ | | + + o o o o o---o o----o o----o o---o o o o----o o 20:00:17,009 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Copyright (c) 2008-2022, Hazelcast, Inc. All Rights Reserved. 20:00:17,009 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Hazelcast Platform 5.2-SNAPSHOT (20220711 - 4d799b3) starting at [127.0.0.1]:5701 20:00:17,009 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Cluster name: dev 20:00:17,009 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Integrity Checker is disabled. Fail-fast on corrupted executables will not be performed. For more information, see the documentation for Integrity Checker. 20:00:17,009 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Jet is enabled 20:00:17,011 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MetricsConfigHelper] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Collecting debug metrics and sending to diagnostics is enabled 20:00:17,013 WARN |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [CPSubsystem] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] CP Subsystem is not enabled. CP data structures will operate in UNSAFE mode! Please note that UNSAFE mode will not provide strong consistency guarantees. 20:00:17,016 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JetServiceBackend] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Setting number of cooperative threads and default parallelism to 2 20:00:17,018 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [Diagnostics] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Diagnostics disabled. To enable add -Dhazelcast.diagnostics.enabled=true to the JVM arguments. 20:00:17,018 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] [127.0.0.1]:5701 is STARTING 20:00:17,018 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClusterService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Members {size:1, ver:1} [ Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e this ] 20:00:17,018 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobCoordinationService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Jet started scanning for jobs 20:00:17,018 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobCoordinationService] hz.practical_keller.cached.thread-1 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Not starting jobs because partitions are not yet initialized. 20:00:17,018 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] [127.0.0.1]:5701 is STARTED 20:00:17,019 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MetricsConfigHelper] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [LOCAL] [dev] [5.2-SNAPSHOT] Overridden metrics configuration with system property 'hazelcast.metrics.collection.frequency'='1' -> 'MetricsConfig.collectionFrequencySeconds'='1' 20:00:17,019 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [logo] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] + + o o o o---o o----o o o---o o o----o o--o--o + + + + | | / \ / | | / / \ | | + + + + + o----o o o o o----o | o o o o----o | + + + + | | / \ / | | \ / \ | | + + o o o o o---o o----o o----o o---o o o o----o o 20:00:17,019 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Copyright (c) 2008-2022, Hazelcast, Inc. All Rights Reserved. 20:00:17,019 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [HealthMonitor] hz.practical_keller.HealthMonitor - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] processors=8, physical.memory.total=377.8G, physical.memory.free=191.2G, swap.space.total=8.0G, swap.space.free=8.0G, heap.memory.used=3.0G, heap.memory.free=998.5M, heap.memory.total=4.0G, heap.memory.max=4.0G, heap.memory.used/total=75.62%, heap.memory.used/max=75.62%, minor.gc.count=160, minor.gc.time=5627ms, major.gc.count=2, major.gc.time=612ms, load.process=2.96%, load.system=0.00%, load.systemAverage=11.13, thread.count=349, thread.peakCount=1809, cluster.timeDiff=0, event.q.size=0, executor.q.async.size=0, executor.q.client.size=0, executor.q.client.query.size=0, executor.q.client.blocking.size=0, executor.q.query.size=0, executor.q.scheduled.size=0, executor.q.io.size=0, executor.q.system.size=0, executor.q.operations.size=0, executor.q.priorityOperation.size=0, operations.completed.count=0, executor.q.mapLoad.size=0, executor.q.mapLoadAllKeys.size=0, executor.q.cluster.size=0, executor.q.response.size=0, operations.running.count=0, operations.pending.invocations.percentage=0.00%, operations.pending.invocations.count=0, proxy.count=0, clientEndpoint.count=0, connection.active.count=0, client.connection.count=0, connection.count=0 20:00:17,019 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Hazelcast Platform 5.2-SNAPSHOT (20220711 - 4d799b3) starting at [127.0.0.1]:5702 20:00:17,019 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Cluster name: dev 20:00:17,019 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Integrity Checker is disabled. Fail-fast on corrupted executables will not be performed. For more information, see the documentation for Integrity Checker. 20:00:17,019 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [system] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Jet is enabled 20:00:17,021 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MetricsConfigHelper] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Collecting debug metrics and sending to diagnostics is enabled 20:00:17,024 WARN |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [CPSubsystem] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] CP Subsystem is not enabled. CP data structures will operate in UNSAFE mode! Please note that UNSAFE mode will not provide strong consistency guarantees. 20:00:17,026 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JetServiceBackend] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Setting number of cooperative threads and default parallelism to 2 20:00:17,027 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [Diagnostics] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Diagnostics disabled. To enable add -Dhazelcast.diagnostics.enabled=true to the JVM arguments. 20:00:17,027 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] [127.0.0.1]:5702 is STARTING 20:00:17,027 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MockServer] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Created connection to endpoint: [127.0.0.1]:5701-7e9aa085-9a48-41e3-a70d-a7a60fe4218e, connection: MockConnection{localEndpoint=[address=[127.0.0.1]:5702, uuid=51c7a0c3-46da-46eb-8900-6e5a4f7953bf], remoteEndpoint=[address=[127.0.0.1]:5701, uuid=7e9aa085-9a48-41e3-a70d-a7a60fe4218e], alive=true} 20:00:17,028 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MockServer] hz.practical_keller.generic-operation.thread-0 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Created connection to endpoint: [127.0.0.1]:5702-51c7a0c3-46da-46eb-8900-6e5a4f7953bf, connection: MockConnection{localEndpoint=[address=[127.0.0.1]:5701, uuid=7e9aa085-9a48-41e3-a70d-a7a60fe4218e], remoteEndpoint=[address=[127.0.0.1]:5702, uuid=51c7a0c3-46da-46eb-8900-6e5a4f7953bf], alive=true} 20:00:17,028 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClusterService] hz.practical_keller.generic-operation.thread-0 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Members {size:2, ver:2} [ Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e this Member [127.0.0.1]:5702 - 51c7a0c3-46da-46eb-8900-6e5a4f7953bf ] 20:00:17,118 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobCoordinationService] hz.practical_keller.cached.thread-2 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Not starting jobs because partitions are not yet initialized. 20:00:17,128 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClusterService] hz.frosty_maxwell.priority-generic-operation.thread-0 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Members {size:2, ver:2} [ Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e Member [127.0.0.1]:5702 - 51c7a0c3-46da-46eb-8900-6e5a4f7953bf this ] 20:00:17,129 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobCoordinationService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Jet started scanning for jobs 20:00:17,129 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] [127.0.0.1]:5702 is STARTED 20:00:17,130 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [HealthMonitor] hz.frosty_maxwell.HealthMonitor - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] processors=8, physical.memory.total=377.8G, physical.memory.free=191.2G, swap.space.total=8.0G, swap.space.free=8.0G, heap.memory.used=3.0G, heap.memory.free=992.1M, heap.memory.total=4.0G, heap.memory.max=4.0G, heap.memory.used/total=75.77%, heap.memory.used/max=75.77%, minor.gc.count=160, minor.gc.time=5627ms, major.gc.count=2, major.gc.time=612ms, load.process=1.64%, load.system=16.36%, load.systemAverage=11.13, thread.count=373, thread.peakCount=1809, cluster.timeDiff=0, event.q.size=0, executor.q.async.size=0, executor.q.client.size=0, executor.q.client.query.size=0, executor.q.client.blocking.size=0, executor.q.query.size=0, executor.q.scheduled.size=0, executor.q.io.size=0, executor.q.system.size=0, executor.q.operations.size=0, executor.q.priorityOperation.size=0, operations.completed.count=13, executor.q.mapLoad.size=0, executor.q.mapLoadAllKeys.size=0, executor.q.cluster.size=0, executor.q.response.size=0, operations.running.count=0, operations.pending.invocations.percentage=0.00%, operations.pending.invocations.count=0, proxy.count=0, clientEndpoint.count=0, connection.active.count=0, client.connection.count=0, connection.count=0 20:00:17,132 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientInvocationService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - hz.client_4485 [dev] [5.2-SNAPSHOT] Running with 2 response threads, dynamic=true 20:00:17,133 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - hz.client_4485 [dev] [5.2-SNAPSHOT] HazelcastClient 5.2-SNAPSHOT (20220711 - 4d799b3) is STARTING 20:00:17,133 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - hz.client_4485 [dev] [5.2-SNAPSHOT] HazelcastClient 5.2-SNAPSHOT (20220711 - 4d799b3) is STARTED 20:00:17,134 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientConnectionManager] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - hz.client_4485 [dev] [5.2-SNAPSHOT] Trying to connect to cluster: dev 20:00:17,134 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientConnectionManager] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - hz.client_4485 [dev] [5.2-SNAPSHOT] Trying to connect to [127.0.0.1]:5701 20:00:17,134 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [HazelcastClient] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - Created connection to endpoint: [127.0.0.1]:5701, connection: MockedClientConnection{localAddress=[127.0.0.1]:40001, super=ClientConnection{alive=true, connectionId=1, channel=null, remoteAddress=null, lastReadTime=never, lastWriteTime=never, closedTime=never, connected server version=null}} 20:00:17,134 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [AuthenticationMessageTask] hz.practical_keller.priority-generic-operation.thread-0 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Processing authentication with clientUuid 0c18bcce-447c-4fb6-93b3-d1b2baf894e9 and clientName hz.client_4485 20:00:17,135 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [AuthenticationMessageTask] hz.practical_keller.priority-generic-operation.thread-0 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Received auth from MockedNodeConnection{ remoteAddress = [127.0.0.1]:40001, localAddress = [127.0.0.1]:5701, connectionId = 1}, successfully authenticated, clientUuid: 0c18bcce-447c-4fb6-93b3-d1b2baf894e9, client name: hz.client_4485, client version: 5.2-SNAPSHOT 20:00:17,135 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - hz.client_4485 [dev] [5.2-SNAPSHOT] HazelcastClient 5.2-SNAPSHOT (20220711 - 4d799b3) is CLIENT_CONNECTED 20:00:17,135 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientConnectionManager] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - hz.client_4485 [dev] [5.2-SNAPSHOT] Authenticated with server [127.0.0.1]:5701:7e9aa085-9a48-41e3-a70d-a7a60fe4218e, server version: 5.2-SNAPSHOT, local address: /127.0.0.1:40001 20:00:17,135 TRACE |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientListenerService] hz.client_4485.internal-1 - hz.client_4485 [dev] [5.2-SNAPSHOT] Register attempt of ClusterViewListenerHandler to MockedClientConnection{localAddress=[127.0.0.1]:40001, super=ClientConnection{alive=true, connectionId=1, channel=null, remoteAddress=[127.0.0.1]:5701, lastReadTime=2022-07-11 20:00:17.135, lastWriteTime=2022-07-11 20:00:17.134, closedTime=never, connected server version=null}} 20:00:17,135 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [Diagnostics] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - hz.client_4485 [dev] [5.2-SNAPSHOT] Diagnostics disabled. To enable add -Dhazelcast.diagnostics.enabled=true to the JVM arguments. 20:00:17,136 TRACE |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientListenerService] ForkJoinPool.commonPool-worker-260 - hz.client_4485 [dev] [5.2-SNAPSHOT] Registered ClusterViewListenerHandler to MockedClientConnection{localAddress=[127.0.0.1]:40001, super=ClientConnection{alive=true, connectionId=1, channel=null, remoteAddress=[127.0.0.1]:5701, lastReadTime=2022-07-11 20:00:17.136, lastWriteTime=2022-07-11 20:00:17.135, closedTime=never, connected server version=null}} 20:00:17,136 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientClusterService] hz.client_4485.event-47347 - hz.client_4485 [dev] [5.2-SNAPSHOT] Members [2] { Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e Member [127.0.0.1]:5702 - 51c7a0c3-46da-46eb-8900-6e5a4f7953bf } 20:00:17,137 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientStatisticsService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - Client statistics is enabled with period 5 seconds. 20:00:17,138 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LightMasterContext] hz.practical_keller.client.thread-2 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Start executing light job 084f-f525-3c80-0001, execution graph in DOT format: digraph DAG { ""v"" [localParallelism=default]; } HINT: You can use graphviz or http://viz-js.com/ to visualize the printed graph. 20:00:17,138 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LightMasterContext] hz.practical_keller.client.thread-2 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Building execution plan for 084f-f525-3c80-0001 20:00:17,138 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [PartitionStateManager] hz.practical_keller.client.thread-2 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Initializing cluster partition table arrangement... 20:00:17,138 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LightMasterContext] hz.practical_keller.client.thread-2 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Built execution plans for 084f-f525-3c80-0001 20:00:17,139 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [InitExecutionOperation] hz.practical_keller.client.thread-2 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Initializing execution plan for job 084f-f525-3c80-0001, execution 084f-f525-3c80-0001 from [127.0.0.1]:5701 20:00:17,139 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobExecutionService] hz.practical_keller.client.thread-2 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Execution plan for light job ID=084f-f525-3c80-0001, jobName='084f-f525-3c80-0001', executionId=084f-f525-3c80-0001 initialized, will start the execution 20:00:17,139 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [InitExecutionOperation] hz.frosty_maxwell.generic-operation.thread-1 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Initializing execution plan for job 084f-f525-3c80-0001, execution 084f-f525-3c80-0001 from [127.0.0.1]:5701 20:00:17,139 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobExecutionService] hz.frosty_maxwell.generic-operation.thread-1 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Execution plan for light job ID=084f-f525-3c80-0001, jobName='084f-f525-3c80-0001', executionId=084f-f525-3c80-0001 initialized, will start the execution 20:00:17,220 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobRepository] hz.practical_keller.cached.thread-2 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Job cleanup took 0ms 20:00:17,338 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] [127.0.0.1]:5701 is SHUTTING_DOWN 20:00:17,338 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobCoordinationService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Added a shutting-down member: 7e9aa085-9a48-41e3-a70d-a7a60fe4218e 20:00:17,339 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MigrationManager] hz.practical_keller.cached.thread-1 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Shutdown request of Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e this is handled 20:00:17,340 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MigrationManager] hz.practical_keller.migration - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Repartitioning cluster data. Migration tasks count: 6 20:00:17,342 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MigrationManager] hz.practical_keller.migration - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] All migration tasks have been completed. (repartitionTime=Mon Jul 11 20:00:17 UTC 2022, plannedMigrations=6, completedMigrations=6, remainingMigrations=0, totalCompletedMigrations=6, elapsedMigrationOperationTime=11ms, totalElapsedMigrationOperationTime=11ms, elapsedDestinationCommitTime=1ms, totalElapsedDestinationCommitTime=1ms, elapsedMigrationTime=13ms, totalElapsedMigrationTime=13ms) 20:00:17,342 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [Node] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Shutting down connection manager... 20:00:17,342 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MockServer] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Removed connection to endpoint: [address=[127.0.0.1]:5701, uuid=7e9aa085-9a48-41e3-a70d-a7a60fe4218e], connection: MockConnection{localEndpoint=[address=[127.0.0.1]:5702, uuid=51c7a0c3-46da-46eb-8900-6e5a4f7953bf], remoteEndpoint=[address=[127.0.0.1]:5701, uuid=7e9aa085-9a48-41e3-a70d-a7a60fe4218e], alive=false} 20:00:17,342 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MockServer] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Removed connection to endpoint: [address=[127.0.0.1]:5702, uuid=51c7a0c3-46da-46eb-8900-6e5a4f7953bf], connection: MockConnection{localEndpoint=[address=[127.0.0.1]:5701, uuid=7e9aa085-9a48-41e3-a70d-a7a60fe4218e], remoteEndpoint=[address=[127.0.0.1]:5702, uuid=51c7a0c3-46da-46eb-8900-6e5a4f7953bf], alive=false} 20:00:17,342 WARN |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [TestClientRegistry$MockedServerConnection] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - Server connection closed: null 20:00:17,342 WARN |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [OutboundResponseHandler] hz.frosty_maxwell.priority-generic-operation.thread-0 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Cannot send response: true to [127.0.0.1]:5701. com.hazelcast.internal.partition.operation.PublishCompletedMigrationsOperation{serviceName='hz:core:partitionService', identityHash=1715137229, partitionId=-1, replicaIndex=0, callId=41, invocationTime=1657569617342 (2022-07-11 20:00:17.342), waitTimeout=-1, callTimeout=60000, tenantControl=com.hazelcast.spi.impl.tenantcontrol.NoopTenantControl@0} 20:00:17,342 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MockServer] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Removed connection to endpoint: [address=[127.0.0.1]:40001, uuid=0c18bcce-447c-4fb6-93b3-d1b2baf894e9], connection: MockedNodeConnection{ remoteAddress = [127.0.0.1]:40001, localAddress = [127.0.0.1]:5701, connectionId = 1} 20:00:17,342 WARN |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MembershipManager] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e is suspected to be dead for reason: Connection manager is stopped on Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e this 20:00:17,342 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MembershipManager] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Starting mastership claim process... 20:00:17,343 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MembershipManager] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Local MembersView{version=2, members=[MemberInfo{address=[127.0.0.1]:5701, uuid=7e9aa085-9a48-41e3-a70d-a7a60fe4218e, liteMember=false, memberListJoinVersion=1}, MemberInfo{address=[127.0.0.1]:5702, uuid=51c7a0c3-46da-46eb-8900-6e5a4f7953bf, liteMember=false, memberListJoinVersion=2}]} with suspected members: [Member [127.0.0.1]:5701 - 7e9aa085-9a48-41e3-a70d-a7a60fe4218e] and initial addresses to ask: [] 20:00:17,343 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [Node] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Shutting down node engine... 20:00:17,343 WARN |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [TcpClientConnection] pool-13257-thread-1 - hz.client_4485 [dev] [5.2-SNAPSHOT] MockedClientConnection{localAddress=[127.0.0.1]:40001, super=ClientConnection{alive=false, connectionId=1, channel=null, remoteAddress=[127.0.0.1]:5701, lastReadTime=2022-07-11 20:00:17.239, lastWriteTime=2022-07-11 20:00:17.140, closedTime=2022-07-11 20:00:17.342, connected server version=null}} closed. Reason: com.hazelcast.spi.exception.TargetDisconnectedException[Mocked Remote socket closed] com.hazelcast.spi.exception.TargetDisconnectedException: Mocked Remote socket closed at com.hazelcast.client.test.TestClientRegistry$MockedTcpClientConnection$4.run(TestClientRegistry.java:332) [test-classes/:?] at com.hazelcast.client.test.TwoWayBlockableExecutor$BlockableRunnable.run(TwoWayBlockableExecutor.java:98) [test-classes/:?] at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) [?:?] at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) [?:?] at java.lang.Thread.run(Thread.java:833) [?:?] 20:00:17,343 WARN |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [TwoWayBlockableExecutor] pool-13257-thread-1 - Dropping outgoing runnable since other end closed. Client Closed EOF. MockedClientConnection{localAddress=[127.0.0.1]:40001, super=ClientConnection{alive=false, connectionId=1, channel=null, remoteAddress=[127.0.0.1]:5701, lastReadTime=2022-07-11 20:00:17.239, lastWriteTime=2022-07-11 20:00:17.140, closedTime=2022-07-11 20:00:17.342, connected server version=null}} 20:00:17,343 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobExecutionService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Completing job '084f-f525-3c80-0001', execution 084f-f525-3c80-0001 locally. Reason: Node is shutting down 20:00:17,343 WARN |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [Invocation] ForkJoinPool.commonPool-worker-260 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Future.complete(Object) on completed future. Request: Invocation{op=com.hazelcast.jet.impl.operation.SubmitJobOperation{serviceName='hz:impl:jetService', identityHash=768438770, partitionId=-1, replicaIndex=0, callId=-7, invocationTime=1657569617138 (2022-07-11 20:00:17.138), waitTimeout=-1, callTimeout=60000, tenantControl=com.hazelcast.spi.impl.tenantcontrol.NoopTenantControl@0}, tryCount=250, tryPauseMillis=500, invokeCount=1, callTimeoutMillis=60000, firstInvocationTimeMs=1657569617138, firstInvocationTime='2022-07-11 20:00:17.138', lastHeartbeatMillis=0, lastHeartbeatTime='1970-01-01 00:00:00.000', target=[127.0.0.1]:5701, pendingResponse={VOID}, backupsAcksExpected=-1, backupsAcksReceived=0, connection=null}, current value: ExceptionalResult{cause=com.hazelcast.core.HazelcastInstanceNotActiveException: Hazelcast instance is not active!}, offered value: ExceptionalResult{cause=com.hazelcast.jet.JetException: Execution on a member failed: com.hazelcast.core.HazelcastInstanceNotActiveException: Hazelcast instance is not active!} java.lang.Exception: Future.complete(Object) on completed future. Request: Invocation{op=com.hazelcast.jet.impl.operation.SubmitJobOperation{serviceName='hz:impl:jetService', identityHash=768438770, partitionId=-1, replicaIndex=0, callId=-7, invocationTime=1657569617138 (2022-07-11 20:00:17.138), waitTimeout=-1, callTimeout=60000, tenantControl=com.hazelcast.spi.impl.tenantcontrol.NoopTenantControl@0}, tryCount=250, tryPauseMillis=500, invokeCount=1, callTimeoutMillis=60000, firstInvocationTimeMs=1657569617138, firstInvocationTime='2022-07-11 20:00:17.138', lastHeartbeatMillis=0, lastHeartbeatTime='1970-01-01 00:00:00.000', target=[127.0.0.1]:5701, pendingResponse={VOID}, backupsAcksExpected=-1, backupsAcksReceived=0, connection=null}, current value: ExceptionalResult{cause=com.hazelcast.core.HazelcastInstanceNotActiveException: Hazelcast instance is not active!}, offered value: ExceptionalResult{cause=com.hazelcast.jet.JetException: Execution on a member failed: com.hazelcast.core.HazelcastInstanceNotActiveException: Hazelcast instance is not active!} at com.hazelcast.spi.impl.AbstractInvocationFuture.warnIfSuspiciousDoubleCompletion(AbstractInvocationFuture.java:1256) ~[classes/:?] at com.hazelcast.spi.impl.AbstractInvocationFuture.complete0(AbstractInvocationFuture.java:1230) ~[classes/:?] at com.hazelcast.spi.impl.AbstractInvocationFuture.completeExceptionallyInternal(AbstractInvocationFuture.java:1223) ~[classes/:?] at com.hazelcast.spi.impl.operationservice.impl.Invocation.completeExceptionally(Invocation.java:680) ~[classes/:?] at com.hazelcast.spi.impl.operationservice.impl.Invocation.notifyThrowable(Invocation.java:386) ~[classes/:?] at com.hazelcast.spi.impl.operationservice.impl.Invocation.notifyError(Invocation.java:330) ~[classes/:?] at com.hazelcast.spi.impl.operationservice.impl.Invocation.sendResponse(Invocation.java:230) ~[classes/:?] at com.hazelcast.spi.impl.operationservice.Operation.sendResponse(Operation.java:483) ~[classes/:?] at com.hazelcast.jet.impl.operation.AsyncOperation.doSendResponse(AsyncOperation.java:81) ~[classes/:?] at com.hazelcast.jet.impl.operation.AsyncOperation.lambda$run$0(AsyncOperation.java:60) ~[classes/:?] at com.hazelcast.jet.impl.util.ExceptionUtil.lambda$withTryCatch$0(ExceptionUtil.java:172) ~[classes/:?] at java.util.concurrent.CompletableFuture.uniWhenComplete(CompletableFuture.java:863) ~[?:?] at java.util.concurrent.CompletableFuture$UniWhenComplete.tryFire(CompletableFuture.java:841) ~[?:?] at java.util.concurrent.CompletableFuture.postComplete(CompletableFuture.java:510) ~[?:?] at java.util.concurrent.CompletableFuture.completeExceptionally(CompletableFuture.java:2162) ~[?:?] at com.hazelcast.jet.impl.LightMasterContext.finalizeJob(LightMasterContext.java:171) ~[classes/:?] at com.hazelcast.jet.impl.LightMasterContext.lambda$new$2(LightMasterContext.java:141) ~[classes/:?] at com.hazelcast.jet.impl.LightMasterContext.lambda$invokeOnParticipant$5(LightMasterContext.java:241) ~[classes/:?] at com.hazelcast.spi.impl.AbstractInvocationFuture$WhenCompleteNode.lambda$execute$0(AbstractInvocationFuture.java:1564) ~[classes/:?] at com.hazelcast.test.TestLoggingUtils$CustomTestNameAwareForkJoinPool$TestNameAwareRunnable.run(TestLoggingUtils.java:104) [test-classes/:?] at java.util.concurrent.ForkJoinTask$RunnableExecuteAction.exec(ForkJoinTask.java:1395) [?:?] at java.util.concurrent.ForkJoinTask.doExec(ForkJoinTask.java:373) [?:?] at java.util.concurrent.ForkJoinPool$WorkQueue.topLevelExec(ForkJoinPool.java:1182) [?:?] at java.util.concurrent.ForkJoinPool.scan(ForkJoinPool.java:1655) [?:?] at java.util.concurrent.ForkJoinPool.runWorker(ForkJoinPool.java:1622) [?:?] at java.util.concurrent.ForkJoinWorkerThread.run(ForkJoinWorkerThread.java:165) [?:?] 20:00:17,344 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientConnectionManager] pool-13257-thread-1 - hz.client_4485 [dev] [5.2-SNAPSHOT] Removed connection to endpoint: [127.0.0.1]:5701:7e9aa085-9a48-41e3-a70d-a7a60fe4218e, connection: MockedClientConnection{localAddress=[127.0.0.1]:40001, super=ClientConnection{alive=false, connectionId=1, channel=null, remoteAddress=[127.0.0.1]:5701, lastReadTime=2022-07-11 20:00:17.239, lastWriteTime=2022-07-11 20:00:17.140, closedTime=2022-07-11 20:00:17.342, connected server version=null}} 20:00:17,344 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] pool-13257-thread-1 - hz.client_4485 [dev] [5.2-SNAPSHOT] HazelcastClient 5.2-SNAPSHOT (20220711 - 4d799b3) is CLIENT_DISCONNECTED 20:00:17,344 DEBUG || - [JobExecutionService] ForkJoinPool.commonPool-worker-260 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Completed execution of job '084f-f525-3c80-0001', execution 084f-f525-3c80-0001 20:00:17,344 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientConnectionManager] hz.client_4485.internal-1 - hz.client_4485 [dev] [5.2-SNAPSHOT] Trying to connect to cluster: dev 20:00:17,344 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientConnectionManager] hz.client_4485.internal-1 - hz.client_4485 [dev] [5.2-SNAPSHOT] Trying to connect to Member [127.0.0.1]:5702 - 51c7a0c3-46da-46eb-8900-6e5a4f7953bf 20:00:17,344 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [HazelcastClient] hz.client_4485.internal-1 - Created connection to endpoint: [127.0.0.1]:5702, connection: MockedClientConnection{localAddress=[127.0.0.1]:40002, super=ClientConnection{alive=true, connectionId=2, channel=null, remoteAddress=null, lastReadTime=never, lastWriteTime=never, closedTime=never, connected server version=null}} 20:00:17,344 DEBUG || - [JobExecutionService] ForkJoinPool.commonPool-worker-260 - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Execution of job '084f-f525-3c80-0001', execution 084f-f525-3c80-0001 completed with failure java.util.concurrent.CompletionException: java.util.concurrent.CancellationException at java.util.concurrent.CompletableFuture.encodeThrowable(CompletableFuture.java:332) ~[?:?] at java.util.concurrent.CompletableFuture.completeThrowable(CompletableFuture.java:347) ~[?:?] at java.util.concurrent.CompletableFuture.uniWhenComplete(CompletableFuture.java:874) ~[?:?] at java.util.concurrent.CompletableFuture$UniWhenComplete.tryFire(CompletableFuture.java:841) ~[?:?] at java.util.concurrent.CompletableFuture.postComplete(CompletableFuture.java:510) ~[?:?] at java.util.concurrent.CompletableFuture.completeExceptionally(CompletableFuture.java:2162) ~[?:?] at com.hazelcast.jet.impl.util.NonCompletableFuture.internalCompleteExceptionally(NonCompletableFuture.java:72) ~[classes/:?] at com.hazelcast.jet.impl.execution.TaskletExecutionService$ExecutionTracker.taskletDone(TaskletExecutionService.java:498) ~[classes/:?] at com.hazelcast.jet.impl.execution.TaskletExecutionService$BlockingWorker.run(TaskletExecutionService.java:330) ~[classes/:?] at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:539) ~[?:?] at java.util.concurrent.FutureTask.run(FutureTask.java:264) ~[?:?] at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) ~[?:?] at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) ~[?:?] at java.lang.Thread.run(Thread.java:833) ~[?:?] Caused by: java.util.concurrent.CancellationException at java.util.concurrent.CompletableFuture.cancel(CompletableFuture.java:2478) ~[?:?] at com.hazelcast.jet.impl.execution.ExecutionContext.terminateExecution(ExecutionContext.java:294) ~[classes/:?] at com.hazelcast.jet.impl.JobExecutionService.terminateExecution0(JobExecutionService.java:696) ~[classes/:?] at com.hazelcast.jet.impl.JobExecutionService.cancelAllExecutions(JobExecutionService.java:240) ~[classes/:?] at com.hazelcast.jet.impl.JobExecutionService.shutdown(JobExecutionService.java:225) ~[classes/:?] at com.hazelcast.jet.impl.JetServiceBackend.shutdown(JetServiceBackend.java:204) ~[classes/:?] at com.hazelcast.spi.impl.servicemanager.impl.ServiceManagerImpl.shutdownService(ServiceManagerImpl.java:308) ~[classes/:?] at com.hazelcast.spi.impl.servicemanager.impl.ServiceManagerImpl.shutdown(ServiceManagerImpl.java:299) ~[classes/:?] at com.hazelcast.spi.impl.NodeEngineImpl.shutdown(NodeEngineImpl.java:549) ~[classes/:?] at com.hazelcast.instance.impl.Node.shutdownServices(Node.java:605) ~[classes/:?] at com.hazelcast.instance.impl.Node.shutdown(Node.java:541) ~[classes/:?] at com.hazelcast.instance.impl.LifecycleServiceImpl.shutdown(LifecycleServiceImpl.java:101) ~[classes/:?] at com.hazelcast.instance.impl.LifecycleServiceImpl.shutdown(LifecycleServiceImpl.java:84) ~[classes/:?] at com.hazelcast.instance.impl.HazelcastInstanceProxy.shutdown(HazelcastInstanceProxy.java:311) ~[classes/:?] at com.hazelcast.jet.LightJob_StandaloneClusterTest.when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator(LightJob_StandaloneClusterTest.java:61) ~[test-classes/:?] at jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:?] at jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:77) ~[?:?] at jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:?] at java.lang.reflect.Method.invoke(Method.java:568) ~[?:?] at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:59) ~[junit-4.13.2.jar:4.13.2] at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12) ~[junit-4.13.2.jar:4.13.2] at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:56) ~[junit-4.13.2.jar:4.13.2] at org.junit.internal.runners.statements.InvokeMethod.evaluate(InvokeMethod.java:17) ~[junit-4.13.2.jar:4.13.2] at com.hazelcast.test.FailOnTimeoutStatement$CallableStatement.call(FailOnTimeoutStatement.java:115) ~[test-classes/:?] at com.hazelcast.test.FailOnTimeoutStatement$CallableStatement.call(FailOnTimeoutStatement.java:107) ~[test-classes/:?] at java.util.concurrent.FutureTask.run(FutureTask.java:264) ~[?:?] ... 1 more 20:00:17,344 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [AuthenticationMessageTask] hz.frosty_maxwell.priority-generic-operation.thread-0 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Processing authentication with clientUuid 0c18bcce-447c-4fb6-93b3-d1b2baf894e9 and clientName hz.client_4485 20:00:17,344 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [AuthenticationMessageTask] hz.frosty_maxwell.priority-generic-operation.thread-0 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Received auth from MockedNodeConnection{ remoteAddress = [127.0.0.1]:40002, localAddress = [127.0.0.1]:5702, connectionId = 2}, successfully authenticated, clientUuid: 0c18bcce-447c-4fb6-93b3-d1b2baf894e9, client name: hz.client_4485, client version: 5.2-SNAPSHOT 20:00:17,345 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [NodeExtension] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Destroying node NodeExtension. 20:00:17,345 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [Node] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] Hazelcast Shutdown is completed in 7 ms. 20:00:17,345 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator - [127.0.0.1]:5701 [dev] [5.2-SNAPSHOT] [127.0.0.1]:5701 is SHUTDOWN 20:00:17,347 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [LifecycleService] hz.client_4485.internal-1 - hz.client_4485 [dev] [5.2-SNAPSHOT] HazelcastClient 5.2-SNAPSHOT (20220711 - 4d799b3) is CLIENT_CONNECTED 20:00:17,347 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientConnectionManager] hz.client_4485.internal-1 - hz.client_4485 [dev] [5.2-SNAPSHOT] Authenticated with server [127.0.0.1]:5702:51c7a0c3-46da-46eb-8900-6e5a4f7953bf, server version: 5.2-SNAPSHOT, local address: /127.0.0.1:40002 20:00:17,347 TRACE |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientListenerService] hz.client_4485.internal-4 - hz.client_4485 [dev] [5.2-SNAPSHOT] Register attempt of ClusterViewListenerHandler to MockedClientConnection{localAddress=[127.0.0.1]:40002, super=ClientConnection{alive=true, connectionId=2, channel=null, remoteAddress=[127.0.0.1]:5702, lastReadTime=2022-07-11 20:00:17.346, lastWriteTime=2022-07-11 20:00:17.344, closedTime=never, connected server version=null}} 20:00:17,347 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClusterService] hz.frosty_maxwell.cached.thread-1 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Members {size:1, ver:3} [ Member [127.0.0.1]:5702 - 51c7a0c3-46da-46eb-8900-6e5a4f7953bf this ] 20:00:17,347 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [MembershipManager] hz.frosty_maxwell.cached.thread-1 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Mastership is claimed with: MembersView{version=3, members=[MemberInfo{address=[127.0.0.1]:5702, uuid=51c7a0c3-46da-46eb-8900-6e5a4f7953bf, liteMember=false, memberListJoinVersion=2}]} 20:00:17,347 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [TransactionManagerService] hz.frosty_maxwell.cached.thread-5 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Committing/rolling-back live transactions of [127.0.0.1]:5701, UUID: 7e9aa085-9a48-41e3-a70d-a7a60fe4218e 20:00:17,347 DEBUG |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [JobExecutionService] hz.frosty_maxwell.cached.thread-5 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Completing job '084f-f525-3c80-0001', execution 084f-f525-3c80-0001 locally. Reason: Member [127.0.0.1]:5701 left the cluster 20:00:17,348 INFO |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientClusterService] hz.client_4485.event-47344 - hz.client_4485 [dev] [5.2-SNAPSHOT] Members [1] { Member [127.0.0.1]:5702 - 51c7a0c3-46da-46eb-8900-6e5a4f7953bf } 20:00:17,348 TRACE |when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator| - [ClientListenerService] ForkJoinPool.commonPool-worker-260 - hz.client_4485 [dev] [5.2-SNAPSHOT] Registered ClusterViewListenerHandler to MockedClientConnection{localAddress=[127.0.0.1]:40002, super=ClientConnection{alive=true, connectionId=2, channel=null, remoteAddress=[127.0.0.1]:5702, lastReadTime=2022-07-11 20:00:17.348, lastWriteTime=2022-07-11 20:00:17.347, closedTime=never, connected server version=null}} BuildInfo right after when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator(com.hazelcast.jet.LightJob_StandaloneClusterTest): BuildInfo{version='5.2-SNAPSHOT', build='20220711', buildNumber=20220711, revision=4d799b3, enterprise=false, serializationVersion=1} Hiccups measured while running test 'when_coordinatorFails_then_jobNotRetriedWithAnotherCoordinator(com.hazelcast.jet.LightJob_StandaloneClusterTest):' 20:00:15, accumulated pauses: 23 ms, max pause: 5 ms, pauses over 1000 ms: 0 No metrics recorded during the test 20:00:17,350 DEBUG || - [JobExecutionService] ForkJoinPool.commonPool-worker-260 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Completed execution of job '084f-f525-3c80-0001', execution 084f-f525-3c80-0001 20:00:17,350 DEBUG || - [JobExecutionService] ForkJoinPool.commonPool-worker-260 - [127.0.0.1]:5702 [dev] [5.2-SNAPSHOT] Execution of job '084f-f525-3c80-0001', execution 084f-f525-3c80-0001 completed with failure java.util.concurrent.CompletionException: java.util.concurrent.CancellationException at java.util.concurrent.CompletableFuture.encodeThrowable(CompletableFuture.java:332) ~[?:?] at java.util.concurrent.CompletableFuture.completeThrowable(CompletableFuture.java:347) ~[?:?] at java.util.concurrent.CompletableFuture.uniWhenComplete(CompletableFuture.java:874) ~[?:?] at java.util.concurrent.CompletableFuture$UniWhenComplete.tryFire(CompletableFuture.java:841) ~[?:?] at java.util.concurrent.CompletableFuture.postComplete(CompletableFuture.java:510) ~[?:?] at java.util.concurrent.CompletableFuture.completeExceptionally(CompletableFuture.java:2162) ~[?:?] at com.hazelcast.jet.impl.util.NonCompletableFuture.internalCompleteExceptionally(NonCompletableFuture.java:72) ~[classes/:?] at com.hazelcast.jet.impl.execution.TaskletExecutionService$ExecutionTracker.taskletDone(TaskletExecutionService.java:498) ~[classes/:?] at com.hazelcast.jet.impl.execution.TaskletExecutionService$BlockingWorker.run(TaskletExecutionService.java:330) ~[classes/:?] at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:539) ~[?:?] at java.util.concurrent.FutureTask.run(FutureTask.java:264) ~[?:?] at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) ~[?:?] at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) ~[?:?] at java.lang.Thread.run(Thread.java:833) ~[?:?] Caused by: java.util.concurrent.CancellationException at java.util.concurrent.CompletableFuture.cancel(CompletableFuture.java:2478) ~[?:?] at com.hazelcast.jet.impl.execution.ExecutionContext.terminateExecution(ExecutionContext.java:294) ~[classes/:?] at com.hazelcast.jet.impl.JobExecutionService.terminateExecution0(JobExecutionService.java:696) ~[classes/:?] at com.hazelcast.jet.impl.JobExecutionService.lambda$onMemberRemoved$3(JobExecutionService.java:257) ~[classes/:?] at java.util.stream.ForEachOps$ForEachOp$OfRef.accept(ForEachOps.java:183) ~[?:?] at java.util.stream.ReferencePipeline$2$1.accept(ReferencePipeline.java:179) ~[?:?] at java.util.concurrent.ConcurrentHashMap$ValueSpliterator.forEachRemaining(ConcurrentHashMap.java:3612) ~[?:?] at java.util.stream.AbstractPipeline.copyInto(AbstractPipeline.java:509) ~[?:?] at java.util.stream.AbstractPipeline.wrapAndCopyInto(AbstractPipeline.java:499) ~[?:?] at java.util.stream.ForEachOps$ForEachOp.evaluateSequential(ForEachOps.java:150) ~[?:?] at java.util.stream.ForEachOps$ForEachOp$OfRef.evaluateSequential(ForEachOps.java:173) ~[?:?] at java.util.stream.AbstractPipeline.evaluate(AbstractPipeline.java:234) ~[?:?] at java.util.stream.ReferencePipeline.forEach(ReferencePipeline.java:596) ~[?:?] at com.hazelcast.jet.impl.JobExecutionService.onMemberRemoved(JobExecutionService.java:254) ~[classes/:?] at com.hazelcast.jet.impl.JetServiceBackend.memberRemoved(JetServiceBackend.java:296) ~[classes/:?] at com.hazelcast.internal.cluster.impl.MembershipManager.lambda$sendMembershipEventNotifications$2(MembershipManager.java:835) ~[classes/:?] at com.hazelcast.internal.util.executor.CachedExecutorServiceDelegate$Worker.run(CachedExecutorServiceDelegate.java:217) ~[classes/:?] at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) ~[?:?] at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) ~[?:?] at java.lang.Thread.run(Thread.java:833) ~[?:?] at com.hazelcast.internal.util.executor.HazelcastManagedThread.executeRun(HazelcastManagedThread.java:76) ~[classes/:?] at com.hazelcast.internal.util.executor.HazelcastManagedThread.run(HazelcastManagedThread.java:102) ~[classes/:?] ```
",0,com hazelcast jet lightjob standaloneclustertest when coordinatorfails then jobnotretriedwithanothercoordinator master commit failed on it seems to cause to fail also the following test com hazelcast jet retry impl intervalfunctiontest due to client instances haven t been shut down stacktrace java lang runtimeexception error when getting job ids com hazelcast core memberleftexception member has left cluster at com hazelcast jet impl jetinstanceimpl getjobsint jetinstanceimpl java at com hazelcast jet impl abstractjetinstance getjobs abstractjetinstance java at com hazelcast jet core jettestsupport shutdownjobsandgetleakedclassloaders jettestsupport java at com hazelcast jet core jettestsupport shutdownfactory jettestsupport java at jdk internal reflect invoke unknown source at java base jdk internal reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java base java lang reflect method invoke method java at org junit runners model frameworkmethod runreflectivecall frameworkmethod java at org junit internal runners model reflectivecallable run reflectivecallable java at org junit runners model frameworkmethod invokeexplosively frameworkmethod java at com hazelcast test abstracthazelcastclassrunner threaddumpawarerunafters evaluate abstracthazelcastclassrunner java at com hazelcast test dumpbuildinfoonfailurerule evaluate dumpbuildinfoonfailurerule java at com hazelcast test jitter jitterrule evaluate jitterrule java at com hazelcast test metrics metricsrule evaluate metricsrule java at org junit runners parentrunner evaluate parentrunner java at org junit runners evaluate java at org junit runners parentrunner runleaf parentrunner java at org junit runners runchild java at com hazelcast test hazelcastserialclassrunner runchild hazelcastserialclassrunner java at com hazelcast test hazelcastserialclassrunner runchild hazelcastserialclassrunner java at org junit runners parentrunner run parentrunner java at org junit runners parentrunner schedule parentrunner java at org junit runners parentrunner runchildren parentrunner java at org junit runners parentrunner access parentrunner java at org junit runners parentrunner evaluate parentrunner java at com hazelcast test afterclassesstatement evaluate afterclassesstatement java at com hazelcast test overridepropertyrule evaluate overridepropertyrule java at org junit internal runners statements failontimeout callablestatement call failontimeout java at org junit internal runners statements failontimeout callablestatement call failontimeout java at java base java util concurrent futuretask run futuretask java at java base java lang thread run thread java caused by com hazelcast core memberleftexception member has left cluster at com hazelcast spi impl operationservice impl invocationmonitor onmemberlefttask ontargetloss invocationmonitor java at com hazelcast spi impl operationservice impl invocationmonitor onmemberlefttask invocationmonitor java at com hazelcast spi impl operationservice impl invocationmonitor monitortask run invocationmonitor java at java base java util concurrent executors runnableadapter call executors java at java base java util concurrent futuretask run futuretask java at java base java util concurrent scheduledthreadpoolexecutor scheduledfuturetask run scheduledthreadpoolexecutor java at java base java util concurrent threadpoolexecutor runworker threadpoolexecutor java at java base java util concurrent threadpoolexecutor worker run threadpoolexecutor java more standard output info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator overridden metrics configuration with system property hazelcast metrics collection frequency metricsconfig collectionfrequencyseconds info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator copyright c hazelcast inc all rights reserved info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator hazelcast platform snapshot starting at info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator cluster name dev info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator integrity checker is disabled fail fast on corrupted executables will not be performed for more information see the documentation for integrity checker info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator jet is enabled info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator collecting debug metrics and sending to diagnostics is enabled warn when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator cp subsystem is not enabled cp data structures will operate in unsafe mode please note that unsafe mode will not provide strong consistency guarantees info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator setting number of cooperative threads and default parallelism to info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator diagnostics disabled to enable add dhazelcast diagnostics enabled true to the jvm arguments info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator is starting info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator members size ver member this info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator jet started scanning for jobs debug when coordinatorfails then jobnotretriedwithanothercoordinator hz practical keller cached thread not starting jobs because partitions are not yet initialized info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator is started info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator overridden metrics configuration with system property hazelcast metrics collection frequency metricsconfig collectionfrequencyseconds info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator copyright c hazelcast inc all rights reserved info when coordinatorfails then jobnotretriedwithanothercoordinator hz practical keller healthmonitor processors physical memory total physical memory free swap space total swap space free heap memory used heap memory free heap memory total heap memory max heap memory used total heap memory used max minor gc count minor gc time major gc count major gc time load process load system load systemaverage thread count thread peakcount cluster timediff event q size executor q async size executor q client size executor q client query size executor q client blocking size executor q query size executor q scheduled size executor q io size executor q system size executor q operations size executor q priorityoperation size operations completed count executor q mapload size executor q maploadallkeys size executor q cluster size executor q response size operations running count operations pending invocations percentage operations pending invocations count proxy count clientendpoint count connection active count client connection count connection count info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator hazelcast platform snapshot starting at info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator cluster name dev info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator integrity checker is disabled fail fast on corrupted executables will not be performed for more information see the documentation for integrity checker info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator jet is enabled info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator collecting debug metrics and sending to diagnostics is enabled warn when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator cp subsystem is not enabled cp data structures will operate in unsafe mode please note that unsafe mode will not provide strong consistency guarantees info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator setting number of cooperative threads and default parallelism to info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator diagnostics disabled to enable add dhazelcast diagnostics enabled true to the jvm arguments info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator is starting info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator created connection to endpoint connection mockconnection localendpoint uuid remoteendpoint uuid alive true info when coordinatorfails then jobnotretriedwithanothercoordinator hz practical keller generic operation thread created connection to endpoint connection mockconnection localendpoint uuid remoteendpoint uuid alive true info when coordinatorfails then jobnotretriedwithanothercoordinator hz practical keller generic operation thread members size ver member this member debug when coordinatorfails then jobnotretriedwithanothercoordinator hz practical keller cached thread not starting jobs because partitions are not yet initialized info when coordinatorfails then jobnotretriedwithanothercoordinator hz frosty maxwell priority generic operation thread members size ver member member this info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator jet started scanning for jobs info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator is started info when coordinatorfails then jobnotretriedwithanothercoordinator hz frosty maxwell healthmonitor processors physical memory total physical memory free swap space total swap space free heap memory used heap memory free heap memory total heap memory max heap memory used total heap memory used max minor gc count minor gc time major gc count major gc time load process load system load systemaverage thread count thread peakcount cluster timediff event q size executor q async size executor q client size executor q client query size executor q client blocking size executor q query size executor q scheduled size executor q io size executor q system size executor q operations size executor q priorityoperation size operations completed count executor q mapload size executor q maploadallkeys size executor q cluster size executor q response size operations running count operations pending invocations percentage operations pending invocations count proxy count clientendpoint count connection active count client connection count connection count info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator hz client running with response threads dynamic true info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator hz client hazelcastclient snapshot is starting info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator hz client hazelcastclient snapshot is started info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator hz client trying to connect to cluster dev info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator hz client trying to connect to info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator created connection to endpoint connection mockedclientconnection localaddress super clientconnection alive true connectionid channel null remoteaddress null lastreadtime never lastwritetime never closedtime never connected server version null debug when coordinatorfails then jobnotretriedwithanothercoordinator hz practical keller priority generic operation thread processing authentication with clientuuid and clientname hz client info when coordinatorfails then jobnotretriedwithanothercoordinator hz practical keller priority generic operation thread received auth from mockednodeconnection remoteaddress localaddress connectionid successfully authenticated clientuuid client name hz client client version snapshot info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator hz client hazelcastclient snapshot is client connected info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator hz client authenticated with server server version snapshot local address trace when coordinatorfails then jobnotretriedwithanothercoordinator hz client internal hz client register attempt of clusterviewlistenerhandler to mockedclientconnection localaddress super clientconnection alive true connectionid channel null remoteaddress lastreadtime lastwritetime closedtime never connected server version null info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator hz client diagnostics disabled to enable add dhazelcast diagnostics enabled true to the jvm arguments trace when coordinatorfails then jobnotretriedwithanothercoordinator forkjoinpool commonpool worker hz client registered clusterviewlistenerhandler to mockedclientconnection localaddress super clientconnection alive true connectionid channel null remoteaddress lastreadtime lastwritetime closedtime never connected server version null info when coordinatorfails then jobnotretriedwithanothercoordinator hz client event hz client members member member info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator client statistics is enabled with period seconds debug when coordinatorfails then jobnotretriedwithanothercoordinator hz practical keller client thread start executing light job execution graph in dot format digraph dag v hint you can use graphviz or to visualize the printed graph debug when coordinatorfails then jobnotretriedwithanothercoordinator hz practical keller client thread building execution plan for info when coordinatorfails then jobnotretriedwithanothercoordinator hz practical keller client thread initializing cluster partition table arrangement debug when coordinatorfails then jobnotretriedwithanothercoordinator hz practical keller client thread built execution plans for debug when coordinatorfails then jobnotretriedwithanothercoordinator hz practical keller client thread initializing execution plan for job execution from debug when coordinatorfails then jobnotretriedwithanothercoordinator hz practical keller client thread execution plan for light job id jobname executionid initialized will start the execution debug when coordinatorfails then jobnotretriedwithanothercoordinator hz frosty maxwell generic operation thread initializing execution plan for job execution from debug when coordinatorfails then jobnotretriedwithanothercoordinator hz frosty maxwell generic operation thread execution plan for light job id jobname executionid initialized will start the execution debug when coordinatorfails then jobnotretriedwithanothercoordinator hz practical keller cached thread job cleanup took info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator is shutting down debug when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator added a shutting down member info when coordinatorfails then jobnotretriedwithanothercoordinator hz practical keller cached thread shutdown request of member this is handled info when coordinatorfails then jobnotretriedwithanothercoordinator hz practical keller migration repartitioning cluster data migration tasks count info when coordinatorfails then jobnotretriedwithanothercoordinator hz practical keller migration all migration tasks have been completed repartitiontime mon jul utc plannedmigrations completedmigrations remainingmigrations totalcompletedmigrations elapsedmigrationoperationtime totalelapsedmigrationoperationtime elapseddestinationcommittime totalelapseddestinationcommittime elapsedmigrationtime totalelapsedmigrationtime info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator shutting down connection manager info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator removed connection to endpoint uuid connection mockconnection localendpoint uuid remoteendpoint uuid alive false info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator removed connection to endpoint uuid connection mockconnection localendpoint uuid remoteendpoint uuid alive false warn when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator server connection closed null warn when coordinatorfails then jobnotretriedwithanothercoordinator hz frosty maxwell priority generic operation thread cannot send response true to com hazelcast internal partition operation publishcompletedmigrationsoperation servicename hz core partitionservice identityhash partitionid replicaindex callid invocationtime waittimeout calltimeout tenantcontrol com hazelcast spi impl tenantcontrol nooptenantcontrol info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator removed connection to endpoint uuid connection mockednodeconnection remoteaddress localaddress connectionid warn when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator member is suspected to be dead for reason connection manager is stopped on member this info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator starting mastership claim process info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator local membersview version members uuid litemember false memberlistjoinversion memberinfo address uuid litemember false memberlistjoinversion with suspected members and initial addresses to ask info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator shutting down node engine warn when coordinatorfails then jobnotretriedwithanothercoordinator pool thread hz client mockedclientconnection localaddress super clientconnection alive false connectionid channel null remoteaddress lastreadtime lastwritetime closedtime connected server version null closed reason com hazelcast spi exception targetdisconnectedexception com hazelcast spi exception targetdisconnectedexception mocked remote socket closed at com hazelcast client test testclientregistry mockedtcpclientconnection run testclientregistry java at com hazelcast client test twowayblockableexecutor blockablerunnable run twowayblockableexecutor java at java util concurrent threadpoolexecutor runworker threadpoolexecutor java at java util concurrent threadpoolexecutor worker run threadpoolexecutor java at java lang thread run thread java warn when coordinatorfails then jobnotretriedwithanothercoordinator pool thread dropping outgoing runnable since other end closed client closed eof mockedclientconnection localaddress super clientconnection alive false connectionid channel null remoteaddress lastreadtime lastwritetime closedtime connected server version null debug when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator completing job execution locally reason node is shutting down warn when coordinatorfails then jobnotretriedwithanothercoordinator forkjoinpool commonpool worker future complete object on completed future request invocation op com hazelcast jet impl operation submitjoboperation servicename hz impl jetservice identityhash partitionid replicaindex callid invocationtime waittimeout calltimeout tenantcontrol com hazelcast spi impl tenantcontrol nooptenantcontrol trycount trypausemillis invokecount calltimeoutmillis firstinvocationtimems firstinvocationtime lastheartbeatmillis lastheartbeattime target pendingresponse void backupsacksexpected backupsacksreceived connection null current value exceptionalresult cause com hazelcast core hazelcastinstancenotactiveexception hazelcast instance is not active offered value exceptionalresult cause com hazelcast jet jetexception execution on a member failed com hazelcast core hazelcastinstancenotactiveexception hazelcast instance is not active java lang exception future complete object on completed future request invocation op com hazelcast jet impl operation submitjoboperation servicename hz impl jetservice identityhash partitionid replicaindex callid invocationtime waittimeout calltimeout tenantcontrol com hazelcast spi impl tenantcontrol nooptenantcontrol trycount trypausemillis invokecount calltimeoutmillis firstinvocationtimems firstinvocationtime lastheartbeatmillis lastheartbeattime target pendingresponse void backupsacksexpected backupsacksreceived connection null current value exceptionalresult cause com hazelcast core hazelcastinstancenotactiveexception hazelcast instance is not active offered value exceptionalresult cause com hazelcast jet jetexception execution on a member failed com hazelcast core hazelcastinstancenotactiveexception hazelcast instance is not active at com hazelcast spi impl abstractinvocationfuture warnifsuspiciousdoublecompletion abstractinvocationfuture java at com hazelcast spi impl abstractinvocationfuture abstractinvocationfuture java at com hazelcast spi impl abstractinvocationfuture completeexceptionallyinternal abstractinvocationfuture java at com hazelcast spi impl operationservice impl invocation completeexceptionally invocation java at com hazelcast spi impl operationservice impl invocation notifythrowable invocation java at com hazelcast spi impl operationservice impl invocation notifyerror invocation java at com hazelcast spi impl operationservice impl invocation sendresponse invocation java at com hazelcast spi impl operationservice operation sendresponse operation java at com hazelcast jet impl operation asyncoperation dosendresponse asyncoperation java at com hazelcast jet impl operation asyncoperation lambda run asyncoperation java at com hazelcast jet impl util exceptionutil lambda withtrycatch exceptionutil java at java util concurrent completablefuture uniwhencomplete completablefuture java at java util concurrent completablefuture uniwhencomplete tryfire completablefuture java at java util concurrent completablefuture postcomplete completablefuture java at java util concurrent completablefuture completeexceptionally completablefuture java at com hazelcast jet impl lightmastercontext finalizejob lightmastercontext java at com hazelcast jet impl lightmastercontext lambda new lightmastercontext java at com hazelcast jet impl lightmastercontext lambda invokeonparticipant lightmastercontext java at com hazelcast spi impl abstractinvocationfuture whencompletenode lambda execute abstractinvocationfuture java at com hazelcast test testloggingutils customtestnameawareforkjoinpool testnameawarerunnable run testloggingutils java at java util concurrent forkjointask runnableexecuteaction exec forkjointask java at java util concurrent forkjointask doexec forkjointask java at java util concurrent forkjoinpool workqueue toplevelexec forkjoinpool java at java util concurrent forkjoinpool scan forkjoinpool java at java util concurrent forkjoinpool runworker forkjoinpool java at java util concurrent forkjoinworkerthread run forkjoinworkerthread java info when coordinatorfails then jobnotretriedwithanothercoordinator pool thread hz client removed connection to endpoint connection mockedclientconnection localaddress super clientconnection alive false connectionid channel null remoteaddress lastreadtime lastwritetime closedtime connected server version null info when coordinatorfails then jobnotretriedwithanothercoordinator pool thread hz client hazelcastclient snapshot is client disconnected debug forkjoinpool commonpool worker completed execution of job execution info when coordinatorfails then jobnotretriedwithanothercoordinator hz client internal hz client trying to connect to cluster dev info when coordinatorfails then jobnotretriedwithanothercoordinator hz client internal hz client trying to connect to member info when coordinatorfails then jobnotretriedwithanothercoordinator hz client internal created connection to endpoint connection mockedclientconnection localaddress super clientconnection alive true connectionid channel null remoteaddress null lastreadtime never lastwritetime never closedtime never connected server version null debug forkjoinpool commonpool worker execution of job execution completed with failure java util concurrent completionexception java util concurrent cancellationexception at java util concurrent completablefuture encodethrowable completablefuture java at java util concurrent completablefuture completethrowable completablefuture java at java util concurrent completablefuture uniwhencomplete completablefuture java at java util concurrent completablefuture uniwhencomplete tryfire completablefuture java at java util concurrent completablefuture postcomplete completablefuture java at java util concurrent completablefuture completeexceptionally completablefuture java at com hazelcast jet impl util noncompletablefuture internalcompleteexceptionally noncompletablefuture java at com hazelcast jet impl execution taskletexecutionservice executiontracker taskletdone taskletexecutionservice java at com hazelcast jet impl execution taskletexecutionservice blockingworker run taskletexecutionservice java at java util concurrent executors runnableadapter call executors java at java util concurrent futuretask run futuretask java at java util concurrent threadpoolexecutor runworker threadpoolexecutor java at java util concurrent threadpoolexecutor worker run threadpoolexecutor java at java lang thread run thread java caused by java util concurrent cancellationexception at java util concurrent completablefuture cancel completablefuture java at com hazelcast jet impl execution executioncontext terminateexecution executioncontext java at com hazelcast jet impl jobexecutionservice jobexecutionservice java at com hazelcast jet impl jobexecutionservice cancelallexecutions jobexecutionservice java at com hazelcast jet impl jobexecutionservice shutdown jobexecutionservice java at com hazelcast jet impl jetservicebackend shutdown jetservicebackend java at com hazelcast spi impl servicemanager impl servicemanagerimpl shutdownservice servicemanagerimpl java at com hazelcast spi impl servicemanager impl servicemanagerimpl shutdown servicemanagerimpl java at com hazelcast spi impl nodeengineimpl shutdown nodeengineimpl java at com hazelcast instance impl node shutdownservices node java at com hazelcast instance impl node shutdown node java at com hazelcast instance impl lifecycleserviceimpl shutdown lifecycleserviceimpl java at com hazelcast instance impl lifecycleserviceimpl shutdown lifecycleserviceimpl java at com hazelcast instance impl hazelcastinstanceproxy shutdown hazelcastinstanceproxy java at com hazelcast jet lightjob standaloneclustertest when coordinatorfails then jobnotretriedwithanothercoordinator lightjob standaloneclustertest java at jdk internal reflect nativemethodaccessorimpl native method at jdk internal reflect nativemethodaccessorimpl invoke nativemethodaccessorimpl java at jdk internal reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at org junit runners model frameworkmethod runreflectivecall frameworkmethod java at org junit internal runners model reflectivecallable run reflectivecallable java at org junit runners model frameworkmethod invokeexplosively frameworkmethod java at org junit internal runners statements invokemethod evaluate invokemethod java at com hazelcast test failontimeoutstatement callablestatement call failontimeoutstatement java at com hazelcast test failontimeoutstatement callablestatement call failontimeoutstatement java at java util concurrent futuretask run futuretask java more debug when coordinatorfails then jobnotretriedwithanothercoordinator hz frosty maxwell priority generic operation thread processing authentication with clientuuid and clientname hz client info when coordinatorfails then jobnotretriedwithanothercoordinator hz frosty maxwell priority generic operation thread received auth from mockednodeconnection remoteaddress localaddress connectionid successfully authenticated clientuuid client name hz client client version snapshot info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator destroying node nodeextension info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator hazelcast shutdown is completed in ms info when coordinatorfails then jobnotretriedwithanothercoordinator when coordinatorfails then jobnotretriedwithanothercoordinator is shutdown info when coordinatorfails then jobnotretriedwithanothercoordinator hz client internal hz client hazelcastclient snapshot is client connected info when coordinatorfails then jobnotretriedwithanothercoordinator hz client internal hz client authenticated with server server version snapshot local address trace when coordinatorfails then jobnotretriedwithanothercoordinator hz client internal hz client register attempt of clusterviewlistenerhandler to mockedclientconnection localaddress super clientconnection alive true connectionid channel null remoteaddress lastreadtime lastwritetime closedtime never connected server version null info when coordinatorfails then jobnotretriedwithanothercoordinator hz frosty maxwell cached thread members size ver member this info when coordinatorfails then jobnotretriedwithanothercoordinator hz frosty maxwell cached thread mastership is claimed with membersview version members uuid litemember false memberlistjoinversion info when coordinatorfails then jobnotretriedwithanothercoordinator hz frosty maxwell cached thread committing rolling back live transactions of uuid debug when coordinatorfails then jobnotretriedwithanothercoordinator hz frosty maxwell cached thread completing job execution locally reason member left the cluster info when coordinatorfails then jobnotretriedwithanothercoordinator hz client event hz client members member trace when coordinatorfails then jobnotretriedwithanothercoordinator forkjoinpool commonpool worker hz client registered clusterviewlistenerhandler to mockedclientconnection localaddress super clientconnection alive true connectionid channel null remoteaddress lastreadtime lastwritetime closedtime never connected server version null buildinfo right after when coordinatorfails then jobnotretriedwithanothercoordinator com hazelcast jet lightjob standaloneclustertest buildinfo version snapshot build buildnumber revision enterprise false serializationversion hiccups measured while running test when coordinatorfails then jobnotretriedwithanothercoordinator com hazelcast jet lightjob standaloneclustertest accumulated pauses ms max pause ms pauses over ms no metrics recorded during the test debug forkjoinpool commonpool worker completed execution of job execution debug forkjoinpool commonpool worker execution of job execution completed with failure java util concurrent completionexception java util concurrent cancellationexception at java util concurrent completablefuture encodethrowable completablefuture java at java util concurrent completablefuture completethrowable completablefuture java at java util concurrent completablefuture uniwhencomplete completablefuture java at java util concurrent completablefuture uniwhencomplete tryfire completablefuture java at java util concurrent completablefuture postcomplete completablefuture java at java util concurrent completablefuture completeexceptionally completablefuture java at com hazelcast jet impl util noncompletablefuture internalcompleteexceptionally noncompletablefuture java at com hazelcast jet impl execution taskletexecutionservice executiontracker taskletdone taskletexecutionservice java at com hazelcast jet impl execution taskletexecutionservice blockingworker run taskletexecutionservice java at java util concurrent executors runnableadapter call executors java at java util concurrent futuretask run futuretask java at java util concurrent threadpoolexecutor runworker threadpoolexecutor java at java util concurrent threadpoolexecutor worker run threadpoolexecutor java at java lang thread run thread java caused by java util concurrent cancellationexception at java util concurrent completablefuture cancel completablefuture java at com hazelcast jet impl execution executioncontext terminateexecution executioncontext java at com hazelcast jet impl jobexecutionservice jobexecutionservice java at com hazelcast jet impl jobexecutionservice lambda onmemberremoved jobexecutionservice java at java util stream foreachops foreachop ofref accept foreachops java at java util stream referencepipeline accept referencepipeline java at java util concurrent concurrenthashmap valuespliterator foreachremaining concurrenthashmap java at java util stream abstractpipeline copyinto abstractpipeline java at java util stream abstractpipeline wrapandcopyinto abstractpipeline java at java util stream foreachops foreachop evaluatesequential foreachops java at java util stream foreachops foreachop ofref evaluatesequential foreachops java at java util stream abstractpipeline evaluate abstractpipeline java at java util stream referencepipeline foreach referencepipeline java at com hazelcast jet impl jobexecutionservice onmemberremoved jobexecutionservice java at com hazelcast jet impl jetservicebackend memberremoved jetservicebackend java at com hazelcast internal cluster impl membershipmanager lambda sendmembershipeventnotifications membershipmanager java at com hazelcast internal util executor cachedexecutorservicedelegate worker run cachedexecutorservicedelegate java at java util concurrent threadpoolexecutor runworker threadpoolexecutor java at java util concurrent threadpoolexecutor worker run threadpoolexecutor java at java lang thread run thread java at com hazelcast internal util executor hazelcastmanagedthread executerun hazelcastmanagedthread java at com hazelcast internal util executor hazelcastmanagedthread run hazelcastmanagedthread java ,0 24489,23831230000.0,IssuesEvent,2022-09-05 21:14:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Custom types no longer have a grayed icon,bug topic:editor usability regression,"### Godot version 00fa4e2 ### System information Windows 10 x64 ### Issue description Nodes added with `add_custom_type()` used to have gray icon. ![image](https://user-images.githubusercontent.com/2223172/188512796-37d1e0fa-f290-46ed-835d-c62f8dcdd71e.png) Now they dont. ![image](https://user-images.githubusercontent.com/2223172/188512770-68af97ea-430b-40df-9555-9a1b32095727.png) ### Steps to reproduce 1. Add the MRP to some project 2. Create TestSprite 3. Observe the script icon ### Minimal reproduction project [test.zip](https://github.com/godotengine/godot/files/9491998/test.zip) ",True,"Custom types no longer have a grayed icon - ### Godot version 00fa4e2 ### System information Windows 10 x64 ### Issue description Nodes added with `add_custom_type()` used to have gray icon. ![image](https://user-images.githubusercontent.com/2223172/188512796-37d1e0fa-f290-46ed-835d-c62f8dcdd71e.png) Now they dont. ![image](https://user-images.githubusercontent.com/2223172/188512770-68af97ea-430b-40df-9555-9a1b32095727.png) ### Steps to reproduce 1. Add the MRP to some project 2. Create TestSprite 3. Observe the script icon ### Minimal reproduction project [test.zip](https://github.com/godotengine/godot/files/9491998/test.zip) ",1,custom types no longer have a grayed icon godot version system information windows issue description nodes added with add custom type used to have gray icon now they dont steps to reproduce add the mrp to some project create testsprite observe the script icon minimal reproduction project ,1 124507,17772593518.0,IssuesEvent,2021-08-30 15:13:44,kapseliboi/energy-futures-vis-avenir-energetique,https://api.github.com/repos/kapseliboi/energy-futures-vis-avenir-energetique,opened,CVE-2020-15366 (Medium) detected in multiple libraries,security vulnerability,"## CVE-2020-15366 - Medium Severity Vulnerability
Vulnerable Libraries - ajv-6.10.2.tgz, ajv-6.12.2.tgz, ajv-6.6.2.tgz

ajv-6.10.2.tgz

Another JSON Schema Validator

Library home page: https://registry.npmjs.org/ajv/-/ajv-6.10.2.tgz

Path to dependency file: energy-futures-vis-avenir-energetique/package.json

Path to vulnerable library: energy-futures-vis-avenir-energetique/node_modules/raw-loader/node_modules/ajv/package.json,energy-futures-vis-avenir-energetique/node_modules/style-loader/node_modules/ajv/package.json,energy-futures-vis-avenir-energetique/node_modules/url-loader/node_modules/ajv/package.json,energy-futures-vis-avenir-energetique/node_modules/eslint/node_modules/ajv/package.json,energy-futures-vis-avenir-energetique/node_modules/table/node_modules/ajv/package.json,energy-futures-vis-avenir-energetique/node_modules/css-loader/node_modules/ajv/package.json,energy-futures-vis-avenir-energetique/node_modules/file-loader/node_modules/ajv/package.json

Dependency Hierarchy: - file-loader-5.0.2.tgz (Root Library) - schema-utils-2.5.0.tgz - :x: **ajv-6.10.2.tgz** (Vulnerable Library)

ajv-6.12.2.tgz

Another JSON Schema Validator

Library home page: https://registry.npmjs.org/ajv/-/ajv-6.12.2.tgz

Path to dependency file: energy-futures-vis-avenir-energetique/package.json

Path to vulnerable library: energy-futures-vis-avenir-energetique/node_modules/@storybook/core/node_modules/ajv/package.json,energy-futures-vis-avenir-energetique/node_modules/webpack/node_modules/ajv/package.json

Dependency Hierarchy: - webpack-4.41.2.tgz (Root Library) - :x: **ajv-6.12.2.tgz** (Vulnerable Library)

ajv-6.6.2.tgz

Another JSON Schema Validator

Library home page: https://registry.npmjs.org/ajv/-/ajv-6.6.2.tgz

Path to dependency file: energy-futures-vis-avenir-energetique/package.json

Path to vulnerable library: energy-futures-vis-avenir-energetique/node_modules/ajv/package.json

Dependency Hierarchy: - mini-css-extract-plugin-0.8.0.tgz (Root Library) - schema-utils-1.0.0.tgz - :x: **ajv-6.6.2.tgz** (Vulnerable Library)

Found in HEAD commit: 907b3c15edb7159764857453edc4f32b2432cdd4

Found in base branch: master

Vulnerability Details

An issue was discovered in ajv.validate() in Ajv (aka Another JSON Schema Validator) 6.12.2. A carefully crafted JSON schema could be provided that allows execution of other code by prototype pollution. (While untrusted schemas are recommended against, the worst case of an untrusted schema should be a denial of service, not execution of code.)

Publish Date: 2020-07-15

URL: CVE-2020-15366

CVSS 3 Score Details (5.6)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/ajv-validator/ajv/releases/tag/v6.12.3

Release Date: 2020-07-15

Fix Resolution: ajv - 6.12.3

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2020-15366 (Medium) detected in multiple libraries - ## CVE-2020-15366 - Medium Severity Vulnerability
Vulnerable Libraries - ajv-6.10.2.tgz, ajv-6.12.2.tgz, ajv-6.6.2.tgz

ajv-6.10.2.tgz

Another JSON Schema Validator

Library home page: https://registry.npmjs.org/ajv/-/ajv-6.10.2.tgz

Path to dependency file: energy-futures-vis-avenir-energetique/package.json

Path to vulnerable library: energy-futures-vis-avenir-energetique/node_modules/raw-loader/node_modules/ajv/package.json,energy-futures-vis-avenir-energetique/node_modules/style-loader/node_modules/ajv/package.json,energy-futures-vis-avenir-energetique/node_modules/url-loader/node_modules/ajv/package.json,energy-futures-vis-avenir-energetique/node_modules/eslint/node_modules/ajv/package.json,energy-futures-vis-avenir-energetique/node_modules/table/node_modules/ajv/package.json,energy-futures-vis-avenir-energetique/node_modules/css-loader/node_modules/ajv/package.json,energy-futures-vis-avenir-energetique/node_modules/file-loader/node_modules/ajv/package.json

Dependency Hierarchy: - file-loader-5.0.2.tgz (Root Library) - schema-utils-2.5.0.tgz - :x: **ajv-6.10.2.tgz** (Vulnerable Library)

ajv-6.12.2.tgz

Another JSON Schema Validator

Library home page: https://registry.npmjs.org/ajv/-/ajv-6.12.2.tgz

Path to dependency file: energy-futures-vis-avenir-energetique/package.json

Path to vulnerable library: energy-futures-vis-avenir-energetique/node_modules/@storybook/core/node_modules/ajv/package.json,energy-futures-vis-avenir-energetique/node_modules/webpack/node_modules/ajv/package.json

Dependency Hierarchy: - webpack-4.41.2.tgz (Root Library) - :x: **ajv-6.12.2.tgz** (Vulnerable Library)

ajv-6.6.2.tgz

Another JSON Schema Validator

Library home page: https://registry.npmjs.org/ajv/-/ajv-6.6.2.tgz

Path to dependency file: energy-futures-vis-avenir-energetique/package.json

Path to vulnerable library: energy-futures-vis-avenir-energetique/node_modules/ajv/package.json

Dependency Hierarchy: - mini-css-extract-plugin-0.8.0.tgz (Root Library) - schema-utils-1.0.0.tgz - :x: **ajv-6.6.2.tgz** (Vulnerable Library)

Found in HEAD commit: 907b3c15edb7159764857453edc4f32b2432cdd4

Found in base branch: master

Vulnerability Details

An issue was discovered in ajv.validate() in Ajv (aka Another JSON Schema Validator) 6.12.2. A carefully crafted JSON schema could be provided that allows execution of other code by prototype pollution. (While untrusted schemas are recommended against, the worst case of an untrusted schema should be a denial of service, not execution of code.)

Publish Date: 2020-07-15

URL: CVE-2020-15366

CVSS 3 Score Details (5.6)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/ajv-validator/ajv/releases/tag/v6.12.3

Release Date: 2020-07-15

Fix Resolution: ajv - 6.12.3

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in multiple libraries cve medium severity vulnerability vulnerable libraries ajv tgz ajv tgz ajv tgz ajv tgz another json schema validator library home page a href path to dependency file energy futures vis avenir energetique package json path to vulnerable library energy futures vis avenir energetique node modules raw loader node modules ajv package json energy futures vis avenir energetique node modules style loader node modules ajv package json energy futures vis avenir energetique node modules url loader node modules ajv package json energy futures vis avenir energetique node modules eslint node modules ajv package json energy futures vis avenir energetique node modules table node modules ajv package json energy futures vis avenir energetique node modules css loader node modules ajv package json energy futures vis avenir energetique node modules file loader node modules ajv package json dependency hierarchy file loader tgz root library schema utils tgz x ajv tgz vulnerable library ajv tgz another json schema validator library home page a href path to dependency file energy futures vis avenir energetique package json path to vulnerable library energy futures vis avenir energetique node modules storybook core node modules ajv package json energy futures vis avenir energetique node modules webpack node modules ajv package json dependency hierarchy webpack tgz root library x ajv tgz vulnerable library ajv tgz another json schema validator library home page a href path to dependency file energy futures vis avenir energetique package json path to vulnerable library energy futures vis avenir energetique node modules ajv package json dependency hierarchy mini css extract plugin tgz root library schema utils tgz x ajv tgz vulnerable library found in head commit a href found in base branch master vulnerability details an issue was discovered in ajv validate in ajv aka another json schema validator a carefully crafted json schema could be provided that allows execution of other code by prototype pollution while untrusted schemas are recommended against the worst case of an untrusted schema should be a denial of service not execution of code publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity high privileges required none user interaction none scope unchanged impact metrics confidentiality impact low integrity impact low availability impact low for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution ajv step up your open source security game with whitesource ,0 23948,23171218316.0,IssuesEvent,2022-07-30 18:49:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Changing layer changes atlas source,bug topic:editor usability topic:2d,"### Godot version c2d55a4 ### System information Windows 10 x64 ### Issue description Another weird source interaction. Related to sorting (like in #58482) ![Vm8ruuRV0f](https://user-images.githubusercontent.com/2223172/181937166-b4f7b2dd-0dcf-49bb-b158-c62281992512.gif) ### Steps to reproduce 1. Add TileMap with 2 tilesets (can be 2 icon.pngs) 2. Change sorting to e.g. ID descending 3. Add layer 4. Pick some tile I think 5. Change layer 6. Your source is changed ### Minimal reproduction project _No response_",True,"Changing layer changes atlas source - ### Godot version c2d55a4 ### System information Windows 10 x64 ### Issue description Another weird source interaction. Related to sorting (like in #58482) ![Vm8ruuRV0f](https://user-images.githubusercontent.com/2223172/181937166-b4f7b2dd-0dcf-49bb-b158-c62281992512.gif) ### Steps to reproduce 1. Add TileMap with 2 tilesets (can be 2 icon.pngs) 2. Change sorting to e.g. ID descending 3. Add layer 4. Pick some tile I think 5. Change layer 6. Your source is changed ### Minimal reproduction project _No response_",1,changing layer changes atlas source godot version system information windows issue description another weird source interaction related to sorting like in steps to reproduce add tilemap with tilesets can be icon pngs change sorting to e g id descending add layer pick some tile i think change layer your source is changed minimal reproduction project no response ,1 18060,12515988712.0,IssuesEvent,2020-06-03 08:39:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Add a ""first start"" dialog to the editor to improve user experience",discussion enhancement topic:editor usability,"Software like [IntelliJ](https://www.jetbrains.com/help/idea/2017.1/running-intellij-idea-ultimate-for-the-first-time.html) features a ""first start"" dialog where the user can choose essential settings such as language, editor layout, control scheme, and more. It was also suggested that the user can also change the DPI mode and font size from there (in case automatic detection failed or is not suited to the display). If the user changes at least one setting that requires an editor restart there, the user should be prompted to restart the editor (with a button, for example).",True,"Add a ""first start"" dialog to the editor to improve user experience - Software like [IntelliJ](https://www.jetbrains.com/help/idea/2017.1/running-intellij-idea-ultimate-for-the-first-time.html) features a ""first start"" dialog where the user can choose essential settings such as language, editor layout, control scheme, and more. It was also suggested that the user can also change the DPI mode and font size from there (in case automatic detection failed or is not suited to the display). If the user changes at least one setting that requires an editor restart there, the user should be prompted to restart the editor (with a button, for example).",1,add a first start dialog to the editor to improve user experience software like features a first start dialog where the user can choose essential settings such as language editor layout control scheme and more it was also suggested that the user can also change the dpi mode and font size from there in case automatic detection failed or is not suited to the display if the user changes at least one setting that requires an editor restart there the user should be prompted to restart the editor with a button for example ,1 19800,14576968475.0,IssuesEvent,2020-12-18 00:47:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Context-based autocompletien no longer works,bug regression topic:editor topic:gdscript usability," **Godot version:** 5332d21 **Issue description:** Title. This includes e.g. animation names for `play` or method list for `connect` and probably other things.",True,"Context-based autocompletien no longer works - **Godot version:** 5332d21 **Issue description:** Title. This includes e.g. animation names for `play` or method list for `connect` and probably other things.",1,context based autocompletien no longer works please search existing issues for potential duplicates before filing yours godot version issue description title this includes e g animation names for play or method list for connect and probably other things ,1 17728,12291669094.0,IssuesEvent,2020-05-10 11:10:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Extends keyword prevents eol or semicolon from being found,enhancement topic:gdscript usability,"**Godot version:** 3.1.2 Stable **OS/device including version:** Laptop Linux Mint 19.1 Cinnamon Cinnamon Version 4.0.10 Linux Kernel 4.15.0-20-generic Intel Core i3-7100U **Issue description:** I am trying to use the following segment of code ``` if variable extends Array: pass ``` I receive an error saying "": expected at end of line"" if i try doing the following ``` var condition = self extends Node2D if condition: pass ``` I receive an error saying ""expected end of statement (var)"" **Steps to reproduce:** To reproduce this error use the following code ``` var _dummy = self extends Node ``` **Minimal reproduction project:** I have posted a project containing the error on Github [here](https://github.com/lolzyman/Extends_Error_Project) ",True,"Extends keyword prevents eol or semicolon from being found - **Godot version:** 3.1.2 Stable **OS/device including version:** Laptop Linux Mint 19.1 Cinnamon Cinnamon Version 4.0.10 Linux Kernel 4.15.0-20-generic Intel Core i3-7100U **Issue description:** I am trying to use the following segment of code ``` if variable extends Array: pass ``` I receive an error saying "": expected at end of line"" if i try doing the following ``` var condition = self extends Node2D if condition: pass ``` I receive an error saying ""expected end of statement (var)"" **Steps to reproduce:** To reproduce this error use the following code ``` var _dummy = self extends Node ``` **Minimal reproduction project:** I have posted a project containing the error on Github [here](https://github.com/lolzyman/Extends_Error_Project) ",1,extends keyword prevents eol or semicolon from being found godot version stable os device including version laptop linux mint cinnamon cinnamon version linux kernel generic intel core issue description i am trying to use the following segment of code if variable extends array pass i receive an error saying expected at end of line if i try doing the following var condition self extends if condition pass i receive an error saying expected end of statement var steps to reproduce to reproduce this error use the following code var dummy self extends node minimal reproduction project i have posted a project containing the error on github ,1 192732,15357451588.0,IssuesEvent,2021-03-01 13:42:57,lutraconsulting/input,https://api.github.com/repos/lutraconsulting/input,closed,Possibility to use camera as QR code scanner instead of taking photos,camera client request documentation enhancement forms,"In some cases, users want to scan a QR code and parse the content as a string to the form. It will be good to have an option to use QR scanner feature from the camera, in addition to photo taking. Not sure, if this will need extending QGIS widget types??",1.0,"Possibility to use camera as QR code scanner instead of taking photos - In some cases, users want to scan a QR code and parse the content as a string to the form. It will be good to have an option to use QR scanner feature from the camera, in addition to photo taking. Not sure, if this will need extending QGIS widget types??",0,possibility to use camera as qr code scanner instead of taking photos in some cases users want to scan a qr code and parse the content as a string to the form it will be good to have an option to use qr scanner feature from the camera in addition to photo taking not sure if this will need extending qgis widget types ,0 6504,4322041796.0,IssuesEvent,2016-07-25 12:46:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,tscn/tres: Inconsistencies in the extension filters of the save/open file dialogs,enhancement topic:editor usability,"In the current master branch (46c5fda), there are some inconsistencies in the listing of formats in the save and open file dialogs of the editor + project settings: - In the project settings, the .tscn format is missing. *Fixed* - In the ""Open Scene"" and ""New Inherited Scene"" dialogs, the filters are listed as: ![filter-open](https://cloud.githubusercontent.com/assets/4701338/11456556/fa690d2a-968c-11e5-92ed-5db612d8a45d.png) - TRES ( *.tres ) is missing (if RES is supported, I guess TRES would be too) - Since the new T-formats are meant to replace the XML-formats, they should probably be moved up in the list - In the ""Save Scene As.."" dialog, the filters are: ![filter-save](https://cloud.githubusercontent.com/assets/4701338/11456569/4fc2be4c-968d-11e5-8c5c-de9911f4d6fd.png) - Here all formats are shown, but ""*.tscn"" is missing from the ""All recognized"" list while ""*.tres"" is there, which looks a bit weird. - Just like above, the T-formats should be moved up. - The order is different from the ""Open Scene"" dialogs where it was more natural: first the scene-specific format, then the general format. So it should be: SCN, RES, TSCN, TRES, XSCN, XML. - For both dialogs, if we want users to start using T-formats preferentially over XML formats, maybe the XML formats could be removed altogether from the ""All recognized"" shortlist (but kept as available filters of course).",True,"tscn/tres: Inconsistencies in the extension filters of the save/open file dialogs - In the current master branch (46c5fda), there are some inconsistencies in the listing of formats in the save and open file dialogs of the editor + project settings: - In the project settings, the .tscn format is missing. *Fixed* - In the ""Open Scene"" and ""New Inherited Scene"" dialogs, the filters are listed as: ![filter-open](https://cloud.githubusercontent.com/assets/4701338/11456556/fa690d2a-968c-11e5-92ed-5db612d8a45d.png) - TRES ( *.tres ) is missing (if RES is supported, I guess TRES would be too) - Since the new T-formats are meant to replace the XML-formats, they should probably be moved up in the list - In the ""Save Scene As.."" dialog, the filters are: ![filter-save](https://cloud.githubusercontent.com/assets/4701338/11456569/4fc2be4c-968d-11e5-8c5c-de9911f4d6fd.png) - Here all formats are shown, but ""*.tscn"" is missing from the ""All recognized"" list while ""*.tres"" is there, which looks a bit weird. - Just like above, the T-formats should be moved up. - The order is different from the ""Open Scene"" dialogs where it was more natural: first the scene-specific format, then the general format. So it should be: SCN, RES, TSCN, TRES, XSCN, XML. - For both dialogs, if we want users to start using T-formats preferentially over XML formats, maybe the XML formats could be removed altogether from the ""All recognized"" shortlist (but kept as available filters of course).",1,tscn tres inconsistencies in the extension filters of the save open file dialogs in the current master branch there are some inconsistencies in the listing of formats in the save and open file dialogs of the editor project settings in the project settings the tscn format is missing fixed in the open scene and new inherited scene dialogs the filters are listed as tres tres is missing if res is supported i guess tres would be too since the new t formats are meant to replace the xml formats they should probably be moved up in the list in the save scene as dialog the filters are here all formats are shown but tscn is missing from the all recognized list while tres is there which looks a bit weird just like above the t formats should be moved up the order is different from the open scene dialogs where it was more natural first the scene specific format then the general format so it should be scn res tscn tres xscn xml for both dialogs if we want users to start using t formats preferentially over xml formats maybe the xml formats could be removed altogether from the all recognized shortlist but kept as available filters of course ,1 148619,11860014048.0,IssuesEvent,2020-03-25 14:16:55,Oldes/Rebol-issues,https://api.github.com/repos/Oldes/Rebol-issues,closed,/zlib option for COMPRESS and DECOMPRESS,Oldes.resolved Test.written Type.wish,"_Submitted by:_ **Carl** I did not want to forget about this one: Add an option for zlib compress format. This is easy to hack yourself (see REBOL.org) but it would be good to make it a standard refinement option. See also #0000361 for related option, LZW. --- **Imported from:** **[CureCode](https://www.curecode.org/rebol3/ticket.rsp?id=1667)** [ Version: alpha 108 Type: Wish Platform: All Category: Native Reproduce: Always Fixed-in:none ] **Imported from**: https://github.com/rebol/rebol-issues/issues/1667 Comments: --- > **Rebolbot** commented on Oct 1, 2010: _Submitted by:_ **BrianH** See also #328 for this same issue, which has been waiting for some test data to be added to the ticket before we can mark it as tested. Please provide test data (in an attached file perhaps) for this ticket, #328 and #361. --- > **Rebolbot** commented on Oct 19, 2010: _Submitted by:_ **oldes** The important missing part for zlib support is CRC-32 checksum method. See #1678 --- > **Rebolbot** commented on Oct 20, 2010: _Submitted by:_ **abolka** This is not fixed in A108 as zlib format (RFC1950) != gzip format (RFC1952). A107 added support for gzip, but not for zlib; see also http://www.zlib.net/zlib_faq.html#faq18 --- > **Rebolbot** commented on Oct 20, 2010: _Submitted by:_ **BrianH** The magic numbers of zlib and gzip are different, so you don't need a /gzip option for DECOMPRESS, it can just autodetect the difference. We do need a /zlib option for DECOMPRESS because it can't tell the difference between REBOL compressed data and zlib data, so it tries to allocate based on the last four bytes of the zlib data (often a large amount). For DECOMPRESS, the /zlib option would tell it to not preallocate based on the last 4 bytes of the data (it should use some other method to determine how much to allocate). For COMPRESS, the /zlib option would tell it to not put those 4 bytes on the end of the compressed data. COMPRESS and DECOMPRESS already have CRC-32 checksum support, so #1678 doesn't help with a built-in solution unless it's mezzanine. --- > **Rebolbot** mentioned this issue on Jan 12, 2016: > [Native GZIP compress/decompress suport](https://github.com/Oldes/Rebol-issues/issues/1679) --- > **Rebolbot** added the **Type.wish** on Jan 12, 2016 --- > **Oldes** commented on Jan 17, 2019: This was implemented some time ago in [my branch](https://github.com/oldes/rebol3) ``` >> ? compress USAGE: COMPRESS data DESCRIPTION: Compresses data. Default is deflate with Adler32 checksum and uncompressed size in last 4 bytes. COMPRESS is a native! value. ARGUMENTS: data [binary! string!] If string, it will be UTF8 encoded. REFINEMENTS: /part length [any-type!] Length of source data. /zlib Use ZLIB (Adler32 checksum) without uncompressed length appended /gzip Use ZLIB with GZIP envelope (using CRC32 checksum) /lzma Use LZMA compression /level lvl [integer!] Compression level 0-9. ``` and ``` >> ? decompress USAGE: DECOMPRESS data DESCRIPTION: Decompresses data. Result is binary. DECOMPRESS is a native! value. ARGUMENTS: data [binary!] Source data to decompress. REFINEMENTS: /part Limits source data to a given length or position length [number! series!] Length of compressed data (must match end marker). /zlib Data are in ZLIB format with Adler32 checksum /gzip Data are in ZLIB format with CRC32 checksum /lzma Data are in LZMA format /size bytes [integer!] Number of decompressed bytes. If not used, size is detected from last 4 source data bytes. ``` --- > **Rebolbot** mentioned this issue on Jan 17, 2019: > [DECOMPRESS and zlib data](https://github.com/Oldes/Rebol-issues/issues/328) ---",1.0,"/zlib option for COMPRESS and DECOMPRESS - _Submitted by:_ **Carl** I did not want to forget about this one: Add an option for zlib compress format. This is easy to hack yourself (see REBOL.org) but it would be good to make it a standard refinement option. See also #0000361 for related option, LZW. --- **Imported from:** **[CureCode](https://www.curecode.org/rebol3/ticket.rsp?id=1667)** [ Version: alpha 108 Type: Wish Platform: All Category: Native Reproduce: Always Fixed-in:none ] **Imported from**: https://github.com/rebol/rebol-issues/issues/1667 Comments: --- > **Rebolbot** commented on Oct 1, 2010: _Submitted by:_ **BrianH** See also #328 for this same issue, which has been waiting for some test data to be added to the ticket before we can mark it as tested. Please provide test data (in an attached file perhaps) for this ticket, #328 and #361. --- > **Rebolbot** commented on Oct 19, 2010: _Submitted by:_ **oldes** The important missing part for zlib support is CRC-32 checksum method. See #1678 --- > **Rebolbot** commented on Oct 20, 2010: _Submitted by:_ **abolka** This is not fixed in A108 as zlib format (RFC1950) != gzip format (RFC1952). A107 added support for gzip, but not for zlib; see also http://www.zlib.net/zlib_faq.html#faq18 --- > **Rebolbot** commented on Oct 20, 2010: _Submitted by:_ **BrianH** The magic numbers of zlib and gzip are different, so you don't need a /gzip option for DECOMPRESS, it can just autodetect the difference. We do need a /zlib option for DECOMPRESS because it can't tell the difference between REBOL compressed data and zlib data, so it tries to allocate based on the last four bytes of the zlib data (often a large amount). For DECOMPRESS, the /zlib option would tell it to not preallocate based on the last 4 bytes of the data (it should use some other method to determine how much to allocate). For COMPRESS, the /zlib option would tell it to not put those 4 bytes on the end of the compressed data. COMPRESS and DECOMPRESS already have CRC-32 checksum support, so #1678 doesn't help with a built-in solution unless it's mezzanine. --- > **Rebolbot** mentioned this issue on Jan 12, 2016: > [Native GZIP compress/decompress suport](https://github.com/Oldes/Rebol-issues/issues/1679) --- > **Rebolbot** added the **Type.wish** on Jan 12, 2016 --- > **Oldes** commented on Jan 17, 2019: This was implemented some time ago in [my branch](https://github.com/oldes/rebol3) ``` >> ? compress USAGE: COMPRESS data DESCRIPTION: Compresses data. Default is deflate with Adler32 checksum and uncompressed size in last 4 bytes. COMPRESS is a native! value. ARGUMENTS: data [binary! string!] If string, it will be UTF8 encoded. REFINEMENTS: /part length [any-type!] Length of source data. /zlib Use ZLIB (Adler32 checksum) without uncompressed length appended /gzip Use ZLIB with GZIP envelope (using CRC32 checksum) /lzma Use LZMA compression /level lvl [integer!] Compression level 0-9. ``` and ``` >> ? decompress USAGE: DECOMPRESS data DESCRIPTION: Decompresses data. Result is binary. DECOMPRESS is a native! value. ARGUMENTS: data [binary!] Source data to decompress. REFINEMENTS: /part Limits source data to a given length or position length [number! series!] Length of compressed data (must match end marker). /zlib Data are in ZLIB format with Adler32 checksum /gzip Data are in ZLIB format with CRC32 checksum /lzma Data are in LZMA format /size bytes [integer!] Number of decompressed bytes. If not used, size is detected from last 4 source data bytes. ``` --- > **Rebolbot** mentioned this issue on Jan 17, 2019: > [DECOMPRESS and zlib data](https://github.com/Oldes/Rebol-issues/issues/328) ---",0, zlib option for compress and decompress submitted by carl i did not want to forget about this one add an option for zlib compress format this is easy to hack yourself see rebol org but it would be good to make it a standard refinement option see also for related option lzw imported from imported from comments rebolbot commented on oct submitted by brianh see also for this same issue which has been waiting for some test data to be added to the ticket before we can mark it as tested please provide test data in an attached file perhaps for this ticket and rebolbot commented on oct submitted by oldes the important missing part for zlib support is crc checksum method see rebolbot commented on oct submitted by abolka this is not fixed in as zlib format gzip format added support for gzip but not for zlib see also rebolbot commented on oct submitted by brianh the magic numbers of zlib and gzip are different so you don t need a gzip option for decompress it can just autodetect the difference we do need a zlib option for decompress because it can t tell the difference between rebol compressed data and zlib data so it tries to allocate based on the last four bytes of the zlib data often a large amount for decompress the zlib option would tell it to not preallocate based on the last bytes of the data it should use some other method to determine how much to allocate for compress the zlib option would tell it to not put those bytes on the end of the compressed data compress and decompress already have crc checksum support so doesn t help with a built in solution unless it s mezzanine rebolbot mentioned this issue on jan rebolbot added the type wish on jan oldes commented on jan this was implemented some time ago in compress usage compress data description compresses data default is deflate with checksum and uncompressed size in last bytes compress is a native value arguments data if string it will be encoded refinements part length length of source data zlib use zlib checksum without uncompressed length appended gzip use zlib with gzip envelope using checksum lzma use lzma compression level lvl compression level and decompress usage decompress data description decompresses data result is binary decompress is a native value arguments data source data to decompress refinements part limits source data to a given length or position length length of compressed data must match end marker zlib data are in zlib format with checksum gzip data are in zlib format with checksum lzma data are in lzma format size bytes number of decompressed bytes if not used size is detected from last source data bytes rebolbot mentioned this issue on jan ,0 12811,8126484912.0,IssuesEvent,2018-08-17 02:31:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to easily extend gd scripts,enhancement topic:editor topic:plugin usability,"**Operating system or device - Godot version:** **Issue description** (what happened, and what was expected): Currently when I want to extend some script that is attached to a scene I need to make a lot of quite tiring (in the long term) steps. 1. Create new text file. 2. Find path to the file I want to extend 3. Write proper 'extend' line in new scipt 4. Remove 'base' script from a node that should use extended script. 5. Attach 'extended' script to a node 6. Reset all exported variables of the script. It would be so incredibly easier if Godot editor could do all this for me (button like 'new Extended script'/'Extend'). We don't even need new button, when I want to create new script for a node I'm clicking: ![newscript](https://cloud.githubusercontent.com/assets/6129594/15098020/0e869242-1530-11e6-88cd-a4748e7caad9.png) And then popup with question about file location cames out. It would make perfect sense for me if the same could happen when I'm clicking this button on a node that already have a script, just this time 'extends path/2/parent/script.gd' line would be filled automatically. **Related issue:** https://github.com/godotengine/godot/issues/4585 **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Ability to easily extend gd scripts - **Operating system or device - Godot version:** **Issue description** (what happened, and what was expected): Currently when I want to extend some script that is attached to a scene I need to make a lot of quite tiring (in the long term) steps. 1. Create new text file. 2. Find path to the file I want to extend 3. Write proper 'extend' line in new scipt 4. Remove 'base' script from a node that should use extended script. 5. Attach 'extended' script to a node 6. Reset all exported variables of the script. It would be so incredibly easier if Godot editor could do all this for me (button like 'new Extended script'/'Extend'). We don't even need new button, when I want to create new script for a node I'm clicking: ![newscript](https://cloud.githubusercontent.com/assets/6129594/15098020/0e869242-1530-11e6-88cd-a4748e7caad9.png) And then popup with question about file location cames out. It would make perfect sense for me if the same could happen when I'm clicking this button on a node that already have a script, just this time 'extends path/2/parent/script.gd' line would be filled automatically. **Related issue:** https://github.com/godotengine/godot/issues/4585 **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,ability to easily extend gd scripts operating system or device godot version issue description what happened and what was expected currently when i want to extend some script that is attached to a scene i need to make a lot of quite tiring in the long term steps create new text file find path to the file i want to extend write proper extend line in new scipt remove base script from a node that should use extended script attach extended script to a node reset all exported variables of the script it would be so incredibly easier if godot editor could do all this for me button like new extended script extend we don t even need new button when i want to create new script for a node i m clicking and then popup with question about file location cames out it would make perfect sense for me if the same could happen when i m clicking this button on a node that already have a script just this time extends path parent script gd line would be filled automatically related issue steps to reproduce link to minimal example project optional but very welcome ,1 33953,7310609084.0,IssuesEvent,2018-02-28 15:27:53,TV-Rename/tvrename,https://api.github.com/repos/TV-Rename/tvrename,closed,Searching torrents with apostrophes doens't work,Priority-Medium Retest needed Type-Defect auto-migrated,"``` What steps will reproduce the problem? 1. Search for America's Got Talent 2. Search for Grey's Anatomy 3. The apostrophe should be stripped out of the search term ``` Original issue reported on code.google.com by `hoke...@gmail.com` on 18 Sep 2012 at 3:05 ",1.0,"Searching torrents with apostrophes doens't work - ``` What steps will reproduce the problem? 1. Search for America's Got Talent 2. Search for Grey's Anatomy 3. The apostrophe should be stripped out of the search term ``` Original issue reported on code.google.com by `hoke...@gmail.com` on 18 Sep 2012 at 3:05 ",0,searching torrents with apostrophes doens t work what steps will reproduce the problem search for america s got talent search for grey s anatomy the apostrophe should be stripped out of the search term original issue reported on code google com by hoke gmail com on sep at ,0 3884,2610083446.0,IssuesEvent,2015-02-26 18:25:29,chrsmith/dsdsdaadf,https://api.github.com/repos/chrsmith/dsdsdaadf,opened,深圳暗疮怎么办,auto-migrated Priority-Medium Type-Defect,"``` 深圳暗疮怎么办【深圳韩方科颜全国热线400-869-1818,24小时QQ4 008691818】深圳韩方科颜专业祛痘连锁机构,机构以韩国秘方�� �—韩方科颜这一国妆准字号治疗型权威,祛痘佳品,韩方科� ��专业祛痘连锁机构,采用韩国秘方配合专业“不反弹”健康 祛痘技术并结合先进“先进豪华彩光”仪,开创国内专业治�� �粉刺、痤疮签约包治先河,成功消除了许多顾客脸上的痘痘� �� ``` ----- Original issue reported on code.google.com by `szft...@163.com` on 14 May 2014 at 6:49",1.0,"深圳暗疮怎么办 - ``` 深圳暗疮怎么办【深圳韩方科颜全国热线400-869-1818,24小时QQ4 008691818】深圳韩方科颜专业祛痘连锁机构,机构以韩国秘方�� �—韩方科颜这一国妆准字号治疗型权威,祛痘佳品,韩方科� ��专业祛痘连锁机构,采用韩国秘方配合专业“不反弹”健康 祛痘技术并结合先进“先进豪华彩光”仪,开创国内专业治�� �粉刺、痤疮签约包治先河,成功消除了许多顾客脸上的痘痘� �� ``` ----- Original issue reported on code.google.com by `szft...@163.com` on 14 May 2014 at 6:49",0,深圳暗疮怎么办 深圳暗疮怎么办【 , 】深圳韩方科颜专业祛痘连锁机构,机构以韩国秘方�� �—韩方科颜这一国妆准字号治疗型权威,祛痘佳品,韩方科� ��专业祛痘连锁机构,采用韩国秘方配合专业“不反弹”健康 祛痘技术并结合先进“先进豪华彩光”仪,开创国内专业治�� �粉刺、痤疮签约包治先河,成功消除了许多顾客脸上的痘痘� �� original issue reported on code google com by szft com on may at ,0 27708,30237769794.0,IssuesEvent,2023-07-06 11:29:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Holding Ctr+S will continually keep saving the project after letting go.,bug topic:editor usability topic:input,"### Godot version v4.0.stable.official [92bee43ad] ### System information Operating System: openSUSE Leap 15.3 KDE Plasma Version: 5.18.6 KDE Frameworks Version: 5.76.0 Qt Version: 5.12.7 Kernel Version: 5.3.18-150300.59.101-default OS Type: 64-bit Processors: 4 × Intel® Core™ i5-2400 CPU @ 3.10GHz Memory: 7,7 GiB, Godot: OpenGL API 3.3.0 NVIDIA 390.157 - Compatibility - Using Device: NVIDIA Corporation - GeForce GT 1030 ### Issue description If you hold ctrl+S for more than a second, godot will continue to save even if you let go. It should just save once. ### Steps to reproduce 1.Open a godot project 2.Save a scene by holding down ctr+S for more then a second. ### Minimal reproduction project N/A",True,"Holding Ctr+S will continually keep saving the project after letting go. - ### Godot version v4.0.stable.official [92bee43ad] ### System information Operating System: openSUSE Leap 15.3 KDE Plasma Version: 5.18.6 KDE Frameworks Version: 5.76.0 Qt Version: 5.12.7 Kernel Version: 5.3.18-150300.59.101-default OS Type: 64-bit Processors: 4 × Intel® Core™ i5-2400 CPU @ 3.10GHz Memory: 7,7 GiB, Godot: OpenGL API 3.3.0 NVIDIA 390.157 - Compatibility - Using Device: NVIDIA Corporation - GeForce GT 1030 ### Issue description If you hold ctrl+S for more than a second, godot will continue to save even if you let go. It should just save once. ### Steps to reproduce 1.Open a godot project 2.Save a scene by holding down ctr+S for more then a second. ### Minimal reproduction project N/A",1,holding ctr s will continually keep saving the project after letting go godot version stable official system information operating system opensuse leap kde plasma version kde frameworks version qt version kernel version default os type bit processors × intel® core™ cpu memory gib godot opengl api nvidia compatibility using device nvidia corporation geforce gt issue description if you hold ctrl s for more than a second godot will continue to save even if you let go it should just save once steps to reproduce open a godot project save a scene by holding down ctr s for more then a second minimal reproduction project n a,1 23907,23115361881.0,IssuesEvent,2022-07-27 16:10:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Contrast is too high in inspector property arrays,enhancement topic:editor usability,"### Godot version v4.0.alpha10.official [4bbe7f0b9] ### System information Windows 10 ### Issue description There is too much contrast between even and odd items in inspector property arrays. A bit of contrast is good to make it easy to tell each item apart, but this is too much. To fix this the contrast should be reduced where these colors are created in the editor theme. Alternatively, the array item dark/light backgrounds could be removed and an HSeparator can be added between each item? Just an idea though, I'm not sure if that would look better or worse. ![image](https://user-images.githubusercontent.com/67974470/174828805-c172b57a-ac1e-41a7-9927-44fbd61ebbc9.png) ![image](https://user-images.githubusercontent.com/67974470/174828620-2bb10ab1-427b-4d9b-9e2e-344c941fbdb7.png) ### Steps to reproduce * Create a TileMap node * Add a TileSet * Open the ""Terrain Sets"" section and press the ""Add Element"" button a few times * Open the ""Terrain"" section in each of the terrain sets and press the ""Add Element"" button a few times This can be done with any other object that has a property array, such as OptionButton or Curve. ### Minimal reproduction project _No response_",True,"Contrast is too high in inspector property arrays - ### Godot version v4.0.alpha10.official [4bbe7f0b9] ### System information Windows 10 ### Issue description There is too much contrast between even and odd items in inspector property arrays. A bit of contrast is good to make it easy to tell each item apart, but this is too much. To fix this the contrast should be reduced where these colors are created in the editor theme. Alternatively, the array item dark/light backgrounds could be removed and an HSeparator can be added between each item? Just an idea though, I'm not sure if that would look better or worse. ![image](https://user-images.githubusercontent.com/67974470/174828805-c172b57a-ac1e-41a7-9927-44fbd61ebbc9.png) ![image](https://user-images.githubusercontent.com/67974470/174828620-2bb10ab1-427b-4d9b-9e2e-344c941fbdb7.png) ### Steps to reproduce * Create a TileMap node * Add a TileSet * Open the ""Terrain Sets"" section and press the ""Add Element"" button a few times * Open the ""Terrain"" section in each of the terrain sets and press the ""Add Element"" button a few times This can be done with any other object that has a property array, such as OptionButton or Curve. ### Minimal reproduction project _No response_",1,contrast is too high in inspector property arrays godot version official system information windows issue description there is too much contrast between even and odd items in inspector property arrays a bit of contrast is good to make it easy to tell each item apart but this is too much to fix this the contrast should be reduced where these colors are created in the editor theme alternatively the array item dark light backgrounds could be removed and an hseparator can be added between each item just an idea though i m not sure if that would look better or worse steps to reproduce create a tilemap node add a tileset open the terrain sets section and press the add element button a few times open the terrain section in each of the terrain sets and press the add element button a few times this can be done with any other object that has a property array such as optionbutton or curve minimal reproduction project no response ,1 116582,14980994821.0,IssuesEvent,2021-01-28 14:19:44,redis/redis,https://api.github.com/repos/redis/redis,closed,Stream API in Module,class:feature state:help-wanted state:needs-design,"Hi all, I noticed the lack of Stream API in the module interface. Is there any technical reason for this or is just a lack of time? I believe stream will make great cursor/iterator for a lot of modules use case.",1.0,"Stream API in Module - Hi all, I noticed the lack of Stream API in the module interface. Is there any technical reason for this or is just a lack of time? I believe stream will make great cursor/iterator for a lot of modules use case.",0,stream api in module hi all i noticed the lack of stream api in the module interface is there any technical reason for this or is just a lack of time i believe stream will make great cursor iterator for a lot of modules use case ,0 17918,12425957503.0,IssuesEvent,2020-05-24 18:48:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Built-in script warning overlaps buttons,bug topic:editor usability,"**Godot version:** 3.2.2 beta3 **Issue description:** ![HRQnUgE8kT](https://user-images.githubusercontent.com/2223172/82762150-b6f5ba00-9dff-11ea-8537-d63e32d4be19.gif) CC @Calinou ",True,"Built-in script warning overlaps buttons - **Godot version:** 3.2.2 beta3 **Issue description:** ![HRQnUgE8kT](https://user-images.githubusercontent.com/2223172/82762150-b6f5ba00-9dff-11ea-8537-d63e32d4be19.gif) CC @Calinou ",1,built in script warning overlaps buttons godot version issue description cc calinou ,1 13493,8518287756.0,IssuesEvent,2018-11-01 11:03:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Properties in instanced scenes can't be reverted,bug topic:editor usability,"**Godot version:** Godot_v3.0.2-stable_win64 **OS/device including version:** Windows 7 **Issue description:** Properties in instanced scenes can't be reverted. **Steps to reproduce:** 1. Create a new project 2. With the default empty scene: 1. Create a new (root) `Sprite` node named `Sprite1` 2. Set `Sprite1`'s texture to icon.png 3. Save this scene as `Sprite1.tscn` 3. Create a new scene: 1. Create a new (root) `Node` named `TestScene` 2. Select this node and click the ""instance a scene file as node"" button, then open the `Sprite1.tscn` file (note that the sprite is visable in the 2D View). 3. With this instanced `Sprite1` node selected use the Inspector panel to untick the `CanvasItem` > `Visibility` > `Visible` property (note that the sprite disappears from the 2D View). 4. Click the revert button to the right of the checkbox (note that this does not recheck the checkbox or restore the sprites visibility in the 2D View) ![2018-03-25_12-10-38](https://user-images.githubusercontent.com/1151394/37871656-bff055ba-3025-11e8-825f-5c05bf28308c.gif) **Minimal reproduction project:** [test_instanced_scenes.zip](https://github.com/godotengine/godot/files/1845001/test_instanced_scenes.zip) ",True,"Properties in instanced scenes can't be reverted - **Godot version:** Godot_v3.0.2-stable_win64 **OS/device including version:** Windows 7 **Issue description:** Properties in instanced scenes can't be reverted. **Steps to reproduce:** 1. Create a new project 2. With the default empty scene: 1. Create a new (root) `Sprite` node named `Sprite1` 2. Set `Sprite1`'s texture to icon.png 3. Save this scene as `Sprite1.tscn` 3. Create a new scene: 1. Create a new (root) `Node` named `TestScene` 2. Select this node and click the ""instance a scene file as node"" button, then open the `Sprite1.tscn` file (note that the sprite is visable in the 2D View). 3. With this instanced `Sprite1` node selected use the Inspector panel to untick the `CanvasItem` > `Visibility` > `Visible` property (note that the sprite disappears from the 2D View). 4. Click the revert button to the right of the checkbox (note that this does not recheck the checkbox or restore the sprites visibility in the 2D View) ![2018-03-25_12-10-38](https://user-images.githubusercontent.com/1151394/37871656-bff055ba-3025-11e8-825f-5c05bf28308c.gif) **Minimal reproduction project:** [test_instanced_scenes.zip](https://github.com/godotengine/godot/files/1845001/test_instanced_scenes.zip) ",1,properties in instanced scenes can t be reverted godot version godot stable os device including version windows issue description properties in instanced scenes can t be reverted steps to reproduce create a new project with the default empty scene create a new root sprite node named set s texture to icon png save this scene as tscn create a new scene create a new root node named testscene select this node and click the instance a scene file as node button then open the tscn file note that the sprite is visable in the view with this instanced node selected use the inspector panel to untick the canvasitem visibility visible property note that the sprite disappears from the view click the revert button to the right of the checkbox note that this does not recheck the checkbox or restore the sprites visibility in the view minimal reproduction project ,1 8284,5559823972.0,IssuesEvent,2017-03-24 17:52:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"HiDPI automatically used on FullHD screens, makes the UI too big",bug platform:linux topic:editor usability,"**Operating system or device - Godot version:** Deepin linux (Debian), Godot 2.1 64bit **Issue description** (what happened, and what was expected): gui is too big **Steps to reproduce:** run Godot_v2.1-stable_x11.64 **Link to minimal example project** (optional but very welcome): ![deepinscreenshot20160810132556](https://cloud.githubusercontent.com/assets/5107597/17543945/5d13b8f0-5efe-11e6-8536-4db5e8046d69.png) ",True,"HiDPI automatically used on FullHD screens, makes the UI too big - **Operating system or device - Godot version:** Deepin linux (Debian), Godot 2.1 64bit **Issue description** (what happened, and what was expected): gui is too big **Steps to reproduce:** run Godot_v2.1-stable_x11.64 **Link to minimal example project** (optional but very welcome): ![deepinscreenshot20160810132556](https://cloud.githubusercontent.com/assets/5107597/17543945/5d13b8f0-5efe-11e6-8536-4db5e8046d69.png) ",1,hidpi automatically used on fullhd screens makes the ui too big operating system or device godot version deepin linux debian godot issue description what happened and what was expected gui is too big steps to reproduce run godot stable link to minimal example project optional but very welcome ,1 13885,8709695950.0,IssuesEvent,2018-12-06 14:39:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor: Inspector value adjust using mouse slide does nothing when sliding to the right.,bug topic:editor usability,"**Godot version:** 3.1 alpha #fe0db6c Mac OS X, High Sierra ** Issue Description ** (In reference to #22982 ) In the editor inspector for a Control, sliding mouse over ( e.g. TextureRect ) `rect_position.x or y` and `rect_size.x or y` values, only changes the value sliding to the left. Sliding to the right does nothing. ![screen shot 2018-10-14 at 11 37 21 am](https://user-images.githubusercontent.com/930478/46918874-9cadf600-cfa5-11e8-87fd-0ccb43d96e00.png) ",True,"Editor: Inspector value adjust using mouse slide does nothing when sliding to the right. - **Godot version:** 3.1 alpha #fe0db6c Mac OS X, High Sierra ** Issue Description ** (In reference to #22982 ) In the editor inspector for a Control, sliding mouse over ( e.g. TextureRect ) `rect_position.x or y` and `rect_size.x or y` values, only changes the value sliding to the left. Sliding to the right does nothing. ![screen shot 2018-10-14 at 11 37 21 am](https://user-images.githubusercontent.com/930478/46918874-9cadf600-cfa5-11e8-87fd-0ccb43d96e00.png) ",1,editor inspector value adjust using mouse slide does nothing when sliding to the right godot version alpha mac os x high sierra issue description in reference to in the editor inspector for a control sliding mouse over e g texturerect rect position x or y and rect size x or y values only changes the value sliding to the left sliding to the right does nothing ,1 13096,8269032955.0,IssuesEvent,2018-09-15 00:35:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Bug in AnimationPlayer and Keys disappearing ,bug topic:editor usability,"**Operating system or device - Godot version:** Win 10 Godot 2.1.2 **Issue description:** *Select ""Animation"" tab. Key symbol next to properties in the inspector are toggling off while in the AnimationPlayer. **Steps to reproduce:** Keys appear next to all properties in the inspector. *Next select either ""Output"", ""Debugger"" or ""Texture Region"" tab. Keys are still showing next to the properties in the inspector. *Now go back to the Animation tab by selecting it. The Keys next to the properties are now toggled off when they should be on. Subsequently, you have to select another node to turn the keys back on. **Link to minimal example project:** ",True,"Bug in AnimationPlayer and Keys disappearing - **Operating system or device - Godot version:** Win 10 Godot 2.1.2 **Issue description:** *Select ""Animation"" tab. Key symbol next to properties in the inspector are toggling off while in the AnimationPlayer. **Steps to reproduce:** Keys appear next to all properties in the inspector. *Next select either ""Output"", ""Debugger"" or ""Texture Region"" tab. Keys are still showing next to the properties in the inspector. *Now go back to the Animation tab by selecting it. The Keys next to the properties are now toggled off when they should be on. Subsequently, you have to select another node to turn the keys back on. **Link to minimal example project:** ",1,bug in animationplayer and keys disappearing operating system or device godot version win godot issue description select animation tab key symbol next to properties in the inspector are toggling off while in the animationplayer steps to reproduce keys appear next to all properties in the inspector next select either output debugger or texture region tab keys are still showing next to the properties in the inspector now go back to the animation tab by selecting it the keys next to the properties are now toggled off when they should be on subsequently you have to select another node to turn the keys back on link to minimal example project ,1 24734,24202528463.0,IssuesEvent,2022-09-24 19:25:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Can't open"" alert for removed resource",bug topic:editor confirmed good first issue usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Debian 9, master **Issue description:** I have a resource that i've removed, i don't know what happned but Godot says ""Can't open xxxx.tscn"" always when i try open project. Only think i can do click ""I see"". There should be some options like ""Yes, i know, remove that file from project"" or ""Let me help you find that file"" etc... Edit: File is run/main_scene=""res://xxxx.tscn"" in project.godot",True,"""Can't open"" alert for removed resource - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Debian 9, master **Issue description:** I have a resource that i've removed, i don't know what happned but Godot says ""Can't open xxxx.tscn"" always when i try open project. Only think i can do click ""I see"". There should be some options like ""Yes, i know, remove that file from project"" or ""Let me help you find that file"" etc... Edit: File is run/main_scene=""res://xxxx.tscn"" in project.godot",1, can t open alert for removed resource operating system or device godot version gpu model and driver if graphics related debian master issue description i have a resource that i ve removed i don t know what happned but godot says can t open xxxx tscn always when i try open project only think i can do click i see there should be some options like yes i know remove that file from project or let me help you find that file etc edit file is run main scene res xxxx tscn in project godot,1 34841,30508518021.0,IssuesEvent,2023-07-18 18:49:56,Perl/perl5,https://api.github.com/repos/Perl/perl5,closed,.lgtm.yml: Is this file still used?,Infrastructure,"If not used, can I submit a PR to remove it? ## File https://github.com/Perl/perl5/blob/cfe3eec1741a8336d1dc6b70c3741485449a77dc/.lgtm.yml#L1 ## Related - https://perldoc.perl.org/perl5300delta (links [here]((https://lgtm.com/projects/g/Perl/perl5/alerts/?mode=tree))) - https://github.blog/2022-08-15-the-next-step-for-lgtm-com-github-code-scanning/ (Redirected from lgtm.com)",1.0,".lgtm.yml: Is this file still used? - If not used, can I submit a PR to remove it? ## File https://github.com/Perl/perl5/blob/cfe3eec1741a8336d1dc6b70c3741485449a77dc/.lgtm.yml#L1 ## Related - https://perldoc.perl.org/perl5300delta (links [here]((https://lgtm.com/projects/g/Perl/perl5/alerts/?mode=tree))) - https://github.blog/2022-08-15-the-next-step-for-lgtm-com-github-code-scanning/ (Redirected from lgtm.com)",0, lgtm yml is this file still used if not used can i submit a pr to remove it file related links redirected from lgtm com ,0 18134,12559773172.0,IssuesEvent,2020-06-07 19:59:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,GDScript errors are not reported for non-tool scripts loaded by tool scripts,bug topic:editor topic:gdscript usability,"Godot 3.0.2 stable, Godot 2.x too I believe I thought an issue existed already, but I was unable to find it. I have a tool script which preloads an utility script: ```gdscript tool const Util = preload(""util.gd"") ``` But for some reason the tool script failed to execute, telling me that `Util` doesn't contain function xxx in base `GDScript`. Turns out, it was because `util.gd` had a GDScript parsing error, but it wasn't reported explicitely. Adding `tool` on top of `util.gd` made the error show up. As a result, I am adding `tool` in scripts that didn't need it (not really)...",True,"GDScript errors are not reported for non-tool scripts loaded by tool scripts - Godot 3.0.2 stable, Godot 2.x too I believe I thought an issue existed already, but I was unable to find it. I have a tool script which preloads an utility script: ```gdscript tool const Util = preload(""util.gd"") ``` But for some reason the tool script failed to execute, telling me that `Util` doesn't contain function xxx in base `GDScript`. Turns out, it was because `util.gd` had a GDScript parsing error, but it wasn't reported explicitely. Adding `tool` on top of `util.gd` made the error show up. As a result, I am adding `tool` in scripts that didn't need it (not really)...",1,gdscript errors are not reported for non tool scripts loaded by tool scripts godot stable godot x too i believe i thought an issue existed already but i was unable to find it i have a tool script which preloads an utility script gdscript tool const util preload util gd but for some reason the tool script failed to execute telling me that util doesn t contain function xxx in base gdscript turns out it was because util gd had a gdscript parsing error but it wasn t reported explicitely adding tool on top of util gd made the error show up as a result i am adding tool in scripts that didn t need it not really ,1 23751,22718330068.0,IssuesEvent,2022-07-06 05:43:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[3.x] Some node icons use the Godot 4 colors,bug topic:editor usability,"### Godot version v3.5.rc4.official [e047c5006] ### System information Windows 10 ### Issue description Some node icons are using the Godot 4 color scheme, which is slightly more saturated, instead of the Godot 3 color scheme. ### Label3D ![image](https://user-images.githubusercontent.com/67974470/177412825-78a82766-ab36-4102-9491-964a759c925a.png) ![image](https://user-images.githubusercontent.com/67974470/177414264-11349e92-bf05-403f-a9b6-f6efda6d8edd.png) ### H/VFlowContainer ![image](https://user-images.githubusercontent.com/67974470/177413186-22de1106-5ae2-4325-baac-283e5b4bc2c2.png) ![image](https://user-images.githubusercontent.com/67974470/177414035-7ec438e2-b936-4247-8bd1-cf35b4c0edf7.png) ### CPUParticles2D ![image](https://user-images.githubusercontent.com/67974470/177414515-37a17cae-7278-45ea-8ed9-3ecc30645088.png) ![image](https://user-images.githubusercontent.com/67974470/177414343-a0227f51-66ff-41df-9412-6ed55e74329f.png) ### Steps to reproduce Check `Label3D.svg`, `HFlowContainer.svg`, and `VFlowContainer.svg` and `CPUParticles2D.svg` in the Godot source code. ### Minimal reproduction project _No response_",True,"[3.x] Some node icons use the Godot 4 colors - ### Godot version v3.5.rc4.official [e047c5006] ### System information Windows 10 ### Issue description Some node icons are using the Godot 4 color scheme, which is slightly more saturated, instead of the Godot 3 color scheme. ### Label3D ![image](https://user-images.githubusercontent.com/67974470/177412825-78a82766-ab36-4102-9491-964a759c925a.png) ![image](https://user-images.githubusercontent.com/67974470/177414264-11349e92-bf05-403f-a9b6-f6efda6d8edd.png) ### H/VFlowContainer ![image](https://user-images.githubusercontent.com/67974470/177413186-22de1106-5ae2-4325-baac-283e5b4bc2c2.png) ![image](https://user-images.githubusercontent.com/67974470/177414035-7ec438e2-b936-4247-8bd1-cf35b4c0edf7.png) ### CPUParticles2D ![image](https://user-images.githubusercontent.com/67974470/177414515-37a17cae-7278-45ea-8ed9-3ecc30645088.png) ![image](https://user-images.githubusercontent.com/67974470/177414343-a0227f51-66ff-41df-9412-6ed55e74329f.png) ### Steps to reproduce Check `Label3D.svg`, `HFlowContainer.svg`, and `VFlowContainer.svg` and `CPUParticles2D.svg` in the Godot source code. ### Minimal reproduction project _No response_",1, some node icons use the godot colors godot version official system information windows issue description some node icons are using the godot color scheme which is slightly more saturated instead of the godot color scheme h vflowcontainer steps to reproduce check svg hflowcontainer svg and vflowcontainer svg and svg in the godot source code minimal reproduction project no response ,1 10969,6996971101.0,IssuesEvent,2017-12-16 08:26:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Why scale the scene editor by dragging two fingers feature is miss in 3.0,enhancement platform:osx topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3.0 Mac OS **Issue description:** in 2.1, drag tow fingers on the trackpad to scale the scene is a very nice feature. in 3.0, scale by the button is not so easy to use as 2.1. **Steps to reproduce:** **Link to minimal example project:** ",True,"Why scale the scene editor by dragging two fingers feature is miss in 3.0 - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3.0 Mac OS **Issue description:** in 2.1, drag tow fingers on the trackpad to scale the scene is a very nice feature. in 3.0, scale by the button is not so easy to use as 2.1. **Steps to reproduce:** **Link to minimal example project:** ",1,why scale the scene editor by dragging two fingers feature is miss in operating system or device godot version gpu model and driver if graphics related godot mac os issue description in drag tow fingers on the trackpad to scale the scene is a very nice feature in scale by the button is not so easy to use as steps to reproduce link to minimal example project ,1 11459,7244739043.0,IssuesEvent,2018-02-14 15:58:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Bring back type icons,feature proposal topic:editor usability,"A while back type icons were removed(https://github.com/godotengine/godot/issues/11505#issuecomment-331609673), but with the merge of https://github.com/godotengine/godot/pull/14781, I think there is not problem bringing them back now. ",True,"Bring back type icons - A while back type icons were removed(https://github.com/godotengine/godot/issues/11505#issuecomment-331609673), but with the merge of https://github.com/godotengine/godot/pull/14781, I think there is not problem bringing them back now. ",1,bring back type icons a while back type icons were removed but with the merge of i think there is not problem bringing them back now ,1 26678,27075449523.0,IssuesEvent,2023-02-14 10:15:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Double clicking JSON files in FileSystem tab throws errors,bug topic:editor usability,"### Godot version v4.0.beta2.official [f8745f2f7] ### System information Windows 10 21H2 (Build 19044.2075) ### Issue description In **beta1** was able to double click a JSON file shown in the FileSystem tab to open it in the script editor view as a text file. Doing the same in **beta2** throws the following errors for the file: ``` ERROR: Failed loading resource: res://static_data/weapons/DamageBehaviors.json. Make sure resources have been imported by opening the project in the editor at least once. at: (core/io/resource_loader.cpp:221) ERROR: Condition ""!res.is_valid()"" is true. Returning: ERR_CANT_OPEN at: load_resource (editor/editor_node.cpp:1248) ``` Accessing the file via `FileAccess` and parsing it via `JSON.parse()` works without problems, as does dragging the file from FileSystem into the script editor's vertical tab space. ### Steps to reproduce 1. Add JSON file to folder in `res://` 2. Double click on file 3. File doesn't open as expected, errors in console Using the attached project: 1. Open project 2. Double click `res://static_data/weapons/DamageBehaviors.json` 3. File doesn't open as expected, errors in console ### Minimal reproduction project [BugReproduction.zip](https://github.com/godotengine/godot/files/9698024/BugReproduction.zip) ",True,"Double clicking JSON files in FileSystem tab throws errors - ### Godot version v4.0.beta2.official [f8745f2f7] ### System information Windows 10 21H2 (Build 19044.2075) ### Issue description In **beta1** was able to double click a JSON file shown in the FileSystem tab to open it in the script editor view as a text file. Doing the same in **beta2** throws the following errors for the file: ``` ERROR: Failed loading resource: res://static_data/weapons/DamageBehaviors.json. Make sure resources have been imported by opening the project in the editor at least once. at: (core/io/resource_loader.cpp:221) ERROR: Condition ""!res.is_valid()"" is true. Returning: ERR_CANT_OPEN at: load_resource (editor/editor_node.cpp:1248) ``` Accessing the file via `FileAccess` and parsing it via `JSON.parse()` works without problems, as does dragging the file from FileSystem into the script editor's vertical tab space. ### Steps to reproduce 1. Add JSON file to folder in `res://` 2. Double click on file 3. File doesn't open as expected, errors in console Using the attached project: 1. Open project 2. Double click `res://static_data/weapons/DamageBehaviors.json` 3. File doesn't open as expected, errors in console ### Minimal reproduction project [BugReproduction.zip](https://github.com/godotengine/godot/files/9698024/BugReproduction.zip) ",1,double clicking json files in filesystem tab throws errors godot version official system information windows build issue description in was able to double click a json file shown in the filesystem tab to open it in the script editor view as a text file doing the same in throws the following errors for the file error failed loading resource res static data weapons damagebehaviors json make sure resources have been imported by opening the project in the editor at least once at core io resource loader cpp error condition res is valid is true returning err cant open at load resource editor editor node cpp accessing the file via fileaccess and parsing it via json parse works without problems as does dragging the file from filesystem into the script editor s vertical tab space steps to reproduce add json file to folder in res double click on file file doesn t open as expected errors in console using the attached project open project double click res static data weapons damagebehaviors json file doesn t open as expected errors in console minimal reproduction project ,1 313238,23464480154.0,IssuesEvent,2022-08-16 15:33:48,tektoncd/pipeline,https://api.github.com/repos/tektoncd/pipeline,closed,Tekton API Reference,help wanted kind/documentation lifecycle/frozen priority/important-soon area/api,"Currently a lot of our doc is examples that do not necessarily reflect all the dark corners of our API. It might be time to craft or generate open API for everything and add a reference API section to our doc. Something like -- https://kubernetes.io/docs/reference/generated/kubernetes-api/v1.15/",1.0,"Tekton API Reference - Currently a lot of our doc is examples that do not necessarily reflect all the dark corners of our API. It might be time to craft or generate open API for everything and add a reference API section to our doc. Something like -- https://kubernetes.io/docs/reference/generated/kubernetes-api/v1.15/",0,tekton api reference currently a lot of our doc is examples that do not necessarily reflect all the dark corners of our api it might be time to craft or generate open api for everything and add a reference api section to our doc something like ,0 23852,23038213574.0,IssuesEvent,2022-07-22 21:46:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Sun/Environment Preview and Label toolbar color pickers doesn't respect color picker shape and mode editor settings,bug topic:editor usability topic:3d,"### Godot version v4.0.dev.custom_build [e09881de9] ### System information Windows 10, Vulkan ### Issue description The color picker in the sun preview menu doesn't respect the Default Color Picker Mode and Default Color Picker Shape editor settings. This applies to all 3 color pickers in this menu (Sun, Sky, and Ground Color). ![image](https://user-images.githubusercontent.com/67974470/150864768-1c9bcabb-604d-4abf-bf20-f77a4a724900.png) ![image](https://user-images.githubusercontent.com/67974470/150864370-e3254744-3bee-45e3-8113-9ee662d0d0c9.png) EDIT: This also applies to the Label toolbar: ![image](https://user-images.githubusercontent.com/67974470/151095043-cc523bd7-e8d8-450c-b723-aa7b8737d307.png) ## Proposal that would solve this issue: https://github.com/godotengine/godot-proposals/issues/3857 ### Steps to reproduce * Change the Default Color Picker Mode and Default Color Picker Shape editor settings to something other than the default * Open a color picker in the 3D Sun/Environment Preview menu ### Minimal reproduction project _No response_",True,"Sun/Environment Preview and Label toolbar color pickers doesn't respect color picker shape and mode editor settings - ### Godot version v4.0.dev.custom_build [e09881de9] ### System information Windows 10, Vulkan ### Issue description The color picker in the sun preview menu doesn't respect the Default Color Picker Mode and Default Color Picker Shape editor settings. This applies to all 3 color pickers in this menu (Sun, Sky, and Ground Color). ![image](https://user-images.githubusercontent.com/67974470/150864768-1c9bcabb-604d-4abf-bf20-f77a4a724900.png) ![image](https://user-images.githubusercontent.com/67974470/150864370-e3254744-3bee-45e3-8113-9ee662d0d0c9.png) EDIT: This also applies to the Label toolbar: ![image](https://user-images.githubusercontent.com/67974470/151095043-cc523bd7-e8d8-450c-b723-aa7b8737d307.png) ## Proposal that would solve this issue: https://github.com/godotengine/godot-proposals/issues/3857 ### Steps to reproduce * Change the Default Color Picker Mode and Default Color Picker Shape editor settings to something other than the default * Open a color picker in the 3D Sun/Environment Preview menu ### Minimal reproduction project _No response_",1,sun environment preview and label toolbar color pickers doesn t respect color picker shape and mode editor settings godot version dev custom build system information windows vulkan issue description the color picker in the sun preview menu doesn t respect the default color picker mode and default color picker shape editor settings this applies to all color pickers in this menu sun sky and ground color edit this also applies to the label toolbar proposal that would solve this issue steps to reproduce change the default color picker mode and default color picker shape editor settings to something other than the default open a color picker in the sun environment preview menu minimal reproduction project no response ,1 16096,10559508716.0,IssuesEvent,2019-10-04 11:47:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Custom project font overrides Container warning text,bug junior job topic:editor usability," **Godot version:** 037237f **Steps to reproduce:** 1. Create a valid DynamicFont resource 2. Set it under Project Settings -> GUI -> Theme -> Custom Font 3. Restart the project 4. Create a Container node and a child 5. Try to move the child 6. ![image](https://user-images.githubusercontent.com/2223172/64136563-bdb44b00-cdf2-11e9-88f3-1c09ff054d44.png) **Minimal reproduction project:** [ReproductionProject.zip](https://github.com/godotengine/godot/files/3567316/ReproductionProject.zip) ",True,"Custom project font overrides Container warning text - **Godot version:** 037237f **Steps to reproduce:** 1. Create a valid DynamicFont resource 2. Set it under Project Settings -> GUI -> Theme -> Custom Font 3. Restart the project 4. Create a Container node and a child 5. Try to move the child 6. ![image](https://user-images.githubusercontent.com/2223172/64136563-bdb44b00-cdf2-11e9-88f3-1c09ff054d44.png) **Minimal reproduction project:** [ReproductionProject.zip](https://github.com/godotengine/godot/files/3567316/ReproductionProject.zip) ",1,custom project font overrides container warning text please search existing issues for potential duplicates before filing yours godot version steps to reproduce create a valid dynamicfont resource set it under project settings gui theme custom font restart the project create a container node and a child try to move the child minimal reproduction project ,1 27730,30285540589.0,IssuesEvent,2023-07-08 16:24:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ctrl+K to comment lines in shader editor isn't working if the shader is a .gdshaderinc,bug topic:editor usability topic:shaders,"### Godot version Godot 4.0.3 ### System information Windows 10 64 bits NVIDIA GeForce GTX 1060 ### Issue description Ctrl+K is a shortcut normally used to comment out the current line. It works in the shader editor, but for some reason, it doesn't if your shader has the `.gdshaderinc` extension (aka it's a shader include). Shader Includes are the same language, we should be able to use that feature. ### Steps to reproduce Create a `.gdshaderinc` file. Write some code in it. Observe you can't use Ctrl+K to comment out lines. ### Minimal reproduction project [CommentLinesShaderInc.zip](https://github.com/godotengine/godot/files/11739881/CommentLinesShaderInc.zip) ",True,"Ctrl+K to comment lines in shader editor isn't working if the shader is a .gdshaderinc - ### Godot version Godot 4.0.3 ### System information Windows 10 64 bits NVIDIA GeForce GTX 1060 ### Issue description Ctrl+K is a shortcut normally used to comment out the current line. It works in the shader editor, but for some reason, it doesn't if your shader has the `.gdshaderinc` extension (aka it's a shader include). Shader Includes are the same language, we should be able to use that feature. ### Steps to reproduce Create a `.gdshaderinc` file. Write some code in it. Observe you can't use Ctrl+K to comment out lines. ### Minimal reproduction project [CommentLinesShaderInc.zip](https://github.com/godotengine/godot/files/11739881/CommentLinesShaderInc.zip) ",1,ctrl k to comment lines in shader editor isn t working if the shader is a gdshaderinc godot version godot system information windows bits nvidia geforce gtx issue description ctrl k is a shortcut normally used to comment out the current line it works in the shader editor but for some reason it doesn t if your shader has the gdshaderinc extension aka it s a shader include shader includes are the same language we should be able to use that feature steps to reproduce create a gdshaderinc file write some code in it observe you can t use ctrl k to comment out lines minimal reproduction project ,1 390347,11542427503.0,IssuesEvent,2020-02-18 07:23:45,webcompat/web-bugs,https://api.github.com/repos/webcompat/web-bugs,closed,www.cbsnews.com - see bug description,browser-firefox-mobile engine-gecko priority-normal," **URL**: https://www.cbsnews.com/news/autisms-high-suicide-rate-spurs-expert-summit/# **Browser / Version**: Firefox Mobile 75.0 **Operating System**: Android **Tested Another Browser**: No **Problem type**: Something else **Description**: reader view only shows cookie disclaimer text **Steps to Reproduce**:
Browser Configuration
  • None
Submitted in the name of `@kurtoid` _From [webcompat.com](https://webcompat.com/) with ❤️_",1.0,"www.cbsnews.com - see bug description - **URL**: https://www.cbsnews.com/news/autisms-high-suicide-rate-spurs-expert-summit/# **Browser / Version**: Firefox Mobile 75.0 **Operating System**: Android **Tested Another Browser**: No **Problem type**: Something else **Description**: reader view only shows cookie disclaimer text **Steps to Reproduce**:
Browser Configuration
  • None
Submitted in the name of `@kurtoid` _From [webcompat.com](https://webcompat.com/) with ❤️_",0, see bug description url browser version firefox mobile operating system android tested another browser no problem type something else description reader view only shows cookie disclaimer text steps to reproduce browser configuration none submitted in the name of kurtoid from with ❤️ ,0 175060,27782230685.0,IssuesEvent,2023-03-16 22:14:24,backdrop/backdrop-issues,https://api.github.com/repos/backdrop/backdrop-issues,reopened,seven_admin_page() ignores block position as set in the menu item,status - works as designed,"## Description of the bug In [the documentation of `hook_menu()`](https://docs.backdropcms.org/api/backdrop/core%21modules%21system%21system.api.php/function/hook_menu/1), the `'position'` entry is described thus: > **""position""**: Position of the block ('left' or 'right') on the system administration page for this item. However, the Seven theme, via `seven_admin_page()`, ignores the position values and simply puts the first half of the blocks on the left and the second half on the right. This can result in a badly unbalanced admin page if it is a mix of long and short blocks, and of course, if the module developer has tried to balance their admin page by judicious selection of left and right position, it will be ignored. ## Expected behavior If all of the blocks have been positioned as `left` or `right`, I would expect those positions to be honored when creating the admin page. Of course if no blocks have been positioned, it's reasonable to use a simple heuristic like the current behavior to divide them up between left and right; but if they've already been positioned, those positions should be respected.",1.0,"seven_admin_page() ignores block position as set in the menu item - ## Description of the bug In [the documentation of `hook_menu()`](https://docs.backdropcms.org/api/backdrop/core%21modules%21system%21system.api.php/function/hook_menu/1), the `'position'` entry is described thus: > **""position""**: Position of the block ('left' or 'right') on the system administration page for this item. However, the Seven theme, via `seven_admin_page()`, ignores the position values and simply puts the first half of the blocks on the left and the second half on the right. This can result in a badly unbalanced admin page if it is a mix of long and short blocks, and of course, if the module developer has tried to balance their admin page by judicious selection of left and right position, it will be ignored. ## Expected behavior If all of the blocks have been positioned as `left` or `right`, I would expect those positions to be honored when creating the admin page. Of course if no blocks have been positioned, it's reasonable to use a simple heuristic like the current behavior to divide them up between left and right; but if they've already been positioned, those positions should be respected.",0,seven admin page ignores block position as set in the menu item description of the bug in the position entry is described thus position position of the block left or right on the system administration page for this item however the seven theme via seven admin page ignores the position values and simply puts the first half of the blocks on the left and the second half on the right this can result in a badly unbalanced admin page if it is a mix of long and short blocks and of course if the module developer has tried to balance their admin page by judicious selection of left and right position it will be ignored expected behavior if all of the blocks have been positioned as left or right i would expect those positions to be honored when creating the admin page of course if no blocks have been positioned it s reasonable to use a simple heuristic like the current behavior to divide them up between left and right but if they ve already been positioned those positions should be respected ,0 22399,3642382817.0,IssuesEvent,2016-02-14 09:13:34,skaut/dsw-oddil,https://api.github.com/repos/skaut/dsw-oddil,closed,Aktualizace readme.txt a hardkódované meta tagy,defect template,"for example your readme.txt file is only a copy of underscores. Adding meta ""author"" and hardcoding favicon is not allowed. Now you have a few things to work on while you wait :)",1.0,"Aktualizace readme.txt a hardkódované meta tagy - for example your readme.txt file is only a copy of underscores. Adding meta ""author"" and hardcoding favicon is not allowed. Now you have a few things to work on while you wait :)",0,aktualizace readme txt a hardkódované meta tagy for example your readme txt file is only a copy of underscores adding meta author and hardcoding favicon is not allowed now you have a few things to work on while you wait ,0 161956,25453879348.0,IssuesEvent,2022-11-24 12:40:38,equinor/design-system,https://api.github.com/repos/equinor/design-system,closed,Update Banner in Figma. ,design,"Figma is not updated based on all decided variants. - [ ] Add missing variants/colors - [ ] Validate icon colors - [ ] Conform on color names/types. Do we follow buttont color style or card color style? Need to coordinate with how it is implement. Examples: https://eds-storybook-react.azurewebsites.net/?path=/docs/components-banner--default",1.0,"Update Banner in Figma. - Figma is not updated based on all decided variants. - [ ] Add missing variants/colors - [ ] Validate icon colors - [ ] Conform on color names/types. Do we follow buttont color style or card color style? Need to coordinate with how it is implement. Examples: https://eds-storybook-react.azurewebsites.net/?path=/docs/components-banner--default",0,update banner in figma figma is not updated based on all decided variants add missing variants colors validate icon colors conform on color names types do we follow buttont color style or card color style need to coordinate with how it is implement examples ,0 122024,10210321491.0,IssuesEvent,2019-08-14 14:34:28,cashapp/misk-web,https://api.github.com/repos/cashapp/misk-web,closed,Migrate deprecated react-testing-library,@misk/test,"`react-testing-library` has moved, update `@misk/test` and related references, and release new set of `@misk/` packages. ```  WARN  deprecated react-testing-library@6.1.2: 🚨 react-testing-library has moved to @testing-library/react. Please uninstall react-testing-library and install @testing-library/react instead, or use an older version of react-testing-library. Learn more about this change here: https://github.com/testing-library/dom-testing-library/issues/260 Thanks! :) ```",1.0,"Migrate deprecated react-testing-library - `react-testing-library` has moved, update `@misk/test` and related references, and release new set of `@misk/` packages. ```  WARN  deprecated react-testing-library@6.1.2: 🚨 react-testing-library has moved to @testing-library/react. Please uninstall react-testing-library and install @testing-library/react instead, or use an older version of react-testing-library. Learn more about this change here: https://github.com/testing-library/dom-testing-library/issues/260 Thanks! :) ```",0,migrate deprecated react testing library react testing library has moved update misk test and related references and release new set of misk packages  warn  deprecated react testing library 🚨 react testing library has moved to testing library react please uninstall react testing library and install testing library react instead or use an older version of react testing library learn more about this change here thanks ,0 22923,20612116618.0,IssuesEvent,2022-03-07 09:40:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project can be opened multiple times from Project Manager,bug topic:editor usability,"### Godot version 3f69ea4 ### System information W10 ### Issue description When you double click a project on project list, it opens the project. But if you keep clicking it until project manager closes, it will spawn multiple instances of the editor. If the project is starting, further clicks should have no effect. ### Steps to reproduce 1. Open Project Manager 2. Click a project on the list 3. Click it 4. Click again 5. Click 6. Click 7. Keep clicking ### Minimal reproduction project _No response_",True,"Project can be opened multiple times from Project Manager - ### Godot version 3f69ea4 ### System information W10 ### Issue description When you double click a project on project list, it opens the project. But if you keep clicking it until project manager closes, it will spawn multiple instances of the editor. If the project is starting, further clicks should have no effect. ### Steps to reproduce 1. Open Project Manager 2. Click a project on the list 3. Click it 4. Click again 5. Click 6. Click 7. Keep clicking ### Minimal reproduction project _No response_",1,project can be opened multiple times from project manager godot version system information issue description when you double click a project on project list it opens the project but if you keep clicking it until project manager closes it will spawn multiple instances of the editor if the project is starting further clicks should have no effect steps to reproduce open project manager click a project on the list click it click again click click keep clicking minimal reproduction project no response ,1 13166,8320257488.0,IssuesEvent,2018-09-25 19:39:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add clear(er) error messages for networking,enhancement topic:network usability,"Quoting a Discord user: *There was a problem with an rpc call I was doing. I was using rpc to call a procedure send_player_data(playerID, playerInfo), but in the rpc call, I wasn't including either of those arguments. I don't think the error message was directly caused by the bad rpc call, but it probably triggered some chain of events that eventually caused the error to rise:* ``` ERROR: Attempt to remote call/set when networking is not connected yet in SceneTree. At: scene/main/scene_tree.cpp:1760 ```",True,"Add clear(er) error messages for networking - Quoting a Discord user: *There was a problem with an rpc call I was doing. I was using rpc to call a procedure send_player_data(playerID, playerInfo), but in the rpc call, I wasn't including either of those arguments. I don't think the error message was directly caused by the bad rpc call, but it probably triggered some chain of events that eventually caused the error to rise:* ``` ERROR: Attempt to remote call/set when networking is not connected yet in SceneTree. At: scene/main/scene_tree.cpp:1760 ```",1,add clear er error messages for networking quoting a discord user there was a problem with an rpc call i was doing i was using rpc to call a procedure send player data playerid playerinfo but in the rpc call i wasn t including either of those arguments i don t think the error message was directly caused by the bad rpc call but it probably triggered some chain of events that eventually caused the error to rise error attempt to remote call set when networking is not connected yet in scenetree at scene main scene tree cpp ,1 16642,11177542992.0,IssuesEvent,2019-12-30 11:03:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Elastic Tabstops for the Editor,feature proposal topic:editor usability,"![Gif](http://nickgravgaard.com/elastic-tabstops/images/columnblocks_coloured.gif) http://nickgravgaard.com/elastic-tabstops/ Elastic tabstops are a way to format code by linking tabs to the same indentation level as those above and below them, so they're automatically aligned. You can try it here https://github.com/dail8859/ElasticTabstops/releases",True,"Elastic Tabstops for the Editor - ![Gif](http://nickgravgaard.com/elastic-tabstops/images/columnblocks_coloured.gif) http://nickgravgaard.com/elastic-tabstops/ Elastic tabstops are a way to format code by linking tabs to the same indentation level as those above and below them, so they're automatically aligned. You can try it here https://github.com/dail8859/ElasticTabstops/releases",1,elastic tabstops for the editor elastic tabstops are a way to format code by linking tabs to the same indentation level as those above and below them so they re automatically aligned you can try it here ,1 377623,11177335756.0,IssuesEvent,2019-12-30 10:21:47,webcompat/web-bugs,https://api.github.com/repos/webcompat/web-bugs,closed,www.qwant.com - design is broken,browser-firefox-mobile engine-gecko priority-normal," **URL**: https://www.qwant.com/?q=sophia%20loren&t=web **Browser / Version**: Firefox 68.0 **Operating System**: Android **Tested Another Browser**: No **Problem type**: Design is broken **Description**: navigateur français qui est en anglais. ouverture page accueil en blanc **Steps to Reproduce**: [![Screenshot Description](https://webcompat.com/uploads/2019/12/d084056c-9720-433a-b1bb-10655c1242ec-thumb.jpeg)](https://webcompat.com/uploads/2019/12/d084056c-9720-433a-b1bb-10655c1242ec.jpeg)
Browser Configuration
  • gfx.webrender.all: false
  • gfx.webrender.blob-images: true
  • gfx.webrender.enabled: false
  • image.mem.shared: true
  • buildID: 20191030223806
  • channel: default
  • hasTouchScreen: true
  • mixed active content blocked: false
  • mixed passive content blocked: false
  • tracking content blocked: false
[View console log messages](https://webcompat.com/console_logs/2019/12/61cc44f2-d7f6-4a49-a5a0-0fb1cc6d7d47) _From [webcompat.com](https://webcompat.com/) with ❤️_",1.0,"www.qwant.com - design is broken - **URL**: https://www.qwant.com/?q=sophia%20loren&t=web **Browser / Version**: Firefox 68.0 **Operating System**: Android **Tested Another Browser**: No **Problem type**: Design is broken **Description**: navigateur français qui est en anglais. ouverture page accueil en blanc **Steps to Reproduce**: [![Screenshot Description](https://webcompat.com/uploads/2019/12/d084056c-9720-433a-b1bb-10655c1242ec-thumb.jpeg)](https://webcompat.com/uploads/2019/12/d084056c-9720-433a-b1bb-10655c1242ec.jpeg)
Browser Configuration
  • gfx.webrender.all: false
  • gfx.webrender.blob-images: true
  • gfx.webrender.enabled: false
  • image.mem.shared: true
  • buildID: 20191030223806
  • channel: default
  • hasTouchScreen: true
  • mixed active content blocked: false
  • mixed passive content blocked: false
  • tracking content blocked: false
[View console log messages](https://webcompat.com/console_logs/2019/12/61cc44f2-d7f6-4a49-a5a0-0fb1cc6d7d47) _From [webcompat.com](https://webcompat.com/) with ❤️_",0, design is broken url browser version firefox operating system android tested another browser no problem type design is broken description navigateur français qui est en anglais ouverture page accueil en blanc steps to reproduce browser configuration gfx webrender all false gfx webrender blob images true gfx webrender enabled false image mem shared true buildid channel default hastouchscreen true mixed active content blocked false mixed passive content blocked false tracking content blocked false from with ❤️ ,0 107431,13458891282.0,IssuesEvent,2020-09-09 11:23:28,nextcloud/server,https://api.github.com/repos/nextcloud/server,closed,Sidebar preview can't be clicked to open file if it is a pdf (but works for others),0. Needs triage bug design enhancement feature: file sidebar feature: previews and thumbnails papercut,"In Nc 17.0.0 and before, you have nice previews of PDF's, even scroll-able, in the sidebar. You can select text in them, but a click will not open them like with text files (preview even lets you scroll through them), images and Collabora/ONLYOFFICE documents. Just updated a Nc 17 to daily (oct 31) on the updater to test, but there I can't get PDF previews to work, I'm afraid (probably local issue). I do notice that while with videos and images I can open the viewer by just clicking them, this doesn't work for text files.",1.0,"Sidebar preview can't be clicked to open file if it is a pdf (but works for others) - In Nc 17.0.0 and before, you have nice previews of PDF's, even scroll-able, in the sidebar. You can select text in them, but a click will not open them like with text files (preview even lets you scroll through them), images and Collabora/ONLYOFFICE documents. Just updated a Nc 17 to daily (oct 31) on the updater to test, but there I can't get PDF previews to work, I'm afraid (probably local issue). I do notice that while with videos and images I can open the viewer by just clicking them, this doesn't work for text files.",0,sidebar preview can t be clicked to open file if it is a pdf but works for others in nc and before you have nice previews of pdf s even scroll able in the sidebar you can select text in them but a click will not open them like with text files preview even lets you scroll through them images and collabora onlyoffice documents just updated a nc to daily oct on the updater to test but there i can t get pdf previews to work i m afraid probably local issue i do notice that while with videos and images i can open the viewer by just clicking them this doesn t work for text files ,0 70932,8598234989.0,IssuesEvent,2018-11-15 21:09:03,patternfly/patternfly-next,https://api.github.com/repos/patternfly/patternfly-next,closed,Tabs,Feature P2 css design approved,"Introduce tabs Tabs Design - Examples + spacing spec [PF4_Tabs.pdf](https://github.com/patternfly/patternfly-next/files/2357300/PF4_Tabs.pdf) - [x] Interaction design requirements - [x] Visuals - [x] First checkpoint complete and approved - [ ] CSS - [ ] React - [ ] Second checkpoint complete and approved Contacts: - IxD - Visual - CSS ",1.0,"Tabs - Introduce tabs Tabs Design - Examples + spacing spec [PF4_Tabs.pdf](https://github.com/patternfly/patternfly-next/files/2357300/PF4_Tabs.pdf) - [x] Interaction design requirements - [x] Visuals - [x] First checkpoint complete and approved - [ ] CSS - [ ] React - [ ] Second checkpoint complete and approved Contacts: - IxD - Visual - CSS ",0,tabs introduce tabs tabs design examples spacing spec interaction design requirements visuals first checkpoint complete and approved css react second checkpoint complete and approved contacts ixd visual css ,0 260125,8204365697.0,IssuesEvent,2018-09-03 06:09:45,brave/browser-laptop,https://api.github.com/repos/brave/browser-laptop,closed,Migrate to Brave Safe Storage,feature/password-manager priority/P5 stale,"supersedes #8874 Currently we use same application passwords as Chromium stored in Chromium Safe Storage to encrypt Login Data Per discussion with @bridiver on slack, it is low priority if it doesn't cause any problems now ",1.0,"Migrate to Brave Safe Storage - supersedes #8874 Currently we use same application passwords as Chromium stored in Chromium Safe Storage to encrypt Login Data Per discussion with @bridiver on slack, it is low priority if it doesn't cause any problems now ",0,migrate to brave safe storage supersedes currently we use same application passwords as chromium stored in chromium safe storage to encrypt login data per discussion with bridiver on slack it is low priority if it doesn t cause any problems now ,0 14419,9167952514.0,IssuesEvent,2019-03-02 18:04:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Preview not work in the editor ""Open a File"" dialog",bug topic:editor usability," **Godot version:** Godot master 5fa5678, also broken in Godot 3.1 betas 1-3, alphas 3-5 Works in Godot alpha 2 **OS/device including version:** Xubuntu 16.04.5 LTS x64, 4.4.0-142-lowlatency **Issue description:** Preview not work when list mode active in the editor Open file dialog. ![error](https://user-images.githubusercontent.com/1049442/52526144-9d019800-2cde-11e9-8a48-182135d38d6f.png) ",True,"Preview not work in the editor ""Open a File"" dialog - **Godot version:** Godot master 5fa5678, also broken in Godot 3.1 betas 1-3, alphas 3-5 Works in Godot alpha 2 **OS/device including version:** Xubuntu 16.04.5 LTS x64, 4.4.0-142-lowlatency **Issue description:** Preview not work when list mode active in the editor Open file dialog. ![error](https://user-images.githubusercontent.com/1049442/52526144-9d019800-2cde-11e9-8a48-182135d38d6f.png) ",1,preview not work in the editor open a file dialog please search existing issues for potential duplicates before filing yours godot version godot master also broken in godot betas alphas works in godot alpha os device including version xubuntu lts lowlatency issue description preview not work when list mode active in the editor open file dialog ,1 7953,7092056258.0,IssuesEvent,2018-01-12 15:19:13,whatwg/html,https://api.github.com/repos/whatwg/html,reopened,"""The image argument is not origin-clean"" check allows tainted ImageBitmaps",security/privacy topic: canvas,"https://html.spec.whatwg.org/multipage/canvas.html#the-image-argument-is-not-origin-clean > The image argument is not origin-clean if it is an HTMLOrSVGImageElement or HTMLVideoElement whose origin is not the same as the origin specified by the entry settings object, or if it is an HTMLCanvasElement whose bitmap's origin-clean flag is false. In particular, it doesn't check for `ImageBitmap` arguments, so the following doesn't taint the canvas: ```js createImageBitmap(crossOriginVideo).then(bitmap => ctx.drawImage(bitmap)) ```",True,"""The image argument is not origin-clean"" check allows tainted ImageBitmaps - https://html.spec.whatwg.org/multipage/canvas.html#the-image-argument-is-not-origin-clean > The image argument is not origin-clean if it is an HTMLOrSVGImageElement or HTMLVideoElement whose origin is not the same as the origin specified by the entry settings object, or if it is an HTMLCanvasElement whose bitmap's origin-clean flag is false. In particular, it doesn't check for `ImageBitmap` arguments, so the following doesn't taint the canvas: ```js createImageBitmap(crossOriginVideo).then(bitmap => ctx.drawImage(bitmap)) ```",0, the image argument is not origin clean check allows tainted imagebitmaps the image argument is not origin clean if it is an htmlorsvgimageelement or htmlvideoelement whose origin is not the same as the origin specified by the entry settings object or if it is an htmlcanvaselement whose bitmap s origin clean flag is false in particular it doesn t check for imagebitmap arguments so the following doesn t taint the canvas js createimagebitmap crossoriginvideo then bitmap ctx drawimage bitmap ,0 25876,26027512000.0,IssuesEvent,2022-12-21 17:39:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changing the editor's theme does not update the search results,enhancement topic:editor usability,"### Godot version 4.x ### System information Windows 10 ### Issue description The `Search Result` panel is not correctly updated when changing the theme. https://user-images.githubusercontent.com/66004280/208964493-d0423b78-3418-44c9-95ed-822fd34c4720.mp4 ### Steps to reproduce 1. Search something 2. Change the theme ### Minimal reproduction project --",True,"Changing the editor's theme does not update the search results - ### Godot version 4.x ### System information Windows 10 ### Issue description The `Search Result` panel is not correctly updated when changing the theme. https://user-images.githubusercontent.com/66004280/208964493-d0423b78-3418-44c9-95ed-822fd34c4720.mp4 ### Steps to reproduce 1. Search something 2. Change the theme ### Minimal reproduction project --",1,changing the editor s theme does not update the search results godot version x system information windows issue description the search result panel is not correctly updated when changing the theme steps to reproduce search something change the theme minimal reproduction project ,1 6170,4165395344.0,IssuesEvent,2016-06-19 13:21:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Implement scaling up/down of the text inside the script editor.,enhancement topic:editor usability,Add an option to scale the text size inside the script editor so that making tutorials will be better.,True,Implement scaling up/down of the text inside the script editor. - Add an option to scale the text size inside the script editor so that making tutorials will be better.,1,implement scaling up down of the text inside the script editor add an option to scale the text size inside the script editor so that making tutorials will be better ,1 6224,13941932505.0,IssuesEvent,2020-10-22 20:11:59,filecoin-project/filecoin-docs,https://api.github.com/repos/filecoin-project/filecoin-docs,closed,"Deprecating docs.lotu.sh, integrating lotus repo docs directory",P1 dif/expert effort/days kind/architecture need/analysis status/in-progress topic/docs topic/infra,"# What Let's get the efforts of this team in sync with the Lotus core team so we can have a single awesome documentation site. # Why While a decision was made some time ago to make this the default docs site for using Lotus, and deprecate docs.lotu.sh, it was only recently socialized widely (i.e. today) with the Lotus core team. As a result, we have continued to update the documentation in the [documentation folder of the Lotus repo](https://github.com/filecoin-project/lotus/tree/master/documentation) and even added some new sections. This content has not been published to the docs.lotu.sh site and was only recently incorporated into the master branch (to coincide with space race). We are now fully on board with making docs.filecoin.io the main repo for Lotus, and to supporting your documentation efforts. However, we'd prefer to make our edits directly within the Lotus repo if possible, as it's a reminder to update docs as we make code changes. # How There are two potential alternatives: 1. For the How-To section, keep existing documentation files that are in Lotus the repo where they are, but link them directly from this repo. For example, when I look at https://github.com/filecoin-project/filecoin-docs/pull/258/files -- the content for the `join-a-network.md` file is nearly identical to https://raw.githubusercontent.com/filecoin-project/lotus/master/documentation/en/join-testnet.md Rather than link it directly in this repo, simply change the link from a local link to a full URL (and add the top level header). This is the preferred solution of the Lotus core team to my understanding (cc: @magik6k ) 2. Alternatively, the lotus team help finish migrating the docs over and edit them directly, possibly bringing in this site as a git submodule in lotus. This might mean a great lag time between when code changes happen and this team is aware of the need to update documentation, and there's a lower likelyhood Lotus core team members will remember to directly update documentation. # When Either way, we would like to come to a decision and get it in place as soon as possible. We'd very much like to NOT publish another update to docs.lotu.sh, and if possible, launch Space Race with this site as our main docs. If that's not possible, we certainly want everything up to date for main net.",1.0,"Deprecating docs.lotu.sh, integrating lotus repo docs directory - # What Let's get the efforts of this team in sync with the Lotus core team so we can have a single awesome documentation site. # Why While a decision was made some time ago to make this the default docs site for using Lotus, and deprecate docs.lotu.sh, it was only recently socialized widely (i.e. today) with the Lotus core team. As a result, we have continued to update the documentation in the [documentation folder of the Lotus repo](https://github.com/filecoin-project/lotus/tree/master/documentation) and even added some new sections. This content has not been published to the docs.lotu.sh site and was only recently incorporated into the master branch (to coincide with space race). We are now fully on board with making docs.filecoin.io the main repo for Lotus, and to supporting your documentation efforts. However, we'd prefer to make our edits directly within the Lotus repo if possible, as it's a reminder to update docs as we make code changes. # How There are two potential alternatives: 1. For the How-To section, keep existing documentation files that are in Lotus the repo where they are, but link them directly from this repo. For example, when I look at https://github.com/filecoin-project/filecoin-docs/pull/258/files -- the content for the `join-a-network.md` file is nearly identical to https://raw.githubusercontent.com/filecoin-project/lotus/master/documentation/en/join-testnet.md Rather than link it directly in this repo, simply change the link from a local link to a full URL (and add the top level header). This is the preferred solution of the Lotus core team to my understanding (cc: @magik6k ) 2. Alternatively, the lotus team help finish migrating the docs over and edit them directly, possibly bringing in this site as a git submodule in lotus. This might mean a great lag time between when code changes happen and this team is aware of the need to update documentation, and there's a lower likelyhood Lotus core team members will remember to directly update documentation. # When Either way, we would like to come to a decision and get it in place as soon as possible. We'd very much like to NOT publish another update to docs.lotu.sh, and if possible, launch Space Race with this site as our main docs. If that's not possible, we certainly want everything up to date for main net.",0,deprecating docs lotu sh integrating lotus repo docs directory what let s get the efforts of this team in sync with the lotus core team so we can have a single awesome documentation site why while a decision was made some time ago to make this the default docs site for using lotus and deprecate docs lotu sh it was only recently socialized widely i e today with the lotus core team as a result we have continued to update the documentation in the and even added some new sections this content has not been published to the docs lotu sh site and was only recently incorporated into the master branch to coincide with space race we are now fully on board with making docs filecoin io the main repo for lotus and to supporting your documentation efforts however we d prefer to make our edits directly within the lotus repo if possible as it s a reminder to update docs as we make code changes how there are two potential alternatives for the how to section keep existing documentation files that are in lotus the repo where they are but link them directly from this repo for example when i look at the content for the join a network md file is nearly identical to rather than link it directly in this repo simply change the link from a local link to a full url and add the top level header this is the preferred solution of the lotus core team to my understanding cc alternatively the lotus team help finish migrating the docs over and edit them directly possibly bringing in this site as a git submodule in lotus this might mean a great lag time between when code changes happen and this team is aware of the need to update documentation and there s a lower likelyhood lotus core team members will remember to directly update documentation when either way we would like to come to a decision and get it in place as soon as possible we d very much like to not publish another update to docs lotu sh and if possible launch space race with this site as our main docs if that s not possible we certainly want everything up to date for main net ,0 110712,9476095662.0,IssuesEvent,2019-04-19 13:57:36,DanRic/Bonus-idrico,https://api.github.com/repos/DanRic/Bonus-idrico,closed,Modifica dei dati solo in formato Acquisita,Test Interno,"Ciao, i dati della RdA possono essere modificati solo se lo stato è in ACQUISITA. Adesso si può modificare sempre.",1.0,"Modifica dei dati solo in formato Acquisita - Ciao, i dati della RdA possono essere modificati solo se lo stato è in ACQUISITA. Adesso si può modificare sempre.",0,modifica dei dati solo in formato acquisita ciao i dati della rda possono essere modificati solo se lo stato è in acquisita adesso si può modificare sempre ,0 78938,22549623301.0,IssuesEvent,2022-06-27 03:09:41,rust-lang/rust,https://api.github.com/repos/rust-lang/rust,closed,move `download-ci-llvm` logic from bootstrap.py to rustbuild,C-cleanup A-LLVM A-rustbuild,"As discussed a bit in the comments of #77756 , it'd be great if the logic handling LLVM setup / download was integrated with rustbuild directly. The main blocker being that rustbuild would need to depend on an http client library. Currently, the python script does system calls [to `curl` or to Powershell's `WebClient`](https://github.com/rust-lang/rust/blob/7f587168102498a488abf608a86c7fdfa62fb7bb/src/bootstrap/bootstrap.py#L81-L98) depending on the platform.",1.0,"move `download-ci-llvm` logic from bootstrap.py to rustbuild - As discussed a bit in the comments of #77756 , it'd be great if the logic handling LLVM setup / download was integrated with rustbuild directly. The main blocker being that rustbuild would need to depend on an http client library. Currently, the python script does system calls [to `curl` or to Powershell's `WebClient`](https://github.com/rust-lang/rust/blob/7f587168102498a488abf608a86c7fdfa62fb7bb/src/bootstrap/bootstrap.py#L81-L98) depending on the platform.",0,move download ci llvm logic from bootstrap py to rustbuild as discussed a bit in the comments of it d be great if the logic handling llvm setup download was integrated with rustbuild directly the main blocker being that rustbuild would need to depend on an http client library currently the python script does system calls depending on the platform ,0 19520,14149661957.0,IssuesEvent,2020-11-11 01:25:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"delete a subdirectory, and that will not removed from godot file browser",bug topic:editor usability,"**Godot version:** 3.1.1, 3.1.2, 3.2 beta2 **OS/device including version:** windows 8.1 **Issue description:** when delete a subdirectory (empty or not), an unexpected event happening: the godot checking all files, and don't remove the directory from the godot file browser, and copy all project files to this directory ( but not in real. in the os, the directory deleted, but in godot file browser this phenomenon happen, and it is a little bit annoying) **Steps to reproduce:** create a subdirectory and delete it, when a project is opened **Minimal reproduction project:** new project with some files",True,"delete a subdirectory, and that will not removed from godot file browser - **Godot version:** 3.1.1, 3.1.2, 3.2 beta2 **OS/device including version:** windows 8.1 **Issue description:** when delete a subdirectory (empty or not), an unexpected event happening: the godot checking all files, and don't remove the directory from the godot file browser, and copy all project files to this directory ( but not in real. in the os, the directory deleted, but in godot file browser this phenomenon happen, and it is a little bit annoying) **Steps to reproduce:** create a subdirectory and delete it, when a project is opened **Minimal reproduction project:** new project with some files",1,delete a subdirectory and that will not removed from godot file browser godot version os device including version windows issue description when delete a subdirectory empty or not an unexpected event happening the godot checking all files and don t remove the directory from the godot file browser and copy all project files to this directory but not in real in the os the directory deleted but in godot file browser this phenomenon happen and it is a little bit annoying steps to reproduce create a subdirectory and delete it when a project is opened minimal reproduction project new project with some files,1 7018,4728727607.0,IssuesEvent,2016-10-18 16:42:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tilemap bucket tool doesn't works with eraser,enhancement hacktoberfest topic:editor usability,"I tried to erase tiles with the Bucket tool and RMB, but it does nothing. I would like to be able to ""fill"" an area with empty tiles (as such, I don't mean transparent dummy tiles, but actual removal of them).",True,"Tilemap bucket tool doesn't works with eraser - I tried to erase tiles with the Bucket tool and RMB, but it does nothing. I would like to be able to ""fill"" an area with empty tiles (as such, I don't mean transparent dummy tiles, but actual removal of them).",1,tilemap bucket tool doesn t works with eraser i tried to erase tiles with the bucket tool and rmb but it does nothing i would like to be able to fill an area with empty tiles as such i don t mean transparent dummy tiles but actual removal of them ,1 60645,7371353913.0,IssuesEvent,2018-03-13 11:27:43,WordPress/gutenberg,https://api.github.com/repos/WordPress/gutenberg,opened,Restore sidebar state when resizing a window,Design [Type] Bug,"This appears to be a regression per the merge of the in-progress sidebar API. If you have the sidebar toggled, then resize the window to be small, the sidebar is _untoggled_. This is in contrast to the previous behavior, where the sidebar _state_ was not untoggled, the editor just entred into a mobile state, where the sidebar is a modal. The problem is, that the sidebar should be enabled by default on a vanilla out-of-the-box WordPress install. This is key in order for users to learn that if you dismiss the sidebar by pressing the X in the top right corner of the sidebar, you can _see_ that the cog icon is untoggled in the editor bar. This teaches users how to get the sidebar back (and we can show a pointer as well). If a user simply resizes the viewport and it disappears, this connection is less likely to happen. ![restore sidebar state on resize](https://user-images.githubusercontent.com/1204802/37339076-c7edc632-26b9-11e8-8b3e-b4a98756801f.gif) Ideally the sidebar would be restored when you return to the desktop breakpoint, unless you explicitly toggle it off. ",1.0,"Restore sidebar state when resizing a window - This appears to be a regression per the merge of the in-progress sidebar API. If you have the sidebar toggled, then resize the window to be small, the sidebar is _untoggled_. This is in contrast to the previous behavior, where the sidebar _state_ was not untoggled, the editor just entred into a mobile state, where the sidebar is a modal. The problem is, that the sidebar should be enabled by default on a vanilla out-of-the-box WordPress install. This is key in order for users to learn that if you dismiss the sidebar by pressing the X in the top right corner of the sidebar, you can _see_ that the cog icon is untoggled in the editor bar. This teaches users how to get the sidebar back (and we can show a pointer as well). If a user simply resizes the viewport and it disappears, this connection is less likely to happen. ![restore sidebar state on resize](https://user-images.githubusercontent.com/1204802/37339076-c7edc632-26b9-11e8-8b3e-b4a98756801f.gif) Ideally the sidebar would be restored when you return to the desktop breakpoint, unless you explicitly toggle it off. ",0,restore sidebar state when resizing a window this appears to be a regression per the merge of the in progress sidebar api if you have the sidebar toggled then resize the window to be small the sidebar is untoggled this is in contrast to the previous behavior where the sidebar state was not untoggled the editor just entred into a mobile state where the sidebar is a modal the problem is that the sidebar should be enabled by default on a vanilla out of the box wordpress install this is key in order for users to learn that if you dismiss the sidebar by pressing the x in the top right corner of the sidebar you can see that the cog icon is untoggled in the editor bar this teaches users how to get the sidebar back and we can show a pointer as well if a user simply resizes the viewport and it disappears this connection is less likely to happen ideally the sidebar would be restored when you return to the desktop breakpoint unless you explicitly toggle it off ,0 6616,4386654274.0,IssuesEvent,2016-08-08 13:34:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Ability to copy VS nodes,enhancement topic:visualscript usability,"**Operating system or device - Godot version:** 72748d1363d090f33d5ca6b9c00142b5e8f7d78f **Issue description** (what happened, and what was expected): It would be awesome if we could just select and copy VS nodes (multiple ones as well as single one). Also, copying nodes should be possible between different VS scripts. This would allow us to create a 'palette' of the most commonly used nodes so we didn't need to find them in top down menu all the time. It would make working with VS a little more similar how painters work in graphic program, where they are making small palette of colors in a handy place and they are using a sampler when they want to change color. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Ability to copy VS nodes - **Operating system or device - Godot version:** 72748d1363d090f33d5ca6b9c00142b5e8f7d78f **Issue description** (what happened, and what was expected): It would be awesome if we could just select and copy VS nodes (multiple ones as well as single one). Also, copying nodes should be possible between different VS scripts. This would allow us to create a 'palette' of the most commonly used nodes so we didn't need to find them in top down menu all the time. It would make working with VS a little more similar how painters work in graphic program, where they are making small palette of colors in a handy place and they are using a sampler when they want to change color. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,ability to copy vs nodes operating system or device godot version issue description what happened and what was expected it would be awesome if we could just select and copy vs nodes multiple ones as well as single one also copying nodes should be possible between different vs scripts this would allow us to create a palette of the most commonly used nodes so we didn t need to find them in top down menu all the time it would make working with vs a little more similar how painters work in graphic program where they are making small palette of colors in a handy place and they are using a sampler when they want to change color steps to reproduce link to minimal example project optional but very welcome ,1 113539,24440979271.0,IssuesEvent,2022-10-06 14:34:34,Onelinerhub/onelinerhub,https://api.github.com/repos/Onelinerhub/onelinerhub,closed,"Short solution needed: ""How to compress GD image"" (php-gd)",help wanted good first issue code php-gd,"Please help us write most modern and shortest code solution for this issue: **How to compress GD image** (technology: [php-gd](https://onelinerhub.com/php-gd)) ### Fast way Just write the code solution in the comments. ### Prefered way 1. Create [pull request](https://github.com/Onelinerhub/onelinerhub/blob/main/how-to-contribute.md) with a new code file inside [inbox folder](https://github.com/Onelinerhub/onelinerhub/tree/main/inbox). 2. Don't forget to [use comments](https://github.com/Onelinerhub/onelinerhub/blob/main/how-to-contribute.md#code-file-md-format) explain solution. 3. Link to this issue in comments of pull request.",1.0,"Short solution needed: ""How to compress GD image"" (php-gd) - Please help us write most modern and shortest code solution for this issue: **How to compress GD image** (technology: [php-gd](https://onelinerhub.com/php-gd)) ### Fast way Just write the code solution in the comments. ### Prefered way 1. Create [pull request](https://github.com/Onelinerhub/onelinerhub/blob/main/how-to-contribute.md) with a new code file inside [inbox folder](https://github.com/Onelinerhub/onelinerhub/tree/main/inbox). 2. Don't forget to [use comments](https://github.com/Onelinerhub/onelinerhub/blob/main/how-to-contribute.md#code-file-md-format) explain solution. 3. Link to this issue in comments of pull request.",0,short solution needed how to compress gd image php gd please help us write most modern and shortest code solution for this issue how to compress gd image technology fast way just write the code solution in the comments prefered way create with a new code file inside don t forget to explain solution link to this issue in comments of pull request ,0 11058,8272536194.0,IssuesEvent,2018-09-16 21:13:06,tomkerkhove/promitor,https://api.github.com/repos/tomkerkhove/promitor,opened,Documentation Security Bug - (CVE-2018-1000544),management security,"> rubyzip gem rubyzip version 1.2.1 and earlier contains a Directory Traversal vulnerability in Zip::File component that can result in write arbitrary files to the filesystem. This attack appear to be exploitable via If a site allows uploading of .zip files , an attacker can upload a malicious file that contains symlinks or files with absolute pathnames ""../"" to write arbitrary files to the filesystem.. Source: https://nvd.nist.gov/vuln/detail/CVE-2018-1000544 ### Mitigation: Update Gemfile.lock rubyzip to >1.2.2",True,"Documentation Security Bug - (CVE-2018-1000544) - > rubyzip gem rubyzip version 1.2.1 and earlier contains a Directory Traversal vulnerability in Zip::File component that can result in write arbitrary files to the filesystem. This attack appear to be exploitable via If a site allows uploading of .zip files , an attacker can upload a malicious file that contains symlinks or files with absolute pathnames ""../"" to write arbitrary files to the filesystem.. Source: https://nvd.nist.gov/vuln/detail/CVE-2018-1000544 ### Mitigation: Update Gemfile.lock rubyzip to >1.2.2",0,documentation security bug cve rubyzip gem rubyzip version and earlier contains a directory traversal vulnerability in zip file component that can result in write arbitrary files to the filesystem this attack appear to be exploitable via if a site allows uploading of zip files an attacker can upload a malicious file that contains symlinks or files with absolute pathnames to write arbitrary files to the filesystem source mitigation update gemfile lock rubyzip to ,0 24582,23971991774.0,IssuesEvent,2022-09-13 08:31:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimatedSprite3D with playing=true causes churn in scene persistence,bug topic:editor usability topic:animation,"### Godot version 3.3.stable ### System information Linux 5.14.6-arch1-1 ### Issue description When `playing=true`, the sprite3d keeps cycling the `frame` property, which is persisted to the `.tscn` file. This causes unnecessary churn for files committed into version control. ### Steps to reproduce 1. Create an `AnimatedSprite3D` in the editor with more than 1 sprite frame, and save the scene 2. Set `playing=true` 3. Commit the file into version control 4. Save the scene a few more times without changes, and check the file diff 5. Notice that the `.tscn` keeps changing, adding/removing a ""frame"" key ### Minimal reproduction project [example.zip](https://github.com/godotengine/godot/files/7280634/example.zip) Try opening Spatial.tscn, keep saving it, and run `git diff` between saves.",True,"AnimatedSprite3D with playing=true causes churn in scene persistence - ### Godot version 3.3.stable ### System information Linux 5.14.6-arch1-1 ### Issue description When `playing=true`, the sprite3d keeps cycling the `frame` property, which is persisted to the `.tscn` file. This causes unnecessary churn for files committed into version control. ### Steps to reproduce 1. Create an `AnimatedSprite3D` in the editor with more than 1 sprite frame, and save the scene 2. Set `playing=true` 3. Commit the file into version control 4. Save the scene a few more times without changes, and check the file diff 5. Notice that the `.tscn` keeps changing, adding/removing a ""frame"" key ### Minimal reproduction project [example.zip](https://github.com/godotengine/godot/files/7280634/example.zip) Try opening Spatial.tscn, keep saving it, and run `git diff` between saves.",1, with playing true causes churn in scene persistence godot version stable system information linux issue description when playing true the keeps cycling the frame property which is persisted to the tscn file this causes unnecessary churn for files committed into version control steps to reproduce create an in the editor with more than sprite frame and save the scene set playing true commit the file into version control save the scene a few more times without changes and check the file diff notice that the tscn keeps changing adding removing a frame key minimal reproduction project try opening spatial tscn keep saving it and run git diff between saves ,1 27748,30307596195.0,IssuesEvent,2023-07-10 10:32:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Disabled Sliders shouldn't be highlightable,bug usability topic:gui,"### Godot version v4.1.rc.custom_build [1b3bf4852] ### System information Godot v4.1.rc (1b3bf4852) - Arch Linux #1 ZEN SMP PREEMPT_DYNAMIC Sat, 10 Jun 2023 00:35:19 +0000 - Vulkan (Compatibility) - AMD Radeon R9 380 Series (tonga, LLVM 15.0.7, DRM 3.52, 6.3.7-zen1-1-zen) () - AMD Ryzen 5 5600X 6-Core Processor (12 Threads) ### Issue description Sliders that are set to *not* editable will still be highlighted on hover, even if you cannot interact with them. This seems counterintuitive (I'd expect to be able to interact with something that lights up on hover), and inconsistent (disabled buttons do not get highlighted on hover). Screencap of hover behaviour: https://github.com/godotengine/godot/assets/1187609/af9466ad-37d5-4d13-ace5-b6268166e2b6 In Godot 3, uneditable sliders behaved as you would expect and did not get highlighted on hover, same as buttons. ### Steps to reproduce Add HSlider or VSlider, hover over with mouse. ### Minimal reproduction project None.",True,"Disabled Sliders shouldn't be highlightable - ### Godot version v4.1.rc.custom_build [1b3bf4852] ### System information Godot v4.1.rc (1b3bf4852) - Arch Linux #1 ZEN SMP PREEMPT_DYNAMIC Sat, 10 Jun 2023 00:35:19 +0000 - Vulkan (Compatibility) - AMD Radeon R9 380 Series (tonga, LLVM 15.0.7, DRM 3.52, 6.3.7-zen1-1-zen) () - AMD Ryzen 5 5600X 6-Core Processor (12 Threads) ### Issue description Sliders that are set to *not* editable will still be highlighted on hover, even if you cannot interact with them. This seems counterintuitive (I'd expect to be able to interact with something that lights up on hover), and inconsistent (disabled buttons do not get highlighted on hover). Screencap of hover behaviour: https://github.com/godotengine/godot/assets/1187609/af9466ad-37d5-4d13-ace5-b6268166e2b6 In Godot 3, uneditable sliders behaved as you would expect and did not get highlighted on hover, same as buttons. ### Steps to reproduce Add HSlider or VSlider, hover over with mouse. ### Minimal reproduction project None.",1,disabled sliders shouldn t be highlightable godot version rc custom build system information godot rc arch linux zen smp preempt dynamic sat jun vulkan compatibility amd radeon series tonga llvm drm zen amd ryzen core processor threads issue description sliders that are set to not editable will still be highlighted on hover even if you cannot interact with them this seems counterintuitive i d expect to be able to interact with something that lights up on hover and inconsistent disabled buttons do not get highlighted on hover screencap of hover behaviour in godot uneditable sliders behaved as you would expect and did not get highlighted on hover same as buttons steps to reproduce add hslider or vslider hover over with mouse minimal reproduction project none ,1 374547,11092193145.0,IssuesEvent,2019-12-15 17:19:55,bounswe/bounswe2019group1,https://api.github.com/repos/bounswe/bounswe2019group1,opened," Generic comment fragment must be implemented to write comment for each article, event and trading equipment pages.",Effort: High Platform: Android Priority: High Type: Feature Request,"Comment section will be provided for each article, event and trading equipment. It will be better to write content in a generic layout to write comments for the sake of readability and the quality of the code. - [ ] Write a generic comment section. - [ ] Apply write comment section to article page. - [ ] Apply write comment section to event page. - [ ] Apply write comment section to the trading equipment page.",1.0," Generic comment fragment must be implemented to write comment for each article, event and trading equipment pages. - Comment section will be provided for each article, event and trading equipment. It will be better to write content in a generic layout to write comments for the sake of readability and the quality of the code. - [ ] Write a generic comment section. - [ ] Apply write comment section to article page. - [ ] Apply write comment section to event page. - [ ] Apply write comment section to the trading equipment page.",0, generic comment fragment must be implemented to write comment for each article event and trading equipment pages comment section will be provided for each article event and trading equipment it will be better to write content in a generic layout to write comments for the sake of readability and the quality of the code write a generic comment section apply write comment section to article page apply write comment section to event page apply write comment section to the trading equipment page ,0 60038,12053316715.0,IssuesEvent,2020-04-15 09:11:15,joomla/joomla-cms,https://api.github.com/repos/joomla/joomla-cms,closed,"Menu items with image, and title turned off, are empty links/inaccessible",No Code Attached Yet,"### What needs to be fixed When you have a menu item with an image, and you choose to not display the title, the link is inaccessible for screen readers as it is ""empty"". ### Why this should be fixed Bare minimum accessibility standards. ### How would you fix it One of two ways: 1. **Quick and easy** - add the title of the menu item to the link as an aria-label, or to the image as alt text. Probably should let the user know this will happen if the title is set not to display, so they don't put something rude in the title text or something :) 2. **A little more involved** - add a field to menu items for the image alt text to allow users to explicitly define this. ### Side Effects expected We help site builders be a little more accessible by default. :) I'm happy to contribute the first fix if that works better for the project - it's just two lines of code. The second one is a bit outside of my comfort zone as it stands.",1.0,"Menu items with image, and title turned off, are empty links/inaccessible - ### What needs to be fixed When you have a menu item with an image, and you choose to not display the title, the link is inaccessible for screen readers as it is ""empty"". ### Why this should be fixed Bare minimum accessibility standards. ### How would you fix it One of two ways: 1. **Quick and easy** - add the title of the menu item to the link as an aria-label, or to the image as alt text. Probably should let the user know this will happen if the title is set not to display, so they don't put something rude in the title text or something :) 2. **A little more involved** - add a field to menu items for the image alt text to allow users to explicitly define this. ### Side Effects expected We help site builders be a little more accessible by default. :) I'm happy to contribute the first fix if that works better for the project - it's just two lines of code. The second one is a bit outside of my comfort zone as it stands.",0,menu items with image and title turned off are empty links inaccessible what needs to be fixed when you have a menu item with an image and you choose to not display the title the link is inaccessible for screen readers as it is empty why this should be fixed bare minimum accessibility standards how would you fix it one of two ways quick and easy add the title of the menu item to the link as an aria label or to the image as alt text probably should let the user know this will happen if the title is set not to display so they don t put something rude in the title text or something a little more involved add a field to menu items for the image alt text to allow users to explicitly define this side effects expected we help site builders be a little more accessible by default i m happy to contribute the first fix if that works better for the project it s just two lines of code the second one is a bit outside of my comfort zone as it stands ,0 14335,9037551635.0,IssuesEvent,2019-02-09 11:51:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Small bug + improvement to the folder list icon in the filesystem dock,enhancement topic:editor usability,"Some remarks on the folder list icon. The folder list icon ![icon](https://user-images.githubusercontent.com/5330692/35617332-316170d0-0678-11e8-8393-9850c361bf68.png) should only be displayed (or made clickable) when needed. I wondered for a while what it did, given that clicking it did nothing at all. The icon should probably be disabled or removed when the filesystem dock is in split mode. Also, there is a small bug: when in ""single pane"" mode with folder view, the button is hidden. Now if you go back to split view (eg. by moving the dock) the icon is missing. ![missing icon](https://user-images.githubusercontent.com/5330692/35617818-6fd38be0-0679-11e8-9cbf-05173ce04a91.png) I think it might be better if the toggle button (list/thumbnail) on the right was moved to the left, and the folder list icon was displayed on the right, but only when clicking on it actually does something.",True,"Small bug + improvement to the folder list icon in the filesystem dock - Some remarks on the folder list icon. The folder list icon ![icon](https://user-images.githubusercontent.com/5330692/35617332-316170d0-0678-11e8-8393-9850c361bf68.png) should only be displayed (or made clickable) when needed. I wondered for a while what it did, given that clicking it did nothing at all. The icon should probably be disabled or removed when the filesystem dock is in split mode. Also, there is a small bug: when in ""single pane"" mode with folder view, the button is hidden. Now if you go back to split view (eg. by moving the dock) the icon is missing. ![missing icon](https://user-images.githubusercontent.com/5330692/35617818-6fd38be0-0679-11e8-9cbf-05173ce04a91.png) I think it might be better if the toggle button (list/thumbnail) on the right was moved to the left, and the folder list icon was displayed on the right, but only when clicking on it actually does something.",1,small bug improvement to the folder list icon in the filesystem dock some remarks on the folder list icon the folder list icon should only be displayed or made clickable when needed i wondered for a while what it did given that clicking it did nothing at all the icon should probably be disabled or removed when the filesystem dock is in split mode also there is a small bug when in single pane mode with folder view the button is hidden now if you go back to split view eg by moving the dock the icon is missing i think it might be better if the toggle button list thumbnail on the right was moved to the left and the folder list icon was displayed on the right but only when clicking on it actually does something ,1 12639,8015718353.0,IssuesEvent,2018-07-25 10:57:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AssetLib causes Godot Engine to lag-freeze when using a slow internet speed,bug confirmed topic:assetlib usability,"**Operating system or device - Godot version:** v2.2.alpha.custom_build **Issue description** (what happened, and what was expected): Using a slow internet connection appears to make Godot Engine freeze and lag while it attempts to fetch plugins. Note that these are assumptions based on what is going on. This happens every time I do it. Internet speed is around 5-50kb/s and can be up to around 200kb/s on rare occasions. Another issue is when I click away from AssetLib; it does not stop attempting to download the assetlib. Not a big deal, but can be a pain when you accidentally press AssetLib due to lag/freezes. **Steps to reproduce:** - Have slow internet connection - Start Godot Engine v2.2 alpha.custom_build - Select AssetLib - (Optional) Unselect AssetLib --- I could not find any previous issues mentioning about this. ",True,"AssetLib causes Godot Engine to lag-freeze when using a slow internet speed - **Operating system or device - Godot version:** v2.2.alpha.custom_build **Issue description** (what happened, and what was expected): Using a slow internet connection appears to make Godot Engine freeze and lag while it attempts to fetch plugins. Note that these are assumptions based on what is going on. This happens every time I do it. Internet speed is around 5-50kb/s and can be up to around 200kb/s on rare occasions. Another issue is when I click away from AssetLib; it does not stop attempting to download the assetlib. Not a big deal, but can be a pain when you accidentally press AssetLib due to lag/freezes. **Steps to reproduce:** - Have slow internet connection - Start Godot Engine v2.2 alpha.custom_build - Select AssetLib - (Optional) Unselect AssetLib --- I could not find any previous issues mentioning about this. ",1,assetlib causes godot engine to lag freeze when using a slow internet speed operating system or device godot version alpha custom build issue description what happened and what was expected using a slow internet connection appears to make godot engine freeze and lag while it attempts to fetch plugins note that these are assumptions based on what is going on this happens every time i do it internet speed is around s and can be up to around s on rare occasions another issue is when i click away from assetlib it does not stop attempting to download the assetlib not a big deal but can be a pain when you accidentally press assetlib due to lag freezes steps to reproduce have slow internet connection start godot engine alpha custom build select assetlib optional unselect assetlib i could not find any previous issues mentioning about this ,1 11186,7097165888.0,IssuesEvent,2018-01-14 16:22:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Line highlighting weird behaviour,bug topic:editor usability," **Godot version:** 7159f53 **Issue description:** - Gaps appear while scrolling horizontally: ![peek 2018-01-06 22-33](https://user-images.githubusercontent.com/30739239/34645353-d492a2ce-f331-11e7-9a2a-ac00a3b62274.gif) - If the last character of a highlighted line is hidden, the rest of the highlight is not drawn: ![screenshot at 2018-01-06 22-34-25](https://user-images.githubusercontent.com/30739239/34645352-cde8f284-f331-11e7-815d-9060717b479e.png) ",True,"Line highlighting weird behaviour - **Godot version:** 7159f53 **Issue description:** - Gaps appear while scrolling horizontally: ![peek 2018-01-06 22-33](https://user-images.githubusercontent.com/30739239/34645353-d492a2ce-f331-11e7-9a2a-ac00a3b62274.gif) - If the last character of a highlighted line is hidden, the rest of the highlight is not drawn: ![screenshot at 2018-01-06 22-34-25](https://user-images.githubusercontent.com/30739239/34645352-cde8f284-f331-11e7-815d-9060717b479e.png) ",1,line highlighting weird behaviour please search existing issues for potential duplicates before filing yours godot version issue description gaps appear while scrolling horizontally if the last character of a highlighted line is hidden the rest of the highlight is not drawn ,1 23593,22299426802.0,IssuesEvent,2022-06-13 07:15:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changes to editor_help.cpp make the built in editor help unreadable on smaller or scaled screens,bug topic:editor usability regression,"### Godot version 3.x (1cf6d21) ### System information Windows 10 GLES3/2 ### Issue description The changes made in https://github.com/godotengine/godot/pull/55560 to `editor_help.cpp` make the page unreadable on smaller or scaled screens. There is no need to have 3 columns in the editor help because some of the `[default]` options can be very long resource path names pushing the other columns and making them unreadable. The original solution worked better. ProjectSettings.xml on 1920 x 1080 and 125% scaling with this pr ![image](https://user-images.githubusercontent.com/36826319/145729306-fc43537f-f9b8-4fc4-9672-60159dcafa9c.png) ### Steps to reproduce Open Project Settings with the latest 3.x using scaled screen ### Minimal reproduction project _No response_",True,"Changes to editor_help.cpp make the built in editor help unreadable on smaller or scaled screens - ### Godot version 3.x (1cf6d21) ### System information Windows 10 GLES3/2 ### Issue description The changes made in https://github.com/godotengine/godot/pull/55560 to `editor_help.cpp` make the page unreadable on smaller or scaled screens. There is no need to have 3 columns in the editor help because some of the `[default]` options can be very long resource path names pushing the other columns and making them unreadable. The original solution worked better. ProjectSettings.xml on 1920 x 1080 and 125% scaling with this pr ![image](https://user-images.githubusercontent.com/36826319/145729306-fc43537f-f9b8-4fc4-9672-60159dcafa9c.png) ### Steps to reproduce Open Project Settings with the latest 3.x using scaled screen ### Minimal reproduction project _No response_",1,changes to editor help cpp make the built in editor help unreadable on smaller or scaled screens godot version x system information windows issue description the changes made in to editor help cpp make the page unreadable on smaller or scaled screens there is no need to have columns in the editor help because some of the options can be very long resource path names pushing the other columns and making them unreadable the original solution worked better projectsettings xml on x and scaling with this pr steps to reproduce open project settings with the latest x using scaled screen minimal reproduction project no response ,1 18868,13359300875.0,IssuesEvent,2020-08-31 13:09:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Order of h_frames/v_frames in the inspector,discussion enhancement junior job topic:editor usability,"**Godot version:** 3.2 alpha3 **Issue description:** This always bothered me, so I though I'd create an issue. Why Sprite's `v_frames` are in the inspector before the `h_frames`? Usually, horizontal properties are listed before vertical ones. Like in vectors (x/y) and rectangles (width/height) etc. Even in CanvasItemMaterial, when you enable `particles_animation`, h frames are before v. Camera2D used to have this problem with offset, but I ninja-swapped it in one of PRs. So, could this be changed for Sprite and Sprite3D, so `h_frames` are before `v_frames`? >_> It doesn't break compatibility, just inspector-only visual thing. (also it's fit for Junior Job)",True,"Order of h_frames/v_frames in the inspector - **Godot version:** 3.2 alpha3 **Issue description:** This always bothered me, so I though I'd create an issue. Why Sprite's `v_frames` are in the inspector before the `h_frames`? Usually, horizontal properties are listed before vertical ones. Like in vectors (x/y) and rectangles (width/height) etc. Even in CanvasItemMaterial, when you enable `particles_animation`, h frames are before v. Camera2D used to have this problem with offset, but I ninja-swapped it in one of PRs. So, could this be changed for Sprite and Sprite3D, so `h_frames` are before `v_frames`? >_> It doesn't break compatibility, just inspector-only visual thing. (also it's fit for Junior Job)",1,order of h frames v frames in the inspector godot version issue description this always bothered me so i though i d create an issue why sprite s v frames are in the inspector before the h frames usually horizontal properties are listed before vertical ones like in vectors x y and rectangles width height etc even in canvasitemmaterial when you enable particles animation h frames are before v used to have this problem with offset but i ninja swapped it in one of prs so could this be changed for sprite and so h frames are before v frames it doesn t break compatibility just inspector only visual thing also it s fit for junior job ,1 9411,8628299143.0,IssuesEvent,2018-11-21 17:01:01,MicrosoftDocs/azure-docs,https://api.github.com/repos/MicrosoftDocs/azure-docs,closed,RSS feed link,cxp doc-bug service-health/svc triaged,"Appears broken, should be: https://azurecomcdn.azureedge.net/en-us/status/feed/ --- #### Document Details ⚠ *Do not edit this section. It is required for docs.microsoft.com ➟ GitHub issue linking.* * ID: bb7d1f73-bfb0-fd4f-4dfe-cad545467a35 * Version Independent ID: e56e646d-0067-26ad-b49c-cbe7623f050f * Content: [Azure status overview](https://docs.microsoft.com/en-us/azure/service-health/azure-status-overview#rss-feed) * Content Source: [articles/service-health/azure-status-overview.md](https://github.com/Microsoft/azure-docs/blob/master/articles/service-health/azure-status-overview.md) * Service: **service-health** * GitHub Login: @stephbaron * Microsoft Alias: **stbaron**",1.0,"RSS feed link - Appears broken, should be: https://azurecomcdn.azureedge.net/en-us/status/feed/ --- #### Document Details ⚠ *Do not edit this section. It is required for docs.microsoft.com ➟ GitHub issue linking.* * ID: bb7d1f73-bfb0-fd4f-4dfe-cad545467a35 * Version Independent ID: e56e646d-0067-26ad-b49c-cbe7623f050f * Content: [Azure status overview](https://docs.microsoft.com/en-us/azure/service-health/azure-status-overview#rss-feed) * Content Source: [articles/service-health/azure-status-overview.md](https://github.com/Microsoft/azure-docs/blob/master/articles/service-health/azure-status-overview.md) * Service: **service-health** * GitHub Login: @stephbaron * Microsoft Alias: **stbaron**",0,rss feed link appears broken should be document details ⚠ do not edit this section it is required for docs microsoft com ➟ github issue linking id version independent id content content source service service health github login stephbaron microsoft alias stbaron ,0 280702,21315124940.0,IssuesEvent,2022-04-16 06:16:05,waffledood/pe,https://api.github.com/repos/waffledood/pe,opened,Missing fullstop in UG Section 1.4.2 Warning,severity.VeryLow type.DocumentationBug,"As per picture attached, there is a missing fullstop in the warning box, not consistent with the formatting of the Note box in the previous Section (1.4.1 Note) ![image.png](https://raw.githubusercontent.com/waffledood/pe/main/files/9a5e6d21-fcd6-4dec-bd13-c97c721cb81e.png) ",1.0,"Missing fullstop in UG Section 1.4.2 Warning - As per picture attached, there is a missing fullstop in the warning box, not consistent with the formatting of the Note box in the previous Section (1.4.1 Note) ![image.png](https://raw.githubusercontent.com/waffledood/pe/main/files/9a5e6d21-fcd6-4dec-bd13-c97c721cb81e.png) ",0,missing fullstop in ug section warning as per picture attached there is a missing fullstop in the warning box not consistent with the formatting of the note box in the previous section note ,0 15398,8876112310.0,IssuesEvent,2019-01-12 11:45:45,dotnet/corefx,https://api.github.com/repos/dotnet/corefx,closed,FileSystemWatcher.OSX consumes way too many threads,area-System.IO bug os-mac-os-x tenet-performance,"Given a user of the FSW which wants to monitor only changes on some files, the implementation of the OSX watcher, starves the system by creating one thread per watcher. Without writing a helper class that limits the number of watchers by doing some heuristics on the path trees that need to be watched and manually bookkeeping the watchers, it is quite impossible to workaround this, so it seems like everyone ends up having to write glue code / their own watcher implementation. Few things to note: * The same FSEventStream could be reused between multiple FSWs. For the FSEventStream, there is a [pathRoots](https://github.com/dotnet/corefx/blob/master/src/System.IO.FileSystem.Watcher/src/System/IO/FileSystemWatcher.OSX.cs#L236) argument that always uses [1 path](https://github.com/dotnet/corefx/blob/master/src/System.IO.FileSystem.Watcher/src/System/IO/FileSystemWatcher.OSX.cs#L217). * A thread can run multiple CFRunLoops Given any thread, you can run multiple CFRunLoops serially, the same as one is run, using CFRunLoopRunInMode * The Inotify watcher seems to use a _task_ per watcher, not a _thread_, but that does not seem a complete solution. ",True,"FileSystemWatcher.OSX consumes way too many threads - Given a user of the FSW which wants to monitor only changes on some files, the implementation of the OSX watcher, starves the system by creating one thread per watcher. Without writing a helper class that limits the number of watchers by doing some heuristics on the path trees that need to be watched and manually bookkeeping the watchers, it is quite impossible to workaround this, so it seems like everyone ends up having to write glue code / their own watcher implementation. Few things to note: * The same FSEventStream could be reused between multiple FSWs. For the FSEventStream, there is a [pathRoots](https://github.com/dotnet/corefx/blob/master/src/System.IO.FileSystem.Watcher/src/System/IO/FileSystemWatcher.OSX.cs#L236) argument that always uses [1 path](https://github.com/dotnet/corefx/blob/master/src/System.IO.FileSystem.Watcher/src/System/IO/FileSystemWatcher.OSX.cs#L217). * A thread can run multiple CFRunLoops Given any thread, you can run multiple CFRunLoops serially, the same as one is run, using CFRunLoopRunInMode * The Inotify watcher seems to use a _task_ per watcher, not a _thread_, but that does not seem a complete solution. ",0,filesystemwatcher osx consumes way too many threads given a user of the fsw which wants to monitor only changes on some files the implementation of the osx watcher starves the system by creating one thread per watcher without writing a helper class that limits the number of watchers by doing some heuristics on the path trees that need to be watched and manually bookkeeping the watchers it is quite impossible to workaround this so it seems like everyone ends up having to write glue code their own watcher implementation few things to note the same fseventstream could be reused between multiple fsws for the fseventstream there is a argument that always uses a thread can run multiple cfrunloops given any thread you can run multiple cfrunloops serially the same as one is run using cfrunloopruninmode the inotify watcher seems to use a task per watcher not a thread but that does not seem a complete solution ,0 81779,15630136282.0,IssuesEvent,2021-03-22 01:28:08,Darkgran1/synopsys-detect,https://api.github.com/repos/Darkgran1/synopsys-detect,opened,CVE-2020-25649 (High) detected in jackson-databind-2.10.0.jar,security vulnerability,"## CVE-2020-25649 - High Severity Vulnerability
Vulnerable Library - jackson-databind-2.10.0.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: synopsys-detect/detect-configuration/build.gradle

Path to vulnerable library: /root/.gradle/caches/modules-2/files-2.1/com.fasterxml.jackson.core/jackson-databind/2.10.0/1127c9cf62f2bb3121a3a2a0a1351d251a602117/jackson-databind-2.10.0.jar,le/caches/modules-2/files-2.1/com.fasterxml.jackson.core/jackson-databind/2.10.0/1127c9cf62f2bb3121a3a2a0a1351d251a602117/jackson-databind-2.10.0.jar,/root/.gradle/caches/modules-2/files-2.1/com.fasterxml.jackson.core/jackson-databind/2.10.0/1127c9cf62f2bb3121a3a2a0a1351d251a602117/jackson-databind-2.10.0.jar

Dependency Hierarchy: - :x: **jackson-databind-2.10.0.jar** (Vulnerable Library)

Vulnerability Details

A flaw was found in FasterXML Jackson Databind, where it did not have entity expansion secured properly. This flaw allows vulnerability to XML external entity (XXE) attacks. The highest threat from this vulnerability is data integrity.

Publish Date: 2020-12-03

URL: CVE-2020-25649

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: High - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/FasterXML/jackson-databind/issues/2589

Release Date: 2020-12-03

Fix Resolution: com.fasterxml.jackson.core:jackson-databind:2.6.7.4,2.9.10.7,2.10.5.1,2.11.0.rc1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2020-25649 (High) detected in jackson-databind-2.10.0.jar - ## CVE-2020-25649 - High Severity Vulnerability
Vulnerable Library - jackson-databind-2.10.0.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: synopsys-detect/detect-configuration/build.gradle

Path to vulnerable library: /root/.gradle/caches/modules-2/files-2.1/com.fasterxml.jackson.core/jackson-databind/2.10.0/1127c9cf62f2bb3121a3a2a0a1351d251a602117/jackson-databind-2.10.0.jar,le/caches/modules-2/files-2.1/com.fasterxml.jackson.core/jackson-databind/2.10.0/1127c9cf62f2bb3121a3a2a0a1351d251a602117/jackson-databind-2.10.0.jar,/root/.gradle/caches/modules-2/files-2.1/com.fasterxml.jackson.core/jackson-databind/2.10.0/1127c9cf62f2bb3121a3a2a0a1351d251a602117/jackson-databind-2.10.0.jar

Dependency Hierarchy: - :x: **jackson-databind-2.10.0.jar** (Vulnerable Library)

Vulnerability Details

A flaw was found in FasterXML Jackson Databind, where it did not have entity expansion secured properly. This flaw allows vulnerability to XML external entity (XXE) attacks. The highest threat from this vulnerability is data integrity.

Publish Date: 2020-12-03

URL: CVE-2020-25649

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: High - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/FasterXML/jackson-databind/issues/2589

Release Date: 2020-12-03

Fix Resolution: com.fasterxml.jackson.core:jackson-databind:2.6.7.4,2.9.10.7,2.10.5.1,2.11.0.rc1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in jackson databind jar cve high severity vulnerability vulnerable library jackson databind jar general data binding functionality for jackson works on core streaming api library home page a href path to dependency file synopsys detect detect configuration build gradle path to vulnerable library root gradle caches modules files com fasterxml jackson core jackson databind jackson databind jar le caches modules files com fasterxml jackson core jackson databind jackson databind jar root gradle caches modules files com fasterxml jackson core jackson databind jackson databind jar dependency hierarchy x jackson databind jar vulnerable library vulnerability details a flaw was found in fasterxml jackson databind where it did not have entity expansion secured properly this flaw allows vulnerability to xml external entity xxe attacks the highest threat from this vulnerability is data integrity publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact high availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution com fasterxml jackson core jackson databind step up your open source security game with whitesource ,0 17185,11774612124.0,IssuesEvent,2020-03-16 09:47:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Plugin status field in Project Settings should be a toggle, not an option list",enhancement junior job topic:editor usability,"**Godot version:** 3.2 **OS/device including version:** Windows 10 **Issue description:** In Project Settings window the plugin list has a control to change its status. Plugin can only assume 2 statuses: [Active and Inactive](https://github.com/godotengine/godot/blob/master/editor/editor_plugin_settings.cpp#L142). ```swift item->set_text(3, ""Inactive,Active""); ``` Therefore the control should be a toggle of some kind rather than an option list. It is not only unnecessary to have a list here, but it also takes a lot of time to toggle plugins when developing them. ![image](https://user-images.githubusercontent.com/11782833/74453158-13f1e380-4e93-11ea-917b-c472f51bd664.png) Furthermore, selecting an already active option causes errors in console: ``` editor/editor_node.cpp:3018 - Condition ""p_enabled && plugin_addons.has(p_addon)"" is true. editor/editor_node.cpp:3019 - Condition ""!p_enabled && !plugin_addons.has(p_addon)"" is true. ``` **Steps to reproduce:** Add a plugin to your project, and try to change its status in settings. **Minimal reproduction project:** N/a",True,"Plugin status field in Project Settings should be a toggle, not an option list - **Godot version:** 3.2 **OS/device including version:** Windows 10 **Issue description:** In Project Settings window the plugin list has a control to change its status. Plugin can only assume 2 statuses: [Active and Inactive](https://github.com/godotengine/godot/blob/master/editor/editor_plugin_settings.cpp#L142). ```swift item->set_text(3, ""Inactive,Active""); ``` Therefore the control should be a toggle of some kind rather than an option list. It is not only unnecessary to have a list here, but it also takes a lot of time to toggle plugins when developing them. ![image](https://user-images.githubusercontent.com/11782833/74453158-13f1e380-4e93-11ea-917b-c472f51bd664.png) Furthermore, selecting an already active option causes errors in console: ``` editor/editor_node.cpp:3018 - Condition ""p_enabled && plugin_addons.has(p_addon)"" is true. editor/editor_node.cpp:3019 - Condition ""!p_enabled && !plugin_addons.has(p_addon)"" is true. ``` **Steps to reproduce:** Add a plugin to your project, and try to change its status in settings. **Minimal reproduction project:** N/a",1,plugin status field in project settings should be a toggle not an option list godot version os device including version windows issue description in project settings window the plugin list has a control to change its status plugin can only assume statuses swift item set text inactive active therefore the control should be a toggle of some kind rather than an option list it is not only unnecessary to have a list here but it also takes a lot of time to toggle plugins when developing them furthermore selecting an already active option causes errors in console editor editor node cpp condition p enabled plugin addons has p addon is true editor editor node cpp condition p enabled plugin addons has p addon is true steps to reproduce add a plugin to your project and try to change its status in settings minimal reproduction project n a,1 14240,8951341242.0,IssuesEvent,2019-01-25 13:41:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Profiler does not show any function names for built-in scripts,bug topic:editor usability,"**Godot version:** v3.1-beta2 **OS/device including version:** ArchLinux rolling + NVidia/Intel GPU **Issue description:** Profiler does not show names of functions that were called. Happens only for the built-in scripts. ![Screenshot](https://dun.ai/p/2gXkmlj.jpg) **Steps to reproduce:** 1. Create a scene with a single `Node` object 2. Attach the following built-in script to the root node: ```gdscript extends Node func _process(delta: float) -> void: foo() func foo(): bar() func bar(): baz() func baz(): pass ``` If using an external script, the profiler works fine: ![Screenshot](https://dun.ai/p/ovm2rxX.jpg) **Minimal reproduction project:** Any project.",True,"Profiler does not show any function names for built-in scripts - **Godot version:** v3.1-beta2 **OS/device including version:** ArchLinux rolling + NVidia/Intel GPU **Issue description:** Profiler does not show names of functions that were called. Happens only for the built-in scripts. ![Screenshot](https://dun.ai/p/2gXkmlj.jpg) **Steps to reproduce:** 1. Create a scene with a single `Node` object 2. Attach the following built-in script to the root node: ```gdscript extends Node func _process(delta: float) -> void: foo() func foo(): bar() func bar(): baz() func baz(): pass ``` If using an external script, the profiler works fine: ![Screenshot](https://dun.ai/p/ovm2rxX.jpg) **Minimal reproduction project:** Any project.",1,profiler does not show any function names for built in scripts godot version os device including version archlinux rolling nvidia intel gpu issue description profiler does not show names of functions that were called happens only for the built in scripts steps to reproduce create a scene with a single node object attach the following built in script to the root node gdscript extends node func process delta float void foo func foo bar func bar baz func baz pass if using an external script the profiler works fine minimal reproduction project any project ,1 11052,7044911847.0,IssuesEvent,2018-01-01 11:42:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Feature request. Filesystem search should not be case sensitive.,enhancement topic:editor usability,"**Godot version:** Any **OS/device including version:** ANY **Issue description:** the search feature in the filesystem is case sensitive. this becomes less intuitive in projects involving a team where file names get changed/ upper and lower casing gets accidentally mixed and so on. since the import editor is tied to the filesystem tab and a file must be selected to populate the import settings, this leads to a lot of digging for source files. **Steps to reproduce:** **Minimal reproduction project:** solutions? make the search ignore case sensitivity or add a quick jump option linking to the source file in question. save a lot of time and headache working with 3d projects or any project really. - [ ] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. ",True,"Feature request. Filesystem search should not be case sensitive. - **Godot version:** Any **OS/device including version:** ANY **Issue description:** the search feature in the filesystem is case sensitive. this becomes less intuitive in projects involving a team where file names get changed/ upper and lower casing gets accidentally mixed and so on. since the import editor is tied to the filesystem tab and a file must be selected to populate the import settings, this leads to a lot of digging for source files. **Steps to reproduce:** **Minimal reproduction project:** solutions? make the search ignore case sensitivity or add a quick jump option linking to the source file in question. save a lot of time and headache working with 3d projects or any project really. - [ ] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. ",1,feature request filesystem search should not be case sensitive godot version any os device including version any issue description the search feature in the filesystem is case sensitive this becomes less intuitive in projects involving a team where file names get changed upper and lower casing gets accidentally mixed and so on since the import editor is tied to the filesystem tab and a file must be selected to populate the import settings this leads to a lot of digging for source files steps to reproduce minimal reproduction project solutions make the search ignore case sensitivity or add a quick jump option linking to the source file in question save a lot of time and headache working with projects or any project really i searched the existing for potential duplicates ,1 9786,6414999627.0,IssuesEvent,2017-08-08 11:42:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't drag and drop nodes where i want into Scene tree editor.,bug confirmed topic:editor usability,"**Operating system or device - Godot version:** 2.1rc1 official, win64 **Issue description** (what happened, and what was expected): Look at the two screenshot below. It is not possible to drag and drog the ""NODE"" node at these places : - between A and B ( NODE will end up into A after Y or before X depending wether A is expanded or not ) - after B ( NODE will end up into B after or before Z depending wether B is expanded or not) indeed, here, the workaround is to drap and drog A before NODE, or to drop NODE over Root. But it is strange and unexpected behavior, more even since the red line takes two different length when you drag NODE between Y and B on the first screenshot. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ![dragndrop_00](https://cloud.githubusercontent.com/assets/9801802/17151984/21debf16-5376-11e6-95d2-50cadf76b36e.png) ![dragndrop_01](https://cloud.githubusercontent.com/assets/9801802/17151985/23fb1092-5376-11e6-8292-61a5111a17ee.png) ",True,"Can't drag and drop nodes where i want into Scene tree editor. - **Operating system or device - Godot version:** 2.1rc1 official, win64 **Issue description** (what happened, and what was expected): Look at the two screenshot below. It is not possible to drag and drog the ""NODE"" node at these places : - between A and B ( NODE will end up into A after Y or before X depending wether A is expanded or not ) - after B ( NODE will end up into B after or before Z depending wether B is expanded or not) indeed, here, the workaround is to drap and drog A before NODE, or to drop NODE over Root. But it is strange and unexpected behavior, more even since the red line takes two different length when you drag NODE between Y and B on the first screenshot. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ![dragndrop_00](https://cloud.githubusercontent.com/assets/9801802/17151984/21debf16-5376-11e6-95d2-50cadf76b36e.png) ![dragndrop_01](https://cloud.githubusercontent.com/assets/9801802/17151985/23fb1092-5376-11e6-8292-61a5111a17ee.png) ",1,can t drag and drop nodes where i want into scene tree editor operating system or device godot version official issue description what happened and what was expected look at the two screenshot below it is not possible to drag and drog the node node at these places between a and b node will end up into a after y or before x depending wether a is expanded or not after b node will end up into b after or before z depending wether b is expanded or not indeed here the workaround is to drap and drog a before node or to drop node over root but it is strange and unexpected behavior more even since the red line takes two different length when you drag node between y and b on the first screenshot steps to reproduce link to minimal example project optional but very welcome ,1 160312,13785997403.0,IssuesEvent,2020-10-09 00:27:46,cbrennanpoole/Qualitative-Self,https://api.github.com/repos/cbrennanpoole/Qualitative-Self,closed,with Wind : Company Page Admin | LinkedIn,documentation,"![Screen Shot from awesomescreenshot.com](https://www.awesomescreenshot.com/api/v1/destination/image/show?ImageKey=tm-3957-15621-55bbbbdabc7942efb365b11bea95a001) --- **Source URL**: [https://www.linkedin.com/company/19185302/admin/analytics/followers/](https://www.linkedin.com/company/19185302/admin/analytics/followers/)
BrowserChrome 84.0.4147.45
OSWindows 10 64-bit
Screen Size2560x1080
Viewport Size2560x888
Pixel Ratio@1x
Zoom Level110.00000000000001%
",1.0,"with Wind : Company Page Admin | LinkedIn - ![Screen Shot from awesomescreenshot.com](https://www.awesomescreenshot.com/api/v1/destination/image/show?ImageKey=tm-3957-15621-55bbbbdabc7942efb365b11bea95a001) --- **Source URL**: [https://www.linkedin.com/company/19185302/admin/analytics/followers/](https://www.linkedin.com/company/19185302/admin/analytics/followers/)
BrowserChrome 84.0.4147.45
OSWindows 10 64-bit
Screen Size2560x1080
Viewport Size2560x888
Pixel Ratio@1x
Zoom Level110.00000000000001%
",0,with wind company page admin linkedin source url browser chrome os windows bit screen size viewport size pixel ratio zoom level ,0 15524,10101213795.0,IssuesEvent,2019-07-29 08:11:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,GDNativeLibrary editor should let you filter platforms with checkable entries,enhancement junior job topic:editor usability,"**Godot version:** 3.1.1 and 3.2 master (d483a85) **OS/device including version:** Mageia 7 x86_64 **Issue description:** When you create a `GDNativeLibrary` resource, a specific editor is shown. It has a drop-down list to select platforms which should be visible, but it's all or nothing as it uses exclusive radio buttons: ![Screenshot_20190726_163808](https://user-images.githubusercontent.com/4701338/61959487-cb8cda00-afc3-11e9-9235-ffda89152017.png) This popup menu should use checkboxes so that you can select the platforms you want to see. **Steps to reproduce:** - Open project - On Inspector, click ""Create new resource"" - Select GDNativeLibrary - Uses drop-down list to filter platforms, see that you can only filter ""All"" or any single platform",True,"GDNativeLibrary editor should let you filter platforms with checkable entries - **Godot version:** 3.1.1 and 3.2 master (d483a85) **OS/device including version:** Mageia 7 x86_64 **Issue description:** When you create a `GDNativeLibrary` resource, a specific editor is shown. It has a drop-down list to select platforms which should be visible, but it's all or nothing as it uses exclusive radio buttons: ![Screenshot_20190726_163808](https://user-images.githubusercontent.com/4701338/61959487-cb8cda00-afc3-11e9-9235-ffda89152017.png) This popup menu should use checkboxes so that you can select the platforms you want to see. **Steps to reproduce:** - Open project - On Inspector, click ""Create new resource"" - Select GDNativeLibrary - Uses drop-down list to filter platforms, see that you can only filter ""All"" or any single platform",1,gdnativelibrary editor should let you filter platforms with checkable entries godot version and master os device including version mageia issue description when you create a gdnativelibrary resource a specific editor is shown it has a drop down list to select platforms which should be visible but it s all or nothing as it uses exclusive radio buttons this popup menu should use checkboxes so that you can select the platforms you want to see steps to reproduce open project on inspector click create new resource select gdnativelibrary uses drop down list to filter platforms see that you can only filter all or any single platform,1 189258,22047007531.0,IssuesEvent,2022-05-30 03:42:02,dpteam/RK3188_TABLET,https://api.github.com/repos/dpteam/RK3188_TABLET,closed,CVE-2017-11473 (High) detected in linuxv3.0 - autoclosed,security vulnerability,"## CVE-2017-11473 - High Severity Vulnerability
Vulnerable Library - linuxv3.0

Linux kernel source tree

Library home page: https://github.com/verygreen/linux.git

Found in HEAD commit: 0c501f5a0fd72c7b2ac82904235363bd44fd8f9e

Found in base branch: master

Vulnerable Source Files (1)

/drivers/acpi/acpica/nsutils.c

Vulnerability Details

Buffer overflow in the mp_override_legacy_irq() function in arch/x86/kernel/acpi/boot.c in the Linux kernel through 3.2 allows local users to gain privileges via a crafted ACPI table.

Publish Date: 2017-07-20

URL: CVE-2017-11473

CVSS 3 Score Details (7.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Local - Attack Complexity: Low - Privileges Required: Low - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: http://web.nvd.nist.gov/view/vuln/detail?vulnId=CVE-2017-11473

Release Date: 2017-07-20

Fix Resolution: v4.13-rc2

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2017-11473 (High) detected in linuxv3.0 - autoclosed - ## CVE-2017-11473 - High Severity Vulnerability
Vulnerable Library - linuxv3.0

Linux kernel source tree

Library home page: https://github.com/verygreen/linux.git

Found in HEAD commit: 0c501f5a0fd72c7b2ac82904235363bd44fd8f9e

Found in base branch: master

Vulnerable Source Files (1)

/drivers/acpi/acpica/nsutils.c

Vulnerability Details

Buffer overflow in the mp_override_legacy_irq() function in arch/x86/kernel/acpi/boot.c in the Linux kernel through 3.2 allows local users to gain privileges via a crafted ACPI table.

Publish Date: 2017-07-20

URL: CVE-2017-11473

CVSS 3 Score Details (7.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Local - Attack Complexity: Low - Privileges Required: Low - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: http://web.nvd.nist.gov/view/vuln/detail?vulnId=CVE-2017-11473

Release Date: 2017-07-20

Fix Resolution: v4.13-rc2

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in autoclosed cve high severity vulnerability vulnerable library linux kernel source tree library home page a href found in head commit a href found in base branch master vulnerable source files drivers acpi acpica nsutils c vulnerability details buffer overflow in the mp override legacy irq function in arch kernel acpi boot c in the linux kernel through allows local users to gain privileges via a crafted acpi table publish date url a href cvss score details base score metrics exploitability metrics attack vector local attack complexity low privileges required low user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution step up your open source security game with whitesource ,0 6045,4127768901.0,IssuesEvent,2016-06-10 00:46:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to perform live editing from a PC to another PC,feature proposal topic:core usability,"It would be very welcome to have support for live editing (and one-click deploy, remote filesystem, …) when two PCs are on the same Ethernet or Wi-Fi network. This way, you could develop the game on one PC, and test it on another PC.",True,"Ability to perform live editing from a PC to another PC - It would be very welcome to have support for live editing (and one-click deploy, remote filesystem, …) when two PCs are on the same Ethernet or Wi-Fi network. This way, you could develop the game on one PC, and test it on another PC.",1,ability to perform live editing from a pc to another pc it would be very welcome to have support for live editing and one click deploy remote filesystem … when two pcs are on the same ethernet or wi fi network this way you could develop the game on one pc and test it on another pc ,1 3562,3488011365.0,IssuesEvent,2016-01-02 14:58:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Keep object child transform information intact when re-parenting,feature proposal needs discussion topic:editor usability,"Currently ------------------------------------------- Re-parenting an object in the node tree will often send the newly minted child somewhere else in the level, requiring the user to find it and move it back to where it is needed. Proposal -------------------------------------------- Change the operation so it doesn't change the transform values of the new child object at all (the object stays exactly where it was placed). Benefits ---------------------------------------------- It will make it much easier to reorganize parent/child hierarchies as the desired setup remains intact as nodes are moved around. Saving time and reducing frustration. I hope this is seen as a good suggestion for the 1.2 usability release. Thanks.",True,"Keep object child transform information intact when re-parenting - Currently ------------------------------------------- Re-parenting an object in the node tree will often send the newly minted child somewhere else in the level, requiring the user to find it and move it back to where it is needed. Proposal -------------------------------------------- Change the operation so it doesn't change the transform values of the new child object at all (the object stays exactly where it was placed). Benefits ---------------------------------------------- It will make it much easier to reorganize parent/child hierarchies as the desired setup remains intact as nodes are moved around. Saving time and reducing frustration. I hope this is seen as a good suggestion for the 1.2 usability release. Thanks.",1,keep object child transform information intact when re parenting currently re parenting an object in the node tree will often send the newly minted child somewhere else in the level requiring the user to find it and move it back to where it is needed proposal change the operation so it doesn t change the transform values of the new child object at all the object stays exactly where it was placed benefits it will make it much easier to reorganize parent child hierarchies as the desired setup remains intact as nodes are moved around saving time and reducing frustration i hope this is seen as a good suggestion for the usability release thanks ,1 160997,13804767309.0,IssuesEvent,2020-10-11 10:36:19,facebook/jest,https://api.github.com/repos/facebook/jest,closed,"Missing documentation using jest with repos that are ""type"":""module"" (""Cannot use import statement outside a module"")",Documentation :book: ES Modules Help Wanted,"Running jest in a repo with a package.json that clearly indicates `""type"": ""module""`, with test code that also follows esmodule format, causes Jest to error out: ```js // saved as ./test/main.test.js import { Thing } from ""../lib/thing.js""; test('trivial truth', () => { expect(true).toBeTrue(); }); ``` results in: ```bash [...] /yourproject/test/main.test.js:1 import { Thing } from ""../lib/thing.js""; ^^^^^^ SyntaxError: Cannot use import statement outside a module ``` Which doesn't make a lot of sense: the project is clearly marked as being modern module-based code, Node 14 has zero problems with running any of the code, but Jest does not seem to ""see"" that we're working in a modern codebase rather than a CJS codebase. I can't find anything in the docs that explains how to tell Jest that everything is module code, and that it should run as such. I don't see anything that explains which runtime flag is required (e.g. `npx jest --esmodule`?) or which explicit config setting is necessary to make this work (also of course I hope this doesn't require writing an explicit conf file, because zero conf is the best conf). If this is in the docs, then it might be undiscoverable: searching for ""module"" or ""esmodule"" on https://jestjs.io/docs/en/ only finds sections relating to mocks. If it's not in the docs, but Jest should be able to deal with this, then that should probably get added to the docs. If it's not in the docs, and Jest _can't_ deal with this, then that should _definitely_ be added to the docs, as new JS projects in 2020 don't need ES5 conversion anymore, except for legacy support, so you'd expect Jest to be deal with test files that are modules as fine as Node itself =)",1.0,"Missing documentation using jest with repos that are ""type"":""module"" (""Cannot use import statement outside a module"") - Running jest in a repo with a package.json that clearly indicates `""type"": ""module""`, with test code that also follows esmodule format, causes Jest to error out: ```js // saved as ./test/main.test.js import { Thing } from ""../lib/thing.js""; test('trivial truth', () => { expect(true).toBeTrue(); }); ``` results in: ```bash [...] /yourproject/test/main.test.js:1 import { Thing } from ""../lib/thing.js""; ^^^^^^ SyntaxError: Cannot use import statement outside a module ``` Which doesn't make a lot of sense: the project is clearly marked as being modern module-based code, Node 14 has zero problems with running any of the code, but Jest does not seem to ""see"" that we're working in a modern codebase rather than a CJS codebase. I can't find anything in the docs that explains how to tell Jest that everything is module code, and that it should run as such. I don't see anything that explains which runtime flag is required (e.g. `npx jest --esmodule`?) or which explicit config setting is necessary to make this work (also of course I hope this doesn't require writing an explicit conf file, because zero conf is the best conf). If this is in the docs, then it might be undiscoverable: searching for ""module"" or ""esmodule"" on https://jestjs.io/docs/en/ only finds sections relating to mocks. If it's not in the docs, but Jest should be able to deal with this, then that should probably get added to the docs. If it's not in the docs, and Jest _can't_ deal with this, then that should _definitely_ be added to the docs, as new JS projects in 2020 don't need ES5 conversion anymore, except for legacy support, so you'd expect Jest to be deal with test files that are modules as fine as Node itself =)",0,missing documentation using jest with repos that are type module cannot use import statement outside a module running jest in a repo with a package json that clearly indicates type module with test code that also follows esmodule format causes jest to error out js saved as test main test js import thing from lib thing js test trivial truth expect true tobetrue results in bash yourproject test main test js import thing from lib thing js syntaxerror cannot use import statement outside a module which doesn t make a lot of sense the project is clearly marked as being modern module based code node has zero problems with running any of the code but jest does not seem to see that we re working in a modern codebase rather than a cjs codebase i can t find anything in the docs that explains how to tell jest that everything is module code and that it should run as such i don t see anything that explains which runtime flag is required e g npx jest esmodule or which explicit config setting is necessary to make this work also of course i hope this doesn t require writing an explicit conf file because zero conf is the best conf if this is in the docs then it might be undiscoverable searching for module or esmodule on only finds sections relating to mocks if it s not in the docs but jest should be able to deal with this then that should probably get added to the docs if it s not in the docs and jest can t deal with this then that should definitely be added to the docs as new js projects in don t need conversion anymore except for legacy support so you d expect jest to be deal with test files that are modules as fine as node itself ,0 141976,11450027285.0,IssuesEvent,2020-02-06 08:45:48,ubtue/DatenProbleme,https://api.github.com/repos/ubtue/DatenProbleme,closed,Transkription arabischer Schriftzeichen_6,Zotero_PICA ready for testing,"**URL** https://www.jstor.org/stable/i271906?refreqid=excelsior%3Ade38b127375d02038edf987c4af5dabc **Ausführliche Problembeschreibung** Das Schriftzeichen Ğ (G mit Halbkreis übergesetzt) wird nicht übertragen, sondern durch G ersetzt. ",1.0,"Transkription arabischer Schriftzeichen_6 - **URL** https://www.jstor.org/stable/i271906?refreqid=excelsior%3Ade38b127375d02038edf987c4af5dabc **Ausführliche Problembeschreibung** Das Schriftzeichen Ğ (G mit Halbkreis übergesetzt) wird nicht übertragen, sondern durch G ersetzt. ",0,transkription arabischer schriftzeichen url ausführliche problembeschreibung das schriftzeichen ğ g mit halbkreis übergesetzt wird nicht übertragen sondern durch g ersetzt ,0 285419,8758570675.0,IssuesEvent,2018-12-15 05:49:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,File validation is removing saved games?,Critical Priority,Please are letting us know that when they validate the files through system validate it is removing saved games. It should not do that and has not in the past Is this a new way Eco is handling saved games now and do we need to have people backup outside of the server directory before doing a validate or is steam doing something wonky?,1.0,File validation is removing saved games? - Please are letting us know that when they validate the files through system validate it is removing saved games. It should not do that and has not in the past Is this a new way Eco is handling saved games now and do we need to have people backup outside of the server directory before doing a validate or is steam doing something wonky?,0,file validation is removing saved games please are letting us know that when they validate the files through system validate it is removing saved games it should not do that and has not in the past is this a new way eco is handling saved games now and do we need to have people backup outside of the server directory before doing a validate or is steam doing something wonky ,0 27094,27644941758.0,IssuesEvent,2023-03-10 21:51:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Yellow text (Debugger with Warnings) is unreadable when using light themes until restarting the editor,bug topic:editor usability,"### Godot version 4.0rc1 ### System information Linux/Manjaro ### Issue description When using light themes, the warnings in the debugger are almost indistinguishable from the light background. ![image](https://user-images.githubusercontent.com/24468819/217785303-363d54a6-c4e9-4325-b778-e0fcd477156e.png) ![image](https://user-images.githubusercontent.com/24468819/217786098-9de25277-b31e-4e77-b313-03f7aa080de8.png) ### Steps to reproduce Use a light theme and run a project with warnings ### Minimal reproduction project N/A",True,"Yellow text (Debugger with Warnings) is unreadable when using light themes until restarting the editor - ### Godot version 4.0rc1 ### System information Linux/Manjaro ### Issue description When using light themes, the warnings in the debugger are almost indistinguishable from the light background. ![image](https://user-images.githubusercontent.com/24468819/217785303-363d54a6-c4e9-4325-b778-e0fcd477156e.png) ![image](https://user-images.githubusercontent.com/24468819/217786098-9de25277-b31e-4e77-b313-03f7aa080de8.png) ### Steps to reproduce Use a light theme and run a project with warnings ### Minimal reproduction project N/A",1,yellow text debugger with warnings is unreadable when using light themes until restarting the editor godot version system information linux manjaro issue description when using light themes the warnings in the debugger are almost indistinguishable from the light background steps to reproduce use a light theme and run a project with warnings minimal reproduction project n a,1 326945,9962937451.0,IssuesEvent,2019-07-07 18:50:54,kubernetes/minikube,https://api.github.com/repos/kubernetes/minikube,closed,Improve linting (static analysis),kind/cleanup priority/backlog r/2019q2,"Should add reports of these to CI, once the existing issues have been addressed: * go vet (#3841) * **gocyclo** (#3886) * **golint** (#3839) * markdownlint (#3840) * ineffassign (#3841) * misspell (#3841) There are others that _could_ be run, but they should not be blocking (false positives) https://github.com/alecthomas/gometalinter#supported-linters",1.0,"Improve linting (static analysis) - Should add reports of these to CI, once the existing issues have been addressed: * go vet (#3841) * **gocyclo** (#3886) * **golint** (#3839) * markdownlint (#3840) * ineffassign (#3841) * misspell (#3841) There are others that _could_ be run, but they should not be blocking (false positives) https://github.com/alecthomas/gometalinter#supported-linters",0,improve linting static analysis should add reports of these to ci once the existing issues have been addressed go vet gocyclo golint markdownlint ineffassign misspell there are others that could be run but they should not be blocking false positives ,0 18385,12835063404.0,IssuesEvent,2020-07-07 12:14:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Closing a scene with built-in script opened will open a Save Resource dialog,bug regression topic:editor usability," **Godot version:** 3.2.3 beta 07b24de (and probably master) **Steps to reproduce:** 1. Create/open a built-in script so it appears in the script editor 2. Close the scene tab",True,"Closing a scene with built-in script opened will open a Save Resource dialog - **Godot version:** 3.2.3 beta 07b24de (and probably master) **Steps to reproduce:** 1. Create/open a built-in script so it appears in the script editor 2. Close the scene tab",1,closing a scene with built in script opened will open a save resource dialog please search existing issues for potential duplicates before filing yours godot version beta and probably master steps to reproduce create open a built in script so it appears in the script editor close the scene tab,1 654892,21673137283.0,IssuesEvent,2022-05-08 09:25:35,RAF-SI-2021/banka-front,https://api.github.com/repos/RAF-SI-2021/banka-front,opened,"Dodati dugme za osvežavanje podataka na pregledima za akcije, forex i future",priority/normal area/frontend,Dodati dugme koje će osvežiti podatke koje se trenutno pokazuju u tabelama.,1.0,"Dodati dugme za osvežavanje podataka na pregledima za akcije, forex i future - Dodati dugme koje će osvežiti podatke koje se trenutno pokazuju u tabelama.",0,dodati dugme za osvežavanje podataka na pregledima za akcije forex i future dodati dugme koje će osvežiti podatke koje se trenutno pokazuju u tabelama ,0 18131,12557949917.0,IssuesEvent,2020-06-07 14:30:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Script Editor: Ctrl + Left / Right is ""inconsistent""",bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Windows 10, Godot 3.0 Alpha **Issue description:** If one jumps from the end of a row to the very beginning of the same row via consecutive Ctrl + Left strokes, the behavior is different when going to the opposite direction (I don't seem to get the logic of it). I think this has been so since 2.x (at least), and I've always thought that this was buggy behavior. However, I decided to (quickly) test this with some other text editors / IDEs: - Intellij Products - Visual Studio 2017 - Visual Studio Code - Sublime Text Out of these, only Intellij IDEs seemed to have 100% consistent word jump behavior. VS 2017 seemed to come very close to 100%, and VS Code & Sublime were quite close to Godot (with some nuances). Personally, I find it is nearly impossible to get used to this ""inconsistent"" behaviour, particularly from the perspective of a ""Java developer"". Adding a ""Consistent Word Jumping"" or somesuch option for people who are used to it, might be something to consider. (Also: Treating underscores as stops might also be a good idea in a pythonic language) ",True,"Script Editor: Ctrl + Left / Right is ""inconsistent"" - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Windows 10, Godot 3.0 Alpha **Issue description:** If one jumps from the end of a row to the very beginning of the same row via consecutive Ctrl + Left strokes, the behavior is different when going to the opposite direction (I don't seem to get the logic of it). I think this has been so since 2.x (at least), and I've always thought that this was buggy behavior. However, I decided to (quickly) test this with some other text editors / IDEs: - Intellij Products - Visual Studio 2017 - Visual Studio Code - Sublime Text Out of these, only Intellij IDEs seemed to have 100% consistent word jump behavior. VS 2017 seemed to come very close to 100%, and VS Code & Sublime were quite close to Godot (with some nuances). Personally, I find it is nearly impossible to get used to this ""inconsistent"" behaviour, particularly from the perspective of a ""Java developer"". Adding a ""Consistent Word Jumping"" or somesuch option for people who are used to it, might be something to consider. (Also: Treating underscores as stops might also be a good idea in a pythonic language) ",1,script editor ctrl left right is inconsistent operating system or device godot version gpu model and driver if graphics related windows godot alpha issue description if one jumps from the end of a row to the very beginning of the same row via consecutive ctrl left strokes the behavior is different when going to the opposite direction i don t seem to get the logic of it i think this has been so since x at least and i ve always thought that this was buggy behavior however i decided to quickly test this with some other text editors ides intellij products visual studio visual studio code sublime text out of these only intellij ides seemed to have consistent word jump behavior vs seemed to come very close to and vs code sublime were quite close to godot with some nuances personally i find it is nearly impossible to get used to this inconsistent behaviour particularly from the perspective of a java developer adding a consistent word jumping or somesuch option for people who are used to it might be something to consider also treating underscores as stops might also be a good idea in a pythonic language ,1 121807,4821595074.0,IssuesEvent,2016-11-05 12:23:51,dealii/dealii,https://api.github.com/repos/dealii/dealii,closed,Static analysis: dealii-git/include/deal.II/meshworker/dof_info.templates.h,Low priority Starter project,"``` dealii-git/include/deal.II/meshworker/dof_info.templates.h 25 err V730 Not all members of a class are initialized inside the constructor. Consider inspecting: face_number, sub_number. ``` We should address these warnings and errors from the static analysis tool PVS. In response to #3342.",1.0,"Static analysis: dealii-git/include/deal.II/meshworker/dof_info.templates.h - ``` dealii-git/include/deal.II/meshworker/dof_info.templates.h 25 err V730 Not all members of a class are initialized inside the constructor. Consider inspecting: face_number, sub_number. ``` We should address these warnings and errors from the static analysis tool PVS. In response to #3342.",0,static analysis dealii git include deal ii meshworker dof info templates h dealii git include deal ii meshworker dof info templates h err not all members of a class are initialized inside the constructor consider inspecting face number sub number we should address these warnings and errors from the static analysis tool pvs in response to ,0 26755,27160830753.0,IssuesEvent,2023-02-17 11:43:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Impossible to resize collision shape for tile when vertex outside of tilesheet,bug topic:editor usability,"**Godot version:** v.3.1.2.stable.official **OS/device including version:** Pop!_OS 19.10 (highly derived from Ubuntu) **Issue description:** I am following the tilemap tutorial in the documentation and accidentally I created a collision shape (rectangular) in an Atlas tile which is bigger than the size of the tilesheet : ![Capture d’écran de 2020-01-09 22-41-50](https://user-images.githubusercontent.com/35373357/72107280-4b6bee00-3331-11ea-95e4-23a53a8a138e.png) **Steps to reproduce:** Now if I want to resize the rectangle collision shape to fit the tile, I can't select any vertex outside the tilesheet (but I can grab and move the two left corners). **Minimal reproduction project:** [tilemap.zip](https://github.com/godotengine/godot/files/4042642/tilemap.zip) ",True,"Impossible to resize collision shape for tile when vertex outside of tilesheet - **Godot version:** v.3.1.2.stable.official **OS/device including version:** Pop!_OS 19.10 (highly derived from Ubuntu) **Issue description:** I am following the tilemap tutorial in the documentation and accidentally I created a collision shape (rectangular) in an Atlas tile which is bigger than the size of the tilesheet : ![Capture d’écran de 2020-01-09 22-41-50](https://user-images.githubusercontent.com/35373357/72107280-4b6bee00-3331-11ea-95e4-23a53a8a138e.png) **Steps to reproduce:** Now if I want to resize the rectangle collision shape to fit the tile, I can't select any vertex outside the tilesheet (but I can grab and move the two left corners). **Minimal reproduction project:** [tilemap.zip](https://github.com/godotengine/godot/files/4042642/tilemap.zip) ",1,impossible to resize collision shape for tile when vertex outside of tilesheet godot version v stable official os device including version pop os highly derived from ubuntu issue description i am following the tilemap tutorial in the documentation and accidentally i created a collision shape rectangular in an atlas tile which is bigger than the size of the tilesheet steps to reproduce now if i want to resize the rectangle collision shape to fit the tile i can t select any vertex outside the tilesheet but i can grab and move the two left corners minimal reproduction project ,1 218525,7331638278.0,IssuesEvent,2018-03-05 14:09:53,TwoTenPvP/MLAPI,https://api.github.com/repos/TwoTenPvP/MLAPI,closed,Feature Request: Unity Animator component syncing (AKA NetworkAnimator clone),enhancement low priority,"Functional clone of NetworkAnimator, which syncs the state of an Animator component.",1.0,"Feature Request: Unity Animator component syncing (AKA NetworkAnimator clone) - Functional clone of NetworkAnimator, which syncs the state of an Animator component.",0,feature request unity animator component syncing aka networkanimator clone functional clone of networkanimator which syncs the state of an animator component ,0 16665,11201078785.0,IssuesEvent,2020-01-04 00:32:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Android export doesn't warn if keystore doesn't exist,bug platform:android topic:editor usability,"**Godot version:** 3.2 beta5 **Steps to reproduce:** 1. Set a wrong release keystore path for Android export preset 2. Export with that preset 3. Wait 4. Wait more 5. Ok, it finished 6. Except it didn't, because the keystore doesn't exist and you just wasted time The check should be done at the beginning of export.",True,"Android export doesn't warn if keystore doesn't exist - **Godot version:** 3.2 beta5 **Steps to reproduce:** 1. Set a wrong release keystore path for Android export preset 2. Export with that preset 3. Wait 4. Wait more 5. Ok, it finished 6. Except it didn't, because the keystore doesn't exist and you just wasted time The check should be done at the beginning of export.",1,android export doesn t warn if keystore doesn t exist godot version steps to reproduce set a wrong release keystore path for android export preset export with that preset wait wait more ok it finished except it didn t because the keystore doesn t exist and you just wasted time the check should be done at the beginning of export ,1 18202,12677632056.0,IssuesEvent,2020-06-19 08:09:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,UI Improvement - Export with Debug On,enhancement topic:editor usability," **Godot version:** 3.0.2 **OS/device including version:** Windows **Issue description:** The export with debug button is very hard to notice, and the documentation does not list where it is very well. I had to ask the community the location after looking for it. Can the documentation be updated to include the location? Or have a way to make it more obvious in the UI when you are exporting your project? https://i.imgur.com/AdntNoA.png -- Screenshot. ",True,"UI Improvement - Export with Debug On - **Godot version:** 3.0.2 **OS/device including version:** Windows **Issue description:** The export with debug button is very hard to notice, and the documentation does not list where it is very well. I had to ask the community the location after looking for it. Can the documentation be updated to include the location? Or have a way to make it more obvious in the UI when you are exporting your project? https://i.imgur.com/AdntNoA.png -- Screenshot. ",1,ui improvement export with debug on please search existing issues for potential duplicates before filing yours godot version os device including version windows issue description the export with debug button is very hard to notice and the documentation does not list where it is very well i had to ask the community the location after looking for it can the documentation be updated to include the location or have a way to make it more obvious in the ui when you are exporting your project screenshot ,1 553874,16384397092.0,IssuesEvent,2021-05-17 08:34:48,webcompat/web-bugs,https://api.github.com/repos/webcompat/web-bugs,closed,michigan.forums.rivals.com - see bug description,browser-firefox browser-firefox-ios engine-gecko priority-normal," **URL**: https://michigan.forums.rivals.com/threads/sorry-fort-you-might-all-start-getting-less-likes-from-me.328161/add-reply **Browser / Version**: Firefox iOS 33.1 **Operating System**: iOS 14.4.2 **Tested Another Browser**: Yes Safari **Problem type**: Something else **Description**: Can’t reply anymore **Steps to Reproduce**: I can’t reply to anything on the site
View the screenshot
Browser Configuration
  • None
_From [webcompat.com](https://webcompat.com/) with ❤️_",1.0,"michigan.forums.rivals.com - see bug description - **URL**: https://michigan.forums.rivals.com/threads/sorry-fort-you-might-all-start-getting-less-likes-from-me.328161/add-reply **Browser / Version**: Firefox iOS 33.1 **Operating System**: iOS 14.4.2 **Tested Another Browser**: Yes Safari **Problem type**: Something else **Description**: Can’t reply anymore **Steps to Reproduce**: I can’t reply to anything on the site
View the screenshot
Browser Configuration
  • None
_From [webcompat.com](https://webcompat.com/) with ❤️_",0,michigan forums rivals com see bug description url browser version firefox ios operating system ios tested another browser yes safari problem type something else description can’t reply anymore steps to reproduce i can’t reply to anything on the site view the screenshot img alt screenshot src browser configuration none from with ❤️ ,0 421062,28308072242.0,IssuesEvent,2023-04-10 13:01:54,bounswe/bounswe2023group6,https://api.github.com/repos/bounswe/bounswe2023group6,opened,Forming an individual contribution report for milestone 1,type: documentation priority: high status: inprogress area: milestone,"### Problem As a part of the milestone report 1, it's required for every member of the group to form an Individual Contribution Report that outlines their contributions to the project. ### Solution I will create my individual report detailing the information provided by the course. The contribution report will include: Member Information: My name and the group I am assigned to. Responsibilities: A general overview of the tasks assigned to me. Main Contributions: A summary of the work I have done on the project up to the Milestone, including links to the relevant issues in the project repository. Management Related Significant Issues: Issues I have contributed to in terms of managing the software project. Additional Information (Optional): Any other pertinent details regarding my contributions to the project. ### Documentation https://github.com/bounswe/bounswe2023group6/wiki/Individual-Contribution-Report-%7C-Omer-Talip-Akalin ### Additional notes _No response_ ### Reviewers Sena Özpınar ### Deadline 10.01.2023 - 23.59",1.0,"Forming an individual contribution report for milestone 1 - ### Problem As a part of the milestone report 1, it's required for every member of the group to form an Individual Contribution Report that outlines their contributions to the project. ### Solution I will create my individual report detailing the information provided by the course. The contribution report will include: Member Information: My name and the group I am assigned to. Responsibilities: A general overview of the tasks assigned to me. Main Contributions: A summary of the work I have done on the project up to the Milestone, including links to the relevant issues in the project repository. Management Related Significant Issues: Issues I have contributed to in terms of managing the software project. Additional Information (Optional): Any other pertinent details regarding my contributions to the project. ### Documentation https://github.com/bounswe/bounswe2023group6/wiki/Individual-Contribution-Report-%7C-Omer-Talip-Akalin ### Additional notes _No response_ ### Reviewers Sena Özpınar ### Deadline 10.01.2023 - 23.59",0,forming an individual contribution report for milestone problem as a part of the milestone report it s required for every member of the group to form an individual contribution report that outlines their contributions to the project solution i will create my individual report detailing the information provided by the course the contribution report will include member information my name and the group i am assigned to responsibilities a general overview of the tasks assigned to me main contributions a summary of the work i have done on the project up to the milestone including links to the relevant issues in the project repository management related significant issues issues i have contributed to in terms of managing the software project additional information optional any other pertinent details regarding my contributions to the project documentation additional notes no response reviewers sena özpınar deadline ,0 18867,13358775978.0,IssuesEvent,2020-08-31 12:18:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project sorting option is no longer remembered,bug regression topic:editor usability," **Godot version:** 6ae83b6 **Issue description:** Probably regression from #41569 CC @hinlopen **Steps to reproduce:** 1. Open project manager 2. Change sort option to Last Edited 3. Restart",True,"Project sorting option is no longer remembered - **Godot version:** 6ae83b6 **Issue description:** Probably regression from #41569 CC @hinlopen **Steps to reproduce:** 1. Open project manager 2. Change sort option to Last Edited 3. Restart",1,project sorting option is no longer remembered please search existing issues for potential duplicates before filing yours godot version issue description probably regression from cc hinlopen steps to reproduce open project manager change sort option to last edited restart,1 165128,12829398670.0,IssuesEvent,2020-07-06 22:49:44,davidskalinder/mpeds-coder,https://api.github.com/repos/davidskalinder/mpeds-coder,closed,Make sure MAI-to-pass-2 handover file imports to MS Access correctly,user testing,"...cuz at the moment, it duddn't. Will probably need binary-search debugging.",1.0,"Make sure MAI-to-pass-2 handover file imports to MS Access correctly - ...cuz at the moment, it duddn't. Will probably need binary-search debugging.",0,make sure mai to pass handover file imports to ms access correctly cuz at the moment it duddn t will probably need binary search debugging ,0 17948,12439861155.0,IssuesEvent,2020-05-26 10:53:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual Script Minimap,feature proposal topic:editor topic:visualscript usability,"Since visual scripts tend to grow very fast, a minimap could be useful to easily navigate the script ",True,"Visual Script Minimap - Since visual scripts tend to grow very fast, a minimap could be useful to easily navigate the script ",1,visual script minimap since visual scripts tend to grow very fast a minimap could be useful to easily navigate the script ,1 12004,7612100273.0,IssuesEvent,2018-05-01 16:18:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Edit Group for multiple nodes at the same time,feature proposal topic:editor usability," It would be nice if it was possible to select multiple Nodes and set group for all of them togheter Example of what happened: i created bounds for a map and i wanted to put them all in a group. Had to manually set groups for each Node. Bonus: It would be nice if Groups were managed with a separate windows, where you can add groups, and then if you assingn a Node to a Group you'd have a drop down menu, to avoid misspelling related bugs. ",True,"Edit Group for multiple nodes at the same time - It would be nice if it was possible to select multiple Nodes and set group for all of them togheter Example of what happened: i created bounds for a map and i wanted to put them all in a group. Had to manually set groups for each Node. Bonus: It would be nice if Groups were managed with a separate windows, where you can add groups, and then if you assingn a Node to a Group you'd have a drop down menu, to avoid misspelling related bugs. ",1,edit group for multiple nodes at the same time it would be nice if it was possible to select multiple nodes and set group for all of them togheter example of what happened i created bounds for a map and i wanted to put them all in a group had to manually set groups for each node bonus it would be nice if groups were managed with a separate windows where you can add groups and then if you assingn a node to a group you d have a drop down menu to avoid misspelling related bugs ,1 241454,20142540969.0,IssuesEvent,2022-02-09 01:45:39,microsoft/fluentui,https://api.github.com/repos/microsoft/fluentui,opened,Project: Migrate from enzyme to testing-library,Area: Testing Type: Epic,"We'd like to migrate from enzyme to testing-library since enzyme is effectively unmaintained (over a year and no official React 17 adapter) and testing-library provides a better, more reliable testing experience that more closely resembles the browser environment. This has become a higher priority because we'd like to upgrade our repo to React 17 (#20145) but it's being blocked by the lack of an Enzyme adapter. testing-library has an excellent [guide to migrating from enzyme](https://testing-library.com/docs/react-testing-library/migrate-from-enzyme/) -- it's a bit different way of thinking rather than a 1-1 mapping that could be automated, but overall a much better approach. ### Steps - [x] Requested that v8 core team use testing-library for any new tests - [ ] Remove from converged packages (I think this is already done?) - [ ] Ban new usage with lint rule? - [ ] Remove from react-conformance - [ ] Remove implementation in non-breaking way if possible - [ ] Remove APIs (breaking; do together with refactor) - [ ] Work on migrating v8 component tests to testing-library - TODO list of components - Could split this up with people - [ ] Document best practices - [ ] Remove from v0? (up to n* team) - [ ] Document best practices in wiki? - link to testing-library docs - designate a component for demonstrating testing best practices? - don't test every single prop? (perf concerns) ### Related issues #20507, #20145, #17101",1.0,"Project: Migrate from enzyme to testing-library - We'd like to migrate from enzyme to testing-library since enzyme is effectively unmaintained (over a year and no official React 17 adapter) and testing-library provides a better, more reliable testing experience that more closely resembles the browser environment. This has become a higher priority because we'd like to upgrade our repo to React 17 (#20145) but it's being blocked by the lack of an Enzyme adapter. testing-library has an excellent [guide to migrating from enzyme](https://testing-library.com/docs/react-testing-library/migrate-from-enzyme/) -- it's a bit different way of thinking rather than a 1-1 mapping that could be automated, but overall a much better approach. ### Steps - [x] Requested that v8 core team use testing-library for any new tests - [ ] Remove from converged packages (I think this is already done?) - [ ] Ban new usage with lint rule? - [ ] Remove from react-conformance - [ ] Remove implementation in non-breaking way if possible - [ ] Remove APIs (breaking; do together with refactor) - [ ] Work on migrating v8 component tests to testing-library - TODO list of components - Could split this up with people - [ ] Document best practices - [ ] Remove from v0? (up to n* team) - [ ] Document best practices in wiki? - link to testing-library docs - designate a component for demonstrating testing best practices? - don't test every single prop? (perf concerns) ### Related issues #20507, #20145, #17101",0,project migrate from enzyme to testing library we d like to migrate from enzyme to testing library since enzyme is effectively unmaintained over a year and no official react adapter and testing library provides a better more reliable testing experience that more closely resembles the browser environment this has become a higher priority because we d like to upgrade our repo to react but it s being blocked by the lack of an enzyme adapter testing library has an excellent it s a bit different way of thinking rather than a mapping that could be automated but overall a much better approach steps requested that core team use testing library for any new tests remove from converged packages i think this is already done ban new usage with lint rule remove from react conformance remove implementation in non breaking way if possible remove apis breaking do together with refactor work on migrating component tests to testing library todo list of components could split this up with people document best practices remove from up to n team document best practices in wiki link to testing library docs designate a component for demonstrating testing best practices don t test every single prop perf concerns related issues ,0 103151,16602002551.0,IssuesEvent,2021-06-01 20:54:13,samq-ghdemo/SEARCH-NCJIS-nibrs,https://api.github.com/repos/samq-ghdemo/SEARCH-NCJIS-nibrs,opened,"CVE-2020-5398 (High) detected in spring-web-5.1.7.RELEASE.jar, spring-web-5.0.9.RELEASE.jar",security vulnerability,"## CVE-2020-5398 - High Severity Vulnerability
Vulnerable Libraries - spring-web-5.1.7.RELEASE.jar, spring-web-5.0.9.RELEASE.jar

spring-web-5.1.7.RELEASE.jar

Spring Web

Library home page: https://github.com/spring-projects/spring-framework

Path to dependency file: SEARCH-NCJIS-nibrs/tools/nibrs-summary-report-common/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/org/springframework/spring-web/5.1.7.RELEASE/spring-web-5.1.7.RELEASE.jar

Dependency Hierarchy: - spring-boot-starter-web-2.1.5.RELEASE.jar (Root Library) - :x: **spring-web-5.1.7.RELEASE.jar** (Vulnerable Library)

spring-web-5.0.9.RELEASE.jar

Spring Web

Library home page: https://github.com/spring-projects/spring-framework

Path to dependency file: SEARCH-NCJIS-nibrs/web/nibrs-web/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/org/springframework/spring-web/5.0.9.RELEASE/spring-web-5.0.9.RELEASE.jar,/home/wss-scanner/.m2/repository/org/springframework/spring-web/5.0.9.RELEASE/spring-web-5.0.9.RELEASE.jar,/home/wss-scanner/.m2/repository/org/springframework/spring-web/5.0.9.RELEASE/spring-web-5.0.9.RELEASE.jar,/home/wss-scanner/.m2/repository/org/springframework/spring-web/5.0.9.RELEASE/spring-web-5.0.9.RELEASE.jar,/home/wss-scanner/.m2/repository/org/springframework/spring-web/5.0.9.RELEASE/spring-web-5.0.9.RELEASE.jar,SEARCH-NCJIS-nibrs/web/nibrs-web/target/nibrs-web/WEB-INF/lib/spring-web-5.0.9.RELEASE.jar

Dependency Hierarchy: - :x: **spring-web-5.0.9.RELEASE.jar** (Vulnerable Library)

Found in HEAD commit: 2643373aa9a184ff4ea81e98caf4009bf2ee8e91

Found in base branch: master

Vulnerability Details

In Spring Framework, versions 5.2.x prior to 5.2.3, versions 5.1.x prior to 5.1.13, and versions 5.0.x prior to 5.0.16, an application is vulnerable to a reflected file download (RFD) attack when it sets a ""Content-Disposition"" header in the response where the filename attribute is derived from user supplied input.

Publish Date: 2020-01-17

URL: CVE-2020-5398

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://pivotal.io/security/cve-2020-5398

Release Date: 2020-01-17

Fix Resolution: org.springframework:spring-web:5.0.16.RELEASE,org.springframework:spring-web:5.1.13.RELEASE,org.springframework:spring-web:5.2.3.RELEASE

",True,"CVE-2020-5398 (High) detected in spring-web-5.1.7.RELEASE.jar, spring-web-5.0.9.RELEASE.jar - ## CVE-2020-5398 - High Severity Vulnerability
Vulnerable Libraries - spring-web-5.1.7.RELEASE.jar, spring-web-5.0.9.RELEASE.jar

spring-web-5.1.7.RELEASE.jar

Spring Web

Library home page: https://github.com/spring-projects/spring-framework

Path to dependency file: SEARCH-NCJIS-nibrs/tools/nibrs-summary-report-common/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/org/springframework/spring-web/5.1.7.RELEASE/spring-web-5.1.7.RELEASE.jar

Dependency Hierarchy: - spring-boot-starter-web-2.1.5.RELEASE.jar (Root Library) - :x: **spring-web-5.1.7.RELEASE.jar** (Vulnerable Library)

spring-web-5.0.9.RELEASE.jar

Spring Web

Library home page: https://github.com/spring-projects/spring-framework

Path to dependency file: SEARCH-NCJIS-nibrs/web/nibrs-web/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/org/springframework/spring-web/5.0.9.RELEASE/spring-web-5.0.9.RELEASE.jar,/home/wss-scanner/.m2/repository/org/springframework/spring-web/5.0.9.RELEASE/spring-web-5.0.9.RELEASE.jar,/home/wss-scanner/.m2/repository/org/springframework/spring-web/5.0.9.RELEASE/spring-web-5.0.9.RELEASE.jar,/home/wss-scanner/.m2/repository/org/springframework/spring-web/5.0.9.RELEASE/spring-web-5.0.9.RELEASE.jar,/home/wss-scanner/.m2/repository/org/springframework/spring-web/5.0.9.RELEASE/spring-web-5.0.9.RELEASE.jar,SEARCH-NCJIS-nibrs/web/nibrs-web/target/nibrs-web/WEB-INF/lib/spring-web-5.0.9.RELEASE.jar

Dependency Hierarchy: - :x: **spring-web-5.0.9.RELEASE.jar** (Vulnerable Library)

Found in HEAD commit: 2643373aa9a184ff4ea81e98caf4009bf2ee8e91

Found in base branch: master

Vulnerability Details

In Spring Framework, versions 5.2.x prior to 5.2.3, versions 5.1.x prior to 5.1.13, and versions 5.0.x prior to 5.0.16, an application is vulnerable to a reflected file download (RFD) attack when it sets a ""Content-Disposition"" header in the response where the filename attribute is derived from user supplied input.

Publish Date: 2020-01-17

URL: CVE-2020-5398

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://pivotal.io/security/cve-2020-5398

Release Date: 2020-01-17

Fix Resolution: org.springframework:spring-web:5.0.16.RELEASE,org.springframework:spring-web:5.1.13.RELEASE,org.springframework:spring-web:5.2.3.RELEASE

",0,cve high detected in spring web release jar spring web release jar cve high severity vulnerability vulnerable libraries spring web release jar spring web release jar spring web release jar spring web library home page a href path to dependency file search ncjis nibrs tools nibrs summary report common pom xml path to vulnerable library home wss scanner repository org springframework spring web release spring web release jar dependency hierarchy spring boot starter web release jar root library x spring web release jar vulnerable library spring web release jar spring web library home page a href path to dependency file search ncjis nibrs web nibrs web pom xml path to vulnerable library home wss scanner repository org springframework spring web release spring web release jar home wss scanner repository org springframework spring web release spring web release jar home wss scanner repository org springframework spring web release spring web release jar home wss scanner repository org springframework spring web release spring web release jar home wss scanner repository org springframework spring web release spring web release jar search ncjis nibrs web nibrs web target nibrs web web inf lib spring web release jar dependency hierarchy x spring web release jar vulnerable library found in head commit a href found in base branch master vulnerability details in spring framework versions x prior to versions x prior to and versions x prior to an application is vulnerable to a reflected file download rfd attack when it sets a content disposition header in the response where the filename attribute is derived from user supplied input publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity high privileges required none user interaction required scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution org springframework spring web release org springframework spring web release org springframework spring web release isopenpronvulnerability false ispackagebased true isdefaultbranch true packages istransitivedependency true dependencytree org springframework boot spring boot starter web release org springframework spring web release isminimumfixversionavailable true minimumfixversion org springframework spring web release org springframework spring web release org springframework spring web release packagetype java groupid org springframework packagename spring web packageversion release packagefilepaths istransitivedependency false dependencytree org springframework spring web release isminimumfixversionavailable true minimumfixversion org springframework spring web release org springframework spring web release org springframework spring web release basebranches vulnerabilityidentifier cve vulnerabilitydetails in spring framework versions x prior to versions x prior to and versions x prior to an application is vulnerable to a reflected file download rfd attack when it sets a content disposition header in the response where the filename attribute is derived from user supplied input vulnerabilityurl ,0 3568,3488447252.0,IssuesEvent,2016-01-02 23:46:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Undo errors when shader editor is open,bug topic:editor usability,"When the shader editor is open and you edit something else in the scene, if you try to undo the scene changes it will ALSO undo the changes done to the shader. That's very likely to cause data loss if one is not aware of it. Tested in 2D scenes, untested in 3D.",True,"Undo errors when shader editor is open - When the shader editor is open and you edit something else in the scene, if you try to undo the scene changes it will ALSO undo the changes done to the shader. That's very likely to cause data loss if one is not aware of it. Tested in 2D scenes, untested in 3D.",1,undo errors when shader editor is open when the shader editor is open and you edit something else in the scene if you try to undo the scene changes it will also undo the changes done to the shader that s very likely to cause data loss if one is not aware of it tested in scenes untested in ,1 279425,8665271571.0,IssuesEvent,2018-11-28 22:45:50,RITlug/teleirc,https://api.github.com/repos/RITlug/teleirc,closed,multi-line messages should have each lined prefixed with the userid,enhancement priority:med,This will make the messages easier to understand on the irc side.,1.0,multi-line messages should have each lined prefixed with the userid - This will make the messages easier to understand on the irc side.,0,multi line messages should have each lined prefixed with the userid this will make the messages easier to understand on the irc side ,0 321835,9809711944.0,IssuesEvent,2019-06-12 18:39:10,mozilla/addons-code-manager,https://api.github.com/repos/mozilla/addons-code-manager,closed,Enable keyboard navigation between linter messages,priority: mvp priority: p3 type: feature,"User story: > As a reviewer, I want to quickly see inline linter messages so I can understand their impact when reviewing code. This supports #199 Two of the keyboard shortcuts required for #199 are meant to allow a user to jump between linter messages for the extension. The ""Next message"" shortcut would: - Scroll to the next linter message in the current file, if there is another linter message which has not yet been scrolled to. - Jump to the next file with a linter message, and scroll it into view, if there are no more linter messages in the current file. The ""Previous message"" shortcut would: - Scroll to the previous linter message in the current file, if there is another linter message above the current scroll position. - Jump to the previous file with a linter message, and scroll the last message for that file into view, if there are no previous linter messages in the current file. Note that the first case for each shortcut is a requirement (i.e., scrolling to messages in the current file), and that the second case is a ""nice-to-have"", but it does seem like it would add a lot of value in terms of enabling keyboard navigation for the entire extension's code. See https://github.com/mozilla/addons-code-manager/issues/523 for addressing this same user story with a visual UI.",2.0,"Enable keyboard navigation between linter messages - User story: > As a reviewer, I want to quickly see inline linter messages so I can understand their impact when reviewing code. This supports #199 Two of the keyboard shortcuts required for #199 are meant to allow a user to jump between linter messages for the extension. The ""Next message"" shortcut would: - Scroll to the next linter message in the current file, if there is another linter message which has not yet been scrolled to. - Jump to the next file with a linter message, and scroll it into view, if there are no more linter messages in the current file. The ""Previous message"" shortcut would: - Scroll to the previous linter message in the current file, if there is another linter message above the current scroll position. - Jump to the previous file with a linter message, and scroll the last message for that file into view, if there are no previous linter messages in the current file. Note that the first case for each shortcut is a requirement (i.e., scrolling to messages in the current file), and that the second case is a ""nice-to-have"", but it does seem like it would add a lot of value in terms of enabling keyboard navigation for the entire extension's code. See https://github.com/mozilla/addons-code-manager/issues/523 for addressing this same user story with a visual UI.",0,enable keyboard navigation between linter messages user story as a reviewer i want to quickly see inline linter messages so i can understand their impact when reviewing code this supports two of the keyboard shortcuts required for are meant to allow a user to jump between linter messages for the extension the next message shortcut would scroll to the next linter message in the current file if there is another linter message which has not yet been scrolled to jump to the next file with a linter message and scroll it into view if there are no more linter messages in the current file the previous message shortcut would scroll to the previous linter message in the current file if there is another linter message above the current scroll position jump to the previous file with a linter message and scroll the last message for that file into view if there are no previous linter messages in the current file note that the first case for each shortcut is a requirement i e scrolling to messages in the current file and that the second case is a nice to have but it does seem like it would add a lot of value in terms of enabling keyboard navigation for the entire extension s code see for addressing this same user story with a visual ui ,0 68234,21564658394.0,IssuesEvent,2022-05-01 17:34:22,vector-im/element-web,https://api.github.com/repos/vector-im/element-web,closed,Jump to bottom button shows when timeline doesn't have a scrollbar,T-Defect,"### Steps to reproduce Multiple approaches: 1. Reload the app in a busy room (causes timeline to need backfilling, thus no scrollbar) or 2. Create a new room and send a couple messages to it ### Outcome #### What did you expect? The jump to bottom button to only show up if needed #### What happened instead? It was present. ![image](https://user-images.githubusercontent.com/1190097/166157373-d4193b8b-9a66-47a2-8268-c1c9f7fe1aa1.png) ### Operating system Windows 10 ### Application version Nightly (2022-05-01) ### How did you install the app? The Internet ### Homeserver t2l.io ### Will you send logs? No",1.0,"Jump to bottom button shows when timeline doesn't have a scrollbar - ### Steps to reproduce Multiple approaches: 1. Reload the app in a busy room (causes timeline to need backfilling, thus no scrollbar) or 2. Create a new room and send a couple messages to it ### Outcome #### What did you expect? The jump to bottom button to only show up if needed #### What happened instead? It was present. ![image](https://user-images.githubusercontent.com/1190097/166157373-d4193b8b-9a66-47a2-8268-c1c9f7fe1aa1.png) ### Operating system Windows 10 ### Application version Nightly (2022-05-01) ### How did you install the app? The Internet ### Homeserver t2l.io ### Will you send logs? No",0,jump to bottom button shows when timeline doesn t have a scrollbar steps to reproduce multiple approaches reload the app in a busy room causes timeline to need backfilling thus no scrollbar or create a new room and send a couple messages to it outcome what did you expect the jump to bottom button to only show up if needed what happened instead it was present operating system windows application version nightly how did you install the app the internet homeserver io will you send logs no,0 320107,9769674335.0,IssuesEvent,2019-06-06 09:07:46,SatelliteQE/robottelo,https://api.github.com/repos/SatelliteQE/robottelo,closed,Revise coverage for partition table,6.3 Low Priority RFT UI,"We have changes for ptable entity, so need revise our code for it ",1.0,"Revise coverage for partition table - We have changes for ptable entity, so need revise our code for it ",0,revise coverage for partition table we have changes for ptable entity so need revise our code for it ,0 24870,7574754717.0,IssuesEvent,2018-04-23 22:06:34,envoyproxy/envoy,https://api.github.com/repos/envoyproxy/envoy,closed,`envoy --version` reports old git SHA,bug build,"*Title*: `envoy --version` reports old git SHA *Description*: Re-linking envoy binary no longer updates the git SHA linkstamp shown by `envoy --version`. This may be due to a change in bazel 0.10.0, from the release notes, under *Important changes*: ""- Linkstamping is now a separate and full-blown CppCompileAction, it's no longer a part of linking command."" *Repro steps*: ``` $ bazel build //source/exe:envoy-static $ bazel-bin/source/exe/envoy-static --version bazel-bin/source/exe/envoy-static version: 97b69ce6a507471180c0585b6742c627962b433b/1.6.0-dev/Clean/DEBUG $ touch empty-file $ git add empty-file $ git commit -a -m ""testing."" $ git log --pretty=oneline 35931e6a89f38fe8ad3334e1d13bf056e2464f4d testing. 97b69ce6a507471180c0585b6742c627962b433b test: automatically registering integration ports from listener names (#2536) ... $ rm bazel-bin/source/exe/envoy-static $ bazel build //source/exe:envoy-static $ bazel-bin/source/exe/envoy-static --version bazel-bin/source/exe/envoy-static version: 97b69ce6a507471180c0585b6742c627962b433b/1.6.0-dev/Clean/DEBUG ``` Note that the version was not updated even though the binary was relinked. ",1.0,"`envoy --version` reports old git SHA - *Title*: `envoy --version` reports old git SHA *Description*: Re-linking envoy binary no longer updates the git SHA linkstamp shown by `envoy --version`. This may be due to a change in bazel 0.10.0, from the release notes, under *Important changes*: ""- Linkstamping is now a separate and full-blown CppCompileAction, it's no longer a part of linking command."" *Repro steps*: ``` $ bazel build //source/exe:envoy-static $ bazel-bin/source/exe/envoy-static --version bazel-bin/source/exe/envoy-static version: 97b69ce6a507471180c0585b6742c627962b433b/1.6.0-dev/Clean/DEBUG $ touch empty-file $ git add empty-file $ git commit -a -m ""testing."" $ git log --pretty=oneline 35931e6a89f38fe8ad3334e1d13bf056e2464f4d testing. 97b69ce6a507471180c0585b6742c627962b433b test: automatically registering integration ports from listener names (#2536) ... $ rm bazel-bin/source/exe/envoy-static $ bazel build //source/exe:envoy-static $ bazel-bin/source/exe/envoy-static --version bazel-bin/source/exe/envoy-static version: 97b69ce6a507471180c0585b6742c627962b433b/1.6.0-dev/Clean/DEBUG ``` Note that the version was not updated even though the binary was relinked. ",0, envoy version reports old git sha title envoy version reports old git sha description re linking envoy binary no longer updates the git sha linkstamp shown by envoy version this may be due to a change in bazel from the release notes under important changes linkstamping is now a separate and full blown cppcompileaction it s no longer a part of linking command repro steps bazel build source exe envoy static bazel bin source exe envoy static version bazel bin source exe envoy static version dev clean debug touch empty file git add empty file git commit a m testing git log pretty oneline testing test automatically registering integration ports from listener names rm bazel bin source exe envoy static bazel build source exe envoy static bazel bin source exe envoy static version bazel bin source exe envoy static version dev clean debug note that the version was not updated even though the binary was relinked ,0 73423,7333963672.0,IssuesEvent,2018-03-05 21:08:37,sdss/marvin,https://api.github.com/repos/sdss/marvin,closed,Many instances of pytest.approx() use incorrect syntax,bug priority-high testing vetting,"We have many instances of `assert pytest.approx(a, b)` but the correct syntax is `assert a == pytest.approx(b)`. The former syntax sets the relative tolerance to `b`.",1.0,"Many instances of pytest.approx() use incorrect syntax - We have many instances of `assert pytest.approx(a, b)` but the correct syntax is `assert a == pytest.approx(b)`. The former syntax sets the relative tolerance to `b`.",0,many instances of pytest approx use incorrect syntax we have many instances of assert pytest approx a b but the correct syntax is assert a pytest approx b the former syntax sets the relative tolerance to b ,0 25681,25597394994.0,IssuesEvent,2022-12-01 17:11:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Implement 3D editor touchscreen controls in the editor,enhancement platform:android topic:editor usability topic:input,"### Godot version Godot 3.5.0 beta for android ### System information Android 11 ### Issue description The app is a revolutionary thing but there are no option to scroll through the main 3d UI ... The android users are stuck in the same position of the screen while they open it Also the options are too small and when we try to enlarge the UI most option goes hidden..... Also please make the Android app more mobile friendly please. ### Steps to reproduce Adding option to scroll through the 3d interface Making app mobile friendly .....you can refer the it's magic game Engine UI for making this mobile friendly ### Minimal reproduction project _No response_",True,"Implement 3D editor touchscreen controls in the editor - ### Godot version Godot 3.5.0 beta for android ### System information Android 11 ### Issue description The app is a revolutionary thing but there are no option to scroll through the main 3d UI ... The android users are stuck in the same position of the screen while they open it Also the options are too small and when we try to enlarge the UI most option goes hidden..... Also please make the Android app more mobile friendly please. ### Steps to reproduce Adding option to scroll through the 3d interface Making app mobile friendly .....you can refer the it's magic game Engine UI for making this mobile friendly ### Minimal reproduction project _No response_",1,implement editor touchscreen controls in the editor godot version godot beta for android system information android issue description the app is a revolutionary thing but there are no option to scroll through the main ui the android users are stuck in the same position of the screen while they open it also the options are too small and when we try to enlarge the ui most option goes hidden also please make the android app more mobile friendly please steps to reproduce adding option to scroll through the interface making app mobile friendly you can refer the it s magic game engine ui for making this mobile friendly minimal reproduction project no response ,1 90997,11456139464.0,IssuesEvent,2020-02-06 20:34:27,Opentrons/opentrons,https://api.github.com/repos/Opentrons/opentrons,opened,PD Missing validation: Pause > Wait until temp should respect module temp limits,:spider: SPDDRS protocol designer,"## overview ![image](https://user-images.githubusercontent.com/11590381/73976059-8a23a280-48f5-11ea-962d-d5789066dd39.png) ## current behavior Pause > Wait until temp does not validate min/max ## expected behavior Should have the same validation as Set Temperature form's Temperature field",1.0,"PD Missing validation: Pause > Wait until temp should respect module temp limits - ## overview ![image](https://user-images.githubusercontent.com/11590381/73976059-8a23a280-48f5-11ea-962d-d5789066dd39.png) ## current behavior Pause > Wait until temp does not validate min/max ## expected behavior Should have the same validation as Set Temperature form's Temperature field",0,pd missing validation pause wait until temp should respect module temp limits overview current behavior pause wait until temp does not validate min max expected behavior should have the same validation as set temperature form s temperature field,0 18182,12626103032.0,IssuesEvent,2020-06-14 15:04:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add support for running commands before playing the project from the editor,discussion enhancement topic:editor topic:gdnative usability,"When using GDNative, it is often desired to compile the attached library (or libraries) before starting up the project (e.g. by pressing F5 in the editor). Adding support for defining one or several commands to run before playing the project will make using GDNative more convenient (and there would be less risk to forget recompiling the library, thus wondering why things don't work as expected). However, should the commands be stored in the editor, or in the project, considering that some of the user-defined commands may not work in a cross-platform manner (which is a bad thing for collaborative projects)?",True,"Add support for running commands before playing the project from the editor - When using GDNative, it is often desired to compile the attached library (or libraries) before starting up the project (e.g. by pressing F5 in the editor). Adding support for defining one or several commands to run before playing the project will make using GDNative more convenient (and there would be less risk to forget recompiling the library, thus wondering why things don't work as expected). However, should the commands be stored in the editor, or in the project, considering that some of the user-defined commands may not work in a cross-platform manner (which is a bad thing for collaborative projects)?",1,add support for running commands before playing the project from the editor when using gdnative it is often desired to compile the attached library or libraries before starting up the project e g by pressing in the editor adding support for defining one or several commands to run before playing the project will make using gdnative more convenient and there would be less risk to forget recompiling the library thus wondering why things don t work as expected however should the commands be stored in the editor or in the project considering that some of the user defined commands may not work in a cross platform manner which is a bad thing for collaborative projects ,1 227208,7527885119.0,IssuesEvent,2018-04-13 18:40:26,busyorg/busy,https://api.github.com/repos/busyorg/busy,closed,Display error message if SC2 metadata storage is full,Bug High priority In Progress,"If an user has too much drafts the edit feature fail. We should catch the error when this happen and display an error message for the user. SC2 give an error 403 for this see: https://github.com/steemit/steemconnect/blob/76942c760a4625455f74f9f1a84e801236bbc293/routes/api.js#L49-L52 The error message proposal is : ""Oops! You hit the storage limit of 16mb, delete some drafts to go forward"". ",1.0,"Display error message if SC2 metadata storage is full - If an user has too much drafts the edit feature fail. We should catch the error when this happen and display an error message for the user. SC2 give an error 403 for this see: https://github.com/steemit/steemconnect/blob/76942c760a4625455f74f9f1a84e801236bbc293/routes/api.js#L49-L52 The error message proposal is : ""Oops! You hit the storage limit of 16mb, delete some drafts to go forward"". ",0,display error message if metadata storage is full if an user has too much drafts the edit feature fail we should catch the error when this happen and display an error message for the user give an error for this see the error message proposal is oops you hit the storage limit of delete some drafts to go forward ,0 119826,17634467095.0,IssuesEvent,2021-08-19 12:12:26,radzima-green-travel/green-travel-combine,https://api.github.com/repos/radzima-green-travel/green-travel-combine,opened,Mobile App [Radzima UIKit] No Code Obfuscation implemented.,bug security,"**Description:** In its simplest definition obfuscation is a technique used to complicate reverse engineering by making code complex to understand. It is common knowledge that without obfuscation Objective-C is relatively simple to reverse engineer. Retrieving class, method, and variable names from the OBJC segment of a Mach-O binary is possible. Obfuscation is often used to disguise the operations of an application without entirely modifying the expected outcomes. Due to the fact that no code obfuscation techniques were applied an attacker can get access to the source code. This fact does not cause much damage by itself. But it can serve as a starting point for other vulnerabilities. All obfuscation techniques may not stop reverse engineers but combining all those techniques will make their job significantly harder. The aim of those techniques is to discourage reverse engineers from performing further analysis. **Steps:** 1. Unzip the application. 2. Open Hopper or any other disassembler. 3. Open the Mach-O binary file with the disassembler. Now, we can notice that the String values/class names and pseudo code snippets are not obfuscated. ![image-2021-08-19-13-29-34-012](https://user-images.githubusercontent.com/83550116/130065988-1d6b9d8a-11d1-4913-9074-186afcf928ca.png) **Remediation:** At a high level, some of the techniques used by obfuscators include: - Obscuring class, field, and method names - Inserting bogus code - Modifying the control flow - Using string encryption - Substituting code to make it appear more complex; for example, using reflection - Flattening control flow Few options exist for obfuscating native code, with the exception of the Obfuscator-LLVM project, which can be used to obfuscate the Android NDK or iOS applications using an LLVM compiler optimization pass. Obfuscator-LLVM implements obfuscation passes using the following techniques: - Instruction’s substitution (–mllvm –sub) - Bogus control flow (–mllvm –bcf) - Control flow flattening (–mllvm –fla) To use Obfuscator-LLVM within Xcode you must first create an Xcode plugin to reference the new compiler. For instructions on how to perform this and build the project, you should refer to the [O-LLVM wiki](https://github.com/obfuscator-llvm/obfuscator/wiki/Installation).",True,"Mobile App [Radzima UIKit] No Code Obfuscation implemented. - **Description:** In its simplest definition obfuscation is a technique used to complicate reverse engineering by making code complex to understand. It is common knowledge that without obfuscation Objective-C is relatively simple to reverse engineer. Retrieving class, method, and variable names from the OBJC segment of a Mach-O binary is possible. Obfuscation is often used to disguise the operations of an application without entirely modifying the expected outcomes. Due to the fact that no code obfuscation techniques were applied an attacker can get access to the source code. This fact does not cause much damage by itself. But it can serve as a starting point for other vulnerabilities. All obfuscation techniques may not stop reverse engineers but combining all those techniques will make their job significantly harder. The aim of those techniques is to discourage reverse engineers from performing further analysis. **Steps:** 1. Unzip the application. 2. Open Hopper or any other disassembler. 3. Open the Mach-O binary file with the disassembler. Now, we can notice that the String values/class names and pseudo code snippets are not obfuscated. ![image-2021-08-19-13-29-34-012](https://user-images.githubusercontent.com/83550116/130065988-1d6b9d8a-11d1-4913-9074-186afcf928ca.png) **Remediation:** At a high level, some of the techniques used by obfuscators include: - Obscuring class, field, and method names - Inserting bogus code - Modifying the control flow - Using string encryption - Substituting code to make it appear more complex; for example, using reflection - Flattening control flow Few options exist for obfuscating native code, with the exception of the Obfuscator-LLVM project, which can be used to obfuscate the Android NDK or iOS applications using an LLVM compiler optimization pass. Obfuscator-LLVM implements obfuscation passes using the following techniques: - Instruction’s substitution (–mllvm –sub) - Bogus control flow (–mllvm –bcf) - Control flow flattening (–mllvm –fla) To use Obfuscator-LLVM within Xcode you must first create an Xcode plugin to reference the new compiler. For instructions on how to perform this and build the project, you should refer to the [O-LLVM wiki](https://github.com/obfuscator-llvm/obfuscator/wiki/Installation).",0,mobile app no code obfuscation implemented description in its simplest definition obfuscation is a technique used to complicate reverse engineering by making code complex to understand it is common knowledge that without obfuscation objective c is relatively simple to reverse engineer retrieving class method and variable names from the objc segment of a mach o binary is possible obfuscation is often used to disguise the operations of an application without entirely modifying the expected outcomes due to the fact that no code obfuscation techniques were applied an attacker can get access to the source code this fact does not cause much damage by itself but it can serve as a starting point for other vulnerabilities all obfuscation techniques may not stop reverse engineers but combining all those techniques will make their job significantly harder the aim of those techniques is to discourage reverse engineers from performing further analysis steps unzip the application open hopper or any other disassembler open the mach o binary file with the disassembler now we can notice that the string values class names and pseudo code snippets are not obfuscated remediation at a high level some of the techniques used by obfuscators include obscuring class field and method names inserting bogus code modifying the control flow using string encryption substituting code to make it appear more complex for example using reflection flattening control flow few options exist for obfuscating native code with the exception of the obfuscator llvm project which can be used to obfuscate the android ndk or ios applications using an llvm compiler optimization pass obfuscator llvm implements obfuscation passes using the following techniques instruction’s substitution –mllvm –sub bogus control flow –mllvm –bcf control flow flattening –mllvm –fla to use obfuscator llvm within xcode you must first create an xcode plugin to reference the new compiler for instructions on how to perform this and build the project you should refer to the ,0 10877,6969630230.0,IssuesEvent,2017-12-11 06:44:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Adding nodes without root node present only works correctly when no node was ever parented previously,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Current master @ bf45e56 **Issue description:** https://github.com/godotengine/godot/pull/13166 was a vast improvement for how creating a node in a new scene without a root present works, but seems to still have an unhandled case: First, it works as expected: 1. Drang-and-drop a file from the FileSystem pane into a empty scene 2. The popup asks if the new node should be created as root *Sprite*, *Light2D*, etc. 3. Choose one, hit *OK*, the node gets created as a root node, everything works You can even click on the new node in the scene, delete it, and repeat. Works. But: Do the following, and it no longer works: 1. Drang-and-drop a file from the FileSystem pane into a empty scene 2. The popup asks if the new node should be created as root *Sprite*, *Light2D*, etc. 3. Choose one, hit *OK*, the node gets created as a root node, everything works 4. Select the created node in the scene, and now drag and drop another node into the scene 5. The new node gets created with the previous node as the parent 6. Delete both 7. Now retry from 1, when you press *OK* in the popup, nothing happens, you can no longer create root nodes this way",True,"Adding nodes without root node present only works correctly when no node was ever parented previously - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Current master @ bf45e56 **Issue description:** https://github.com/godotengine/godot/pull/13166 was a vast improvement for how creating a node in a new scene without a root present works, but seems to still have an unhandled case: First, it works as expected: 1. Drang-and-drop a file from the FileSystem pane into a empty scene 2. The popup asks if the new node should be created as root *Sprite*, *Light2D*, etc. 3. Choose one, hit *OK*, the node gets created as a root node, everything works You can even click on the new node in the scene, delete it, and repeat. Works. But: Do the following, and it no longer works: 1. Drang-and-drop a file from the FileSystem pane into a empty scene 2. The popup asks if the new node should be created as root *Sprite*, *Light2D*, etc. 3. Choose one, hit *OK*, the node gets created as a root node, everything works 4. Select the created node in the scene, and now drag and drop another node into the scene 5. The new node gets created with the previous node as the parent 6. Delete both 7. Now retry from 1, when you press *OK* in the popup, nothing happens, you can no longer create root nodes this way",1,adding nodes without root node present only works correctly when no node was ever parented previously operating system or device godot version gpu model and driver if graphics related current master issue description was a vast improvement for how creating a node in a new scene without a root present works but seems to still have an unhandled case first it works as expected drang and drop a file from the filesystem pane into a empty scene the popup asks if the new node should be created as root sprite etc choose one hit ok the node gets created as a root node everything works you can even click on the new node in the scene delete it and repeat works but do the following and it no longer works drang and drop a file from the filesystem pane into a empty scene the popup asks if the new node should be created as root sprite etc choose one hit ok the node gets created as a root node everything works select the created node in the scene and now drag and drop another node into the scene the new node gets created with the previous node as the parent delete both now retry from when you press ok in the popup nothing happens you can no longer create root nodes this way,1 798851,28300416510.0,IssuesEvent,2023-04-10 05:16:56,googleapis/google-cloud-ruby,https://api.github.com/repos/googleapis/google-cloud-ruby,closed,[Nightly CI Failures] Failures detected for google-cloud-shell,type: bug priority: p1 nightly failure,"At 2023-04-09 09:00:17 UTC, detected failures in google-cloud-shell for: yard report_key_ca46c5db184f6401469e53e9dbc3aaf7",1.0,"[Nightly CI Failures] Failures detected for google-cloud-shell - At 2023-04-09 09:00:17 UTC, detected failures in google-cloud-shell for: yard report_key_ca46c5db184f6401469e53e9dbc3aaf7",0, failures detected for google cloud shell at utc detected failures in google cloud shell for yard report key ,0 315709,27098047364.0,IssuesEvent,2023-02-15 05:48:43,winter-blog/user-service,https://api.github.com/repos/winter-blog/user-service,opened,회원 비밀번호 변경 API 개발,✅ Test ✨ Feature 📬 API,"# Description 회원 비밀번호 변경 API 개발 # Todo * [ ] 회원 비밀번호 변경 서비스 개발 * [ ] 회원 비밀번호 변경 API 개발 * [ ] 회원 비밀번호 테스트 작성 # ETC ",1.0,"회원 비밀번호 변경 API 개발 - # Description 회원 비밀번호 변경 API 개발 # Todo * [ ] 회원 비밀번호 변경 서비스 개발 * [ ] 회원 비밀번호 변경 API 개발 * [ ] 회원 비밀번호 테스트 작성 # ETC ",0,회원 비밀번호 변경 api 개발 description 회원 비밀번호 변경 api 개발 todo 회원 비밀번호 변경 서비스 개발 회원 비밀번호 변경 api 개발 회원 비밀번호 테스트 작성 etc ,0 20626,15783189283.0,IssuesEvent,2021-04-01 13:42:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,New collision layer labels not visible in previously opened node,enhancement topic:editor usability,"**Godot version:** 3.1 beta8 **OS/device including version:** Windows 10 1803 **Issue description:** Collision layer labels are not refreshed in previously opened node. Must re-open node to see newly added collision labels. **Steps to reproduce:** ![ezgif-2-64667dbec0c1](https://user-images.githubusercontent.com/583528/53482059-b183b580-3a7e-11e9-9bdd-7f13553477b0.gif) **Minimal reproduction project:** Reproducible with new project from scratch. ",True,"New collision layer labels not visible in previously opened node - **Godot version:** 3.1 beta8 **OS/device including version:** Windows 10 1803 **Issue description:** Collision layer labels are not refreshed in previously opened node. Must re-open node to see newly added collision labels. **Steps to reproduce:** ![ezgif-2-64667dbec0c1](https://user-images.githubusercontent.com/583528/53482059-b183b580-3a7e-11e9-9bdd-7f13553477b0.gif) **Minimal reproduction project:** Reproducible with new project from scratch. ",1,new collision layer labels not visible in previously opened node godot version os device including version windows issue description collision layer labels are not refreshed in previously opened node must re open node to see newly added collision labels steps to reproduce minimal reproduction project reproducible with new project from scratch ,1 13189,8361086504.0,IssuesEvent,2018-10-03 13:30:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Built-in scripts being listed after doc pages,enhancement topic:editor usability," **Godot version:** 1699978 **Issue description:** If a script is a built-in type, it will not be listed together with the other scripts, but after the currently open doc pages: ![screenshot1](https://user-images.githubusercontent.com/30739239/35075583-101603f2-fbdb-11e7-8bd9-dfe86c1e9c7c.png)",True,"Built-in scripts being listed after doc pages - **Godot version:** 1699978 **Issue description:** If a script is a built-in type, it will not be listed together with the other scripts, but after the currently open doc pages: ![screenshot1](https://user-images.githubusercontent.com/30739239/35075583-101603f2-fbdb-11e7-8bd9-dfe86c1e9c7c.png)",1,built in scripts being listed after doc pages please search existing issues for potential duplicates before filing yours godot version issue description if a script is a built in type it will not be listed together with the other scripts but after the currently open doc pages ,1 27637,29999663174.0,IssuesEvent,2023-06-26 08:28:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Port in shader editor partially overlaps the eye when zoomed out.,bug topic:editor usability topic:shaders topic:gui,"### Godot version 4.0 Beta 17 mono ### System information Windows 10, Nvidia GTX 1660Ti, Vulkan ### Issue description When you try to click on the eye icon it won't work in about half of the icon's area when you zoom out, instead you can drag a noodle from the port next to the icon. https://youtu.be/zpWVsGoy9oU ### Steps to reproduce Check the video and description above. ### Minimal reproduction project -",True,"Port in shader editor partially overlaps the eye when zoomed out. - ### Godot version 4.0 Beta 17 mono ### System information Windows 10, Nvidia GTX 1660Ti, Vulkan ### Issue description When you try to click on the eye icon it won't work in about half of the icon's area when you zoom out, instead you can drag a noodle from the port next to the icon. https://youtu.be/zpWVsGoy9oU ### Steps to reproduce Check the video and description above. ### Minimal reproduction project -",1,port in shader editor partially overlaps the eye when zoomed out godot version beta mono system information windows nvidia gtx vulkan issue description when you try to click on the eye icon it won t work in about half of the icon s area when you zoom out instead you can drag a noodle from the port next to the icon steps to reproduce check the video and description above minimal reproduction project ,1 20717,15936861323.0,IssuesEvent,2021-04-14 11:43:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Selecting node with rectangle selection doesn't show it in the inspector,bug topic:editor usability," **Godot version:** 3.3 rc7 **Issue description:** When you select a node with rectangle selection ![FvxmJd2Jyi](https://user-images.githubusercontent.com/2223172/113360847-e132d500-934a-11eb-897b-02fac30ff2c0.gif) it doesn't show up in the inspector. It shows up only if you click it or select multiple nodes.",True,"Selecting node with rectangle selection doesn't show it in the inspector - **Godot version:** 3.3 rc7 **Issue description:** When you select a node with rectangle selection ![FvxmJd2Jyi](https://user-images.githubusercontent.com/2223172/113360847-e132d500-934a-11eb-897b-02fac30ff2c0.gif) it doesn't show up in the inspector. It shows up only if you click it or select multiple nodes.",1,selecting node with rectangle selection doesn t show it in the inspector please search existing issues for potential duplicates before filing yours godot version issue description when you select a node with rectangle selection it doesn t show up in the inspector it shows up only if you click it or select multiple nodes ,1 49349,3002141839.0,IssuesEvent,2015-07-24 15:32:40,jayway/powermock,https://api.github.com/repos/jayway/powermock,opened,"java.lang.VerifyError, when using Swing components and @PrepareForTest",bug imported Priority-Medium,"_From [a.vermin...@gmail.com](https://code.google.com/u/107588327220363311978/) on January 20, 2012 17:47:38_ Hello, when I run a test, which has some Swing components and use @PrepareForTest, I get an Exception: java.lang.VerifyError: (class: javax/swing/plaf/metal/OceanTheme, method: \ signature: ()V) Bad type in putfield/putstatic It appears only, when I use @PrepareForTest annotation and init some Swing components, without it's ok. Is there some issue with Swing components using with mocking? Thanks for the help, Alexei This throws Exception: @RunWith( PowerMockRunner.class ) @PrepareForTest( { String.class } ) public class TestGUI { @Test public final void test() { JLabel label = new JLabel( ""foobar"" ); } } This runs fine: @RunWith( PowerMockRunner.class ) public class TestGUI { @Test public final void test() { JLabel label = new JLabel( ""foobar"" ); } } _Original issue: http://code.google.com/p/powermock/issues/detail?id=363_",1.0,"java.lang.VerifyError, when using Swing components and @PrepareForTest - _From [a.vermin...@gmail.com](https://code.google.com/u/107588327220363311978/) on January 20, 2012 17:47:38_ Hello, when I run a test, which has some Swing components and use @PrepareForTest, I get an Exception: java.lang.VerifyError: (class: javax/swing/plaf/metal/OceanTheme, method: \ signature: ()V) Bad type in putfield/putstatic It appears only, when I use @PrepareForTest annotation and init some Swing components, without it's ok. Is there some issue with Swing components using with mocking? Thanks for the help, Alexei This throws Exception: @RunWith( PowerMockRunner.class ) @PrepareForTest( { String.class } ) public class TestGUI { @Test public final void test() { JLabel label = new JLabel( ""foobar"" ); } } This runs fine: @RunWith( PowerMockRunner.class ) public class TestGUI { @Test public final void test() { JLabel label = new JLabel( ""foobar"" ); } } _Original issue: http://code.google.com/p/powermock/issues/detail?id=363_",0,java lang verifyerror when using swing components and preparefortest from on january hello when i run a test which has some swing components and use preparefortest i get an exception java lang verifyerror class javax swing plaf metal oceantheme method signature v bad type in putfield putstatic it appears only when i use preparefortest annotation and init some swing components without it s ok is there some issue with swing components using with mocking thanks for the help alexei this throws exception runwith powermockrunner class preparefortest string class public class testgui test public final void test jlabel label new jlabel foobar this runs fine runwith powermockrunner class public class testgui test public final void test jlabel label new jlabel foobar original issue ,0 10029,6545556429.0,IssuesEvent,2017-09-04 05:59:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Quick Open Scene/Script dialog is very slow on bigger projects.,enhancement topic:editor usability,"**Operating system or device - Godot version:** This issue is present since 2.0, still valid in 3.0. **Issue description:** If a project is bigger (usually something like 100 scripts/scenes is enough to notice this, above 200 it's a problem), the Quick Open dialog is very slow, in my current project searching for some scenes/scripts might take I think approximately a minute. _**Here is a video:**_ https://youtu.be/buhCvzhT4-A Project is however little artificial (600 scenes with enemy in name), but you will notice interesting property: if in that environment we are searching for 'enemy' it's super fast. If for something that's a lot less popular it's very slow. In my own project search speed for some scenes is bearable, but others take dozens of seconds (to the point that it looks very similar how 'some' search is performed on this video, at the same time project have a lot less files, but a lot greater variety of names). I don't have idea that's the reason of that but I'm suspecting it's the way how fuzzy search is working. As far as I noticed it's doing fuzzy search on full file path not only on a name, this also can be confusing on a bigger projects since quite often after typing something the results are not so helpful as they could be: ![coin](https://user-images.githubusercontent.com/6129594/28615144-5cf86894-71f8-11e7-9556-ec66876e1d6a.gif) I don't know how to solve this issue, but maybe for the begging we could start with an option to do fuzzy search only on filenames? **Steps to reproduce:** 1. Download reproduction project. 2. Try to search for 'some' scene or script **Link to minimal example project:** [SlowQuickOpen.zip](https://github.com/godotengine/godot/files/1176180/SlowQuickOpen.zip) ",True,"Quick Open Scene/Script dialog is very slow on bigger projects. - **Operating system or device - Godot version:** This issue is present since 2.0, still valid in 3.0. **Issue description:** If a project is bigger (usually something like 100 scripts/scenes is enough to notice this, above 200 it's a problem), the Quick Open dialog is very slow, in my current project searching for some scenes/scripts might take I think approximately a minute. _**Here is a video:**_ https://youtu.be/buhCvzhT4-A Project is however little artificial (600 scenes with enemy in name), but you will notice interesting property: if in that environment we are searching for 'enemy' it's super fast. If for something that's a lot less popular it's very slow. In my own project search speed for some scenes is bearable, but others take dozens of seconds (to the point that it looks very similar how 'some' search is performed on this video, at the same time project have a lot less files, but a lot greater variety of names). I don't have idea that's the reason of that but I'm suspecting it's the way how fuzzy search is working. As far as I noticed it's doing fuzzy search on full file path not only on a name, this also can be confusing on a bigger projects since quite often after typing something the results are not so helpful as they could be: ![coin](https://user-images.githubusercontent.com/6129594/28615144-5cf86894-71f8-11e7-9556-ec66876e1d6a.gif) I don't know how to solve this issue, but maybe for the begging we could start with an option to do fuzzy search only on filenames? **Steps to reproduce:** 1. Download reproduction project. 2. Try to search for 'some' scene or script **Link to minimal example project:** [SlowQuickOpen.zip](https://github.com/godotengine/godot/files/1176180/SlowQuickOpen.zip) ",1,quick open scene script dialog is very slow on bigger projects operating system or device godot version this issue is present since still valid in issue description if a project is bigger usually something like scripts scenes is enough to notice this above it s a problem the quick open dialog is very slow in my current project searching for some scenes scripts might take i think approximately a minute here is a video project is however little artificial scenes with enemy in name but you will notice interesting property if in that environment we are searching for enemy it s super fast if for something that s a lot less popular it s very slow in my own project search speed for some scenes is bearable but others take dozens of seconds to the point that it looks very similar how some search is performed on this video at the same time project have a lot less files but a lot greater variety of names i don t have idea that s the reason of that but i m suspecting it s the way how fuzzy search is working as far as i noticed it s doing fuzzy search on full file path not only on a name this also can be confusing on a bigger projects since quite often after typing something the results are not so helpful as they could be i don t know how to solve this issue but maybe for the begging we could start with an option to do fuzzy search only on filenames steps to reproduce download reproduction project try to search for some scene or script link to minimal example project ,1 16375,10861280502.0,IssuesEvent,2019-11-14 10:45:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Requested file format unknown"" error when saving an edited Mesh",enhancement junior job topic:editor usability,"**Godot version:** built 23rd dec off github **OS/device including version:** linux manjaro amd rx580 **Issue description:** open a dae, or glft or glb in the editor move the mesh the file shows in the editor with a (*) indicating its not been saved press the play button a dialog opens saying ""Requested file format unknown"" and the game fails to load **Steps to reproduce:** ops, as above :) I'm assuming this is trying to save over the mesh file, as when i close that tab it all runs fine.... ",True,"""Requested file format unknown"" error when saving an edited Mesh - **Godot version:** built 23rd dec off github **OS/device including version:** linux manjaro amd rx580 **Issue description:** open a dae, or glft or glb in the editor move the mesh the file shows in the editor with a (*) indicating its not been saved press the play button a dialog opens saying ""Requested file format unknown"" and the game fails to load **Steps to reproduce:** ops, as above :) I'm assuming this is trying to save over the mesh file, as when i close that tab it all runs fine.... ",1, requested file format unknown error when saving an edited mesh godot version built dec off github os device including version linux manjaro amd issue description open a dae or glft or glb in the editor move the mesh the file shows in the editor with a indicating its not been saved press the play button a dialog opens saying requested file format unknown and the game fails to load steps to reproduce ops as above i m assuming this is trying to save over the mesh file as when i close that tab it all runs fine ,1 20457,15530851240.0,IssuesEvent,2021-03-13 20:49:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The SpriteFrames editor default zoom is too low on hiDPI displays,bug topic:editor usability,"**Godot version:** 3.2.3 **OS/device including version:** macOS 11.2.2, iMac 5K retina, Radeon Pro 570X 4GB, GLES3. **Issue description:** When I select the frames of a sprite sheet for an `AnimatedSprite` the image appears very small, as if it doesn't take into account the HDPI screen. I think a zoom could be implemented in this window. **Steps to reproduce:** - I create an AnimatedSprite. - I create a SpriteFrames. - I select ""add frames from spritesheet"". **Minimal reproduction project:** [animated-sprite-bug.zip](https://github.com/godotengine/godot/files/6110291/animated-sprite-bug.zip)",True,"The SpriteFrames editor default zoom is too low on hiDPI displays - **Godot version:** 3.2.3 **OS/device including version:** macOS 11.2.2, iMac 5K retina, Radeon Pro 570X 4GB, GLES3. **Issue description:** When I select the frames of a sprite sheet for an `AnimatedSprite` the image appears very small, as if it doesn't take into account the HDPI screen. I think a zoom could be implemented in this window. **Steps to reproduce:** - I create an AnimatedSprite. - I create a SpriteFrames. - I select ""add frames from spritesheet"". **Minimal reproduction project:** [animated-sprite-bug.zip](https://github.com/godotengine/godot/files/6110291/animated-sprite-bug.zip)",1,the spriteframes editor default zoom is too low on hidpi displays godot version os device including version macos imac retina radeon pro issue description when i select the frames of a sprite sheet for an animatedsprite the image appears very small as if it doesn t take into account the hdpi screen img width alt captura de pantalla a las src i think a zoom could be implemented in this window steps to reproduce i create an animatedsprite i create a spriteframes i select add frames from spritesheet minimal reproduction project ,1 19286,13779218185.0,IssuesEvent,2020-10-08 13:30:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Changing scene tabs is an undo-able action (Or, undo is not locked to current scene)",discussion enhancement topic:editor usability,"_Bugsquad edit:_ **TL;DR:** UndoRedo should work per-scene, having it undo stuff in all open scenes is very counter-intuitive and provides a bad UX. --- While under the effect of issue #6772 and pressing the undo shortcut more than I should, I noticed opening another scene tab is somehow an event that counts towards undo. While this could be subjected to discussion, it seems like a wrong thing to do, as one expects the undo buffer to be contextual to the currently selected scene. Not to mention spurious events can push potentially important changes from the undo stack. As further testing, I made a number of changes in separate scenes, mashing undo proceeded to do the entire sequence in reverse instead of undoing the changes in the scene I had selected, including changing scenes. Making some memory of things, it explains some unexpected effects I've encountered during longer work sessions but I didn't quite think of it at the time. Why this can be problematic: Say I have a scene ""1"" that is something like a visual effect, like a explosion. 1) I make two changes to ""1"" and seem satisfied with the result. 2) I open a scene ""2"" and include ""1"" in it. (at least 1-2 changes) 3) I make a last-minute change to ""1"" 4) I run the project, but I don't like how ""1"" looks like in action. So I decide to undo changes. 5) I undo twice, suddenly I am back to ""2"" 6) I keep undoing, and all changes to ""2"" are undone before I can reach ""1"" again. 7) I have undone the changes in ""1"", but as a result I erased all changes in ""2"". This presents a large number of small-to-grave issues during the workflow: 1) It requires to mentally keep track of what scenes have been undone, and fix all ""unwanted"" undos (and with changes the ""redo"" buffer becomes nullified) 2) In case the changes become too difficult to undo, it requires a copy to restore or a version control (as in git) commit to revert to. While it's good practice to have such things, it's not always readily available, specially if it's a big change or a thing requiring several small tweaks, or some change done by pure chance (it happens). Note that for changes to be shown in the main project files have to be saved, so a basic reverting stops becoming an option every time the project is run. (read: not every scene does what one wants individually) 3) Having to restore the changes requires interrupting your workflow to restore the file. 4) If the file was created recently and there's no backup or recent commit, well, it might be impossible to restore to a ""proper"" point and has to be remade from scratch. While one can argue that such potential mistakes can be avoided by being super careful, accidents/oversights/distractions happen. We are human after all. And projects can grow pretty large with a lot of files being juggled and changed all at once, or having to step away from the computer and forgetting you made change X in file Y. ",True,"Changing scene tabs is an undo-able action (Or, undo is not locked to current scene) - _Bugsquad edit:_ **TL;DR:** UndoRedo should work per-scene, having it undo stuff in all open scenes is very counter-intuitive and provides a bad UX. --- While under the effect of issue #6772 and pressing the undo shortcut more than I should, I noticed opening another scene tab is somehow an event that counts towards undo. While this could be subjected to discussion, it seems like a wrong thing to do, as one expects the undo buffer to be contextual to the currently selected scene. Not to mention spurious events can push potentially important changes from the undo stack. As further testing, I made a number of changes in separate scenes, mashing undo proceeded to do the entire sequence in reverse instead of undoing the changes in the scene I had selected, including changing scenes. Making some memory of things, it explains some unexpected effects I've encountered during longer work sessions but I didn't quite think of it at the time. Why this can be problematic: Say I have a scene ""1"" that is something like a visual effect, like a explosion. 1) I make two changes to ""1"" and seem satisfied with the result. 2) I open a scene ""2"" and include ""1"" in it. (at least 1-2 changes) 3) I make a last-minute change to ""1"" 4) I run the project, but I don't like how ""1"" looks like in action. So I decide to undo changes. 5) I undo twice, suddenly I am back to ""2"" 6) I keep undoing, and all changes to ""2"" are undone before I can reach ""1"" again. 7) I have undone the changes in ""1"", but as a result I erased all changes in ""2"". This presents a large number of small-to-grave issues during the workflow: 1) It requires to mentally keep track of what scenes have been undone, and fix all ""unwanted"" undos (and with changes the ""redo"" buffer becomes nullified) 2) In case the changes become too difficult to undo, it requires a copy to restore or a version control (as in git) commit to revert to. While it's good practice to have such things, it's not always readily available, specially if it's a big change or a thing requiring several small tweaks, or some change done by pure chance (it happens). Note that for changes to be shown in the main project files have to be saved, so a basic reverting stops becoming an option every time the project is run. (read: not every scene does what one wants individually) 3) Having to restore the changes requires interrupting your workflow to restore the file. 4) If the file was created recently and there's no backup or recent commit, well, it might be impossible to restore to a ""proper"" point and has to be remade from scratch. While one can argue that such potential mistakes can be avoided by being super careful, accidents/oversights/distractions happen. We are human after all. And projects can grow pretty large with a lot of files being juggled and changed all at once, or having to step away from the computer and forgetting you made change X in file Y. ",1,changing scene tabs is an undo able action or undo is not locked to current scene bugsquad edit tl dr undoredo should work per scene having it undo stuff in all open scenes is very counter intuitive and provides a bad ux while under the effect of issue and pressing the undo shortcut more than i should i noticed opening another scene tab is somehow an event that counts towards undo while this could be subjected to discussion it seems like a wrong thing to do as one expects the undo buffer to be contextual to the currently selected scene not to mention spurious events can push potentially important changes from the undo stack as further testing i made a number of changes in separate scenes mashing undo proceeded to do the entire sequence in reverse instead of undoing the changes in the scene i had selected including changing scenes making some memory of things it explains some unexpected effects i ve encountered during longer work sessions but i didn t quite think of it at the time why this can be problematic say i have a scene that is something like a visual effect like a explosion i make two changes to and seem satisfied with the result i open a scene and include in it at least changes i make a last minute change to i run the project but i don t like how looks like in action so i decide to undo changes i undo twice suddenly i am back to i keep undoing and all changes to are undone before i can reach again i have undone the changes in but as a result i erased all changes in this presents a large number of small to grave issues during the workflow it requires to mentally keep track of what scenes have been undone and fix all unwanted undos and with changes the redo buffer becomes nullified in case the changes become too difficult to undo it requires a copy to restore or a version control as in git commit to revert to while it s good practice to have such things it s not always readily available specially if it s a big change or a thing requiring several small tweaks or some change done by pure chance it happens note that for changes to be shown in the main project files have to be saved so a basic reverting stops becoming an option every time the project is run read not every scene does what one wants individually having to restore the changes requires interrupting your workflow to restore the file if the file was created recently and there s no backup or recent commit well it might be impossible to restore to a proper point and has to be remade from scratch while one can argue that such potential mistakes can be avoided by being super careful accidents oversights distractions happen we are human after all and projects can grow pretty large with a lot of files being juggled and changed all at once or having to step away from the computer and forgetting you made change x in file y ,1 26174,26517265170.0,IssuesEvent,2023-01-18 21:57:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[Text Editor] Shift+Tab shortcut only works when multiple lines are selected,bug topic:editor confirmed usability regression,"### Godot version v4.0.dev.custom_build [cb4e42155] ### System information manjaro Gnome 21, AMD R7 200 series, Intel i3 3.0 GHZ,8GB RAM ### Issue description When you select multiple lines and press `SHIFT+TAB` the tab goes back one step which is ok: before: ![image](https://user-images.githubusercontent.com/58845030/124931449-9a531c00-dfd8-11eb-98f5-ab7ab47b2ec1.png) after: ![image](https://user-images.githubusercontent.com/58845030/124931519-ac34bf00-dfd8-11eb-8687-61baa366d408.png) But if the cursor is over one line only (without selecting) `SHIFT+TAB` doesnt work: before: ![image](https://user-images.githubusercontent.com/58845030/124931620-c9698d80-dfd8-11eb-95d9-71c9e0c5d84d.png) after: ![image](https://user-images.githubusercontent.com/58845030/124931640-ccfd1480-dfd8-11eb-87ac-8321e70d5641.png) PS: it only works if the single line is selected, but without any selection it doesnt work! ### Steps to reproduce * Select Multiple lines * press the shortcut * put the cursor at a single line without selection * press the shortcut ### Minimal reproduction project N/a",True,"[Text Editor] Shift+Tab shortcut only works when multiple lines are selected - ### Godot version v4.0.dev.custom_build [cb4e42155] ### System information manjaro Gnome 21, AMD R7 200 series, Intel i3 3.0 GHZ,8GB RAM ### Issue description When you select multiple lines and press `SHIFT+TAB` the tab goes back one step which is ok: before: ![image](https://user-images.githubusercontent.com/58845030/124931449-9a531c00-dfd8-11eb-98f5-ab7ab47b2ec1.png) after: ![image](https://user-images.githubusercontent.com/58845030/124931519-ac34bf00-dfd8-11eb-8687-61baa366d408.png) But if the cursor is over one line only (without selecting) `SHIFT+TAB` doesnt work: before: ![image](https://user-images.githubusercontent.com/58845030/124931620-c9698d80-dfd8-11eb-95d9-71c9e0c5d84d.png) after: ![image](https://user-images.githubusercontent.com/58845030/124931640-ccfd1480-dfd8-11eb-87ac-8321e70d5641.png) PS: it only works if the single line is selected, but without any selection it doesnt work! ### Steps to reproduce * Select Multiple lines * press the shortcut * put the cursor at a single line without selection * press the shortcut ### Minimal reproduction project N/a",1, shift tab shortcut only works when multiple lines are selected godot version dev custom build system information manjaro gnome amd series intel ghz ram issue description when you select multiple lines and press shift tab the tab goes back one step which is ok before after but if the cursor is over one line only without selecting shift tab doesnt work before after ps it only works if the single line is selected but without any selection it doesnt work steps to reproduce select multiple lines press the shortcut put the cursor at a single line without selection press the shortcut minimal reproduction project n a,1 266818,23262029588.0,IssuesEvent,2022-08-04 14:13:57,HXLStandard/libhxl-python,https://api.github.com/repos/HXLStandard/libhxl-python,closed,Do not log attempts to access local machine as CRITICAL,type:enhancement status:to test,Requested by @teodorescuserban — see https://github.com/HXLStandard/hxl-proxy/issues/400,1.0,Do not log attempts to access local machine as CRITICAL - Requested by @teodorescuserban — see https://github.com/HXLStandard/hxl-proxy/issues/400,0,do not log attempts to access local machine as critical requested by teodorescuserban — see ,0 142639,19102171885.0,IssuesEvent,2021-11-30 00:26:57,elastic/kibana,https://api.github.com/repos/elastic/kibana,opened,[Security Solution] Security Data View badge needs css,bug triage_needed v8.0.0 Team: SecuritySolution Team:Threat Hunting:Explore,"Take a look at the Security Data View badge in Advanced Settings > Data Views, decrease the width of your browser and you'll see the problem: ",True,"[Security Solution] Security Data View badge needs css - Take a look at the Security Data View badge in Advanced Settings > Data Views, decrease the width of your browser and you'll see the problem: ",0, security data view badge needs css take a look at the security data view badge in advanced settings data views decrease the width of your browser and you ll see the problem img width alt screen shot at pm src ,0 54534,13912428608.0,IssuesEvent,2020-10-20 18:51:26,jgeraigery/LocalCatalogManager,https://api.github.com/repos/jgeraigery/LocalCatalogManager,closed,CVE-2019-14540 (High) detected in jackson-databind-2.8.5.jar - autoclosed,security vulnerability,"## CVE-2019-14540 - High Severity Vulnerability
Vulnerable Library - jackson-databind-2.8.5.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: LocalCatalogManager/lcm-server/pom.xml

Path to vulnerable library: canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.8.5/jackson-databind-2.8.5.jar,canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.8.5/jackson-databind-2.8.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.8.5/jackson-databind-2.8.5.jar,canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.8.5/jackson-databind-2.8.5.jar

Dependency Hierarchy: - :x: **jackson-databind-2.8.5.jar** (Vulnerable Library)

Found in HEAD commit: b8c24e199f2d440dea3ce3cc2c66ada102d5d922

Found in base branch: master

Vulnerability Details

A Polymorphic Typing issue was discovered in FasterXML jackson-databind before 2.9.10. It is related to com.zaxxer.hikari.HikariConfig.

Publish Date: 2019-09-15

URL: CVE-2019-14540

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2019-14540

Release Date: 2019-09-15

Fix Resolution: com.fasterxml.jackson.core:jackson-databind:2.8.11.5,2.9.10,2.10.0.pr3,2.11.0.rc1

*** :rescue_worker_helmet: Automatic Remediation is available for this issue ",True,"CVE-2019-14540 (High) detected in jackson-databind-2.8.5.jar - autoclosed - ## CVE-2019-14540 - High Severity Vulnerability
Vulnerable Library - jackson-databind-2.8.5.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: LocalCatalogManager/lcm-server/pom.xml

Path to vulnerable library: canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.8.5/jackson-databind-2.8.5.jar,canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.8.5/jackson-databind-2.8.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.8.5/jackson-databind-2.8.5.jar,canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.8.5/jackson-databind-2.8.5.jar

Dependency Hierarchy: - :x: **jackson-databind-2.8.5.jar** (Vulnerable Library)

Found in HEAD commit: b8c24e199f2d440dea3ce3cc2c66ada102d5d922

Found in base branch: master

Vulnerability Details

A Polymorphic Typing issue was discovered in FasterXML jackson-databind before 2.9.10. It is related to com.zaxxer.hikari.HikariConfig.

Publish Date: 2019-09-15

URL: CVE-2019-14540

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2019-14540

Release Date: 2019-09-15

Fix Resolution: com.fasterxml.jackson.core:jackson-databind:2.8.11.5,2.9.10,2.10.0.pr3,2.11.0.rc1

*** :rescue_worker_helmet: Automatic Remediation is available for this issue ",0,cve high detected in jackson databind jar autoclosed cve high severity vulnerability vulnerable library jackson databind jar general data binding functionality for jackson works on core streaming api library home page a href path to dependency file localcatalogmanager lcm server pom xml path to vulnerable library canner repository com fasterxml jackson core jackson databind jackson databind jar canner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar canner repository com fasterxml jackson core jackson databind jackson databind jar dependency hierarchy x jackson databind jar vulnerable library found in head commit a href found in base branch master vulnerability details a polymorphic typing issue was discovered in fasterxml jackson databind before it is related to com zaxxer hikari hikariconfig publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution com fasterxml jackson core jackson databind rescue worker helmet automatic remediation is available for this issue isopenpronvulnerability true ispackagebased true isdefaultbranch true packages vulnerabilityidentifier cve vulnerabilitydetails a polymorphic typing issue was discovered in fasterxml jackson databind before it is related to com zaxxer hikari hikariconfig vulnerabilityurl ,0 166121,14020270702.0,IssuesEvent,2020-10-29 19:25:31,rsmp-nordic/rsmp_sxl_traffic_lights,https://api.github.com/repos/rsmp-nordic/rsmp_sxl_traffic_lights,closed,Change 'ordinal' data type to 'integer',documentation,"Several statuses uses 'ordinal' data type. This data type has been removed in later versions of RSMP due to 'ordinal' beeing to ambigous. The proposal is to change the 'ordinal' data type to 'integer' in order to prepare for future versions of RSMP. The data type is not actually sent in the communication so the expected impact for any implementations is minor.",1.0,"Change 'ordinal' data type to 'integer' - Several statuses uses 'ordinal' data type. This data type has been removed in later versions of RSMP due to 'ordinal' beeing to ambigous. The proposal is to change the 'ordinal' data type to 'integer' in order to prepare for future versions of RSMP. The data type is not actually sent in the communication so the expected impact for any implementations is minor.",0,change ordinal data type to integer several statuses uses ordinal data type this data type has been removed in later versions of rsmp due to ordinal beeing to ambigous the proposal is to change the ordinal data type to integer in order to prepare for future versions of rsmp the data type is not actually sent in the communication so the expected impact for any implementations is minor ,0 14752,9477748818.0,IssuesEvent,2019-04-19 19:48:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Exporting scenes as TileSet is not intuitive,discussion topic:editor usability,"Godot version: 3.0.4 stable OS/device including version: Win7 Issue description: Saving the Tileset is cumbersome and not intuitive. I found myself editing the tileset scene a lot and it is very cumbersome if you make small changes and have to save the scene as tileset everytime. I even forgot that I had to save it as a tileset and had a hard time finding the error. It's not intuitive the scene is not going to be used as anything else either: Thus it would be much easier to just declare the scene as a tileset and when the user presses ctrl + s it's saved as a tileset/map. This would increase workflow and speed a lot. Steps to reproduce: Use the editor ",True,"Exporting scenes as TileSet is not intuitive - Godot version: 3.0.4 stable OS/device including version: Win7 Issue description: Saving the Tileset is cumbersome and not intuitive. I found myself editing the tileset scene a lot and it is very cumbersome if you make small changes and have to save the scene as tileset everytime. I even forgot that I had to save it as a tileset and had a hard time finding the error. It's not intuitive the scene is not going to be used as anything else either: Thus it would be much easier to just declare the scene as a tileset and when the user presses ctrl + s it's saved as a tileset/map. This would increase workflow and speed a lot. Steps to reproduce: Use the editor ",1,exporting scenes as tileset is not intuitive godot version stable os device including version issue description saving the tileset is cumbersome and not intuitive i found myself editing the tileset scene a lot and it is very cumbersome if you make small changes and have to save the scene as tileset everytime i even forgot that i had to save it as a tileset and had a hard time finding the error it s not intuitive the scene is not going to be used as anything else either thus it would be much easier to just declare the scene as a tileset and when the user presses ctrl s it s saved as a tileset map this would increase workflow and speed a lot steps to reproduce use the editor ,1 9590,6400613998.0,IssuesEvent,2017-08-05 13:00:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Relative mouse motion is unreliable at scale ratios != 1:1 (rounding errors),bug confirmed topic:editor usability,"_Bugsquad edit:_ Changed the issue to address the root cause of the symptoms that are described hereafter. The problem is that the relative mouse motion is limited to integers, and thus unreliable as soon as the scale is different from (1,1). E.g. at a scale of (2,2), only mouse motion deltas of multiples of 2px will be detected; 1px delta will be seen as 0, 3px as 1. Reproducer: [mousemotion_relative.zip](https://github.com/godotengine/godot/files/384518/mousemotion_relative.zip) Use the LineEdit to change the scale, and experiment a bit with moving the mouse. Left mouse click resets the ""drag origin"" value. --- Mac OSX El Capitan - Godot 2.1 RC. Shader graphs nodes only are displaced correctly when scale factor is 1:1. Otherwise, when moving a node, they move less distance than the mouse moved distance. Seems like a factor is needed to compensate the scale and translate the real movement to shader graph units. To reproduce: - Open a shader graph with some nodes - Move a node with 1:1 zoom - Increase or decrease the zoom level - Move the node -> Moved distances does not match the mouse moved distance ",True,"Relative mouse motion is unreliable at scale ratios != 1:1 (rounding errors) - _Bugsquad edit:_ Changed the issue to address the root cause of the symptoms that are described hereafter. The problem is that the relative mouse motion is limited to integers, and thus unreliable as soon as the scale is different from (1,1). E.g. at a scale of (2,2), only mouse motion deltas of multiples of 2px will be detected; 1px delta will be seen as 0, 3px as 1. Reproducer: [mousemotion_relative.zip](https://github.com/godotengine/godot/files/384518/mousemotion_relative.zip) Use the LineEdit to change the scale, and experiment a bit with moving the mouse. Left mouse click resets the ""drag origin"" value. --- Mac OSX El Capitan - Godot 2.1 RC. Shader graphs nodes only are displaced correctly when scale factor is 1:1. Otherwise, when moving a node, they move less distance than the mouse moved distance. Seems like a factor is needed to compensate the scale and translate the real movement to shader graph units. To reproduce: - Open a shader graph with some nodes - Move a node with 1:1 zoom - Increase or decrease the zoom level - Move the node -> Moved distances does not match the mouse moved distance ",1,relative mouse motion is unreliable at scale ratios rounding errors bugsquad edit changed the issue to address the root cause of the symptoms that are described hereafter the problem is that the relative mouse motion is limited to integers and thus unreliable as soon as the scale is different from e g at a scale of only mouse motion deltas of multiples of will be detected delta will be seen as as reproducer use the lineedit to change the scale and experiment a bit with moving the mouse left mouse click resets the drag origin value mac osx el capitan godot rc shader graphs nodes only are displaced correctly when scale factor is otherwise when moving a node they move less distance than the mouse moved distance seems like a factor is needed to compensate the scale and translate the real movement to shader graph units to reproduce open a shader graph with some nodes move a node with zoom increase or decrease the zoom level move the node moved distances does not match the mouse moved distance ,1 346842,24887287523.0,IssuesEvent,2022-10-28 08:52:40,songivan00/ped,https://api.github.com/repos/songivan00/ped,opened,Naming convention for exam in the help window,severity.Medium type.DocumentationBug,"The naming convention for an exam name in this table is inconsistent and a bit more obvious (some named EXAM some named NAME) ![Screenshot 2022-10-28 at 4.50.49 PM.png](https://raw.githubusercontent.com/songivan00/ped/main/files/facba208-f3e1-4975-8ad7-958a7ec6ba3d.png) ",1.0,"Naming convention for exam in the help window - The naming convention for an exam name in this table is inconsistent and a bit more obvious (some named EXAM some named NAME) ![Screenshot 2022-10-28 at 4.50.49 PM.png](https://raw.githubusercontent.com/songivan00/ped/main/files/facba208-f3e1-4975-8ad7-958a7ec6ba3d.png) ",0,naming convention for exam in the help window the naming convention for an exam name in this table is inconsistent and a bit more obvious some named exam some named name ,0 14847,9543582115.0,IssuesEvent,2019-05-01 10:47:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Gridmap editor controls don't work due to conflicting key mappings,bug topic:editor usability,"**Godot version:** Latest master **OS/device including version:** Win7/Radeon7870 **Issue description:** Some gridmap editor controls conflict with other key bindings, in particular: - RMB should delete grid items in the gridmap editor, but actually activates free look which is also assigned to RMB - Shift+F should fill the grid selection in the gridmap editor, but actually turns free look on (though if you fast-press Shift+F twice _sometimes_ you get a grid fill operation performed) It seems like this is not the first time this issue pops up, see #10697. In order to solve this issue the controls of the gridmap editor should be assigned to different input bindings, or better, the gridmap editor controls should override the basic ones when the UI is active, as having unique input bindings for all possible editor plugins doesn't scale well. I'd actually expect that ""topmost UI elements"" (gridmap editor in this case) should take precedence over others (3D view in this case) when it comes to receiving and handling input events. Also, while somewhat unrelated the GridMap node's spatial gizmos are shown unnecessarily during gridmap editing (you can't click them anyway) so probably they should be hidden while the gridmap editor UI is active. **Steps to reproduce:** Add a GridMap node and try to perform any of the actions above. **Minimal reproduction project:** I can provide one if needed, but repro is trivial.",True,"Gridmap editor controls don't work due to conflicting key mappings - **Godot version:** Latest master **OS/device including version:** Win7/Radeon7870 **Issue description:** Some gridmap editor controls conflict with other key bindings, in particular: - RMB should delete grid items in the gridmap editor, but actually activates free look which is also assigned to RMB - Shift+F should fill the grid selection in the gridmap editor, but actually turns free look on (though if you fast-press Shift+F twice _sometimes_ you get a grid fill operation performed) It seems like this is not the first time this issue pops up, see #10697. In order to solve this issue the controls of the gridmap editor should be assigned to different input bindings, or better, the gridmap editor controls should override the basic ones when the UI is active, as having unique input bindings for all possible editor plugins doesn't scale well. I'd actually expect that ""topmost UI elements"" (gridmap editor in this case) should take precedence over others (3D view in this case) when it comes to receiving and handling input events. Also, while somewhat unrelated the GridMap node's spatial gizmos are shown unnecessarily during gridmap editing (you can't click them anyway) so probably they should be hidden while the gridmap editor UI is active. **Steps to reproduce:** Add a GridMap node and try to perform any of the actions above. **Minimal reproduction project:** I can provide one if needed, but repro is trivial.",1,gridmap editor controls don t work due to conflicting key mappings godot version latest master os device including version issue description some gridmap editor controls conflict with other key bindings in particular rmb should delete grid items in the gridmap editor but actually activates free look which is also assigned to rmb shift f should fill the grid selection in the gridmap editor but actually turns free look on though if you fast press shift f twice sometimes you get a grid fill operation performed it seems like this is not the first time this issue pops up see in order to solve this issue the controls of the gridmap editor should be assigned to different input bindings or better the gridmap editor controls should override the basic ones when the ui is active as having unique input bindings for all possible editor plugins doesn t scale well i d actually expect that topmost ui elements gridmap editor in this case should take precedence over others view in this case when it comes to receiving and handling input events also while somewhat unrelated the gridmap node s spatial gizmos are shown unnecessarily during gridmap editing you can t click them anyway so probably they should be hidden while the gridmap editor ui is active steps to reproduce add a gridmap node and try to perform any of the actions above minimal reproduction project i can provide one if needed but repro is trivial ,1 19270,13756772948.0,IssuesEvent,2020-10-06 20:29:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Mono types checking in gdscript,enhancement topic:gdscript topic:mono usability,"**Godot version:** 3.1 Mono **Issue description:** It may sound strange, but gdscript does not know about c# types. Of course it does not, you would say. I can make a ```.call()```, which works quite nice. But, consider the following: I have some type created in c#, for example ```LevelData : Resource {}``` Then, from my plugin, which uses gdscript, I get this object (e.x., in editor): ```gdscript extends EditorInspectorPlugin func parse_begin(object): if (object is LevelData): ``` And it will raise an error, because LevelData is of course unknown. But ```object.get_class()``` will return ```Resource```, so the only way for now is the following: ```gdscript if (object is Resource): if (object.get_script().get_path().get_file() == ""LevelData.cs""): ``` Is there any workaround? If not, it should be in order for two languages to coexist.",True,"Mono types checking in gdscript - **Godot version:** 3.1 Mono **Issue description:** It may sound strange, but gdscript does not know about c# types. Of course it does not, you would say. I can make a ```.call()```, which works quite nice. But, consider the following: I have some type created in c#, for example ```LevelData : Resource {}``` Then, from my plugin, which uses gdscript, I get this object (e.x., in editor): ```gdscript extends EditorInspectorPlugin func parse_begin(object): if (object is LevelData): ``` And it will raise an error, because LevelData is of course unknown. But ```object.get_class()``` will return ```Resource```, so the only way for now is the following: ```gdscript if (object is Resource): if (object.get_script().get_path().get_file() == ""LevelData.cs""): ``` Is there any workaround? If not, it should be in order for two languages to coexist.",1,mono types checking in gdscript godot version mono issue description it may sound strange but gdscript does not know about c types of course it does not you would say i can make a call which works quite nice but consider the following i have some type created in c for example leveldata resource then from my plugin which uses gdscript i get this object e x in editor gdscript extends editorinspectorplugin func parse begin object if object is leveldata and it will raise an error because leveldata is of course unknown but object get class will return resource so the only way for now is the following gdscript if object is resource if object get script get path get file leveldata cs is there any workaround if not it should be in order for two languages to coexist ,1 24853,24387748347.0,IssuesEvent,2022-10-04 13:07:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,PascalCase default node naming discrepancy between godot 3 and godot 4,bug topic:editor usability,"### Godot version 4.0.beta2 ### System information linux ### Issue description godot 3 and godot 4 display different behavior regarding default node naming using PascalCase: godot 3 takes the class name as the default node name while godot 4 transforms the class name using a PascalCase function ; this result in different names for nodes having class name ending in 2D or 3D between godot 3 and godot 4. For example in godot 3 the default name for a Node3D is Node3D while in godot 4 the default name for a Node3D is Node3d. Is this a desired result? ### Steps to reproduce - Create a new node having a class name ending in 2D or 3D ### Minimal reproduction project _No response_",True,"PascalCase default node naming discrepancy between godot 3 and godot 4 - ### Godot version 4.0.beta2 ### System information linux ### Issue description godot 3 and godot 4 display different behavior regarding default node naming using PascalCase: godot 3 takes the class name as the default node name while godot 4 transforms the class name using a PascalCase function ; this result in different names for nodes having class name ending in 2D or 3D between godot 3 and godot 4. For example in godot 3 the default name for a Node3D is Node3D while in godot 4 the default name for a Node3D is Node3d. Is this a desired result? ### Steps to reproduce - Create a new node having a class name ending in 2D or 3D ### Minimal reproduction project _No response_",1,pascalcase default node naming discrepancy between godot and godot godot version system information linux issue description godot and godot display different behavior regarding default node naming using pascalcase godot takes the class name as the default node name while godot transforms the class name using a pascalcase function this result in different names for nodes having class name ending in or between godot and godot for example in godot the default name for a is while in godot the default name for a is is this a desired result steps to reproduce create a new node having a class name ending in or minimal reproduction project no response ,1 162708,20241945185.0,IssuesEvent,2022-02-14 10:07:05,elastic/kibana,https://api.github.com/repos/elastic/kibana,opened,[Security Solution] Fields for Indicator alerts are not displayed under highlighted fields section of alert flyout,bug triage_needed Team: SecuritySolution,"**Describe the bug** Fields for Indicator alerts are not displayed under highlighted fields section of alert flyout **Build Details:** ``` Version: 8.1.0 BC2 Commit:ee89ebfddeda3baaf6cd87c0299247c5248cb952 Build:50222 ``` **Browser Details:** N/A **Preconditions** 1. Indicator alerts should be triggered **Steps to Reproduce** 1. Click on Indicator alerts flyout 2. Observe that no information is displayed under highlighted fields section **Actual Result** Fields for Indicator alerts are not displayed under highlighted fields section of alert flyout **Expected Result** - For Indicator Rule `indicator index pattern` and `indicator index query` fields should be displayed under highlighted fields section ![image](https://user-images.githubusercontent.com/61860752/153843040-61e7f858-c3df-4c46-ba17-f378086099d6.png) **What's Working** - N/A **What's Not Working** - N/A **Screen-Shot** ![image](https://user-images.githubusercontent.com/61860752/153842947-e43d146a-474c-4341-8f5f-8fbfa06e4a55.png) ",True,"[Security Solution] Fields for Indicator alerts are not displayed under highlighted fields section of alert flyout - **Describe the bug** Fields for Indicator alerts are not displayed under highlighted fields section of alert flyout **Build Details:** ``` Version: 8.1.0 BC2 Commit:ee89ebfddeda3baaf6cd87c0299247c5248cb952 Build:50222 ``` **Browser Details:** N/A **Preconditions** 1. Indicator alerts should be triggered **Steps to Reproduce** 1. Click on Indicator alerts flyout 2. Observe that no information is displayed under highlighted fields section **Actual Result** Fields for Indicator alerts are not displayed under highlighted fields section of alert flyout **Expected Result** - For Indicator Rule `indicator index pattern` and `indicator index query` fields should be displayed under highlighted fields section ![image](https://user-images.githubusercontent.com/61860752/153843040-61e7f858-c3df-4c46-ba17-f378086099d6.png) **What's Working** - N/A **What's Not Working** - N/A **Screen-Shot** ![image](https://user-images.githubusercontent.com/61860752/153842947-e43d146a-474c-4341-8f5f-8fbfa06e4a55.png) ",0, fields for indicator alerts are not displayed under highlighted fields section of alert flyout describe the bug fields for indicator alerts are not displayed under highlighted fields section of alert flyout build details version commit build browser details n a preconditions indicator alerts should be triggered steps to reproduce click on indicator alerts flyout observe that no information is displayed under highlighted fields section actual result fields for indicator alerts are not displayed under highlighted fields section of alert flyout expected result for indicator rule indicator index pattern and indicator index query fields should be displayed under highlighted fields section what s working n a what s not working n a screen shot ,0 61894,17023802553.0,IssuesEvent,2021-07-03 03:56:17,tomhughes/trac-tickets,https://api.github.com/repos/tomhughes/trac-tickets,closed,Caimito Beach Hotel is not in Ichon,Component: wiki Priority: major Resolution: wontfix Type: defect,"**[Submitted to the original trac issue database at 12.03pm, Thursday, 7th June 2012]** http://www.openstreetmap.org/?minlon=124.894195556641&minlat=10.1139669418335&maxlon=124.894821166992&maxlat=10.1145515441895 Is not in Ichon,, Macrohon. It is in Pasay, Maasin City The border is some 100M south of our property. I did note that you took the outline of the property directly from Google Maps (which I myself drew on Google maps). I do not have the skill or the time to learn the skill to draw out the borders of Maasin City. Pasay is a barangay within Maasin City. All these borders are clearly visible in Google Maps For Pasay: http://goo.gl/maps/jJEK and for the whole of Maasin City: http://goo.gl/maps/xgTw If the borders do not show up in my links, just do search for same. Regards Pascal canning Owner of Caimito Beach Hotel",1.0,"Caimito Beach Hotel is not in Ichon - **[Submitted to the original trac issue database at 12.03pm, Thursday, 7th June 2012]** http://www.openstreetmap.org/?minlon=124.894195556641&minlat=10.1139669418335&maxlon=124.894821166992&maxlat=10.1145515441895 Is not in Ichon,, Macrohon. It is in Pasay, Maasin City The border is some 100M south of our property. I did note that you took the outline of the property directly from Google Maps (which I myself drew on Google maps). I do not have the skill or the time to learn the skill to draw out the borders of Maasin City. Pasay is a barangay within Maasin City. All these borders are clearly visible in Google Maps For Pasay: http://goo.gl/maps/jJEK and for the whole of Maasin City: http://goo.gl/maps/xgTw If the borders do not show up in my links, just do search for same. Regards Pascal canning Owner of Caimito Beach Hotel",0,caimito beach hotel is not in ichon is not in ichon macrohon it is in pasay maasin city the border is some south of our property i did note that you took the outline of the property directly from google maps which i myself drew on google maps i do not have the skill or the time to learn the skill to draw out the borders of maasin city pasay is a barangay within maasin city all these borders are clearly visible in google maps for pasay and for the whole of maasin city if the borders do not show up in my links just do search for same regards pascal canning owner of caimito beach hotel,0 81342,30812695709.0,IssuesEvent,2023-08-01 11:31:29,vector-im/element-web,https://api.github.com/repos/vector-im/element-web,closed,Unable to reject invite to deleted room,T-Defect,"### Steps to reproduce 1. `User A` creates `Room A` 2. `User A` invites `User B` to `Room A` 3. Synapse Admin deletes `Room A` 4. `User B` tries to reject invite to `Room A` ### Outcome #### What did you expect? Step 4: `User B` tries to reject the invite to `Room A`, the invite is removed from the list of invites. #### What happened instead? Step 4: `User B` tries to reject the invite to `Room A`, `User B` is unable to remove the invite to `Room A`: ![image](https://github.com/vector-im/element-web/assets/7443512/16851d46-be19-4d63-9250-2556e07e5b87) ### Operating system Windows ### Browser information Chromium: 115.0.5790.114 ### URL for webapp app.element.io ### Application version Element version: 1.11.36 Olm version: 3.2.14 ### Homeserver _No response_ ### Will you send logs? Yes",1.0,"Unable to reject invite to deleted room - ### Steps to reproduce 1. `User A` creates `Room A` 2. `User A` invites `User B` to `Room A` 3. Synapse Admin deletes `Room A` 4. `User B` tries to reject invite to `Room A` ### Outcome #### What did you expect? Step 4: `User B` tries to reject the invite to `Room A`, the invite is removed from the list of invites. #### What happened instead? Step 4: `User B` tries to reject the invite to `Room A`, `User B` is unable to remove the invite to `Room A`: ![image](https://github.com/vector-im/element-web/assets/7443512/16851d46-be19-4d63-9250-2556e07e5b87) ### Operating system Windows ### Browser information Chromium: 115.0.5790.114 ### URL for webapp app.element.io ### Application version Element version: 1.11.36 Olm version: 3.2.14 ### Homeserver _No response_ ### Will you send logs? Yes",0,unable to reject invite to deleted room steps to reproduce user a creates room a user a invites user b to room a synapse admin deletes room a user b tries to reject invite to room a outcome what did you expect step user b tries to reject the invite to room a the invite is removed from the list of invites what happened instead step user b tries to reject the invite to room a user b is unable to remove the invite to room a operating system windows browser information chromium url for webapp app element io application version element version olm version homeserver no response will you send logs yes,0 18376,12828125816.0,IssuesEvent,2020-07-06 19:54:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Allow disabling of Scale handles in 2D editor,enhancement topic:editor usability,"I would like the ability to disable the scale handles on 2D nodes, like Sprite for example. My team does not use them, as we prefer absolute and precise values over those the handles return, yet occasionally miss click on a handle when selecting other nodes, causing a tiny amount of scaling to occur that can be hard to catch until you dig into the inspector to find out why things no longer align. This also goes for the extends handles for collision shapes.",True,"Allow disabling of Scale handles in 2D editor - I would like the ability to disable the scale handles on 2D nodes, like Sprite for example. My team does not use them, as we prefer absolute and precise values over those the handles return, yet occasionally miss click on a handle when selecting other nodes, causing a tiny amount of scaling to occur that can be hard to catch until you dig into the inspector to find out why things no longer align. This also goes for the extends handles for collision shapes.",1,allow disabling of scale handles in editor i would like the ability to disable the scale handles on nodes like sprite for example my team does not use them as we prefer absolute and precise values over those the handles return yet occasionally miss click on a handle when selecting other nodes causing a tiny amount of scaling to occur that can be hard to catch until you dig into the inspector to find out why things no longer align this also goes for the extends handles for collision shapes ,1 11499,7268273366.0,IssuesEvent,2018-02-20 09:31:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inconsistent node type and C# script definition => hang at scene start with no error message,discussion enhancement topic:editor usability,"**Godot version:** 3.0 **OS/device including version:** Win 8.1, Mono 5.4.1.7 **Issue description:** If a C# script attached to a node extends the class of another node, the project compiles but the engine hangs at scene start with no error message. Changing a node type does not automatically change the base class in the attached script. That means a Label ""MyClass"" can have a script attached with ""class MyClass : Node2D"" What's really bad is that there are no error message. **Steps to reproduce:** In any project or scene: create any node change its name to something other than the default name add a C# script to it In the editor change the node's type to something else Compile and run the project => hang at start-up **Minimal reproduction project:** [HangAtStart[1].zip](https://github.com/godotengine/godot/files/1715655/HangAtStart.1.zip) ",True,"Inconsistent node type and C# script definition => hang at scene start with no error message - **Godot version:** 3.0 **OS/device including version:** Win 8.1, Mono 5.4.1.7 **Issue description:** If a C# script attached to a node extends the class of another node, the project compiles but the engine hangs at scene start with no error message. Changing a node type does not automatically change the base class in the attached script. That means a Label ""MyClass"" can have a script attached with ""class MyClass : Node2D"" What's really bad is that there are no error message. **Steps to reproduce:** In any project or scene: create any node change its name to something other than the default name add a C# script to it In the editor change the node's type to something else Compile and run the project => hang at start-up **Minimal reproduction project:** [HangAtStart[1].zip](https://github.com/godotengine/godot/files/1715655/HangAtStart.1.zip) ",1,inconsistent node type and c script definition hang at scene start with no error message godot version os device including version win mono issue description if a c script attached to a node extends the class of another node the project compiles but the engine hangs at scene start with no error message changing a node type does not automatically change the base class in the attached script that means a label myclass can have a script attached with class myclass what s really bad is that there are no error message steps to reproduce in any project or scene create any node change its name to something other than the default name add a c script to it in the editor change the node s type to something else compile and run the project hang at start up minimal reproduction project zip ,1 60548,3130525542.0,IssuesEvent,2015-09-09 09:53:30,evanplaice/jquery-csv,https://api.github.com/repos/evanplaice/jquery-csv,closed,IE8 not adding null fields,1 star bug imported Priority-Medium,"_From [danielti...@gmail.com](https://code.google.com/u/109641204421970687752/) on October 02, 2012 14:56:30_ What steps will reproduce the problem? in IE9, Firefox, opera etc the data ""Del"", ""Trotter"",, ""0123 456 789"" correctly returns: [1]=""Dell"" [2]=""Trotter"" [3]="""" [4]=""0123 456 789"" but in IE8 it returns [1]=""Dell"" [2]=""Trotter"" [3]=""0123 456 789"" _Original issue: http://code.google.com/p/jquery-csv/issues/detail?id=11_",1.0,"IE8 not adding null fields - _From [danielti...@gmail.com](https://code.google.com/u/109641204421970687752/) on October 02, 2012 14:56:30_ What steps will reproduce the problem? in IE9, Firefox, opera etc the data ""Del"", ""Trotter"",, ""0123 456 789"" correctly returns: [1]=""Dell"" [2]=""Trotter"" [3]="""" [4]=""0123 456 789"" but in IE8 it returns [1]=""Dell"" [2]=""Trotter"" [3]=""0123 456 789"" _Original issue: http://code.google.com/p/jquery-csv/issues/detail?id=11_",0, not adding null fields from on october what steps will reproduce the problem in firefox opera etc the data del trotter correctly returns dell trotter but in it returns dell trotter original issue ,0 26586,27009179389.0,IssuesEvent,2023-02-10 14:09:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Treat Warning as Errors"" has no effect and annotation warnings are generating fatal errors",enhancement discussion topic:gdscript usability,"### Godot version 4.0-rc1 ### System information Windows 10 ### Issue description The code: `@export @onready var camera_system : Node3D` Is throwing: `Line 5:The ""@onready"" annotation will make the default value to be set after the ""@export"" takes effect and will override it. (Warning treated as error.)` and is crashing the game. Unchecking ""Treat Warning as Errors"" seems to have no effect: ![imagen](https://user-images.githubusercontent.com/248383/217900756-8e214c40-68fb-4fb2-8509-a1e689725930.png) ![imagen](https://user-images.githubusercontent.com/248383/217901253-3b758ebc-48e9-40fe-8d77-16fce7cbae88.png) ### Steps to reproduce - Write `@export @onready var some_var : Node3D` - In Project Settings, uncheck `Treat Warning as Errors` - Try to run the project, a `Parser Error` will be thrown. ### Minimal reproduction project It's as simple as adding one line of code, so I'm not sure a MRP is needed.",True,"""Treat Warning as Errors"" has no effect and annotation warnings are generating fatal errors - ### Godot version 4.0-rc1 ### System information Windows 10 ### Issue description The code: `@export @onready var camera_system : Node3D` Is throwing: `Line 5:The ""@onready"" annotation will make the default value to be set after the ""@export"" takes effect and will override it. (Warning treated as error.)` and is crashing the game. Unchecking ""Treat Warning as Errors"" seems to have no effect: ![imagen](https://user-images.githubusercontent.com/248383/217900756-8e214c40-68fb-4fb2-8509-a1e689725930.png) ![imagen](https://user-images.githubusercontent.com/248383/217901253-3b758ebc-48e9-40fe-8d77-16fce7cbae88.png) ### Steps to reproduce - Write `@export @onready var some_var : Node3D` - In Project Settings, uncheck `Treat Warning as Errors` - Try to run the project, a `Parser Error` will be thrown. ### Minimal reproduction project It's as simple as adding one line of code, so I'm not sure a MRP is needed.",1, treat warning as errors has no effect and annotation warnings are generating fatal errors godot version system information windows issue description the code export onready var camera system is throwing line the onready annotation will make the default value to be set after the export takes effect and will override it warning treated as error and is crashing the game unchecking treat warning as errors seems to have no effect steps to reproduce write export onready var some var in project settings uncheck treat warning as errors try to run the project a parser error will be thrown minimal reproduction project it s as simple as adding one line of code so i m not sure a mrp is needed ,1 546844,16020145831.0,IssuesEvent,2021-04-20 21:34:31,ngageoint/hootenanny,https://api.github.com/repos/ngageoint/hootenanny,closed,Storage Depot (AM010) w/ Product(PPO)=Petroleum(83) -> PPO field dropped,Category: Translation Priority: Medium Status: In Progress Type: Bug,"**Describe the bug** In iD (and probably JOSM as well), under the MGCP schema, if one maps an area Storage Depot (AM010) and sets the Product(PPO) to Petroleum(83), the PPO field is dropped. ",1.0,"Storage Depot (AM010) w/ Product(PPO)=Petroleum(83) -> PPO field dropped - **Describe the bug** In iD (and probably JOSM as well), under the MGCP schema, if one maps an area Storage Depot (AM010) and sets the Product(PPO) to Petroleum(83), the PPO field is dropped. ",0,storage depot w product ppo petroleum ppo field dropped describe the bug in id and probably josm as well under the mgcp schema if one maps an area storage depot and sets the product ppo to petroleum the ppo field is dropped ,0 13852,8692936048.0,IssuesEvent,2018-12-04 08:20:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Wrong position of close popup after minimizing Godot,bug topic:editor usability,"**Godot version:** 3.1 a4e4dd3 **OS/device including version:** Windows 10 **Issue description:** After minimizing Godot, and trying to close it, close popup shown at upper left corner instead a center of Godot. **Steps to reproduce:** ![ezgif-1-2dd37abc87](https://user-images.githubusercontent.com/41945903/45735536-75534b80-bbe8-11e8-9463-53c9bce7269a.gif) ",True,"Wrong position of close popup after minimizing Godot - **Godot version:** 3.1 a4e4dd3 **OS/device including version:** Windows 10 **Issue description:** After minimizing Godot, and trying to close it, close popup shown at upper left corner instead a center of Godot. **Steps to reproduce:** ![ezgif-1-2dd37abc87](https://user-images.githubusercontent.com/41945903/45735536-75534b80-bbe8-11e8-9463-53c9bce7269a.gif) ",1,wrong position of close popup after minimizing godot godot version os device including version windows issue description after minimizing godot and trying to close it close popup shown at upper left corner instead a center of godot steps to reproduce ,1 199574,15773284762.0,IssuesEvent,2021-03-31 23:03:05,falconry/falcon,https://api.github.com/repos/falconry/falcon,closed,Update sponsor links,documentation,"- [x] Ensure that sponsor links in RTD and on the website are not broken - [x] Remove old sponsors - [x] Check Open Collective for any new sponsors to add - [x] Update falconframework.org",1.0,"Update sponsor links - - [x] Ensure that sponsor links in RTD and on the website are not broken - [x] Remove old sponsors - [x] Check Open Collective for any new sponsors to add - [x] Update falconframework.org",0,update sponsor links ensure that sponsor links in rtd and on the website are not broken remove old sponsors check open collective for any new sponsors to add update falconframework org,0 20204,15112119955.0,IssuesEvent,2021-02-08 21:22:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Tree.get_selected() always returns the last selected tree item, instead of null when no items are selected",bug confirmed topic:gui usability," **Godot version:** 3.1 beta 2 **OS/device including version:** windows 10 x64 **Issue description:** Tree.get_selected() will always return the last selected tree item, even when there are no tree items selected. Expected result of null edit: Tree.get_selected_collumn() also returns the last selected selected collumn, instead of null",True,"Tree.get_selected() always returns the last selected tree item, instead of null when no items are selected - **Godot version:** 3.1 beta 2 **OS/device including version:** windows 10 x64 **Issue description:** Tree.get_selected() will always return the last selected tree item, even when there are no tree items selected. Expected result of null edit: Tree.get_selected_collumn() also returns the last selected selected collumn, instead of null",1,tree get selected always returns the last selected tree item instead of null when no items are selected please search existing issues for potential duplicates before filing yours godot version beta os device including version windows issue description tree get selected will always return the last selected tree item even when there are no tree items selected expected result of null edit tree get selected collumn also returns the last selected selected collumn instead of null,1 15589,10149157648.0,IssuesEvent,2019-08-05 14:39:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visualshader Not Opening New Image Resource In The Inspector,bug topic:core topic:editor usability," **Godot version:** 410cb13abdf5699bdcd6e73728c947e1e75b4cad **OS/device including version:** Linux mint 19.1 **Issue description:** ![Screenshot from 2019-07-08 20-47-37](https://user-images.githubusercontent.com/19777767/60815359-a7f32280-a1c1-11e9-8799-288841cc70b2.png) Clicking the image resource (in this case the noise texture) won't open the inspector. **Steps to reproduce:** - Create A texture node - `New Noise Texture` - Click it ",True,"Visualshader Not Opening New Image Resource In The Inspector - **Godot version:** 410cb13abdf5699bdcd6e73728c947e1e75b4cad **OS/device including version:** Linux mint 19.1 **Issue description:** ![Screenshot from 2019-07-08 20-47-37](https://user-images.githubusercontent.com/19777767/60815359-a7f32280-a1c1-11e9-8799-288841cc70b2.png) Clicking the image resource (in this case the noise texture) won't open the inspector. **Steps to reproduce:** - Create A texture node - `New Noise Texture` - Click it ",1,visualshader not opening new image resource in the inspector please search existing issues for potential duplicates before filing yours godot version os device including version linux mint issue description clicking the image resource in this case the noise texture won t open the inspector steps to reproduce create a texture node new noise texture click it ,1 6735,4519356038.0,IssuesEvent,2016-09-06 05:51:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Most bottom panels don't give way to Output when project is played,enhancement junior job topic:editor usability,"**Operating system or device - Godot version:** 2.1 RC1 Windows 7 **Issue description** (what happened, and what was expected): Normally, when you play a project from the editor, the Output panel pops up, and it closes again when you stop. This makes sense. If your game doesn't take up the whole screen when run, you always see the Output log when it's running. However, if another bottom panel—generally the animation panel, also the SampleLibrary panel that I know of, and probably others—is open when you hit play, the Output panel doesn't replace it. Unless the other open panel is the Debugger, that gets replaced by Output, which I'm assuming is the way it's supposed to work. (the way I expect it to work.) This has been a constant annoyance to me for a long time, though I didn't think about it too much until now. I have often left the animation panel open when I press play, so then I look and don't see the output log, swear, pause the game, alt-tab to the editor, close the animation panel, open the output panel, alt-tab back to the game, and resume. ",True,"Most bottom panels don't give way to Output when project is played - **Operating system or device - Godot version:** 2.1 RC1 Windows 7 **Issue description** (what happened, and what was expected): Normally, when you play a project from the editor, the Output panel pops up, and it closes again when you stop. This makes sense. If your game doesn't take up the whole screen when run, you always see the Output log when it's running. However, if another bottom panel—generally the animation panel, also the SampleLibrary panel that I know of, and probably others—is open when you hit play, the Output panel doesn't replace it. Unless the other open panel is the Debugger, that gets replaced by Output, which I'm assuming is the way it's supposed to work. (the way I expect it to work.) This has been a constant annoyance to me for a long time, though I didn't think about it too much until now. I have often left the animation panel open when I press play, so then I look and don't see the output log, swear, pause the game, alt-tab to the editor, close the animation panel, open the output panel, alt-tab back to the game, and resume. ",1,most bottom panels don t give way to output when project is played operating system or device godot version windows issue description what happened and what was expected normally when you play a project from the editor the output panel pops up and it closes again when you stop this makes sense if your game doesn t take up the whole screen when run you always see the output log when it s running however if another bottom panel—generally the animation panel also the samplelibrary panel that i know of and probably others—is open when you hit play the output panel doesn t replace it unless the other open panel is the debugger that gets replaced by output which i m assuming is the way it s supposed to work the way i expect it to work this has been a constant annoyance to me for a long time though i didn t think about it too much until now i have often left the animation panel open when i press play so then i look and don t see the output log swear pause the game alt tab to the editor close the animation panel open the output panel alt tab back to the game and resume ,1 42228,9195161128.0,IssuesEvent,2019-03-07 01:14:38,cryptoeconomics-study/visualizations,https://api.github.com/repos/cryptoeconomics-study/visualizations,closed,Use library for message animation,UI/UX code refactoring,"Here's an example of using d3 transition to animate along an svg path. Definitely better performance than our current animation: http://bl.ocks.org/KoGor/8162640 I think the above is the best option, but if we end up needing to use react for animation, here are the top react animation libraries: react-transition-group, react-motion, and react-move ",1.0,"Use library for message animation - Here's an example of using d3 transition to animate along an svg path. Definitely better performance than our current animation: http://bl.ocks.org/KoGor/8162640 I think the above is the best option, but if we end up needing to use react for animation, here are the top react animation libraries: react-transition-group, react-motion, and react-move ",0,use library for message animation here s an example of using transition to animate along an svg path definitely better performance than our current animation i think the above is the best option but if we end up needing to use react for animation here are the top react animation libraries react transition group react motion and react move ,0 59925,14501657535.0,IssuesEvent,2020-12-11 19:50:08,doc-ai/react-native-tensorio-tensorflow,https://api.github.com/repos/doc-ai/react-native-tensorio-tensorflow,opened,"CVE-2020-15211 (Medium) detected in TensorIO-1.2.3, TensorIOTensorFlow-2.0.7",security vulnerability,"## CVE-2020-15211 - Medium Severity Vulnerability
Vulnerable Libraries - TensorIO-1.2.3, TensorIOTensorFlow-2.0.7

TensorIO-1.2.3

On device inference with TensorFlow Lite or inference and training with full TensorFlow models using all the conveniences of Objective-C or Swift

Library home page: https://github.com/doc-ai/tensorio-ios/archive/1.2.3.zip

Path to dependency file: react-native-tensorio-tensorflow/example/ios/Podfile.lock

Path to vulnerable library: react-native-tensorio-tensorflow/example/ios/Podfile.lock

Dependency Hierarchy: - react-native-tensorio-tensorflow-0.1.0 (Root Library) - :x: **TensorIO-1.2.3** (Vulnerable Library)

TensorIOTensorFlow-2.0.7

An unofficial build of TensorFlow for iOS used by TensorIO, supporting inference, evaluation, and training.

Library home page: https://storage.googleapis.com/tensorio-build/ios/release/2.0/xcodebuild/12B45b/tag/2.0.7/pod/TensorIO-TensorFlow-2.0_7.tar.gz

Path to dependency file: react-native-tensorio-tensorflow/example/ios/Podfile.lock

Path to vulnerable library: react-native-tensorio-tensorflow/example/ios/Podfile.lock

Dependency Hierarchy: - react-native-tensorio-tensorflow-0.1.0 (Root Library) - TensorIO/TensorFlow-1.2.3 - :x: **TensorIOTensorFlow-2.0.7** (Vulnerable Library)

Found in HEAD commit: 854f745cd53e128abbb7eea6ed20910a03e14756

Found in base branch: master

Vulnerability Details

In TensorFlow Lite before versions 1.15.4, 2.0.3, 2.1.2, 2.2.1 and 2.3.1, saved models in the flatbuffer format use a double indexing scheme: a model has a set of subgraphs, each subgraph has a set of operators and each operator has a set of input/output tensors. The flatbuffer format uses indices for the tensors, indexing into an array of tensors that is owned by the subgraph. This results in a pattern of double array indexing when trying to get the data of each tensor. However, some operators can have some tensors be optional. To handle this scenario, the flatbuffer model uses a negative `-1` value as index for these tensors. This results in special casing during validation at model loading time. Unfortunately, this means that the `-1` index is a valid tensor index for any operator, including those that don't expect optional inputs and including for output tensors. Thus, this allows writing and reading from outside the bounds of heap allocated arrays, although only at a specific offset from the start of these arrays. This results in both read and write gadgets, albeit very limited in scope. The issue is patched in several commits (46d5b0852, 00302787b7, e11f5558, cd31fd0ce, 1970c21, and fff2c83), and is released in TensorFlow versions 1.15.4, 2.0.3, 2.1.2, 2.2.1, or 2.3.1. A potential workaround would be to add a custom `Verifier` to the model loading code to ensure that only operators which accept optional inputs use the `-1` special value and only for the tensors that they expect to be optional. Since this allow-list type approach is erro-prone, we advise upgrading to the patched code.

Publish Date: 2020-09-25

URL: CVE-2020-15211

CVSS 3 Score Details (4.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/tensorflow/tensorflow/security/advisories/GHSA-cvpc-8phh-8f45

Release Date: 2020-07-21

Fix Resolution: 1.15.4, 2.0.3, 2.1.2, 2.2.1, 2.3.1

",True,"CVE-2020-15211 (Medium) detected in TensorIO-1.2.3, TensorIOTensorFlow-2.0.7 - ## CVE-2020-15211 - Medium Severity Vulnerability
Vulnerable Libraries - TensorIO-1.2.3, TensorIOTensorFlow-2.0.7

TensorIO-1.2.3

On device inference with TensorFlow Lite or inference and training with full TensorFlow models using all the conveniences of Objective-C or Swift

Library home page: https://github.com/doc-ai/tensorio-ios/archive/1.2.3.zip

Path to dependency file: react-native-tensorio-tensorflow/example/ios/Podfile.lock

Path to vulnerable library: react-native-tensorio-tensorflow/example/ios/Podfile.lock

Dependency Hierarchy: - react-native-tensorio-tensorflow-0.1.0 (Root Library) - :x: **TensorIO-1.2.3** (Vulnerable Library)

TensorIOTensorFlow-2.0.7

An unofficial build of TensorFlow for iOS used by TensorIO, supporting inference, evaluation, and training.

Library home page: https://storage.googleapis.com/tensorio-build/ios/release/2.0/xcodebuild/12B45b/tag/2.0.7/pod/TensorIO-TensorFlow-2.0_7.tar.gz

Path to dependency file: react-native-tensorio-tensorflow/example/ios/Podfile.lock

Path to vulnerable library: react-native-tensorio-tensorflow/example/ios/Podfile.lock

Dependency Hierarchy: - react-native-tensorio-tensorflow-0.1.0 (Root Library) - TensorIO/TensorFlow-1.2.3 - :x: **TensorIOTensorFlow-2.0.7** (Vulnerable Library)

Found in HEAD commit: 854f745cd53e128abbb7eea6ed20910a03e14756

Found in base branch: master

Vulnerability Details

In TensorFlow Lite before versions 1.15.4, 2.0.3, 2.1.2, 2.2.1 and 2.3.1, saved models in the flatbuffer format use a double indexing scheme: a model has a set of subgraphs, each subgraph has a set of operators and each operator has a set of input/output tensors. The flatbuffer format uses indices for the tensors, indexing into an array of tensors that is owned by the subgraph. This results in a pattern of double array indexing when trying to get the data of each tensor. However, some operators can have some tensors be optional. To handle this scenario, the flatbuffer model uses a negative `-1` value as index for these tensors. This results in special casing during validation at model loading time. Unfortunately, this means that the `-1` index is a valid tensor index for any operator, including those that don't expect optional inputs and including for output tensors. Thus, this allows writing and reading from outside the bounds of heap allocated arrays, although only at a specific offset from the start of these arrays. This results in both read and write gadgets, albeit very limited in scope. The issue is patched in several commits (46d5b0852, 00302787b7, e11f5558, cd31fd0ce, 1970c21, and fff2c83), and is released in TensorFlow versions 1.15.4, 2.0.3, 2.1.2, 2.2.1, or 2.3.1. A potential workaround would be to add a custom `Verifier` to the model loading code to ensure that only operators which accept optional inputs use the `-1` special value and only for the tensors that they expect to be optional. Since this allow-list type approach is erro-prone, we advise upgrading to the patched code.

Publish Date: 2020-09-25

URL: CVE-2020-15211

CVSS 3 Score Details (4.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/tensorflow/tensorflow/security/advisories/GHSA-cvpc-8phh-8f45

Release Date: 2020-07-21

Fix Resolution: 1.15.4, 2.0.3, 2.1.2, 2.2.1, 2.3.1

",0,cve medium detected in tensorio tensoriotensorflow cve medium severity vulnerability vulnerable libraries tensorio tensoriotensorflow tensorio on device inference with tensorflow lite or inference and training with full tensorflow models using all the conveniences of objective c or swift library home page a href path to dependency file react native tensorio tensorflow example ios podfile lock path to vulnerable library react native tensorio tensorflow example ios podfile lock dependency hierarchy react native tensorio tensorflow root library x tensorio vulnerable library tensoriotensorflow an unofficial build of tensorflow for ios used by tensorio supporting inference evaluation and training library home page a href path to dependency file react native tensorio tensorflow example ios podfile lock path to vulnerable library react native tensorio tensorflow example ios podfile lock dependency hierarchy react native tensorio tensorflow root library tensorio tensorflow x tensoriotensorflow vulnerable library found in head commit a href found in base branch master vulnerability details in tensorflow lite before versions and saved models in the flatbuffer format use a double indexing scheme a model has a set of subgraphs each subgraph has a set of operators and each operator has a set of input output tensors the flatbuffer format uses indices for the tensors indexing into an array of tensors that is owned by the subgraph this results in a pattern of double array indexing when trying to get the data of each tensor however some operators can have some tensors be optional to handle this scenario the flatbuffer model uses a negative value as index for these tensors this results in special casing during validation at model loading time unfortunately this means that the index is a valid tensor index for any operator including those that don t expect optional inputs and including for output tensors thus this allows writing and reading from outside the bounds of heap allocated arrays although only at a specific offset from the start of these arrays this results in both read and write gadgets albeit very limited in scope the issue is patched in several commits and and is released in tensorflow versions or a potential workaround would be to add a custom verifier to the model loading code to ensure that only operators which accept optional inputs use the special value and only for the tensors that they expect to be optional since this allow list type approach is erro prone we advise upgrading to the patched code publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity high privileges required none user interaction none scope unchanged impact metrics confidentiality impact low integrity impact low availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution isopenpronvulnerability false ispackagebased true isdefaultbranch true packages vulnerabilityidentifier cve vulnerabilitydetails in tensorflow lite before versions and saved models in the flatbuffer format use a double indexing scheme a model has a set of subgraphs each subgraph has a set of operators and each operator has a set of input output tensors the flatbuffer format uses indices for the tensors indexing into an array of tensors that is owned by the subgraph this results in a pattern of double array indexing when trying to get the data of each tensor however some operators can have some tensors be optional to handle this scenario the flatbuffer model uses a negative value as index for these tensors this results in special casing during validation at model loading time unfortunately this means that the index is a valid tensor index for any operator including those that don expect optional inputs and including for output tensors thus this allows writing and reading from outside the bounds of heap allocated arrays although only at a specific offset from the start of these arrays this results in both read and write gadgets albeit very limited in scope the issue is patched in several commits and and is released in tensorflow versions or a potential workaround would be to add a custom verifier to the model loading code to ensure that only operators which accept optional inputs use the special value and only for the tensors that they expect to be optional since this allow list type approach is erro prone we advise upgrading to the patched code vulnerabilityurl ,0 18772,13209955395.0,IssuesEvent,2020-08-15 14:22:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"export (float, EASE) ZERO mode is misleading.",enhancement topic:editor usability,"This is for 3.1 alpha 909c06e Just a small thing I'm posting perhaps as enhancement/discussion. I thought there was a bug with this at first https://github.com/godotengine/godot/issues/21951, until @DualMatrix pointed out the context menu. So when declaring an export var for easing with no assignment or 0, it will be set in a Zero mode. I know it must be tied into where it appears elsewhere, but in the inspector is a bit confusing, since it isn't immediately obvious what might be a good default value to set for this type. Not sure about what would make it better. Perhaps still showing some kind of line in a curve editor that can be dragged out from that mode. ![45317760-97dbc980-b543-11e8-95a6-881997dc0031](https://user-images.githubusercontent.com/13004169/45570904-2070a780-b86d-11e8-9487-8725c6f3adcc.png) It can start like this, and be unresponsive unless you right click to discover these options. ![45317764-990cf680-b543-11e8-88e8-c3659401b64b](https://user-images.githubusercontent.com/13004169/45570901-1e0e4d80-b86d-11e8-8d5b-79f8aa400f31.png) Totally didn't try right-clicking until told about it. X) These other options will unlock it back to a curve editor. ![godot_master_2018-09-14_22-20-43](https://user-images.githubusercontent.com/13004169/45570980-6fb6d800-b86d-11e8-96f9-1244e3af8961.png) ",True,"export (float, EASE) ZERO mode is misleading. - This is for 3.1 alpha 909c06e Just a small thing I'm posting perhaps as enhancement/discussion. I thought there was a bug with this at first https://github.com/godotengine/godot/issues/21951, until @DualMatrix pointed out the context menu. So when declaring an export var for easing with no assignment or 0, it will be set in a Zero mode. I know it must be tied into where it appears elsewhere, but in the inspector is a bit confusing, since it isn't immediately obvious what might be a good default value to set for this type. Not sure about what would make it better. Perhaps still showing some kind of line in a curve editor that can be dragged out from that mode. ![45317760-97dbc980-b543-11e8-95a6-881997dc0031](https://user-images.githubusercontent.com/13004169/45570904-2070a780-b86d-11e8-9487-8725c6f3adcc.png) It can start like this, and be unresponsive unless you right click to discover these options. ![45317764-990cf680-b543-11e8-88e8-c3659401b64b](https://user-images.githubusercontent.com/13004169/45570901-1e0e4d80-b86d-11e8-8d5b-79f8aa400f31.png) Totally didn't try right-clicking until told about it. X) These other options will unlock it back to a curve editor. ![godot_master_2018-09-14_22-20-43](https://user-images.githubusercontent.com/13004169/45570980-6fb6d800-b86d-11e8-96f9-1244e3af8961.png) ",1,export float ease zero mode is misleading this is for alpha just a small thing i m posting perhaps as enhancement discussion i thought there was a bug with this at first until dualmatrix pointed out the context menu so when declaring an export var for easing with no assignment or it will be set in a zero mode i know it must be tied into where it appears elsewhere but in the inspector is a bit confusing since it isn t immediately obvious what might be a good default value to set for this type not sure about what would make it better perhaps still showing some kind of line in a curve editor that can be dragged out from that mode it can start like this and be unresponsive unless you right click to discover these options totally didn t try right clicking until told about it x these other options will unlock it back to a curve editor ,1 257678,27563807604.0,IssuesEvent,2023-03-08 01:07:55,billmcchesney1/t-vault,https://api.github.com/repos/billmcchesney1/t-vault,opened,"CVE-2017-16138 (High) detected in mime-1.2.4.tgz, mime-1.3.4.tgz",security vulnerability,"## CVE-2017-16138 - High Severity Vulnerability
Vulnerable Libraries - mime-1.2.4.tgz, mime-1.3.4.tgz

mime-1.2.4.tgz

A comprehensive library for mime-type mapping

Library home page: https://registry.npmjs.org/mime/-/mime-1.2.4.tgz

Path to dependency file: /tvaultui/package.json

Path to vulnerable library: /tvaultui/node_modules/mime/package.json

Dependency Hierarchy: - browser-sync-2.9.12.tgz (Root Library) - browser-sync-ui-0.5.19.tgz - weinre-2.0.0-pre-I0Z7U9OV.tgz - express-2.5.11.tgz - :x: **mime-1.2.4.tgz** (Vulnerable Library)

mime-1.3.4.tgz

A comprehensive library for mime-type mapping

Library home page: https://registry.npmjs.org/mime/-/mime-1.3.4.tgz

Path to dependency file: /tvaultui/package.json

Path to vulnerable library: /tvaultui/node_modules/gulp-connect/node_modules/mime/package.json

Dependency Hierarchy: - gulp-connect-2.3.1.tgz (Root Library) - connect-2.30.2.tgz - serve-static-1.10.3.tgz - send-0.13.2.tgz - :x: **mime-1.3.4.tgz** (Vulnerable Library)

Found in base branch: dev

Vulnerability Details

The mime module < 1.4.1, 2.0.1, 2.0.2 is vulnerable to regular expression denial of service when a mime lookup is performed on untrusted user input.

Publish Date: 2018-06-07

URL: CVE-2017-16138

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2017-16138

Release Date: 2018-06-07

Fix Resolution (mime): 1.4.1

Direct dependency fix Resolution (browser-sync): 2.24.0

Fix Resolution (mime): 1.4.1

Direct dependency fix Resolution (gulp-connect): 5.6.1

*** :rescue_worker_helmet: Automatic Remediation is available for this issue",True,"CVE-2017-16138 (High) detected in mime-1.2.4.tgz, mime-1.3.4.tgz - ## CVE-2017-16138 - High Severity Vulnerability
Vulnerable Libraries - mime-1.2.4.tgz, mime-1.3.4.tgz

mime-1.2.4.tgz

A comprehensive library for mime-type mapping

Library home page: https://registry.npmjs.org/mime/-/mime-1.2.4.tgz

Path to dependency file: /tvaultui/package.json

Path to vulnerable library: /tvaultui/node_modules/mime/package.json

Dependency Hierarchy: - browser-sync-2.9.12.tgz (Root Library) - browser-sync-ui-0.5.19.tgz - weinre-2.0.0-pre-I0Z7U9OV.tgz - express-2.5.11.tgz - :x: **mime-1.2.4.tgz** (Vulnerable Library)

mime-1.3.4.tgz

A comprehensive library for mime-type mapping

Library home page: https://registry.npmjs.org/mime/-/mime-1.3.4.tgz

Path to dependency file: /tvaultui/package.json

Path to vulnerable library: /tvaultui/node_modules/gulp-connect/node_modules/mime/package.json

Dependency Hierarchy: - gulp-connect-2.3.1.tgz (Root Library) - connect-2.30.2.tgz - serve-static-1.10.3.tgz - send-0.13.2.tgz - :x: **mime-1.3.4.tgz** (Vulnerable Library)

Found in base branch: dev

Vulnerability Details

The mime module < 1.4.1, 2.0.1, 2.0.2 is vulnerable to regular expression denial of service when a mime lookup is performed on untrusted user input.

Publish Date: 2018-06-07

URL: CVE-2017-16138

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2017-16138

Release Date: 2018-06-07

Fix Resolution (mime): 1.4.1

Direct dependency fix Resolution (browser-sync): 2.24.0

Fix Resolution (mime): 1.4.1

Direct dependency fix Resolution (gulp-connect): 5.6.1

*** :rescue_worker_helmet: Automatic Remediation is available for this issue",0,cve high detected in mime tgz mime tgz cve high severity vulnerability vulnerable libraries mime tgz mime tgz mime tgz a comprehensive library for mime type mapping library home page a href path to dependency file tvaultui package json path to vulnerable library tvaultui node modules mime package json dependency hierarchy browser sync tgz root library browser sync ui tgz weinre pre tgz express tgz x mime tgz vulnerable library mime tgz a comprehensive library for mime type mapping library home page a href path to dependency file tvaultui package json path to vulnerable library tvaultui node modules gulp connect node modules mime package json dependency hierarchy gulp connect tgz root library connect tgz serve static tgz send tgz x mime tgz vulnerable library found in base branch dev vulnerability details the mime module is vulnerable to regular expression denial of service when a mime lookup is performed on untrusted user input publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution mime direct dependency fix resolution browser sync fix resolution mime direct dependency fix resolution gulp connect rescue worker helmet automatic remediation is available for this issue,0 12610,7976600224.0,IssuesEvent,2018-07-17 13:11:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Please make it easier to add a node as the root for a scene that already has nodes in it,enhancement topic:editor usability,"**Operating system or device - Godot version:** ALL **Issue description:** it would be embarrassed that sometimes, I have already created a scene, and I just want to modify the scene to add a new node as the root and make the existed nodes as the child of the new root .(I did not mean to change the type of the root node), but it seems it's impossible to achieve this without creating a new scene to replace the current one. **Steps to reproduce:** **Link to minimal example project:** ",True,"Please make it easier to add a node as the root for a scene that already has nodes in it - **Operating system or device - Godot version:** ALL **Issue description:** it would be embarrassed that sometimes, I have already created a scene, and I just want to modify the scene to add a new node as the root and make the existed nodes as the child of the new root .(I did not mean to change the type of the root node), but it seems it's impossible to achieve this without creating a new scene to replace the current one. **Steps to reproduce:** **Link to minimal example project:** ",1,please make it easier to add a node as the root for a scene that already has nodes in it operating system or device godot version all issue description it would be embarrassed that sometimes i have already created a scene and i just want to modify the scene to add a new node as the root and make the existed nodes as the child of the new root i did not mean to change the type of the root node but it seems it s impossible to achieve this without creating a new scene to replace the current one steps to reproduce link to minimal example project ,1 486627,14011998932.0,IssuesEvent,2020-10-29 08:22:46,webcompat/web-bugs,https://api.github.com/repos/webcompat/web-bugs,closed,news.ycombinator.com - see bug description,browser-fenix engine-gecko priority-normal," **URL**: https://news.ycombinator.com/news?p=2 **Browser / Version**: Firefox Mobile 84.0 **Operating System**: Android 8.1.0 **Tested Another Browser**: Yes Chrome **Problem type**: Something else **Description**: upvote button is missing **Steps to Reproduce**:
View the screenshot
Browser Configuration
  • gfx.webrender.all: false
  • gfx.webrender.blob-images: true
  • gfx.webrender.enabled: false
  • image.mem.shared: true
  • buildID: 20201026092834
  • channel: nightly
  • hasTouchScreen: true
  • mixed active content blocked: false
  • mixed passive content blocked: false
  • tracking content blocked: false
[View console log messages](https://webcompat.com/console_logs/2020/10/572f923e-c5f8-4b5c-bb80-f76aafa5269f) _From [webcompat.com](https://webcompat.com/) with ❤️_",1.0,"news.ycombinator.com - see bug description - **URL**: https://news.ycombinator.com/news?p=2 **Browser / Version**: Firefox Mobile 84.0 **Operating System**: Android 8.1.0 **Tested Another Browser**: Yes Chrome **Problem type**: Something else **Description**: upvote button is missing **Steps to Reproduce**:
View the screenshot
Browser Configuration
  • gfx.webrender.all: false
  • gfx.webrender.blob-images: true
  • gfx.webrender.enabled: false
  • image.mem.shared: true
  • buildID: 20201026092834
  • channel: nightly
  • hasTouchScreen: true
  • mixed active content blocked: false
  • mixed passive content blocked: false
  • tracking content blocked: false
[View console log messages](https://webcompat.com/console_logs/2020/10/572f923e-c5f8-4b5c-bb80-f76aafa5269f) _From [webcompat.com](https://webcompat.com/) with ❤️_",0,news ycombinator com see bug description url browser version firefox mobile operating system android tested another browser yes chrome problem type something else description upvote button is missing steps to reproduce view the screenshot img alt screenshot src browser configuration gfx webrender all false gfx webrender blob images true gfx webrender enabled false image mem shared true buildid channel nightly hastouchscreen true mixed active content blocked false mixed passive content blocked false tracking content blocked false from with ❤️ ,0 12609,7976599353.0,IssuesEvent,2018-07-17 13:11:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,root node changing / moving / removing needs better UX,discussion enhancement topic:editor usability,"This is a tracker/ summarisation issue of multiple issues all addressing the same issue. - #3723 - #9363 - #11217 possible solutions that were mentioned: ## 1 add right click option to add parent node ``` - clicked node (root) - child1 - chidl2 ``` -> ``` - chooses node to add (root) - clicked node - child1 - child2 ``` ## 2 drag and drop to top ``` - node1 (root) - node2 - node3 ``` -> dragging node 2 above node 1 (line should appear above node 1) ``` - node2 (root) - node1 - node3 ``` ## 3 just the option to add a node as the root could be a simple checkbox in the add node window. ` add as root` if not checked it adds the node as the root node. ",True,"root node changing / moving / removing needs better UX - This is a tracker/ summarisation issue of multiple issues all addressing the same issue. - #3723 - #9363 - #11217 possible solutions that were mentioned: ## 1 add right click option to add parent node ``` - clicked node (root) - child1 - chidl2 ``` -> ``` - chooses node to add (root) - clicked node - child1 - child2 ``` ## 2 drag and drop to top ``` - node1 (root) - node2 - node3 ``` -> dragging node 2 above node 1 (line should appear above node 1) ``` - node2 (root) - node1 - node3 ``` ## 3 just the option to add a node as the root could be a simple checkbox in the add node window. ` add as root` if not checked it adds the node as the root node. ",1,root node changing moving removing needs better ux this is a tracker summarisation issue of multiple issues all addressing the same issue possible solutions that were mentioned add right click option to add parent node clicked node root chooses node to add root clicked node drag and drop to top root dragging node above node line should appear above node root just the option to add a node as the root could be a simple checkbox in the add node window add as root if not checked it adds the node as the root node ,1 316519,9648692651.0,IssuesEvent,2019-05-17 16:58:18,cc-ai/kdb,https://api.github.com/repos/cc-ai/kdb,opened,Link to website with artist view of floods + slider,domain:ux priority:low,"Anyone remember this website where they showed views of areas like miami etc. with sliders onto the image like before/after? If so, can you add it to websites/ux as a link?",1.0,"Link to website with artist view of floods + slider - Anyone remember this website where they showed views of areas like miami etc. with sliders onto the image like before/after? If so, can you add it to websites/ux as a link?",0,link to website with artist view of floods slider anyone remember this website where they showed views of areas like miami etc with sliders onto the image like before after if so can you add it to websites ux as a link ,0 260563,22631915393.0,IssuesEvent,2022-06-30 15:18:02,tgrall-octodemo/issue-tests,https://api.github.com/repos/tgrall-octodemo/issue-tests,opened,[Test]: ,test,"### Categories - [X] SCM-CCT - [ ] SCM-TTT - [ ] DEM-CCT - [ ] DEM-PWD ### Description du bug demo ### Description du test demo 2 ### Moyen de test Test Grue SSR",1.0,"[Test]: - ### Categories - [X] SCM-CCT - [ ] SCM-TTT - [ ] DEM-CCT - [ ] DEM-PWD ### Description du bug demo ### Description du test demo 2 ### Moyen de test Test Grue SSR",0, categories scm cct scm ttt dem cct dem pwd description du bug demo description du test demo moyen de test test grue ssr,0 10726,27331581611.0,IssuesEvent,2023-02-25 17:49:44,duckie-team/quack-quack-android,https://api.github.com/repos/duckie-team/quack-quack-android,opened,꽥꽥 컴포넌트 Modifier 안정성의 고민,question architecture ui-components,"`꽥꽥 2.0.0`에서는 컴포넌트의 디자인을 제어하기 위해 `Modifier`를 사용합니다. 예를 들어 다음과 같습니다. ``` QuackText( modifier = Modifier.highlight( highlights = listOf(""test"" to ::toast, ""hi"" to ::toast), ), text = ""test hi bye"", typography = QuackTypography.Body1, )",1.0,"꽥꽥 컴포넌트 Modifier 안정성의 고민 - `꽥꽥 2.0.0`에서는 컴포넌트의 디자인을 제어하기 위해 `Modifier`를 사용합니다. 예를 들어 다음과 같습니다. ``` QuackText( modifier = Modifier.highlight( highlights = listOf(""test"" to ::toast, ""hi"" to ::toast), ), text = ""test hi bye"", typography = QuackTypography.Body1, )",0,꽥꽥 컴포넌트 modifier 안정성의 고민 꽥꽥 에서는 컴포넌트의 디자인을 제어하기 위해 modifier 를 사용합니다 예를 들어 다음과 같습니다 quacktext modifier modifier highlight highlights listof test to toast hi to toast text test hi bye typography quacktypography ,0 25169,24815702304.0,IssuesEvent,2022-10-25 13:00:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project name with dot [.] at the end causes folder lockup on Windows,bug platform:windows topic:editor confirmed usability,"**Godot version:** Both 3.1 and 3.2.alpha that I tried so far **OS/device including version:** Windows 7 Professional 64-bit **Issue description:** Saving a project that ends with a dot (.) on Windows will result in some locations, e.g. the `user://` directory, to be treated as corrupted paths and become unavailable and unremovable. **Steps to reproduce:** 1) Start a new project 2) Save project with a name that ends with a dot 3) Notice how, if you try to write/read to `user://` GDScript will quietly fail with such errors: ``` E 0:00:26:0731 Condition ' !f ' is true. core/bind/core_bind.cpp:2128 @ store_var() game.gd:274 @ savetofile() game.gd:322 @ save_slotdata() game.gd:330 @ save_game() game.gd:353 @ _ready() ``` 4: Navigate to %AppData%/Godot/app_userdata/ and notice your folder [cannot be removed by conventional means](https://stackoverflow.com/questions/4075753/how-to-delete-a-folder-that-name-ended-with-a-dot) Naturally I don't think this is strictly Godot's fault, rather Windows for being dumb with files and folder names; however I felt like it was worth mentioning, and probably would be a good idea to disallow such project names (or tweak how they are handled internally)",True,"Project name with dot [.] at the end causes folder lockup on Windows - **Godot version:** Both 3.1 and 3.2.alpha that I tried so far **OS/device including version:** Windows 7 Professional 64-bit **Issue description:** Saving a project that ends with a dot (.) on Windows will result in some locations, e.g. the `user://` directory, to be treated as corrupted paths and become unavailable and unremovable. **Steps to reproduce:** 1) Start a new project 2) Save project with a name that ends with a dot 3) Notice how, if you try to write/read to `user://` GDScript will quietly fail with such errors: ``` E 0:00:26:0731 Condition ' !f ' is true. core/bind/core_bind.cpp:2128 @ store_var() game.gd:274 @ savetofile() game.gd:322 @ save_slotdata() game.gd:330 @ save_game() game.gd:353 @ _ready() ``` 4: Navigate to %AppData%/Godot/app_userdata/ and notice your folder [cannot be removed by conventional means](https://stackoverflow.com/questions/4075753/how-to-delete-a-folder-that-name-ended-with-a-dot) Naturally I don't think this is strictly Godot's fault, rather Windows for being dumb with files and folder names; however I felt like it was worth mentioning, and probably would be a good idea to disallow such project names (or tweak how they are handled internally)",1,project name with dot at the end causes folder lockup on windows godot version both and alpha that i tried so far os device including version windows professional bit issue description saving a project that ends with a dot on windows will result in some locations e g the user directory to be treated as corrupted paths and become unavailable and unremovable steps to reproduce start a new project save project with a name that ends with a dot notice how if you try to write read to user gdscript will quietly fail with such errors e condition f is true core bind core bind cpp store var game gd savetofile game gd save slotdata game gd save game game gd ready navigate to appdata godot app userdata and notice your folder naturally i don t think this is strictly godot s fault rather windows for being dumb with files and folder names however i felt like it was worth mentioning and probably would be a good idea to disallow such project names or tweak how they are handled internally ,1 20458,15531381908.0,IssuesEvent,2021-03-13 23:20:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changing Editor Settings Asset library URLS doesn't update editor,bug topic:assetlib topic:editor usability,"**Godot version:** 3.2.4-rc5 **OS/device including version:** N/A **Issue description:** I change asset library urls in editor settings, but the editor dropdown is not updated. This is because of missing functionality in #45202. Restarting the editor updates with new settings, but this should not require a restart. **Steps to reproduce:** Initial: ![image](https://user-images.githubusercontent.com/22862244/111042148-bfe86400-83f0-11eb-9f6b-eb1d070bece1.png) ![image](https://user-images.githubusercontent.com/22862244/111042198-08078680-83f1-11eb-8b4c-5f25087edd9e.png) Update settings, for example add new entry or modify current entries: ![image](https://user-images.githubusercontent.com/22862244/111042241-41d88d00-83f1-11eb-9ac9-7bbcc194f2ea.png) Editor doesn't update with new ones: ![image](https://user-images.githubusercontent.com/22862244/111042262-66cd0000-83f1-11eb-9b03-765e0adc5c43.png) After editor restart, we see our changes: ![image](https://user-images.githubusercontent.com/22862244/111042300-9a0f8f00-83f1-11eb-9968-3baaee99b7ce.png) **Minimal reproduction project:** New/empty project is all you need. ",True,"Changing Editor Settings Asset library URLS doesn't update editor - **Godot version:** 3.2.4-rc5 **OS/device including version:** N/A **Issue description:** I change asset library urls in editor settings, but the editor dropdown is not updated. This is because of missing functionality in #45202. Restarting the editor updates with new settings, but this should not require a restart. **Steps to reproduce:** Initial: ![image](https://user-images.githubusercontent.com/22862244/111042148-bfe86400-83f0-11eb-9f6b-eb1d070bece1.png) ![image](https://user-images.githubusercontent.com/22862244/111042198-08078680-83f1-11eb-8b4c-5f25087edd9e.png) Update settings, for example add new entry or modify current entries: ![image](https://user-images.githubusercontent.com/22862244/111042241-41d88d00-83f1-11eb-9ac9-7bbcc194f2ea.png) Editor doesn't update with new ones: ![image](https://user-images.githubusercontent.com/22862244/111042262-66cd0000-83f1-11eb-9b03-765e0adc5c43.png) After editor restart, we see our changes: ![image](https://user-images.githubusercontent.com/22862244/111042300-9a0f8f00-83f1-11eb-9968-3baaee99b7ce.png) **Minimal reproduction project:** New/empty project is all you need. ",1,changing editor settings asset library urls doesn t update editor godot version os device including version n a issue description i change asset library urls in editor settings but the editor dropdown is not updated this is because of missing functionality in restarting the editor updates with new settings but this should not require a restart steps to reproduce initial update settings for example add new entry or modify current entries editor doesn t update with new ones after editor restart we see our changes minimal reproduction project new empty project is all you need ,1 198262,22621069738.0,IssuesEvent,2022-06-30 06:23:41,ioana-nicolae/keycloak,https://api.github.com/repos/ioana-nicolae/keycloak,opened,"CVE-2020-36518 (High) detected in jackson-databind-2.12.1.jar, jackson-databind-2.10.5.jar",security vulnerability,"## CVE-2020-36518 - High Severity Vulnerability
Vulnerable Libraries - jackson-databind-2.12.1.jar, jackson-databind-2.10.5.jar

jackson-databind-2.12.1.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: /quarkus/deployment/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.12.1/jackson-databind-2.12.1.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.12.1/jackson-databind-2.12.1.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.12.1/jackson-databind-2.12.1.jar

Dependency Hierarchy: - quarkus-vertx-1.12.2.Final.jar (Root Library) - quarkus-jackson-1.12.2.Final.jar - :x: **jackson-databind-2.12.1.jar** (Vulnerable Library)

jackson-databind-2.10.5.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: /adapters/oidc/tomcat/tomcat7/pom.xml

Path to vulnerable library: /2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind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Dependency Hierarchy: - :x: **jackson-databind-2.10.5.jar** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

jackson-databind before 2.13.0 allows a Java StackOverflow exception and denial of service via a large depth of nested objects. Mend Note: After conducting further research, Mend has determined that all versions of com.fasterxml.jackson.core:jackson-databind up to version 2.13.2 are vulnerable to CVE-2020-36518.

Publish Date: 2022-03-11

URL: CVE-2020-36518

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Release Date: 2022-03-11

Fix Resolution (com.fasterxml.jackson.core:jackson-databind): 2.12.6.1

Direct dependency fix Resolution (io.quarkus:quarkus-vertx): 2.5.0.Final

*** :rescue_worker_helmet: Automatic Remediation is available for this issue",True,"CVE-2020-36518 (High) detected in jackson-databind-2.12.1.jar, jackson-databind-2.10.5.jar - ## CVE-2020-36518 - High Severity Vulnerability
Vulnerable Libraries - jackson-databind-2.12.1.jar, jackson-databind-2.10.5.jar

jackson-databind-2.12.1.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: /quarkus/deployment/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.12.1/jackson-databind-2.12.1.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.12.1/jackson-databind-2.12.1.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.12.1/jackson-databind-2.12.1.jar

Dependency Hierarchy: - quarkus-vertx-1.12.2.Final.jar (Root Library) - quarkus-jackson-1.12.2.Final.jar - :x: **jackson-databind-2.12.1.jar** (Vulnerable Library)

jackson-databind-2.10.5.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: /adapters/oidc/tomcat/tomcat7/pom.xml

Path to vulnerable library: /2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.10.5/jackson-databind-2.10.5.jar

Dependency Hierarchy: - :x: **jackson-databind-2.10.5.jar** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

jackson-databind before 2.13.0 allows a Java StackOverflow exception and denial of service via a large depth of nested objects. Mend Note: After conducting further research, Mend has determined that all versions of com.fasterxml.jackson.core:jackson-databind up to version 2.13.2 are vulnerable to CVE-2020-36518.

Publish Date: 2022-03-11

URL: CVE-2020-36518

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Release Date: 2022-03-11

Fix Resolution (com.fasterxml.jackson.core:jackson-databind): 2.12.6.1

Direct dependency fix Resolution (io.quarkus:quarkus-vertx): 2.5.0.Final

*** :rescue_worker_helmet: Automatic Remediation is available for this issue",0,cve high detected in jackson databind jar jackson databind jar cve high severity vulnerability vulnerable libraries jackson databind jar jackson databind jar jackson databind jar general data binding functionality for jackson works on core streaming api library home page a href path to dependency file quarkus deployment pom xml path to vulnerable library home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar dependency hierarchy quarkus vertx final jar root library quarkus jackson final jar x jackson databind jar vulnerable library jackson databind jar general data binding functionality for jackson works on core streaming api library home page a href path to dependency file adapters oidc tomcat pom xml path to vulnerable library repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar dependency hierarchy x jackson databind jar vulnerable library found in base branch master vulnerability details jackson databind before allows a java stackoverflow exception and denial of service via a large depth of nested objects mend note after conducting further research mend has determined that all versions of com fasterxml jackson core jackson databind up to version are vulnerable to cve publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version release date fix resolution com fasterxml jackson core jackson databind direct dependency fix resolution io quarkus quarkus vertx final rescue worker helmet automatic remediation is available for this issue,0 594,2587757247.0,IssuesEvent,2015-02-17 20:28:40,manjaro/manjaro-tools,https://api.github.com/repos/manjaro/manjaro-tools,closed,Ideas for abs and manjaro tree merge?,buildtree enhancement,"I think we need a merge strategy for the abs/manjaro git repos. Ideally, we end up with binary repo names for the merged git trees. Perhaps create local branches?",1.0,"Ideas for abs and manjaro tree merge? - I think we need a merge strategy for the abs/manjaro git repos. Ideally, we end up with binary repo names for the merged git trees. Perhaps create local branches?",0,ideas for abs and manjaro tree merge i think we need a merge strategy for the abs manjaro git repos ideally we end up with binary repo names for the merged git trees perhaps create local branches ,0 22657,19900271104.0,IssuesEvent,2022-01-25 06:55:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[C#] Type safe return types for PhysicsDirectSpaceState API,enhancement usability topic:mono,"**Godot version:** `master` / 2ff31badaff **OS/device including version:** _Manjaro Linux 17.1_ **Issue description:** Currently, all methods of `PhysicsDirectSpaceState` API have generic return type like `object` or `Dictionary` in C#, which better be changed to something more specific to prevent potential mistakes.",True,"[C#] Type safe return types for PhysicsDirectSpaceState API - **Godot version:** `master` / 2ff31badaff **OS/device including version:** _Manjaro Linux 17.1_ **Issue description:** Currently, all methods of `PhysicsDirectSpaceState` API have generic return type like `object` or `Dictionary` in C#, which better be changed to something more specific to prevent potential mistakes.",1, type safe return types for physicsdirectspacestate api godot version master os device including version manjaro linux issue description currently all methods of physicsdirectspacestate api have generic return type like object or dictionary in c which better be changed to something more specific to prevent potential mistakes ,1 64633,14672765370.0,IssuesEvent,2020-12-30 11:25:01,LalithK90/samarasingheSuper,https://api.github.com/repos/LalithK90/samarasingheSuper,closed,CVE-2017-18640 (High) detected in snakeyaml-1.25.jar,security vulnerability,"## CVE-2017-18640 - High Severity Vulnerability
Vulnerable Library - snakeyaml-1.25.jar

YAML 1.1 parser and emitter for Java

Library home page: http://www.snakeyaml.org

Path to dependency file: samarasingheSuper/build.gradle

Path to vulnerable library: /tmp/ws-ua_20201230104332_DFFJGD/downloadResource_NLSSLN/20201230104403/snakeyaml-1.25.jar

Dependency Hierarchy: - spring-boot-starter-aop-2.2.4.RELEASE.jar (Root Library) - spring-boot-starter-2.2.4.RELEASE.jar - :x: **snakeyaml-1.25.jar** (Vulnerable Library)

Found in HEAD commit: c4ec427a64061e4ceeb9d5783605941ae2cd2611

Found in base branch: master

Vulnerability Details

The Alias feature in SnakeYAML 1.18 allows entity expansion during a load operation, a related issue to CVE-2003-1564.

Publish Date: 2019-12-12

URL: CVE-2017-18640

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2017-18640

Release Date: 2019-12-12

Fix Resolution: org.yaml:snakeyaml:1.26

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2017-18640 (High) detected in snakeyaml-1.25.jar - ## CVE-2017-18640 - High Severity Vulnerability
Vulnerable Library - snakeyaml-1.25.jar

YAML 1.1 parser and emitter for Java

Library home page: http://www.snakeyaml.org

Path to dependency file: samarasingheSuper/build.gradle

Path to vulnerable library: /tmp/ws-ua_20201230104332_DFFJGD/downloadResource_NLSSLN/20201230104403/snakeyaml-1.25.jar

Dependency Hierarchy: - spring-boot-starter-aop-2.2.4.RELEASE.jar (Root Library) - spring-boot-starter-2.2.4.RELEASE.jar - :x: **snakeyaml-1.25.jar** (Vulnerable Library)

Found in HEAD commit: c4ec427a64061e4ceeb9d5783605941ae2cd2611

Found in base branch: master

Vulnerability Details

The Alias feature in SnakeYAML 1.18 allows entity expansion during a load operation, a related issue to CVE-2003-1564.

Publish Date: 2019-12-12

URL: CVE-2017-18640

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2017-18640

Release Date: 2019-12-12

Fix Resolution: org.yaml:snakeyaml:1.26

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in snakeyaml jar cve high severity vulnerability vulnerable library snakeyaml jar yaml parser and emitter for java library home page a href path to dependency file samarasinghesuper build gradle path to vulnerable library tmp ws ua dffjgd downloadresource nlssln snakeyaml jar dependency hierarchy spring boot starter aop release jar root library spring boot starter release jar x snakeyaml jar vulnerable library found in head commit a href found in base branch master vulnerability details the alias feature in snakeyaml allows entity expansion during a load operation a related issue to cve publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution org yaml snakeyaml step up your open source security game with whitesource ,0 178286,21509354372.0,IssuesEvent,2022-04-28 01:31:56,bsbtd/Teste,https://api.github.com/repos/bsbtd/Teste,closed,CVE-2018-14719 (High) detected in jackson-databind-2.9.5.jar - autoclosed,security vulnerability,"## CVE-2018-14719 - High Severity Vulnerability
Vulnerable Library - jackson-databind-2.9.5.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: Teste/liferay-portal/modules/etl/talend/talend-common/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.5/jackson-databind-2.9.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.5/jackson-databind-2.9.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.5/jackson-databind-2.9.5.jar

Dependency Hierarchy: - components-api-0.25.3.jar (Root Library) - daikon-0.27.0.jar - :x: **jackson-databind-2.9.5.jar** (Vulnerable Library)

Found in HEAD commit: 64dde89c50c07496423c4d4a865f2e16b92399ad

Vulnerability Details

FasterXML jackson-databind 2.x before 2.9.7 might allow remote attackers to execute arbitrary code by leveraging failure to block the blaze-ds-opt and blaze-ds-core classes from polymorphic deserialization.

Publish Date: 2019-01-02

URL: CVE-2018-14719

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://nvd.nist.gov/vuln/detail/CVE-2018-14719

Release Date: 2019-01-02

Fix Resolution: 2.9.7

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2018-14719 (High) detected in jackson-databind-2.9.5.jar - autoclosed - ## CVE-2018-14719 - High Severity Vulnerability
Vulnerable Library - jackson-databind-2.9.5.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: Teste/liferay-portal/modules/etl/talend/talend-common/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.5/jackson-databind-2.9.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.5/jackson-databind-2.9.5.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.5/jackson-databind-2.9.5.jar

Dependency Hierarchy: - components-api-0.25.3.jar (Root Library) - daikon-0.27.0.jar - :x: **jackson-databind-2.9.5.jar** (Vulnerable Library)

Found in HEAD commit: 64dde89c50c07496423c4d4a865f2e16b92399ad

Vulnerability Details

FasterXML jackson-databind 2.x before 2.9.7 might allow remote attackers to execute arbitrary code by leveraging failure to block the blaze-ds-opt and blaze-ds-core classes from polymorphic deserialization.

Publish Date: 2019-01-02

URL: CVE-2018-14719

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://nvd.nist.gov/vuln/detail/CVE-2018-14719

Release Date: 2019-01-02

Fix Resolution: 2.9.7

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in jackson databind jar autoclosed cve high severity vulnerability vulnerable library jackson databind jar general data binding functionality for jackson works on core streaming api library home page a href path to dependency file teste liferay portal modules etl talend talend common pom xml path to vulnerable library home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar dependency hierarchy components api jar root library daikon jar x jackson databind jar vulnerable library found in head commit a href vulnerability details fasterxml jackson databind x before might allow remote attackers to execute arbitrary code by leveraging failure to block the blaze ds opt and blaze ds core classes from polymorphic deserialization publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution step up your open source security game with whitesource ,0 24710,24179786321.0,IssuesEvent,2022-09-23 07:46:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scene creation dialog detects some root names as invalid when it shouldn't,bug topic:editor good first issue usability,"### Godot version 34e28f2 ### System information Windows 10 x64 ### Issue description ![image](https://user-images.githubusercontent.com/2223172/191263372-21016e83-9f1a-4350-adac-7f93a034ff3a.png) 1 is a valid node name, but the dialog doesn't let you use it. IIRC it uses `is_valid_identifier()` function to check that, but node names have less strict rules than identifiers. A different function should be used. ### Steps to reproduce 1. Right-click in filesystem dock 2. New Scene 3. Start Root Name with number ### Minimal reproduction project _No response_",True,"Scene creation dialog detects some root names as invalid when it shouldn't - ### Godot version 34e28f2 ### System information Windows 10 x64 ### Issue description ![image](https://user-images.githubusercontent.com/2223172/191263372-21016e83-9f1a-4350-adac-7f93a034ff3a.png) 1 is a valid node name, but the dialog doesn't let you use it. IIRC it uses `is_valid_identifier()` function to check that, but node names have less strict rules than identifiers. A different function should be used. ### Steps to reproduce 1. Right-click in filesystem dock 2. New Scene 3. Start Root Name with number ### Minimal reproduction project _No response_",1,scene creation dialog detects some root names as invalid when it shouldn t godot version system information windows issue description is a valid node name but the dialog doesn t let you use it iirc it uses is valid identifier function to check that but node names have less strict rules than identifiers a different function should be used steps to reproduce right click in filesystem dock new scene start root name with number minimal reproduction project no response ,1 56491,23796119982.0,IssuesEvent,2022-09-02 19:55:35,aws-amplify/amplify-js,https://api.github.com/repos/aws-amplify/amplify-js,closed,MFA Enable/Disable using setUserMfaPreference doesn't sync with AWS cognito,bug good first issue Auth Service Team amazon-cognito-identity-js,"### Before opening, please confirm: - [X] I have [searched for duplicate or closed issues](https://github.com/aws-amplify/amplify-js/issues?q=is%3Aissue+) and [discussions](https://github.com/aws-amplify/amplify-js/discussions). - [X] I have read the guide for [submitting bug reports](https://github.com/aws-amplify/amplify-js/blob/main/CONTRIBUTING.md#bug-reports). - [X] I have done my best to include a minimal, self-contained set of instructions for consistently reproducing the issue. ### JavaScript Framework React ### Amplify APIs Not applicable ### Amplify Categories _No response_ ### Environment information
``` System: OS: Windows 10 10.0.19044 CPU: (8) x64 11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz Memory: 3.22 GB / 15.76 GB Binaries: Node: 14.15.3 - C:\Program Files\nodejs\node.EXE npm: 6.14.9 - C:\Program Files\nodejs\npm.CMD Browsers: Edge: Spartan (44.19041.1266.0), Chromium (102.0.1245.44) Internet Explorer: 11.0.19041.1566 npmPackages: @babel/code-frame: ^7.10.4 => 7.16.7 (7.5.5) @babel/core: ^7.3.4 => 7.17.10 @babel/plugin-proposal-class-properties: ^7.3.4 => 7.16.7 @babel/plugin-proposal-nullish-coalescing-operator: ^7.10.1 => 7.16.7 @babel/plugin-proposal-object-rest-spread: ^7.10.1 => 7.17.3 @babel/plugin-proposal-optional-chaining: ^7.10.1 => 7.16.7 @babel/preset-env: ^7.10.2 => 7.17.10 @babel/preset-react: ^7.10.1 => 7.16.7 @date-io/date-fns: ^1.3.13 => 1.3.13 @hookform/resolvers: ^0.1.0 => 0.1.1 @material-ui/core: ^4.11.3 => 4.12.4 @material-ui/icons: ^4.11.2 => 4.11.3 @material-ui/lab: ^4.0.0-alpha.57 => 4.0.0-alpha.61 @material-ui/pickers: ^3.2.10 => 3.3.10 @storybook/addon-actions: ^5.3.19 => 5.3.21 @storybook/addon-console: ^1.2.1 => 1.2.3 @storybook/addon-knobs: ^5.3.19 => 5.3.21 @storybook/addon-links: ^5.3.19 => 5.3.21 @storybook/addon-storysource: ^5.3.19 => 5.3.21 @storybook/addons: ^5.3.19 => 5.3.22 (5.3.21) @storybook/react: ^5.3.19 => 5.3.21 @storybook/theming: ^5.3.19 => 5.3.22 (5.3.21) @testing-library/react: ^10.4.3 => 10.4.9 @wojtekmaj/react-daterange-picker: ^3.1.0 => 3.4.0 amazon-cognito-identity-js: ^4.5.7 => 4.6.3 axios: ^0.18.1 => 0.18.1 babel-eslint: ^10.1.0 => 10.1.0 babel-jest: ^26.0.1 => 26.6.3 babel-loader: ^8.0.5 => 8.2.5 bootstrap: ^4.5.3 => 4.6.1 copy-webpack-plugin: ^6.0.2 => 6.4.1 cross-env: ^7.0.2 => 7.0.3 css-loader: ^2.1.1 => 2.1.1 (3.6.0) custom-env: ^2.0.1 => 2.0.1 date-fns: ^2.16.1 => 2.28.0 demo: 1.0.1 eslint: ^5.16.0 => 5.16.0 eslint-config-airbnb: ^18.2.0 => 18.2.1 eslint-config-prettier: ^6.11.0 => 6.15.0 eslint-import-resolver-alias: ^1.1.2 => 1.1.2 eslint-plugin-import: ^2.22.1 => 2.26.0 eslint-plugin-jsx-a11y: ^6.3.1 => 6.5.1 eslint-plugin-react: ^7.21.2 => 7.29.4 eslint-plugin-react-hooks: ^1.7.0 => 1.7.0 file-loader: ^6.2.0 => 6.2.0 (4.3.0) html-webpack-plugin: ^4.3.0 => 4.5.2 image-webpack-loader: ^6.0.0 => 6.0.0 jest: ^26.0.1 => 26.6.3 jsonwebtoken: ^8.5.1 => 8.5.1 mini-css-extract-plugin: ^0.7.0 => 0.7.0 moment: ^2.29.1 => 2.29.3 node-sass: ^4.14.1 => 4.14.1 npm-run-all: ^4.1.5 => 4.1.5 prop-types: ^15.7.2 => 15.8.1 react: ^16.8.4 => 16.14.0 react-bootstrap: ^1.4.0 => 1.6.4 react-bootstrap/AbstractNav: undefined () react-bootstrap/AbstractNavItem: undefined () react-bootstrap/Accordion: undefined () react-bootstrap/AccordionCollapse: undefined () react-bootstrap/AccordionContext: undefined () react-bootstrap/AccordionToggle: undefined () react-bootstrap/Alert: undefined () react-bootstrap/Badge: undefined () react-bootstrap/BootstrapModalManager: undefined () react-bootstrap/Breadcrumb: undefined () react-bootstrap/BreadcrumbItem: undefined () react-bootstrap/Button: undefined () react-bootstrap/ButtonGroup: undefined () react-bootstrap/ButtonToolbar: undefined () react-bootstrap/Card: undefined () react-bootstrap/CardColumns: undefined () react-bootstrap/CardContext: undefined () react-bootstrap/CardDeck: undefined () react-bootstrap/CardGroup: undefined () react-bootstrap/CardImg: undefined () react-bootstrap/Carousel: undefined () react-bootstrap/CarouselCaption: undefined () react-bootstrap/CarouselItem: undefined () react-bootstrap/CloseButton: undefined () react-bootstrap/Col: undefined () react-bootstrap/Collapse: undefined () react-bootstrap/Container: undefined () react-bootstrap/Dropdown: undefined () react-bootstrap/DropdownButton: undefined () react-bootstrap/DropdownItem: undefined () react-bootstrap/DropdownMenu: undefined () react-bootstrap/DropdownToggle: undefined () react-bootstrap/ElementChildren: undefined () react-bootstrap/Fade: undefined () react-bootstrap/Feedback: undefined () react-bootstrap/Figure: undefined () react-bootstrap/FigureCaption: undefined () react-bootstrap/FigureImage: undefined () react-bootstrap/Form: undefined () react-bootstrap/FormCheck: undefined () react-bootstrap/FormCheckInput: undefined () react-bootstrap/FormCheckLabel: undefined () react-bootstrap/FormContext: undefined () react-bootstrap/FormControl: undefined () react-bootstrap/FormFile: undefined () react-bootstrap/FormFileInput: undefined () react-bootstrap/FormFileLabel: undefined () react-bootstrap/FormGroup: undefined () react-bootstrap/FormLabel: undefined () react-bootstrap/FormText: undefined () react-bootstrap/Image: undefined () react-bootstrap/InputGroup: undefined () react-bootstrap/Jumbotron: undefined () react-bootstrap/ListGroup: undefined () react-bootstrap/ListGroupItem: undefined () react-bootstrap/Media: undefined () react-bootstrap/Modal: undefined () react-bootstrap/ModalBody: undefined () react-bootstrap/ModalContext: undefined () react-bootstrap/ModalDialog: undefined () react-bootstrap/ModalFooter: undefined () react-bootstrap/ModalHeader: undefined () react-bootstrap/ModalTitle: undefined () react-bootstrap/Nav: undefined () react-bootstrap/NavContext: undefined () react-bootstrap/NavDropdown: undefined () react-bootstrap/NavItem: undefined () react-bootstrap/NavLink: undefined () react-bootstrap/Navbar: undefined () react-bootstrap/NavbarBrand: undefined () react-bootstrap/NavbarCollapse: undefined () react-bootstrap/NavbarContext: undefined () react-bootstrap/NavbarToggle: undefined () react-bootstrap/Overlay: undefined () react-bootstrap/OverlayTrigger: undefined () react-bootstrap/PageItem: undefined () react-bootstrap/Pagination: undefined () react-bootstrap/Popover: undefined () react-bootstrap/PopoverContent: undefined () react-bootstrap/PopoverTitle: undefined () react-bootstrap/ProgressBar: undefined () react-bootstrap/ResponsiveEmbed: undefined () react-bootstrap/Row: undefined () react-bootstrap/SafeAnchor: undefined () react-bootstrap/SelectableContext: undefined () react-bootstrap/Spinner: undefined () react-bootstrap/SplitButton: undefined () react-bootstrap/Switch: undefined () react-bootstrap/Tab: undefined () react-bootstrap/TabContainer: undefined () react-bootstrap/TabContent: undefined () react-bootstrap/TabContext: undefined () react-bootstrap/TabPane: undefined () react-bootstrap/Table: undefined () react-bootstrap/Tabs: undefined () react-bootstrap/ThemeProvider: undefined () react-bootstrap/Toast: undefined () react-bootstrap/ToastBody: undefined () react-bootstrap/ToastContext: undefined () react-bootstrap/ToastHeader: undefined () react-bootstrap/ToggleButton: undefined () react-bootstrap/ToggleButtonGroup: undefined () react-bootstrap/Tooltip: undefined () react-bootstrap/createChainedFunction: undefined () react-bootstrap/createWithBsPrefix: undefined () react-bootstrap/divWithClassName: undefined () react-bootstrap/helpers: undefined () react-bootstrap/transitionEndListener: undefined () react-bootstrap/triggerBrowserReflow: undefined () react-bootstrap/types: undefined () react-bootstrap/usePopperMarginModifiers: undefined () react-bootstrap/useWrappedRefWithWarning: undefined () react-csv: ^2.0.3 => 2.2.2 react-date-picker: ^8.1.1 => 8.4.0 react-dom: ^16.8.4 => 16.14.0 react-ga4: ^1.0.2 => 1.4.1 react-hook-form: ^6.13.1 => 6.15.8 react-icons: ^4.3.1 => 4.3.1 react-iframe: ^1.8.0 => 1.8.0 react-infinite-scroller: ^1.2.4 => 1.2.6 react-phone-input-2: ^2.15.0 => 2.15.0 react-pro-sidebar: ^0.5.0 => 0.5.0 react-router-dom: ^5.2.0 => 5.3.1 react-test-renderer: ^16.13.1 => 16.14.0 react-to-print: ^2.12.6 => 2.14.7 reactjs-popup: ^2.0.5 => 2.0.5 redux: ^4.0.5 => 4.2.0 sass-loader: ^7.1.0 => 7.3.1 style-loader: ^1.2.1 => 1.3.0 styled-components: ^5.3.0 => 5.3.5 styled-components/macro: undefined () styled-components/native: undefined () styled-components/primitives: undefined () url-loader: ^4.1.1 => 4.1.1 (2.3.0) webpack: ^4.29.6 => 4.46.0 webpack-cli: ^3.3.12 => 3.3.12 webpack-dev-server: ^3.2.1 => 3.11.3 yup: ^0.32.8 => 0.32.11 npmGlobalPackages: expo-cli: 5.3.1 mirror-config-china: 2.5.1 node-sass: 7.0.1 react-native: 0.68.1 ```
### Describe the bug We have a cognito user pool which has MFA as optional. When we enable the MFA through React web application for a user through the SDK(using setUserMfaPreference method), the status in AWS console is not reflecting the same. The console UI doesn't have any effect. It always shows as disabled. Also when we disable MFA for the same user from AWS cognito, UI the frontend application still persist the previous status(enabled) and prompt the user for MFA code . ### Expected behavior Whenever the user Enable/Disable the MFA Status using this SDK, AWS Cognito userpool should reflect the changes in MFA Status section. ### Reproduction steps 1. Install package (npm i amazon-cognito-identity-js) 2. signUp a user with email, password (signUp) 3. Add a mobile number for that user and verify the mobile number (updateAttributes & getAttributeVerificationCode) 4. Once verified, Enable the MFA (setUserMfaPreference) 5. Try login for this user, it will ask MFA code. 6. Now login into AWS and open the user profile in cognito user pool 7. MFA status will be shown as disabled ### Code Snippet ```js var smsMfaSettings = { PreferredMfa: true, Enabled: true, }; cognitoUser.setUserMfaPreference(smsMfaSettings, null, function(err, result) { if (err) { console.log(err); return; } console.log(result); return result; }) ``` ### Log output ### aws-exports.js _No response_ ### Manual configuration _No response_ ### Additional configuration _No response_ ### Mobile Device _No response_ ### Mobile Operating System _No response_ ### Mobile Browser Chrome ### Mobile Browser Version _No response_ ### Additional information and screenshots _No response_",1.0,"MFA Enable/Disable using setUserMfaPreference doesn't sync with AWS cognito - ### Before opening, please confirm: - [X] I have [searched for duplicate or closed issues](https://github.com/aws-amplify/amplify-js/issues?q=is%3Aissue+) and [discussions](https://github.com/aws-amplify/amplify-js/discussions). - [X] I have read the guide for [submitting bug reports](https://github.com/aws-amplify/amplify-js/blob/main/CONTRIBUTING.md#bug-reports). - [X] I have done my best to include a minimal, self-contained set of instructions for consistently reproducing the issue. ### JavaScript Framework React ### Amplify APIs Not applicable ### Amplify Categories _No response_ ### Environment information
``` System: OS: Windows 10 10.0.19044 CPU: (8) x64 11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz Memory: 3.22 GB / 15.76 GB Binaries: Node: 14.15.3 - C:\Program Files\nodejs\node.EXE npm: 6.14.9 - C:\Program Files\nodejs\npm.CMD Browsers: Edge: Spartan (44.19041.1266.0), Chromium (102.0.1245.44) Internet Explorer: 11.0.19041.1566 npmPackages: @babel/code-frame: ^7.10.4 => 7.16.7 (7.5.5) @babel/core: ^7.3.4 => 7.17.10 @babel/plugin-proposal-class-properties: ^7.3.4 => 7.16.7 @babel/plugin-proposal-nullish-coalescing-operator: ^7.10.1 => 7.16.7 @babel/plugin-proposal-object-rest-spread: ^7.10.1 => 7.17.3 @babel/plugin-proposal-optional-chaining: ^7.10.1 => 7.16.7 @babel/preset-env: ^7.10.2 => 7.17.10 @babel/preset-react: ^7.10.1 => 7.16.7 @date-io/date-fns: ^1.3.13 => 1.3.13 @hookform/resolvers: ^0.1.0 => 0.1.1 @material-ui/core: ^4.11.3 => 4.12.4 @material-ui/icons: ^4.11.2 => 4.11.3 @material-ui/lab: ^4.0.0-alpha.57 => 4.0.0-alpha.61 @material-ui/pickers: ^3.2.10 => 3.3.10 @storybook/addon-actions: ^5.3.19 => 5.3.21 @storybook/addon-console: ^1.2.1 => 1.2.3 @storybook/addon-knobs: ^5.3.19 => 5.3.21 @storybook/addon-links: ^5.3.19 => 5.3.21 @storybook/addon-storysource: ^5.3.19 => 5.3.21 @storybook/addons: ^5.3.19 => 5.3.22 (5.3.21) @storybook/react: ^5.3.19 => 5.3.21 @storybook/theming: ^5.3.19 => 5.3.22 (5.3.21) @testing-library/react: ^10.4.3 => 10.4.9 @wojtekmaj/react-daterange-picker: ^3.1.0 => 3.4.0 amazon-cognito-identity-js: ^4.5.7 => 4.6.3 axios: ^0.18.1 => 0.18.1 babel-eslint: ^10.1.0 => 10.1.0 babel-jest: ^26.0.1 => 26.6.3 babel-loader: ^8.0.5 => 8.2.5 bootstrap: ^4.5.3 => 4.6.1 copy-webpack-plugin: ^6.0.2 => 6.4.1 cross-env: ^7.0.2 => 7.0.3 css-loader: ^2.1.1 => 2.1.1 (3.6.0) custom-env: ^2.0.1 => 2.0.1 date-fns: ^2.16.1 => 2.28.0 demo: 1.0.1 eslint: ^5.16.0 => 5.16.0 eslint-config-airbnb: ^18.2.0 => 18.2.1 eslint-config-prettier: ^6.11.0 => 6.15.0 eslint-import-resolver-alias: ^1.1.2 => 1.1.2 eslint-plugin-import: ^2.22.1 => 2.26.0 eslint-plugin-jsx-a11y: ^6.3.1 => 6.5.1 eslint-plugin-react: ^7.21.2 => 7.29.4 eslint-plugin-react-hooks: ^1.7.0 => 1.7.0 file-loader: ^6.2.0 => 6.2.0 (4.3.0) html-webpack-plugin: ^4.3.0 => 4.5.2 image-webpack-loader: ^6.0.0 => 6.0.0 jest: ^26.0.1 => 26.6.3 jsonwebtoken: ^8.5.1 => 8.5.1 mini-css-extract-plugin: ^0.7.0 => 0.7.0 moment: ^2.29.1 => 2.29.3 node-sass: ^4.14.1 => 4.14.1 npm-run-all: ^4.1.5 => 4.1.5 prop-types: ^15.7.2 => 15.8.1 react: ^16.8.4 => 16.14.0 react-bootstrap: ^1.4.0 => 1.6.4 react-bootstrap/AbstractNav: undefined () react-bootstrap/AbstractNavItem: undefined () react-bootstrap/Accordion: undefined () react-bootstrap/AccordionCollapse: undefined () react-bootstrap/AccordionContext: undefined () react-bootstrap/AccordionToggle: undefined () react-bootstrap/Alert: undefined () react-bootstrap/Badge: undefined () react-bootstrap/BootstrapModalManager: undefined () react-bootstrap/Breadcrumb: undefined () react-bootstrap/BreadcrumbItem: undefined () react-bootstrap/Button: undefined () react-bootstrap/ButtonGroup: undefined () react-bootstrap/ButtonToolbar: undefined () react-bootstrap/Card: undefined () react-bootstrap/CardColumns: undefined () react-bootstrap/CardContext: undefined () react-bootstrap/CardDeck: undefined () react-bootstrap/CardGroup: undefined () react-bootstrap/CardImg: undefined () react-bootstrap/Carousel: undefined () react-bootstrap/CarouselCaption: undefined () react-bootstrap/CarouselItem: undefined () react-bootstrap/CloseButton: undefined () react-bootstrap/Col: undefined () react-bootstrap/Collapse: undefined () react-bootstrap/Container: undefined () react-bootstrap/Dropdown: undefined () react-bootstrap/DropdownButton: undefined () react-bootstrap/DropdownItem: undefined () react-bootstrap/DropdownMenu: undefined () react-bootstrap/DropdownToggle: undefined () react-bootstrap/ElementChildren: undefined () react-bootstrap/Fade: undefined () react-bootstrap/Feedback: undefined () react-bootstrap/Figure: undefined () react-bootstrap/FigureCaption: undefined () react-bootstrap/FigureImage: undefined () react-bootstrap/Form: undefined () react-bootstrap/FormCheck: undefined () react-bootstrap/FormCheckInput: undefined () react-bootstrap/FormCheckLabel: undefined () react-bootstrap/FormContext: undefined () react-bootstrap/FormControl: undefined () react-bootstrap/FormFile: undefined () react-bootstrap/FormFileInput: undefined () react-bootstrap/FormFileLabel: undefined () react-bootstrap/FormGroup: undefined () react-bootstrap/FormLabel: undefined () react-bootstrap/FormText: undefined () react-bootstrap/Image: undefined () react-bootstrap/InputGroup: undefined () react-bootstrap/Jumbotron: undefined () react-bootstrap/ListGroup: undefined () react-bootstrap/ListGroupItem: undefined () react-bootstrap/Media: undefined () react-bootstrap/Modal: undefined () react-bootstrap/ModalBody: undefined () react-bootstrap/ModalContext: undefined () react-bootstrap/ModalDialog: undefined () react-bootstrap/ModalFooter: undefined () react-bootstrap/ModalHeader: undefined () react-bootstrap/ModalTitle: undefined () react-bootstrap/Nav: undefined () react-bootstrap/NavContext: undefined () react-bootstrap/NavDropdown: undefined () react-bootstrap/NavItem: undefined () react-bootstrap/NavLink: undefined () react-bootstrap/Navbar: undefined () react-bootstrap/NavbarBrand: undefined () react-bootstrap/NavbarCollapse: undefined () react-bootstrap/NavbarContext: undefined () react-bootstrap/NavbarToggle: undefined () react-bootstrap/Overlay: undefined () react-bootstrap/OverlayTrigger: undefined () react-bootstrap/PageItem: undefined () react-bootstrap/Pagination: undefined () react-bootstrap/Popover: undefined () react-bootstrap/PopoverContent: undefined () react-bootstrap/PopoverTitle: undefined () react-bootstrap/ProgressBar: undefined () react-bootstrap/ResponsiveEmbed: undefined () react-bootstrap/Row: undefined () react-bootstrap/SafeAnchor: undefined () react-bootstrap/SelectableContext: undefined () react-bootstrap/Spinner: undefined () react-bootstrap/SplitButton: undefined () react-bootstrap/Switch: undefined () react-bootstrap/Tab: undefined () react-bootstrap/TabContainer: undefined () react-bootstrap/TabContent: undefined () react-bootstrap/TabContext: undefined () react-bootstrap/TabPane: undefined () react-bootstrap/Table: undefined () react-bootstrap/Tabs: undefined () react-bootstrap/ThemeProvider: undefined () react-bootstrap/Toast: undefined () react-bootstrap/ToastBody: undefined () react-bootstrap/ToastContext: undefined () react-bootstrap/ToastHeader: undefined () react-bootstrap/ToggleButton: undefined () react-bootstrap/ToggleButtonGroup: undefined () react-bootstrap/Tooltip: undefined () react-bootstrap/createChainedFunction: undefined () react-bootstrap/createWithBsPrefix: undefined () react-bootstrap/divWithClassName: undefined () react-bootstrap/helpers: undefined () react-bootstrap/transitionEndListener: undefined () react-bootstrap/triggerBrowserReflow: undefined () react-bootstrap/types: undefined () react-bootstrap/usePopperMarginModifiers: undefined () react-bootstrap/useWrappedRefWithWarning: undefined () react-csv: ^2.0.3 => 2.2.2 react-date-picker: ^8.1.1 => 8.4.0 react-dom: ^16.8.4 => 16.14.0 react-ga4: ^1.0.2 => 1.4.1 react-hook-form: ^6.13.1 => 6.15.8 react-icons: ^4.3.1 => 4.3.1 react-iframe: ^1.8.0 => 1.8.0 react-infinite-scroller: ^1.2.4 => 1.2.6 react-phone-input-2: ^2.15.0 => 2.15.0 react-pro-sidebar: ^0.5.0 => 0.5.0 react-router-dom: ^5.2.0 => 5.3.1 react-test-renderer: ^16.13.1 => 16.14.0 react-to-print: ^2.12.6 => 2.14.7 reactjs-popup: ^2.0.5 => 2.0.5 redux: ^4.0.5 => 4.2.0 sass-loader: ^7.1.0 => 7.3.1 style-loader: ^1.2.1 => 1.3.0 styled-components: ^5.3.0 => 5.3.5 styled-components/macro: undefined () styled-components/native: undefined () styled-components/primitives: undefined () url-loader: ^4.1.1 => 4.1.1 (2.3.0) webpack: ^4.29.6 => 4.46.0 webpack-cli: ^3.3.12 => 3.3.12 webpack-dev-server: ^3.2.1 => 3.11.3 yup: ^0.32.8 => 0.32.11 npmGlobalPackages: expo-cli: 5.3.1 mirror-config-china: 2.5.1 node-sass: 7.0.1 react-native: 0.68.1 ```
### Describe the bug We have a cognito user pool which has MFA as optional. When we enable the MFA through React web application for a user through the SDK(using setUserMfaPreference method), the status in AWS console is not reflecting the same. The console UI doesn't have any effect. It always shows as disabled. Also when we disable MFA for the same user from AWS cognito, UI the frontend application still persist the previous status(enabled) and prompt the user for MFA code . ### Expected behavior Whenever the user Enable/Disable the MFA Status using this SDK, AWS Cognito userpool should reflect the changes in MFA Status section. ### Reproduction steps 1. Install package (npm i amazon-cognito-identity-js) 2. signUp a user with email, password (signUp) 3. Add a mobile number for that user and verify the mobile number (updateAttributes & getAttributeVerificationCode) 4. Once verified, Enable the MFA (setUserMfaPreference) 5. Try login for this user, it will ask MFA code. 6. Now login into AWS and open the user profile in cognito user pool 7. MFA status will be shown as disabled ### Code Snippet ```js var smsMfaSettings = { PreferredMfa: true, Enabled: true, }; cognitoUser.setUserMfaPreference(smsMfaSettings, null, function(err, result) { if (err) { console.log(err); return; } console.log(result); return result; }) ``` ### Log output ### aws-exports.js _No response_ ### Manual configuration _No response_ ### Additional configuration _No response_ ### Mobile Device _No response_ ### Mobile Operating System _No response_ ### Mobile Browser Chrome ### Mobile Browser Version _No response_ ### Additional information and screenshots _No response_",0,mfa enable disable using setusermfapreference doesn t sync with aws cognito before opening please confirm i have and i have read the guide for i have done my best to include a minimal self contained set of instructions for consistently reproducing the issue javascript framework react amplify apis not applicable amplify categories no response environment information system os windows cpu gen intel r core tm memory gb gb binaries node c program files nodejs node exe npm c program files nodejs npm cmd browsers edge spartan chromium internet explorer npmpackages babel code frame babel core babel plugin proposal class properties babel plugin proposal nullish coalescing operator babel plugin proposal object rest spread babel plugin proposal optional chaining babel preset env babel preset react date io date fns hookform resolvers material ui core material ui icons material ui lab alpha alpha material ui pickers storybook addon actions storybook addon console storybook addon knobs storybook addon links storybook addon storysource storybook addons storybook react storybook theming testing library react wojtekmaj react daterange picker amazon cognito identity js axios babel eslint babel jest babel loader bootstrap copy webpack plugin cross env css loader custom env date fns demo eslint eslint config airbnb eslint config prettier eslint import resolver alias eslint plugin import eslint plugin jsx eslint plugin react eslint plugin react hooks file loader html webpack plugin image webpack loader jest jsonwebtoken mini css extract plugin moment node sass npm run all prop types react react bootstrap react bootstrap abstractnav undefined react bootstrap abstractnavitem undefined react bootstrap accordion undefined react bootstrap accordioncollapse undefined react bootstrap accordioncontext undefined react bootstrap accordiontoggle undefined react bootstrap alert undefined react bootstrap badge undefined react bootstrap bootstrapmodalmanager undefined react bootstrap breadcrumb undefined react bootstrap breadcrumbitem undefined react bootstrap button undefined react bootstrap buttongroup undefined react bootstrap buttontoolbar undefined react bootstrap card undefined react bootstrap cardcolumns undefined react bootstrap cardcontext undefined react bootstrap carddeck undefined react bootstrap cardgroup undefined react bootstrap cardimg undefined react bootstrap carousel undefined react bootstrap carouselcaption undefined react bootstrap carouselitem undefined react bootstrap closebutton undefined react bootstrap col undefined react bootstrap collapse undefined react bootstrap container undefined react bootstrap dropdown undefined react bootstrap dropdownbutton undefined react bootstrap dropdownitem undefined react bootstrap dropdownmenu undefined react bootstrap dropdowntoggle undefined react bootstrap elementchildren undefined react bootstrap fade undefined react bootstrap feedback undefined react bootstrap figure undefined react bootstrap figurecaption undefined react bootstrap figureimage undefined react bootstrap form undefined react bootstrap formcheck undefined react bootstrap formcheckinput undefined react bootstrap formchecklabel undefined react bootstrap formcontext undefined react bootstrap formcontrol undefined react bootstrap formfile undefined react bootstrap formfileinput undefined react bootstrap formfilelabel undefined react bootstrap formgroup undefined react bootstrap formlabel undefined react bootstrap formtext undefined react bootstrap image undefined react bootstrap inputgroup undefined react bootstrap jumbotron undefined react bootstrap listgroup undefined react bootstrap listgroupitem undefined react bootstrap media undefined react bootstrap modal undefined react bootstrap modalbody undefined react bootstrap modalcontext undefined react bootstrap modaldialog undefined react bootstrap modalfooter undefined react bootstrap modalheader undefined react bootstrap modaltitle undefined react bootstrap nav undefined react bootstrap navcontext undefined react bootstrap navdropdown undefined react bootstrap navitem undefined react bootstrap navlink undefined react bootstrap navbar undefined react bootstrap navbarbrand undefined react bootstrap navbarcollapse undefined react bootstrap navbarcontext undefined react bootstrap navbartoggle undefined react bootstrap overlay undefined react bootstrap overlaytrigger undefined react bootstrap pageitem undefined react bootstrap pagination undefined react bootstrap popover undefined react bootstrap popovercontent undefined react bootstrap popovertitle undefined react bootstrap progressbar undefined react bootstrap responsiveembed undefined react bootstrap row undefined react bootstrap safeanchor undefined react bootstrap selectablecontext undefined react bootstrap spinner undefined react bootstrap splitbutton undefined react bootstrap switch undefined react bootstrap tab undefined react bootstrap tabcontainer undefined react bootstrap tabcontent undefined react bootstrap tabcontext undefined react bootstrap tabpane undefined react bootstrap table undefined react bootstrap tabs undefined react bootstrap themeprovider undefined react bootstrap toast undefined react bootstrap toastbody undefined react bootstrap toastcontext undefined react bootstrap toastheader undefined react bootstrap togglebutton undefined react bootstrap togglebuttongroup undefined react bootstrap tooltip undefined react bootstrap createchainedfunction undefined react bootstrap createwithbsprefix undefined react bootstrap divwithclassname undefined react bootstrap helpers undefined react bootstrap transitionendlistener undefined react bootstrap triggerbrowserreflow undefined react bootstrap types undefined react bootstrap usepoppermarginmodifiers undefined react bootstrap usewrappedrefwithwarning undefined react csv react date picker react dom react react hook form react icons react iframe react infinite scroller react phone input react pro sidebar react router dom react test renderer react to print reactjs popup redux sass loader style loader styled components styled components macro undefined styled components native undefined styled components primitives undefined url loader webpack webpack cli webpack dev server yup npmglobalpackages expo cli mirror config china node sass react native describe the bug we have a cognito user pool which has mfa as optional when we enable the mfa through react web application for a user through the sdk using setusermfapreference method the status in aws console is not reflecting the same the console ui doesn t have any effect it always shows as disabled also when we disable mfa for the same user from aws cognito ui the frontend application still persist the previous status enabled and prompt the user for mfa code expected behavior whenever the user enable disable the mfa status using this sdk aws cognito userpool should reflect the changes in mfa status section reproduction steps install package npm i amazon cognito identity js signup a user with email password signup add a mobile number for that user and verify the mobile number updateattributes getattributeverificationcode once verified enable the mfa setusermfapreference try login for this user it will ask mfa code now login into aws and open the user profile in cognito user pool mfa status will be shown as disabled code snippet js var smsmfasettings preferredmfa true enabled true cognitouser setusermfapreference smsmfasettings null function err result if err console log err return console log result return result log output aws exports js no response manual configuration no response additional configuration no response mobile device no response mobile operating system no response mobile browser chrome mobile browser version no response additional information and screenshots no response ,0 16070,10548664740.0,IssuesEvent,2019-10-03 06:38:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inspector is empty when selecting a stack frame level,enhancement topic:editor usability," **Godot version:** 3.1 stable official **OS/device including version:** Windows 7 sp1 **Issue description:** Debugging proposal. Usability. **Steps to reproduce:** When I select a stack frame level the inspector is empty. ![GodotInspector](https://user-images.githubusercontent.com/46633266/54418452-46381580-4705-11e9-99b4-059c39c58b37.png) It would be better to have the self object of the current stack level selected there, so users can see all details not just local, members and global variables as in the stackframe windows. Desiered situation after selecting a stack level. ![GodotInspector2](https://user-images.githubusercontent.com/46633266/54418532-7d0e2b80-4705-11e9-8ae9-306b57146156.png) Thank you. You are doing awesome job with Godot.",True,"Inspector is empty when selecting a stack frame level - **Godot version:** 3.1 stable official **OS/device including version:** Windows 7 sp1 **Issue description:** Debugging proposal. Usability. **Steps to reproduce:** When I select a stack frame level the inspector is empty. ![GodotInspector](https://user-images.githubusercontent.com/46633266/54418452-46381580-4705-11e9-99b4-059c39c58b37.png) It would be better to have the self object of the current stack level selected there, so users can see all details not just local, members and global variables as in the stackframe windows. Desiered situation after selecting a stack level. ![GodotInspector2](https://user-images.githubusercontent.com/46633266/54418532-7d0e2b80-4705-11e9-8ae9-306b57146156.png) Thank you. You are doing awesome job with Godot.",1,inspector is empty when selecting a stack frame level godot version stable official os device including version windows issue description debugging proposal usability steps to reproduce when i select a stack frame level the inspector is empty it would be better to have the self object of the current stack level selected there so users can see all details not just local members and global variables as in the stackframe windows desiered situation after selecting a stack level thank you you are doing awesome job with godot ,1 13152,8307694365.0,IssuesEvent,2018-09-23 12:38:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,'Extra Cull Margin' in MeshInstance doesn't show fractional bits of its value in inspector,enhancement junior job topic:editor usability,"**Godot version:** `master` / ef7b384861 **OS/device including version:** Manjaro Linux 17.1 **Issue description:** When entering a such number as _'0.5'_ for the `Extra Cull Margin` property on a `MeshInstance`, the inspector doesn't display the fractional part and simply show it as `0` instead : ![image](https://user-images.githubusercontent.com/2367032/45927136-60b8df80-bf69-11e8-8cb9-970936c2bd7d.png) However, the tooltip shows the correct value and so does the saved `.tscn` file.",True,"'Extra Cull Margin' in MeshInstance doesn't show fractional bits of its value in inspector - **Godot version:** `master` / ef7b384861 **OS/device including version:** Manjaro Linux 17.1 **Issue description:** When entering a such number as _'0.5'_ for the `Extra Cull Margin` property on a `MeshInstance`, the inspector doesn't display the fractional part and simply show it as `0` instead : ![image](https://user-images.githubusercontent.com/2367032/45927136-60b8df80-bf69-11e8-8cb9-970936c2bd7d.png) However, the tooltip shows the correct value and so does the saved `.tscn` file.",1, extra cull margin in meshinstance doesn t show fractional bits of its value in inspector godot version master os device including version manjaro linux issue description when entering a such number as for the extra cull margin property on a meshinstance the inspector doesn t display the fractional part and simply show it as instead however the tooltip shows the correct value and so does the saved tscn file ,1 392245,26931772673.0,IssuesEvent,2023-02-07 17:19:19,BCDevOps/developer-experience,https://api.github.com/repos/BCDevOps/developer-experience,closed,STRA for Product Registry - Document Risks/SoAR/Sign-off,security documentation ops and shared services,"Identify risks and review w/ Product Owner - [x] Document security risks - [x] Provide recommendations - [x] Create SoAR - [x] Review w/ Olena/Nick/Oamar - [x] Sign-off Definition of done: - [ ] SoAR signed and sent to CITZ Security team",1.0,"STRA for Product Registry - Document Risks/SoAR/Sign-off - Identify risks and review w/ Product Owner - [x] Document security risks - [x] Provide recommendations - [x] Create SoAR - [x] Review w/ Olena/Nick/Oamar - [x] Sign-off Definition of done: - [ ] SoAR signed and sent to CITZ Security team",0,stra for product registry document risks soar sign off identify risks and review w product owner document security risks provide recommendations create soar review w olena nick oamar sign off definition of done soar signed and sent to citz security team,0 7264,4847747171.0,IssuesEvent,2016-11-10 15:44:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Expose path 2d points array in editor,feature proposal topic:editor usability,"I would like to edit the points from a path 2d manually without using code, for that could be useful to expose the non-baked Vector2Array. This is similar to polygon or collision polygon points behavior, the user could access to array directly from editor and edit values manually. As a reference could be like this when the user try to edit the generated Curve2D Resource in path 2d: ![3em3w38 1](https://cloud.githubusercontent.com/assets/12376042/20160583/da2a02da-a6c6-11e6-8a71-1f38f83c2a89.png) ",True,"Expose path 2d points array in editor - I would like to edit the points from a path 2d manually without using code, for that could be useful to expose the non-baked Vector2Array. This is similar to polygon or collision polygon points behavior, the user could access to array directly from editor and edit values manually. As a reference could be like this when the user try to edit the generated Curve2D Resource in path 2d: ![3em3w38 1](https://cloud.githubusercontent.com/assets/12376042/20160583/da2a02da-a6c6-11e6-8a71-1f38f83c2a89.png) ",1,expose path points array in editor i would like to edit the points from a path manually without using code for that could be useful to expose the non baked this is similar to polygon or collision polygon points behavior the user could access to array directly from editor and edit values manually as a reference could be like this when the user try to edit the generated resource in path ,1 157043,5995405784.0,IssuesEvent,2017-06-03 03:01:32,universAAL/middleware,https://api.github.com/repos/universAAL/middleware,closed,"[Investigation:] MacOS Issues with uAAL Mw2,0",bug imported priority 2,"_Originally Opened: @amedranogil (2013-06-21 17:17:34_) _Originally Closed: 2016-08-03 13:39:50_ A competitor has reported issues with MacOS, see comparison of logs in attached file, between linux (OK) and Mac (not creating buses). -- From: _this issue has been automatically imported from our old issue tracker_",1.0,"[Investigation:] MacOS Issues with uAAL Mw2,0 - _Originally Opened: @amedranogil (2013-06-21 17:17:34_) _Originally Closed: 2016-08-03 13:39:50_ A competitor has reported issues with MacOS, see comparison of logs in attached file, between linux (OK) and Mac (not creating buses). -- From: _this issue has been automatically imported from our old issue tracker_",0, macos issues with uaal originally opened amedranogil originally closed a competitor has reported issues with macos see comparison of logs in attached file between linux ok and mac not creating buses from this issue has been automatically imported from our old issue tracker ,0 225379,7481229443.0,IssuesEvent,2018-04-04 19:58:09,CS2103JAN2018-T15-B3/main,https://api.github.com/repos/CS2103JAN2018-T15-B3/main,closed,"As a developer, I want to have a list of the user's events on a particular day",priority.high type.feature,so that I can generate their daily schedule.,1.0,"As a developer, I want to have a list of the user's events on a particular day - so that I can generate their daily schedule.",0,as a developer i want to have a list of the user s events on a particular day so that i can generate their daily schedule ,0 15947,10437015750.0,IssuesEvent,2019-09-17 20:55:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,DEBUG_CRASH_COND macros a.k.a. ASSERT,enhancement topic:core usability,"I often find myself writing code like this: ``` C++ #ifdef DEBUG_ENABLED CRASH_COND(/*invalid state/data cond*/); #endif ``` It would be much better to be able to write something like this: ``` C++ DEBUG_CRASH_COND(/*INVALID state/data cond*/); ``` Or simply: ``` C++ ASSERT(/*VALID state/data cond*/); ``` The former being consistent with the other macros names. ",True,"DEBUG_CRASH_COND macros a.k.a. ASSERT - I often find myself writing code like this: ``` C++ #ifdef DEBUG_ENABLED CRASH_COND(/*invalid state/data cond*/); #endif ``` It would be much better to be able to write something like this: ``` C++ DEBUG_CRASH_COND(/*INVALID state/data cond*/); ``` Or simply: ``` C++ ASSERT(/*VALID state/data cond*/); ``` The former being consistent with the other macros names. ",1,debug crash cond macros a k a assert i often find myself writing code like this c ifdef debug enabled crash cond invalid state data cond endif it would be much better to be able to write something like this c debug crash cond invalid state data cond or simply c assert valid state data cond the former being consistent with the other macros names ,1 16602,11123738456.0,IssuesEvent,2019-12-19 08:20:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,MacOS: AnimationTreePlayer nodes have overlapping UI elements,bug platform:osx topic:editor usability," **Godot version:** 3.0.6 stable **OS/device including version:** MacBook Pro (Retina, 15-inch, Mid 2015) **Issue description:** The AnimationTree nodes have overlapping interface elements in the MacOS version of the editor. **Screenshots:** Blend2: ![Blend2](https://user-images.githubusercontent.com/24660807/53166825-49405a00-35ce-11e9-8233-4e7528cee97d.png) Blend3: ![Blend3](https://user-images.githubusercontent.com/24660807/53166826-49d8f080-35ce-11e9-8f6e-3084f4ac2c12.png) Blend4: ![Blend4](https://user-images.githubusercontent.com/24660807/53166934-7c82e900-35ce-11e9-9ed5-1073ade8569b.png) Mix: ![Mix](https://user-images.githubusercontent.com/24660807/53166827-49d8f080-35ce-11e9-8c6e-cff61129bd28.png) Oneshot: ![Oneshot](https://user-images.githubusercontent.com/24660807/53166828-49d8f080-35ce-11e9-8cef-c8388e3cde68.png) Output: ![Output](https://user-images.githubusercontent.com/24660807/53166829-4a718700-35ce-11e9-80b1-f9eaf288d7e4.png) Timescale: ![Timescale](https://user-images.githubusercontent.com/24660807/53166830-4a718700-35ce-11e9-8667-d5279477fdd8.png) Transition: ![Transition](https://user-images.githubusercontent.com/24660807/53166831-4a718700-35ce-11e9-8ebd-83cecce34b69.png)",True,"MacOS: AnimationTreePlayer nodes have overlapping UI elements - **Godot version:** 3.0.6 stable **OS/device including version:** MacBook Pro (Retina, 15-inch, Mid 2015) **Issue description:** The AnimationTree nodes have overlapping interface elements in the MacOS version of the editor. **Screenshots:** Blend2: ![Blend2](https://user-images.githubusercontent.com/24660807/53166825-49405a00-35ce-11e9-8233-4e7528cee97d.png) Blend3: ![Blend3](https://user-images.githubusercontent.com/24660807/53166826-49d8f080-35ce-11e9-8f6e-3084f4ac2c12.png) Blend4: ![Blend4](https://user-images.githubusercontent.com/24660807/53166934-7c82e900-35ce-11e9-9ed5-1073ade8569b.png) Mix: ![Mix](https://user-images.githubusercontent.com/24660807/53166827-49d8f080-35ce-11e9-8c6e-cff61129bd28.png) Oneshot: ![Oneshot](https://user-images.githubusercontent.com/24660807/53166828-49d8f080-35ce-11e9-8cef-c8388e3cde68.png) Output: ![Output](https://user-images.githubusercontent.com/24660807/53166829-4a718700-35ce-11e9-80b1-f9eaf288d7e4.png) Timescale: ![Timescale](https://user-images.githubusercontent.com/24660807/53166830-4a718700-35ce-11e9-8667-d5279477fdd8.png) Transition: ![Transition](https://user-images.githubusercontent.com/24660807/53166831-4a718700-35ce-11e9-8ebd-83cecce34b69.png)",1,macos animationtreeplayer nodes have overlapping ui elements please search existing issues for potential duplicates before filing yours godot version stable os device including version macbook pro retina inch mid issue description the animationtree nodes have overlapping interface elements in the macos version of the editor screenshots mix oneshot output timescale transition ,1 23621,22339078583.0,IssuesEvent,2022-06-14 21:48:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dropping to Script Editor is broken if scrolling past end of file is enabled,bug topic:editor confirmed usability regression,"### Godot version 3.5 beta3 ### System information Windows 10 x64 ### Issue description When you enable `text_editor/cursor/scroll_past_end_of_file` in editor settings and try to drop a file into the script, dragging over the area under the script will cause scrolling down and makes the editor unusable: ![godot_RN52PSq21w](https://user-images.githubusercontent.com/2223172/161407741-ca58acff-6c36-4d8f-82a3-a5da8e6ddd5b.gif) Does not happen on master. ### Steps to reproduce 1. Enable scroll past end of file 2. Open some script that can scroll 3. Try dropping some file ### Minimal reproduction project _No response_",True,"Dropping to Script Editor is broken if scrolling past end of file is enabled - ### Godot version 3.5 beta3 ### System information Windows 10 x64 ### Issue description When you enable `text_editor/cursor/scroll_past_end_of_file` in editor settings and try to drop a file into the script, dragging over the area under the script will cause scrolling down and makes the editor unusable: ![godot_RN52PSq21w](https://user-images.githubusercontent.com/2223172/161407741-ca58acff-6c36-4d8f-82a3-a5da8e6ddd5b.gif) Does not happen on master. ### Steps to reproduce 1. Enable scroll past end of file 2. Open some script that can scroll 3. Try dropping some file ### Minimal reproduction project _No response_",1,dropping to script editor is broken if scrolling past end of file is enabled godot version system information windows issue description when you enable text editor cursor scroll past end of file in editor settings and try to drop a file into the script dragging over the area under the script will cause scrolling down and makes the editor unusable does not happen on master steps to reproduce enable scroll past end of file open some script that can scroll try dropping some file minimal reproduction project no response ,1 6283,4211766917.0,IssuesEvent,2016-06-29 14:28:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,"""Quick Open"" window is ignoring file extensions",bug topic:editor usability,"**Operating system or device - Godot version:** Ubuntu 16.04 **Issue description** (what happened, and what was expected): It's a regression from 2.0 In Godot 2.1 windows ""Quick open scene"" and ""Quick open script"" are ignoring dots (or file extensions). It will be the best to ilustrate this with screenshot: ![quickopenregression](https://cloud.githubusercontent.com/assets/6129594/16455967/7ac1849e-3e16-11e6-9ab2-478c11edb8c8.png) In Godot 2.0 for this phrase I would have only one outcome. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"""Quick Open"" window is ignoring file extensions - **Operating system or device - Godot version:** Ubuntu 16.04 **Issue description** (what happened, and what was expected): It's a regression from 2.0 In Godot 2.1 windows ""Quick open scene"" and ""Quick open script"" are ignoring dots (or file extensions). It will be the best to ilustrate this with screenshot: ![quickopenregression](https://cloud.githubusercontent.com/assets/6129594/16455967/7ac1849e-3e16-11e6-9ab2-478c11edb8c8.png) In Godot 2.0 for this phrase I would have only one outcome. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1, quick open window is ignoring file extensions operating system or device godot version ubuntu issue description what happened and what was expected it s a regression from in godot windows quick open scene and quick open script are ignoring dots or file extensions it will be the best to ilustrate this with screenshot in godot for this phrase i would have only one outcome steps to reproduce link to minimal example project optional but very welcome ,1 20706,15897376252.0,IssuesEvent,2021-04-11 20:50:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Inspector for exported string variables is broken,bug regression topic:editor usability," **Godot version:** 3.3 rc8 **Issue description:** I have an exported string variable. When I edit it, I can't undo the first batch of entered characters. It's like the modified undo history gets merged with original string. Another thing is that my cursor will randomly move to the beginning. Seems like it only happens reliably when you reload the scene. This wasn't happening in 3.2.3 as far as I remember. **Steps to reproduce:** 1. `export var test = ""Test"" 2. Save and reload the scene 3. Edit the variable 4. ![LineEdit bug](https://user-images.githubusercontent.com/2223172/114320829-1d6af000-9b18-11eb-8b57-84e2a5ee6802.gif)",True,"Inspector for exported string variables is broken - **Godot version:** 3.3 rc8 **Issue description:** I have an exported string variable. When I edit it, I can't undo the first batch of entered characters. It's like the modified undo history gets merged with original string. Another thing is that my cursor will randomly move to the beginning. Seems like it only happens reliably when you reload the scene. This wasn't happening in 3.2.3 as far as I remember. **Steps to reproduce:** 1. `export var test = ""Test"" 2. Save and reload the scene 3. Edit the variable 4. ![LineEdit bug](https://user-images.githubusercontent.com/2223172/114320829-1d6af000-9b18-11eb-8b57-84e2a5ee6802.gif)",1,inspector for exported string variables is broken please search existing issues for potential duplicates before filing yours godot version issue description i have an exported string variable when i edit it i can t undo the first batch of entered characters it s like the modified undo history gets merged with original string another thing is that my cursor will randomly move to the beginning seems like it only happens reliably when you reload the scene this wasn t happening in as far as i remember steps to reproduce export var test test save and reload the scene edit the variable ,1 66369,20160641160.0,IssuesEvent,2022-02-09 21:07:34,EightShapes/eightshapes-com,https://api.github.com/repos/EightShapes/eightshapes-com,closed,Bio table of contents omitted at desktop,Defect Ready for Review,"At desktop, the table of contents links should be hidden. ![image](https://user-images.githubusercontent.com/1165904/153226453-a4b0643c-50e3-4bb6-8b5f-5cabaf4ae0df.png) ",1.0,"Bio table of contents omitted at desktop - At desktop, the table of contents links should be hidden. ![image](https://user-images.githubusercontent.com/1165904/153226453-a4b0643c-50e3-4bb6-8b5f-5cabaf4ae0df.png) ",0,bio table of contents omitted at desktop at desktop the table of contents links should be hidden ,0 13675,8638230741.0,IssuesEvent,2018-11-23 14:05:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Replace node does not work on multiple nodes at a time,discussion enhancement junior job topic:editor usability,"Using Linux Mint, 64-bit. The ""Replace a Node by Another Node Type"" feature does not work when you have multiple items selected from the node browser. It would have come in use as I was converting 8 text entries into buttons when I realized buttons be more appropriate for their use. It was no big bother to go one by one though, only a matter of seconds! ",True,"Replace node does not work on multiple nodes at a time - Using Linux Mint, 64-bit. The ""Replace a Node by Another Node Type"" feature does not work when you have multiple items selected from the node browser. It would have come in use as I was converting 8 text entries into buttons when I realized buttons be more appropriate for their use. It was no big bother to go one by one though, only a matter of seconds! ",1,replace node does not work on multiple nodes at a time using linux mint bit the replace a node by another node type feature does not work when you have multiple items selected from the node browser it would have come in use as i was converting text entries into buttons when i realized buttons be more appropriate for their use it was no big bother to go one by one though only a matter of seconds ,1 26718,27116570850.0,IssuesEvent,2023-02-15 19:04:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,BitMap inspector preview cannot be resized below the BitMap's initial size,bug topic:editor usability,"### Godot version 4.0.rc1 ### System information Fedora 37, GeForce RTX 4090 (NVIDIA 525.85.05) ### Issue description The BitMap inspector preview cannot be resized below the BitMap's initial size. This is problematic for large BitMaps – see the example below with a 1024×1024 Texture2D, then a 1024×1024 BitMap ([downloaded from Poly Haven](https://polyhaven.com/a/red_brick_03)). ### Texture2D double-clicked in FileSystem dock ![Screenshot_20230215_200104](https://user-images.githubusercontent.com/180032/219127093-2c178b5a-e899-47ed-95c0-2e9bd1781d2b.png) ### BitMap double-clicked in FileSystem dock ![Screenshot_20230215_200110](https://user-images.githubusercontent.com/180032/219127102-1a138b76-8eea-4b94-8c76-aeaf51109673.png) ### Steps to reproduce - Import two textures with a high resolution. - Change the import type of one of the two textures to BitMap in the Import dock, then restart the editor when prompted. - Double-click the BitMap in the FileSystem dock to preview it in the Inspector. ### Minimal reproduction project [test_large_bitmap.zip](https://github.com/godotengine/godot/files/10746444/test_large_bitmap.zip) ",True,"BitMap inspector preview cannot be resized below the BitMap's initial size - ### Godot version 4.0.rc1 ### System information Fedora 37, GeForce RTX 4090 (NVIDIA 525.85.05) ### Issue description The BitMap inspector preview cannot be resized below the BitMap's initial size. This is problematic for large BitMaps – see the example below with a 1024×1024 Texture2D, then a 1024×1024 BitMap ([downloaded from Poly Haven](https://polyhaven.com/a/red_brick_03)). ### Texture2D double-clicked in FileSystem dock ![Screenshot_20230215_200104](https://user-images.githubusercontent.com/180032/219127093-2c178b5a-e899-47ed-95c0-2e9bd1781d2b.png) ### BitMap double-clicked in FileSystem dock ![Screenshot_20230215_200110](https://user-images.githubusercontent.com/180032/219127102-1a138b76-8eea-4b94-8c76-aeaf51109673.png) ### Steps to reproduce - Import two textures with a high resolution. - Change the import type of one of the two textures to BitMap in the Import dock, then restart the editor when prompted. - Double-click the BitMap in the FileSystem dock to preview it in the Inspector. ### Minimal reproduction project [test_large_bitmap.zip](https://github.com/godotengine/godot/files/10746444/test_large_bitmap.zip) ",1,bitmap inspector preview cannot be resized below the bitmap s initial size godot version system information fedora geforce rtx nvidia issue description the bitmap inspector preview cannot be resized below the bitmap s initial size this is problematic for large bitmaps – see the example below with a × then a × bitmap double clicked in filesystem dock bitmap double clicked in filesystem dock steps to reproduce import two textures with a high resolution change the import type of one of the two textures to bitmap in the import dock then restart the editor when prompted double click the bitmap in the filesystem dock to preview it in the inspector minimal reproduction project ,1 28209,32063008545.0,IssuesEvent,2023-09-24 21:39:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,there's a thin separator line between filesystem items in split mode,bug topic:editor usability,"### Godot version 4.1.1 ### System information linux ### Issue description ![image](https://github.com/godotengine/godot/assets/71937306/9a9f3f33-4d57-44d0-bb8d-03f9c2f06024) this line appears between each rows of icons, it shouldn't be visible. ### Steps to reproduce - enable the FileSystem dock's split mode - enable big icons - create enough empty folders ### Minimal reproduction project I think zipping 5 empty folders is silly",True,"there's a thin separator line between filesystem items in split mode - ### Godot version 4.1.1 ### System information linux ### Issue description ![image](https://github.com/godotengine/godot/assets/71937306/9a9f3f33-4d57-44d0-bb8d-03f9c2f06024) this line appears between each rows of icons, it shouldn't be visible. ### Steps to reproduce - enable the FileSystem dock's split mode - enable big icons - create enough empty folders ### Minimal reproduction project I think zipping 5 empty folders is silly",1,there s a thin separator line between filesystem items in split mode godot version system information linux issue description this line appears between each rows of icons it shouldn t be visible steps to reproduce enable the filesystem dock s split mode enable big icons create enough empty folders minimal reproduction project i think zipping empty folders is silly,1 12300,7787800423.0,IssuesEvent,2018-06-07 00:31:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Add ""GDScript: "" in front of tooltips",discussion enhancement topic:editor usability,"In brief, my proposal is as follows: add ""GDScript: "" in front of tooltips. I think it would make it more easy to figure out what those tooltips mean. Ex: ""GDScript: 'size/always_on_top'"" or without quotes ",True,"Add ""GDScript: "" in front of tooltips - In brief, my proposal is as follows: add ""GDScript: "" in front of tooltips. I think it would make it more easy to figure out what those tooltips mean. Ex: ""GDScript: 'size/always_on_top'"" or without quotes ",1,add gdscript in front of tooltips in brief my proposal is as follows add gdscript in front of tooltips i think it would make it more easy to figure out what those tooltips mean ex gdscript size always on top or without quotes ,1 724277,24924823640.0,IssuesEvent,2022-10-31 06:07:36,autowarefoundation/autoware.universe,https://api.github.com/repos/autowarefoundation/autoware.universe,closed,Wrong use of min_velocity_for_map_based_prediction parameter ,low priority planning,"### Checklist - [X] I've read the [contribution guidelines](https://github.com/autowarefoundation/autoware/blob/main/CONTRIBUTING.md). - [X] I've searched other issues and no duplicate issues were found. - [X] I'm convinced that this is not my fault but a bug. ### Description In map_based_prediction package, there is a parameter called `min_velocity_for_map_based_prediction`. The description the [README](https://github.com/autowarefoundation/autoware.universe/blob/main/perception/map_based_prediction/README.md#parameters) states ""apply map-based prediction to the objects with higher velocity than this value"" so it is the threshold parameter to decide whether the target velocity is moving or not. It is actually used in that way for vehicle prediction. However, this is used as a minimum velocity for slowly moving pedestrians at crosswalk prediction. We should make sure that the parameter is used in consistent way. Relevante Code: * It is used as a threshold parameter to decide whether the vehicle is moving or not. https://github.com/autowarefoundation/autoware.universe/blob/bc001184ece5ed0332c97f106be8f6d7a014311b/perception/map_based_prediction/src/map_based_prediction_node.cpp#L416 * For crosswalk, it is used as minimum velocity for prediction path for stopped targets to detect potentially crossing objects. https://github.com/autowarefoundation/autoware.universe/blob/bc001184ece5ed0332c97f106be8f6d7a014311b/perception/map_based_prediction/src/map_based_prediction_node.cpp#L529-L531 ### Expected behavior `min_velocity_for_map_based_prediction` is used in consistent way ### Actual behavior `min_velocity_for_map_based_prediction` is used differently for vehicle and pedestrians ### Steps to reproduce 1. Install Autoware and [Scenario Sim](https://autowarefoundation.github.io/autoware-documentation/main/tutorials/scenario-simulation/planning-simulation/scenario-test-simulation/) 2. Download and extract scenario file: [crosswalk_scenario.zip](https://github.com/autowarefoundation/autoware.universe/files/9235487/crosswalk_scenario.zip) 3. Modify the map path in the scenario file (L23 and L25) 4. Start rviz: `ros2 run rviz2 rviz2 -d $HOME/autoware/src/launcher/autoware_launch/autoware_launch/rviz/autoware.rviz` 5. In the different terminal run the following command:`ros2 launch scenario_test_runner scenario_test_runner.launch.py architecture_type:=awf/universe record:=false sensor_model:=sample_sensor_kit vehicle_model:=sample_vehicle scenario:= initialize_duration:=5` 6. You can see that pedestrian that is crossing the crosswalk has a predicted path the specified `min_velocity_for_map_based_prediction` Video: https://drive.google.com/file/d/1nUgun0_PGdurST1mUp4rr-gWAMAZECMP/view?usp=sharing ### Versions - OS: Ubuntu 22.04 - ROS: Humble - Autoware: main branch (2022/08/02) ### Possible causes _No response_ ### Additional context _No response_",1.0,"Wrong use of min_velocity_for_map_based_prediction parameter - ### Checklist - [X] I've read the [contribution guidelines](https://github.com/autowarefoundation/autoware/blob/main/CONTRIBUTING.md). - [X] I've searched other issues and no duplicate issues were found. - [X] I'm convinced that this is not my fault but a bug. ### Description In map_based_prediction package, there is a parameter called `min_velocity_for_map_based_prediction`. The description the [README](https://github.com/autowarefoundation/autoware.universe/blob/main/perception/map_based_prediction/README.md#parameters) states ""apply map-based prediction to the objects with higher velocity than this value"" so it is the threshold parameter to decide whether the target velocity is moving or not. It is actually used in that way for vehicle prediction. However, this is used as a minimum velocity for slowly moving pedestrians at crosswalk prediction. We should make sure that the parameter is used in consistent way. Relevante Code: * It is used as a threshold parameter to decide whether the vehicle is moving or not. https://github.com/autowarefoundation/autoware.universe/blob/bc001184ece5ed0332c97f106be8f6d7a014311b/perception/map_based_prediction/src/map_based_prediction_node.cpp#L416 * For crosswalk, it is used as minimum velocity for prediction path for stopped targets to detect potentially crossing objects. https://github.com/autowarefoundation/autoware.universe/blob/bc001184ece5ed0332c97f106be8f6d7a014311b/perception/map_based_prediction/src/map_based_prediction_node.cpp#L529-L531 ### Expected behavior `min_velocity_for_map_based_prediction` is used in consistent way ### Actual behavior `min_velocity_for_map_based_prediction` is used differently for vehicle and pedestrians ### Steps to reproduce 1. Install Autoware and [Scenario Sim](https://autowarefoundation.github.io/autoware-documentation/main/tutorials/scenario-simulation/planning-simulation/scenario-test-simulation/) 2. Download and extract scenario file: [crosswalk_scenario.zip](https://github.com/autowarefoundation/autoware.universe/files/9235487/crosswalk_scenario.zip) 3. Modify the map path in the scenario file (L23 and L25) 4. Start rviz: `ros2 run rviz2 rviz2 -d $HOME/autoware/src/launcher/autoware_launch/autoware_launch/rviz/autoware.rviz` 5. In the different terminal run the following command:`ros2 launch scenario_test_runner scenario_test_runner.launch.py architecture_type:=awf/universe record:=false sensor_model:=sample_sensor_kit vehicle_model:=sample_vehicle scenario:= initialize_duration:=5` 6. You can see that pedestrian that is crossing the crosswalk has a predicted path the specified `min_velocity_for_map_based_prediction` Video: https://drive.google.com/file/d/1nUgun0_PGdurST1mUp4rr-gWAMAZECMP/view?usp=sharing ### Versions - OS: Ubuntu 22.04 - ROS: Humble - Autoware: main branch (2022/08/02) ### Possible causes _No response_ ### Additional context _No response_",0,wrong use of min velocity for map based prediction parameter checklist i ve read the i ve searched other issues and no duplicate issues were found i m convinced that this is not my fault but a bug description in map based prediction package there is a parameter called min velocity for map based prediction the description the states apply map based prediction to the objects with higher velocity than this value so it is the threshold parameter to decide whether the target velocity is moving or not it is actually used in that way for vehicle prediction however this is used as a minimum velocity for slowly moving pedestrians at crosswalk prediction we should make sure that the parameter is used in consistent way relevante code it is used as a threshold parameter to decide whether the vehicle is moving or not for crosswalk it is used as minimum velocity for prediction path for stopped targets to detect potentially crossing objects expected behavior min velocity for map based prediction is used in consistent way actual behavior min velocity for map based prediction is used differently for vehicle and pedestrians steps to reproduce install autoware and download and extract scenario file modify the map path in the scenario file and start rviz run d home autoware src launcher autoware launch autoware launch rviz autoware rviz in the different terminal run the following command launch scenario test runner scenario test runner launch py architecture type awf universe record false sensor model sample sensor kit vehicle model sample vehicle scenario initialize duration you can see that pedestrian that is crossing the crosswalk has a predicted path the specified min velocity for map based prediction video versions os ubuntu ros humble autoware main branch possible causes no response additional context no response ,0 18359,12812796941.0,IssuesEvent,2020-07-04 08:51:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,MacOS: Moving Godot Editor Window from Retina Display to non Retina display does not resize the content appropriately,bug confirmed pr welcome topic:core usability,"**Operating system or device - Godot version:** 2.1 beta 20160712 osx _**Not reproducible with 2.0 stable version**_ **Issue description** (what happened, and what was expected): When moving the window from a 'zoomed' monitor (Retina Display) to a non zoomed (Full HD) monitor the window content is too big Retina before: ![image](https://cloud.githubusercontent.com/assets/36638/16836048/d6c9abbc-49bb-11e6-8bd1-caba83e196c3.png) After moving to Non Retina Monitor: ![image](https://cloud.githubusercontent.com/assets/36638/16835999/9ed9e0aa-49bb-11e6-8cf2-705f5e937f2d.png) **Steps to reproduce:** (Using a MacBook Pro MBP) - 1 External DVI monitor via Lightning Cable attached to MBP - Start Godot on the Retina screen (Builtin screen) and open a project - Move the window over to non retina screen ",True,"MacOS: Moving Godot Editor Window from Retina Display to non Retina display does not resize the content appropriately - **Operating system or device - Godot version:** 2.1 beta 20160712 osx _**Not reproducible with 2.0 stable version**_ **Issue description** (what happened, and what was expected): When moving the window from a 'zoomed' monitor (Retina Display) to a non zoomed (Full HD) monitor the window content is too big Retina before: ![image](https://cloud.githubusercontent.com/assets/36638/16836048/d6c9abbc-49bb-11e6-8bd1-caba83e196c3.png) After moving to Non Retina Monitor: ![image](https://cloud.githubusercontent.com/assets/36638/16835999/9ed9e0aa-49bb-11e6-8cf2-705f5e937f2d.png) **Steps to reproduce:** (Using a MacBook Pro MBP) - 1 External DVI monitor via Lightning Cable attached to MBP - Start Godot on the Retina screen (Builtin screen) and open a project - Move the window over to non retina screen ",1,macos moving godot editor window from retina display to non retina display does not resize the content appropriately operating system or device godot version beta osx not reproducible with stable version issue description what happened and what was expected when moving the window from a zoomed monitor retina display to a non zoomed full hd monitor the window content is too big retina before after moving to non retina monitor steps to reproduce using a macbook pro mbp external dvi monitor via lightning cable attached to mbp start godot on the retina screen builtin screen and open a project move the window over to non retina screen ,1 6160,4164494456.0,IssuesEvent,2016-06-18 20:51:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Wrong behaviour on copying texts with accented characters on linux.,bug platform:linux topic:editor usability,"I can reproduce it on Linux (Xubuntu 14.04) but not in windows 10. Copying a text with characters like à è é ì ò ù (in Italian they're very common) and pasting in the engine will paste only the text before the first occurence of one of them. ",True,"Wrong behaviour on copying texts with accented characters on linux. - I can reproduce it on Linux (Xubuntu 14.04) but not in windows 10. Copying a text with characters like à è é ì ò ù (in Italian they're very common) and pasting in the engine will paste only the text before the first occurence of one of them. ",1,wrong behaviour on copying texts with accented characters on linux i can reproduce it on linux xubuntu but not in windows copying a text with characters like à è é ì ò ù in italian they re very common and pasting in the engine will paste only the text before the first occurence of one of them ,1 16288,10729245356.0,IssuesEvent,2019-10-28 15:17:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"RayShape using move_and_slide or move_and_slide_with_snap with snap argument == (0,0) snaps into a vertical wall",topic:physics usability,"**Godot version:** 3.1 Beta 8 **Issue description:** With the `move_and_slide` or the `move_and_slide_with_snap` with snap argument == `Vector2(0,0)` and if a `rayShape `collides with a vertical wall it snaps to the platformer above. The rayShape behaviour: ![Alt text](https://i.imgur.com/bLPKJNf.gif?raw=true ""Title"") The expected: ![Alt text](https://i.imgur.com/iP7gomT.gif?raw=true ""Title"") The expected behavior of `rayShape` when the `move_and_slide_with_snap` `snap argument is (0,0)` or using the `move_and_slide` and the character is colliding with a vertical wall would not to leaning the wall but without the snap? Or maybe ignore the vertical wall? Note: it is working perfectly with slopes. **Steps to reproduce:** Create an platformer game and add a collisionShape2D with a rayShape shape to kinematic body for the slopes. Use the move_and_slide or the move_and_slide_with_snap with snap argument == (0,0). Jump or move in a vertical wall direction. **Minimal reproduction project:** [rayShape_snap_platformer.zip](https://github.com/godotengine/godot/files/2915235/rayShape_snap_platformer.zip) ",True,"RayShape using move_and_slide or move_and_slide_with_snap with snap argument == (0,0) snaps into a vertical wall - **Godot version:** 3.1 Beta 8 **Issue description:** With the `move_and_slide` or the `move_and_slide_with_snap` with snap argument == `Vector2(0,0)` and if a `rayShape `collides with a vertical wall it snaps to the platformer above. The rayShape behaviour: ![Alt text](https://i.imgur.com/bLPKJNf.gif?raw=true ""Title"") The expected: ![Alt text](https://i.imgur.com/iP7gomT.gif?raw=true ""Title"") The expected behavior of `rayShape` when the `move_and_slide_with_snap` `snap argument is (0,0)` or using the `move_and_slide` and the character is colliding with a vertical wall would not to leaning the wall but without the snap? Or maybe ignore the vertical wall? Note: it is working perfectly with slopes. **Steps to reproduce:** Create an platformer game and add a collisionShape2D with a rayShape shape to kinematic body for the slopes. Use the move_and_slide or the move_and_slide_with_snap with snap argument == (0,0). Jump or move in a vertical wall direction. **Minimal reproduction project:** [rayShape_snap_platformer.zip](https://github.com/godotengine/godot/files/2915235/rayShape_snap_platformer.zip) ",1,rayshape using move and slide or move and slide with snap with snap argument snaps into a vertical wall godot version beta issue description with the move and slide or the move and slide with snap with snap argument and if a rayshape collides with a vertical wall it snaps to the platformer above the rayshape behaviour title the expected title the expected behavior of rayshape when the move and slide with snap snap argument is or using the move and slide and the character is colliding with a vertical wall would not to leaning the wall but without the snap or maybe ignore the vertical wall note it is working perfectly with slopes steps to reproduce create an platformer game and add a with a rayshape shape to kinematic body for the slopes use the move and slide or the move and slide with snap with snap argument jump or move in a vertical wall direction minimal reproduction project ,1 157127,24628553091.0,IssuesEvent,2022-10-16 20:32:27,dotnet/efcore,https://api.github.com/repos/dotnet/efcore,closed,Allow for deferred concurrency check by using token's manually set value rather than value at time of retrieval,closed-by-design customer-reported,"On EF Core 5.0.0, using Npgsql 5.0.10. I'm not sure if this should be filed under Npgsql itself, as the [EF Core docs](https://docs.microsoft.com/en-us/ef/core/saving/concurrency#:~:text=Database%20providers%20are%20responsible%20for%20implementing%20the%20comparison%20of%20concurrency%20token%20values.) say > Database providers are responsible for implementing the comparison of concurrency token values. But I don't know if this behaviour is delegated to the provider or is part of EF Core itself. # What problem are you trying to solve? I want to implement optimistic concurrency on a web API, in a deferred manner. By deferred, I mean I would like to retrieve an entity, and then set the value for its concurrency token as provided by the caller of the API. This way, if the entity has been changed between the caller originally retrieving it and then trying to change it, a `DbUpdateConcurrencyException` is thrown. An arbitrary amount of time could have passed between the initial retrieval and the subsequent edit. The scenario would look something like: Given Bob queries the API for car ID = 1 And Anna queries the API for car ID = 1 And Anna queries the API to change the colour to Red When Bob queries the API to change the colour to Blue Then a `DbUpdateConcurrencyException` is thrown Initially I thought that is how it worked, but I'm not able to cause a concurrency exception to be thrown. A closer reading of the [documentation](https://docs.microsoft.com/en-us/ef/core/saving/concurrency#:~:text=whenever%20an%20update%20or%20delete%20operation%20is%20performed%20during%20SaveChanges%2C%20the%20value%20of%20the%20concurrency%20token%20on%20the%20database%20is%20compared%20against%20the%20original%20value%20read%20by%20EF%20Core) says: > whenever an update or delete operation is performed during SaveChanges, the value of the concurrency token on the database is compared against the original value read by EF Core. So I understand that EF Core doesn't actually check the value of the token at the moment of calling `SaveChanges()`, but rather it internally keeps a handle on the value the token had at the moment of querying it from the database. Here's a summarised version of what I'm doing: ```cs public class Car { public int Id { get; set; } public string Colour { get; set; } public uint Version { get; set; } } public partial class CarsDbContext : DbContext { public DbSet Cars { get; set; } protected override void OnModelCreating(ModelBuilder modelBuilder) { modelBuilder .Entity(carBuilder => { // Equivalent to UseXminAsConcurrencyToken(), but using a // more semantic property name ""Version"" instead of ""xmin"" which // might be unfamiliar to future readers. // Implemented as an explicit property to ensure cars // can be passed across context instances without // losing version information. See // https://stackoverflow.com/a/60871156 and // https://www.npgsql.org/efcore/modeling/concurrency.html carBuilder.Property(car => car.Version) .HasColumnType(""xid"") .HasColumnName(""xmin"") .ValueGeneratedOnAddOrUpdate() .IsConcurrencyToken(); }); } } public class Tests { [Fact] public void Car_EditedByOtherUser_DeferredSaveThrows() { var car = new Car() { Colour = ""Red"" }; using (var dbContext = NewDbContext()) { dbContext.Cars.Add(car); dbContext.SaveChanges(); } // Imagine Bob and Anna retrieved the car as of this version. var originalVersion = car.Version; // Anna saves changes. using (var dbContext = NewDbContext()) { var concurrentUpdate = dbContext.Cars .Single(x => x.Id == car.Id); car.Colour = ""Blue""; dbContext.SaveChanges(); } // Bob also saves changes, without having retrieved the new version of // the car, so his API call passes in `originalVersion`. using (var dbContext = NewDbContext()) { car = dbContext.Cars .Single(x => x.Id == car.Id); car.Colour = ""Yellow""; car.Version = originalVersion; // Should throw DbUpdateConcurrencyException as the Car's version has // been set to reflect the value at the time the API consumer retrieved // it, but it no longer matches the value in the database because the Car // has been edited in the meantime. dbContext.SaveChanges(); } } } ``` I _am_ able to cause a `DbUpdateConcurrencyException` to be thrown if, instead of retrieving `car` again, I just `Attach` it to the final `DbContext`, so at least I know the concurrency check is happening. # Describe the solution you'd like For `dbContext.SaveChanges()` to throw a `DbUpdateConcurrencyException` in the described scenario. My current workaround is to manually compare the passed in version with the one on the entity before saving. edit: fixed car value setting code. ",1.0,"Allow for deferred concurrency check by using token's manually set value rather than value at time of retrieval - On EF Core 5.0.0, using Npgsql 5.0.10. I'm not sure if this should be filed under Npgsql itself, as the [EF Core docs](https://docs.microsoft.com/en-us/ef/core/saving/concurrency#:~:text=Database%20providers%20are%20responsible%20for%20implementing%20the%20comparison%20of%20concurrency%20token%20values.) say > Database providers are responsible for implementing the comparison of concurrency token values. But I don't know if this behaviour is delegated to the provider or is part of EF Core itself. # What problem are you trying to solve? I want to implement optimistic concurrency on a web API, in a deferred manner. By deferred, I mean I would like to retrieve an entity, and then set the value for its concurrency token as provided by the caller of the API. This way, if the entity has been changed between the caller originally retrieving it and then trying to change it, a `DbUpdateConcurrencyException` is thrown. An arbitrary amount of time could have passed between the initial retrieval and the subsequent edit. The scenario would look something like: Given Bob queries the API for car ID = 1 And Anna queries the API for car ID = 1 And Anna queries the API to change the colour to Red When Bob queries the API to change the colour to Blue Then a `DbUpdateConcurrencyException` is thrown Initially I thought that is how it worked, but I'm not able to cause a concurrency exception to be thrown. A closer reading of the [documentation](https://docs.microsoft.com/en-us/ef/core/saving/concurrency#:~:text=whenever%20an%20update%20or%20delete%20operation%20is%20performed%20during%20SaveChanges%2C%20the%20value%20of%20the%20concurrency%20token%20on%20the%20database%20is%20compared%20against%20the%20original%20value%20read%20by%20EF%20Core) says: > whenever an update or delete operation is performed during SaveChanges, the value of the concurrency token on the database is compared against the original value read by EF Core. So I understand that EF Core doesn't actually check the value of the token at the moment of calling `SaveChanges()`, but rather it internally keeps a handle on the value the token had at the moment of querying it from the database. Here's a summarised version of what I'm doing: ```cs public class Car { public int Id { get; set; } public string Colour { get; set; } public uint Version { get; set; } } public partial class CarsDbContext : DbContext { public DbSet Cars { get; set; } protected override void OnModelCreating(ModelBuilder modelBuilder) { modelBuilder .Entity(carBuilder => { // Equivalent to UseXminAsConcurrencyToken(), but using a // more semantic property name ""Version"" instead of ""xmin"" which // might be unfamiliar to future readers. // Implemented as an explicit property to ensure cars // can be passed across context instances without // losing version information. See // https://stackoverflow.com/a/60871156 and // https://www.npgsql.org/efcore/modeling/concurrency.html carBuilder.Property(car => car.Version) .HasColumnType(""xid"") .HasColumnName(""xmin"") .ValueGeneratedOnAddOrUpdate() .IsConcurrencyToken(); }); } } public class Tests { [Fact] public void Car_EditedByOtherUser_DeferredSaveThrows() { var car = new Car() { Colour = ""Red"" }; using (var dbContext = NewDbContext()) { dbContext.Cars.Add(car); dbContext.SaveChanges(); } // Imagine Bob and Anna retrieved the car as of this version. var originalVersion = car.Version; // Anna saves changes. using (var dbContext = NewDbContext()) { var concurrentUpdate = dbContext.Cars .Single(x => x.Id == car.Id); car.Colour = ""Blue""; dbContext.SaveChanges(); } // Bob also saves changes, without having retrieved the new version of // the car, so his API call passes in `originalVersion`. using (var dbContext = NewDbContext()) { car = dbContext.Cars .Single(x => x.Id == car.Id); car.Colour = ""Yellow""; car.Version = originalVersion; // Should throw DbUpdateConcurrencyException as the Car's version has // been set to reflect the value at the time the API consumer retrieved // it, but it no longer matches the value in the database because the Car // has been edited in the meantime. dbContext.SaveChanges(); } } } ``` I _am_ able to cause a `DbUpdateConcurrencyException` to be thrown if, instead of retrieving `car` again, I just `Attach` it to the final `DbContext`, so at least I know the concurrency check is happening. # Describe the solution you'd like For `dbContext.SaveChanges()` to throw a `DbUpdateConcurrencyException` in the described scenario. My current workaround is to manually compare the passed in version with the one on the entity before saving. edit: fixed car value setting code. ",0,allow for deferred concurrency check by using token s manually set value rather than value at time of retrieval on ef core using npgsql i m not sure if this should be filed under npgsql itself as the say database providers are responsible for implementing the comparison of concurrency token values but i don t know if this behaviour is delegated to the provider or is part of ef core itself what problem are you trying to solve i want to implement optimistic concurrency on a web api in a deferred manner by deferred i mean i would like to retrieve an entity and then set the value for its concurrency token as provided by the caller of the api this way if the entity has been changed between the caller originally retrieving it and then trying to change it a dbupdateconcurrencyexception is thrown an arbitrary amount of time could have passed between the initial retrieval and the subsequent edit the scenario would look something like given bob queries the api for car id and anna queries the api for car id and anna queries the api to change the colour to red when bob queries the api to change the colour to blue then a dbupdateconcurrencyexception is thrown initially i thought that is how it worked but i m not able to cause a concurrency exception to be thrown a closer reading of the says whenever an update or delete operation is performed during savechanges the value of the concurrency token on the database is compared against the original value read by ef core so i understand that ef core doesn t actually check the value of the token at the moment of calling savechanges but rather it internally keeps a handle on the value the token had at the moment of querying it from the database here s a summarised version of what i m doing cs public class car public int id get set public string colour get set public uint version get set public partial class carsdbcontext dbcontext public dbset cars get set protected override void onmodelcreating modelbuilder modelbuilder modelbuilder entity carbuilder equivalent to usexminasconcurrencytoken but using a more semantic property name version instead of xmin which might be unfamiliar to future readers implemented as an explicit property to ensure cars can be passed across context instances without losing version information see and carbuilder property car car version hascolumntype xid hascolumnname xmin valuegeneratedonaddorupdate isconcurrencytoken public class tests public void car editedbyotheruser deferredsavethrows var car new car colour red using var dbcontext newdbcontext dbcontext cars add car dbcontext savechanges imagine bob and anna retrieved the car as of this version var originalversion car version anna saves changes using var dbcontext newdbcontext var concurrentupdate dbcontext cars single x x id car id car colour blue dbcontext savechanges bob also saves changes without having retrieved the new version of the car so his api call passes in originalversion using var dbcontext newdbcontext car dbcontext cars single x x id car id car colour yellow car version originalversion should throw dbupdateconcurrencyexception as the car s version has been set to reflect the value at the time the api consumer retrieved it but it no longer matches the value in the database because the car has been edited in the meantime dbcontext savechanges i am able to cause a dbupdateconcurrencyexception to be thrown if instead of retrieving car again i just attach it to the final dbcontext so at least i know the concurrency check is happening describe the solution you d like for dbcontext savechanges to throw a dbupdateconcurrencyexception in the described scenario my current workaround is to manually compare the passed in version with the one on the entity before saving edit fixed car value setting code ,0 18172,12625830779.0,IssuesEvent,2020-06-14 13:51:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,ButtonGroup get last pressed button,discussion enhancement usability,"I can't find a way to get the last_pressed_button ButtonGroup uses set_pressed(false) to unpress a button, this is not sending any signal I can see. https://github.com/godotengine/godot/blob/c5ba9d9b7c6d7d2c08d01b13af87748af4dee8a2/scene/gui/base_button.cpp#L47 https://github.com/godotengine/godot/blob/c5ba9d9b7c6d7d2c08d01b13af87748af4dee8a2/scene/gui/base_button.cpp#L327",True,"ButtonGroup get last pressed button - I can't find a way to get the last_pressed_button ButtonGroup uses set_pressed(false) to unpress a button, this is not sending any signal I can see. https://github.com/godotengine/godot/blob/c5ba9d9b7c6d7d2c08d01b13af87748af4dee8a2/scene/gui/base_button.cpp#L47 https://github.com/godotengine/godot/blob/c5ba9d9b7c6d7d2c08d01b13af87748af4dee8a2/scene/gui/base_button.cpp#L327",1,buttongroup get last pressed button i can t find a way to get the last pressed button buttongroup uses set pressed false to unpress a button this is not sending any signal i can see ,1 587991,17644666675.0,IssuesEvent,2021-08-20 03:01:41,ReliaQualAssociates/ramstk,https://api.github.com/repos/ReliaQualAssociates/ramstk,closed,Move RAMSTKReliability to record.py,priority: normal status: inprogress type: refactor,"**Describe the chore that needs to be addressed.** ramstk.models.programdb.ramstkreliability.py needs to be moved to ramstk.models.reliability.record.py. The class in each file needs to be renamed RAMSTKReliabilityRecord. Update init.py and any table or view models that import the record. Update test files to import the new class name. - [ ] This issue is an epic issue which subsumes the following: ",1.0,"Move RAMSTKReliability to record.py - **Describe the chore that needs to be addressed.** ramstk.models.programdb.ramstkreliability.py needs to be moved to ramstk.models.reliability.record.py. The class in each file needs to be renamed RAMSTKReliabilityRecord. Update init.py and any table or view models that import the record. Update test files to import the new class name. - [ ] This issue is an epic issue which subsumes the following: ",0,move ramstkreliability to record py describe the chore that needs to be addressed ramstk models programdb ramstkreliability py needs to be moved to ramstk models reliability record py the class in each file needs to be renamed ramstkreliabilityrecord update init py and any table or view models that import the record update test files to import the new class name this issue is an epic issue which subsumes the following ,0 11657,7348664371.0,IssuesEvent,2018-03-08 07:40:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,2DEditor: can't select flipped Sprite by clicking it in the viewport,bug topic:editor usability," **Godot/OS version:** b0a7307 | Antergos x86_64 **Issue description:** Can't select flipped Sprite by clicking on it. Selecting it by either drawing selection box over it or from the Scene Dock works. Pinging @groud, master of CanvasItemEditor :D **Steps to reproduce:** 1. add Sprite 2. set Flip H or Flip V on 3. try to select it by clicking on it **Minimal reproduction project:** [Node2D_.tscn.txt](https://github.com/godotengine/godot/files/1701673/Node2D_.tscn.txt) ",True,"2DEditor: can't select flipped Sprite by clicking it in the viewport - **Godot/OS version:** b0a7307 | Antergos x86_64 **Issue description:** Can't select flipped Sprite by clicking on it. Selecting it by either drawing selection box over it or from the Scene Dock works. Pinging @groud, master of CanvasItemEditor :D **Steps to reproduce:** 1. add Sprite 2. set Flip H or Flip V on 3. try to select it by clicking on it **Minimal reproduction project:** [Node2D_.tscn.txt](https://github.com/godotengine/godot/files/1701673/Node2D_.tscn.txt) ",1, can t select flipped sprite by clicking it in the viewport please search existing issues for potential duplicates before filing yours godot os version antergos issue description can t select flipped sprite by clicking on it selecting it by either drawing selection box over it or from the scene dock works pinging groud master of canvasitemeditor d steps to reproduce add sprite set flip h or flip v on try to select it by clicking on it minimal reproduction project ,1 13098,8272032442.0,IssuesEvent,2018-09-16 15:51:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Auto completion gets blocked by helper in strings,bug topic:editor usability,"When writing NodePaths or other kind of strings, the helper shows up to demonstrate the use of the current function. And it's **very** annoying. I've lost count on how many times I couldn't use the auto completion feature because it switched to the helper. Just try to get_node by script, it's way harder than it should.",True,"Auto completion gets blocked by helper in strings - When writing NodePaths or other kind of strings, the helper shows up to demonstrate the use of the current function. And it's **very** annoying. I've lost count on how many times I couldn't use the auto completion feature because it switched to the helper. Just try to get_node by script, it's way harder than it should.",1,auto completion gets blocked by helper in strings when writing nodepaths or other kind of strings the helper shows up to demonstrate the use of the current function and it s very annoying i ve lost count on how many times i couldn t use the auto completion feature because it switched to the helper just try to get node by script it s way harder than it should ,1 376456,11147254766.0,IssuesEvent,2019-12-23 12:04:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Road efficiency broken on ramps,Medium Priority,Also I'm guessing whatever contracts uses for road detection is probably broken,1.0,Road efficiency broken on ramps - Also I'm guessing whatever contracts uses for road detection is probably broken,0,road efficiency broken on ramps also i m guessing whatever contracts uses for road detection is probably broken,0 27011,27544959392.0,IssuesEvent,2023-03-07 11:05:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Shortcuts in code editor stop working (saving with CTRL+S, script navigation with ALT+ARROW)",bug platform:linuxbsd topic:editor usability,"### Godot version 4.0.stable ### System information Pop!_OS 22.04 ### Issue description When writing gdscript code for extended periods of time (~10 min) some keyboard shortcuts stop working and only start working again, if I navigate away from the godot editor, the shortcuts start working again for a time and then stop again (usually after less than a minute). This is possibly related to https://github.com/godotengine/godot/issues/63888. ### Steps to reproduce I haven't found out, what actions exactly causes the shortcuts to stop working, so I cannot provide steps to reproduce sadly, but I know that this is an issue since at least RC 1. But on this screencast you can see the issue. You can't see the buttons I am pressing, but I try to navigate with ALT+Left and ALT+Right between the opened scripts history and it only works unreliably. [Screencast from 03-01-2023 08:28:08 PM.webm](https://user-images.githubusercontent.com/29783330/222245098-8b7ad9e9-fce5-4014-b2a6-3a30f200d60a.webm) Also using CTRL+S to save only prints the letter S into the code editor instead of saving sometimes. You can see it on the following screencast. The first time I use CTRL+S it saves, but after writing a little, it only prints s: [Screencast from 03-01-2023 08:39:35 PM.webm](https://user-images.githubusercontent.com/29783330/222246899-5a1d78cf-efa7-43b5-b90c-22e9c30e74dd.webm) ### Minimal reproduction project Any project will do as far as I know.",True,"Shortcuts in code editor stop working (saving with CTRL+S, script navigation with ALT+ARROW) - ### Godot version 4.0.stable ### System information Pop!_OS 22.04 ### Issue description When writing gdscript code for extended periods of time (~10 min) some keyboard shortcuts stop working and only start working again, if I navigate away from the godot editor, the shortcuts start working again for a time and then stop again (usually after less than a minute). This is possibly related to https://github.com/godotengine/godot/issues/63888. ### Steps to reproduce I haven't found out, what actions exactly causes the shortcuts to stop working, so I cannot provide steps to reproduce sadly, but I know that this is an issue since at least RC 1. But on this screencast you can see the issue. You can't see the buttons I am pressing, but I try to navigate with ALT+Left and ALT+Right between the opened scripts history and it only works unreliably. [Screencast from 03-01-2023 08:28:08 PM.webm](https://user-images.githubusercontent.com/29783330/222245098-8b7ad9e9-fce5-4014-b2a6-3a30f200d60a.webm) Also using CTRL+S to save only prints the letter S into the code editor instead of saving sometimes. You can see it on the following screencast. The first time I use CTRL+S it saves, but after writing a little, it only prints s: [Screencast from 03-01-2023 08:39:35 PM.webm](https://user-images.githubusercontent.com/29783330/222246899-5a1d78cf-efa7-43b5-b90c-22e9c30e74dd.webm) ### Minimal reproduction project Any project will do as far as I know.",1,shortcuts in code editor stop working saving with ctrl s script navigation with alt arrow godot version stable system information pop os issue description when writing gdscript code for extended periods of time min some keyboard shortcuts stop working and only start working again if i navigate away from the godot editor the shortcuts start working again for a time and then stop again usually after less than a minute this is possibly related to steps to reproduce i haven t found out what actions exactly causes the shortcuts to stop working so i cannot provide steps to reproduce sadly but i know that this is an issue since at least rc but on this screencast you can see the issue you can t see the buttons i am pressing but i try to navigate with alt left and alt right between the opened scripts history and it only works unreliably also using ctrl s to save only prints the letter s into the code editor instead of saving sometimes you can see it on the following screencast the first time i use ctrl s it saves but after writing a little it only prints s minimal reproduction project any project will do as far as i know ,1 32458,4364708399.0,IssuesEvent,2016-08-03 08:04:24,Kozea/www-pharminfo,https://api.github.com/repos/Kozea/www-pharminfo,opened,Créer l’interaction du menu pour mobile,design feature next,"Créer l'interaction entre le menu dans son état ""ouvert"" et ""fermé"". > Le menu est il en position fixe sur la page ? Comment ?",1.0,"Créer l’interaction du menu pour mobile - Créer l'interaction entre le menu dans son état ""ouvert"" et ""fermé"". > Le menu est il en position fixe sur la page ? Comment ?",0,créer l’interaction du menu pour mobile créer l interaction entre le menu dans son état ouvert et fermé le menu est il en position fixe sur la page comment ,0 312466,23428581758.0,IssuesEvent,2022-08-14 19:22:46,Anglepi/My-Many-Reads,https://api.github.com/repos/Anglepi/My-Many-Reads,closed,An user journey would come in handy in the objectives section,documentation,"As stated in [this comment](https://github.com/Anglepi/My-Many-Reads/pull/11#discussion_r878743238) from @JJ add a user journey in the objectives section. This may mean updating the rest of the section as well.",1.0,"An user journey would come in handy in the objectives section - As stated in [this comment](https://github.com/Anglepi/My-Many-Reads/pull/11#discussion_r878743238) from @JJ add a user journey in the objectives section. This may mean updating the rest of the section as well.",0,an user journey would come in handy in the objectives section as stated in from jj add a user journey in the objectives section this may mean updating the rest of the section as well ,0 13234,8379874755.0,IssuesEvent,2018-10-07 08:28:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Poor visiblity of camera settings button,bug topic:editor usability,"**Godot version:** 3.1 (master) ffe94ef4e2dc28e69337f53f58d0fa60e23607a8 **OS/device including version:** Debian 9, Radeon HD 7870, mesa drivers **Issue description:** If you use the default sky the camera settings button becomes invisible. The text of the button should use an outline or background. Screenshot: ![invisible-camera-settings](https://user-images.githubusercontent.com/290658/46575049-3d9d1f80-c9ae-11e8-970f-2469f11a7647.png) ",True,"Poor visiblity of camera settings button - **Godot version:** 3.1 (master) ffe94ef4e2dc28e69337f53f58d0fa60e23607a8 **OS/device including version:** Debian 9, Radeon HD 7870, mesa drivers **Issue description:** If you use the default sky the camera settings button becomes invisible. The text of the button should use an outline or background. Screenshot: ![invisible-camera-settings](https://user-images.githubusercontent.com/290658/46575049-3d9d1f80-c9ae-11e8-970f-2469f11a7647.png) ",1,poor visiblity of camera settings button godot version master os device including version debian radeon hd mesa drivers issue description if you use the default sky the camera settings button becomes invisible the text of the button should use an outline or background screenshot ,1 13257,8393097017.0,IssuesEvent,2018-10-09 19:31:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[C#] Consider loosening generic guard on GetNode extension method,enhancement pr welcome topic:mono usability,"**Godot version:** `master` / 0de8309b2 **OS/device including version:** Manjaro Linux 17.1 **Issue description:** The current signature of `Node.GetNode` extension method is as below which works quite well for most cases : ```csharp public T GetNode(NodePath path) where T : Godot.Node ``` However, if your project relies heavily on abstraction, chances are high that it'd include various interfaces which would be implemented by multiple nodes. In this scenario, we can't use `GetNode` to look up such a component by its interface since the method restricts its generic parameter to be a descendant of `Godot.Node`. We can solve the problem if we could change the signature as below: ```csharp public T GetNode(NodePath path) where T : class ``` One may argue that it would damage type safety, but as long as the method blindly casts to whatever type the user provides, there's always a chance that the resulting node is not a descendant of the type `T` even with the more strict generic guard. (i.e. invoking `GetNode` to return a `MeshInstance` node). More over, it's generally considered a good practice to code around interfaces rather than implementations, and abstract classes are there to provide base implementations rather than public API contracts. And it's not always possible to make all implementations of a service to derive from a common abstract class due to the language's limitation of not allowing multiple inheritance. (i.e. item type `A` inherits from `RigidBody` while item `B` from `Spatial`, but you can't make `B > A` even though `RigidBody` > `Spatial`). I encountered this issue while I was migrating a code which relies on my own implementation of `GetNode` to the standard one. I'm not sure if I should just rename my version as `GetComponent` and keep using it or change the default implementation as suggested above, so I'd like to see how other C# users think about the issue.",True,"[C#] Consider loosening generic guard on GetNode extension method - **Godot version:** `master` / 0de8309b2 **OS/device including version:** Manjaro Linux 17.1 **Issue description:** The current signature of `Node.GetNode` extension method is as below which works quite well for most cases : ```csharp public T GetNode(NodePath path) where T : Godot.Node ``` However, if your project relies heavily on abstraction, chances are high that it'd include various interfaces which would be implemented by multiple nodes. In this scenario, we can't use `GetNode` to look up such a component by its interface since the method restricts its generic parameter to be a descendant of `Godot.Node`. We can solve the problem if we could change the signature as below: ```csharp public T GetNode(NodePath path) where T : class ``` One may argue that it would damage type safety, but as long as the method blindly casts to whatever type the user provides, there's always a chance that the resulting node is not a descendant of the type `T` even with the more strict generic guard. (i.e. invoking `GetNode` to return a `MeshInstance` node). More over, it's generally considered a good practice to code around interfaces rather than implementations, and abstract classes are there to provide base implementations rather than public API contracts. And it's not always possible to make all implementations of a service to derive from a common abstract class due to the language's limitation of not allowing multiple inheritance. (i.e. item type `A` inherits from `RigidBody` while item `B` from `Spatial`, but you can't make `B > A` even though `RigidBody` > `Spatial`). I encountered this issue while I was migrating a code which relies on my own implementation of `GetNode` to the standard one. I'm not sure if I should just rename my version as `GetComponent` and keep using it or change the default implementation as suggested above, so I'd like to see how other C# users think about the issue.",1, consider loosening generic guard on getnode extension method godot version master os device including version manjaro linux issue description the current signature of node getnode extension method is as below which works quite well for most cases csharp public t getnode nodepath path where t godot node however if your project relies heavily on abstraction chances are high that it d include various interfaces which would be implemented by multiple nodes in this scenario we can t use getnode to look up such a component by its interface since the method restricts its generic parameter to be a descendant of godot node we can solve the problem if we could change the signature as below csharp public t getnode nodepath path where t class one may argue that it would damage type safety but as long as the method blindly casts to whatever type the user provides there s always a chance that the resulting node is not a descendant of the type t even with the more strict generic guard i e invoking getnode to return a meshinstance node more over it s generally considered a good practice to code around interfaces rather than implementations and abstract classes are there to provide base implementations rather than public api contracts and it s not always possible to make all implementations of a service to derive from a common abstract class due to the language s limitation of not allowing multiple inheritance i e item type a inherits from rigidbody while item b from spatial but you can t make b a even though rigidbody spatial i encountered this issue while i was migrating a code which relies on my own implementation of getnode to the standard one i m not sure if i should just rename my version as getcomponent and keep using it or change the default implementation as suggested above so i d like to see how other c users think about the issue ,1 6097,4153221187.0,IssuesEvent,2016-06-16 06:38:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Default editor layout for 2.1,discussion enhancement topic:editor usability,"The current default layout in 2.1-dev is: ![spectacle p15397](https://cloud.githubusercontent.com/assets/4701338/16107604/a6a14154-339d-11e6-88e6-2189101d26d1.png) It has the advantage of exhibiting the cool new feature of the Filesystem dock, but at the same time I'm not sure it's the most meaningful when starting a project. I preferred to have the Scene dock on the top left, as it's the most important one, and to have the inspector on the right. My own simple layout is: ![spectacle z15397](https://cloud.githubusercontent.com/assets/4701338/16107540/58618940-339d-11e6-96d6-a46a03343d3d.png) I think it would make a better default (it's quite similar to 2.0). As an alternative, I'd propose also this one, with all docks directly visible, thus making sure new users don't miss the new Node dock: ![spectacle r15397](https://cloud.githubusercontent.com/assets/4701338/16107576/7a17da30-339d-11e6-8920-c35d680eb0cd.png) ",True,"Default editor layout for 2.1 - The current default layout in 2.1-dev is: ![spectacle p15397](https://cloud.githubusercontent.com/assets/4701338/16107604/a6a14154-339d-11e6-88e6-2189101d26d1.png) It has the advantage of exhibiting the cool new feature of the Filesystem dock, but at the same time I'm not sure it's the most meaningful when starting a project. I preferred to have the Scene dock on the top left, as it's the most important one, and to have the inspector on the right. My own simple layout is: ![spectacle z15397](https://cloud.githubusercontent.com/assets/4701338/16107540/58618940-339d-11e6-96d6-a46a03343d3d.png) I think it would make a better default (it's quite similar to 2.0). As an alternative, I'd propose also this one, with all docks directly visible, thus making sure new users don't miss the new Node dock: ![spectacle r15397](https://cloud.githubusercontent.com/assets/4701338/16107576/7a17da30-339d-11e6-8920-c35d680eb0cd.png) ",1,default editor layout for the current default layout in dev is it has the advantage of exhibiting the cool new feature of the filesystem dock but at the same time i m not sure it s the most meaningful when starting a project i preferred to have the scene dock on the top left as it s the most important one and to have the inspector on the right my own simple layout is i think it would make a better default it s quite similar to as an alternative i d propose also this one with all docks directly visible thus making sure new users don t miss the new node dock ,1 413802,12092354445.0,IssuesEvent,2020-04-19 15:20:05,Rammelkast/AntiCheatReloaded,https://api.github.com/repos/Rammelkast/AntiCheatReloaded,closed,Chat doesnt allow unicode (Ä / Ö / Ü / ä / ö / ü),1.14.x bug help wanted medium priority,"Hello! Great plugin! But i have a Problem: Im from Germany so we use the letters ä, ü, ö and ß in our normal conversations. But if someones writes that in Chat and presses enter, plugin says ""Unicode Chat is not allowed"" or so... is there a way to disable this?",1.0,"Chat doesnt allow unicode (Ä / Ö / Ü / ä / ö / ü) - Hello! Great plugin! But i have a Problem: Im from Germany so we use the letters ä, ü, ö and ß in our normal conversations. But if someones writes that in Chat and presses enter, plugin says ""Unicode Chat is not allowed"" or so... is there a way to disable this?",0,chat doesnt allow unicode ä ö ü ä ö ü hello great plugin but i have a problem im from germany so we use the letters ä ü ö and ß in our normal conversations but if someones writes that in chat and presses enter plugin says unicode chat is not allowed or so is there a way to disable this ,0 53606,7845486776.0,IssuesEvent,2018-06-19 13:06:01,burnsoftnet/BSApplicationProfiler,https://api.github.com/repos/burnsoftnet/BSApplicationProfiler,closed,Add & Update App Layout,documentation,Create a layout of the application so you can easily tell which app runs what and how it is all connected,1.0,Add & Update App Layout - Create a layout of the application so you can easily tell which app runs what and how it is all connected,0,add update app layout create a layout of the application so you can easily tell which app runs what and how it is all connected,0 24072,23302292393.0,IssuesEvent,2022-08-07 14:00:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cannot drag and drop file to @export_file field,enhancement topic:editor usability,"### Godot version 4.0.aplha9 ### System information Windows 10 ### Issue description When you create an export file field (`@export_file(""*.tscn) my_var` for example), you can only select a file using the ""Open a file"" button. It is impossible to drag and drop a file to the corresponding field. It would be much better in terms of usability. ### Steps to reproduce 1. Create a scene 2. Add a script 3. Declare an exported file variable (`@export_file my_var`) and save 4. Try to drag and drop a file to the field from your FileSystem ### Minimal reproduction project _No response_",True,"Cannot drag and drop file to @export_file field - ### Godot version 4.0.aplha9 ### System information Windows 10 ### Issue description When you create an export file field (`@export_file(""*.tscn) my_var` for example), you can only select a file using the ""Open a file"" button. It is impossible to drag and drop a file to the corresponding field. It would be much better in terms of usability. ### Steps to reproduce 1. Create a scene 2. Add a script 3. Declare an exported file variable (`@export_file my_var`) and save 4. Try to drag and drop a file to the field from your FileSystem ### Minimal reproduction project _No response_",1,cannot drag and drop file to export file field godot version system information windows issue description when you create an export file field export file tscn my var for example you can only select a file using the open a file button it is impossible to drag and drop a file to the corresponding field it would be much better in terms of usability steps to reproduce create a scene add a script declare an exported file variable export file my var and save try to drag and drop a file to the field from your filesystem minimal reproduction project no response ,1 48472,13093656699.0,IssuesEvent,2020-08-03 10:49:24,primefaces/primeng,https://api.github.com/repos/primefaces/primeng,closed,"p-inputNumber not intuitive handling of fraction digits/Currency input, not suitable for productive use",defect," **I'm submitting a ...** (check one with ""x"") ``` [ x ] bug report => Search github for a similar issue or PR before submitting [ ] feature request => Please check if request is not on the roadmap already https://github.com/primefaces/primeng/wiki/Roadmap [ ] support request => Please do not submit support request here, instead see http://forum.primefaces.org/viewforum.php?f=35 ``` **Plunkr Case (Bug Reports)** Just use the primeNG Showcase: https://www.primefaces.org/primeng/showcase/#/inputnumber **Current behavior** For example, if I want to enter the number 4.55, the following happens: After I press 4, it will automatically refill to 4.00. If I press ""."" ""5"" and ""5"" nothing happens. To enter 55 in the fraction, I have to mark the single digits with the mouse and then enter them with the keyboard. You can't expect a user to do something like that, the input should be possible in one stroke via the keyboard. Also if i want to type the number 100, after pressing ""1"" the cursor jumps to the end of the number input, i can't type digits anymore. I need to set the right position of the cursor with the mouse, than i can continue. **Expected behavior** It should be possible to type in numbers in one stroke, formating should just happen after editing finished or formating musst whatch for for the input of decimal seoarators and so on. **Minimal reproduction of the problem with instructions** just open the showcase https://www.primefaces.org/primeng/showcase/#/inputnumber and try to type some float numbers or try to use the currency input. **What is the motivation / use case for changing the behavior?** I was realy happy about this new component but at the moment it is not possible to use it in production **Please tell us about your environment:** Windows 10 * **Angular version:** Angular 9.1.9 * **PrimeNG version:** 9.1.0 * **Browser:** [all | Chrome XX | Firefox XX | IE XX | Safari XX | Mobile Chrome XX | Android X.X Web Browser | iOS XX Safari | iOS XX UIWebView | iOS XX WKWebView ] * **Language:** [all | TypeScript X.X | ES6/7 | ES5] * **Node (for AoT issues):** `node --version` = ",1.0,"p-inputNumber not intuitive handling of fraction digits/Currency input, not suitable for productive use - **I'm submitting a ...** (check one with ""x"") ``` [ x ] bug report => Search github for a similar issue or PR before submitting [ ] feature request => Please check if request is not on the roadmap already https://github.com/primefaces/primeng/wiki/Roadmap [ ] support request => Please do not submit support request here, instead see http://forum.primefaces.org/viewforum.php?f=35 ``` **Plunkr Case (Bug Reports)** Just use the primeNG Showcase: https://www.primefaces.org/primeng/showcase/#/inputnumber **Current behavior** For example, if I want to enter the number 4.55, the following happens: After I press 4, it will automatically refill to 4.00. If I press ""."" ""5"" and ""5"" nothing happens. To enter 55 in the fraction, I have to mark the single digits with the mouse and then enter them with the keyboard. You can't expect a user to do something like that, the input should be possible in one stroke via the keyboard. Also if i want to type the number 100, after pressing ""1"" the cursor jumps to the end of the number input, i can't type digits anymore. I need to set the right position of the cursor with the mouse, than i can continue. **Expected behavior** It should be possible to type in numbers in one stroke, formating should just happen after editing finished or formating musst whatch for for the input of decimal seoarators and so on. **Minimal reproduction of the problem with instructions** just open the showcase https://www.primefaces.org/primeng/showcase/#/inputnumber and try to type some float numbers or try to use the currency input. **What is the motivation / use case for changing the behavior?** I was realy happy about this new component but at the moment it is not possible to use it in production **Please tell us about your environment:** Windows 10 * **Angular version:** Angular 9.1.9 * **PrimeNG version:** 9.1.0 * **Browser:** [all | Chrome XX | Firefox XX | IE XX | Safari XX | Mobile Chrome XX | Android X.X Web Browser | iOS XX Safari | iOS XX UIWebView | iOS XX WKWebView ] * **Language:** [all | TypeScript X.X | ES6/7 | ES5] * **Node (for AoT issues):** `node --version` = ",0,p inputnumber not intuitive handling of fraction digits currency input not suitable for productive use i m submitting a check one with x bug report search github for a similar issue or pr before submitting feature request please check if request is not on the roadmap already support request please do not submit support request here instead see plunkr case bug reports just use the primeng showcase current behavior for example if i want to enter the number the following happens after i press it will automatically refill to if i press and nothing happens to enter in the fraction i have to mark the single digits with the mouse and then enter them with the keyboard you can t expect a user to do something like that the input should be possible in one stroke via the keyboard also if i want to type the number after pressing the cursor jumps to the end of the number input i can t type digits anymore i need to set the right position of the cursor with the mouse than i can continue expected behavior it should be possible to type in numbers in one stroke formating should just happen after editing finished or formating musst whatch for for the input of decimal seoarators and so on minimal reproduction of the problem with instructions just open the showcase and try to type some float numbers or try to use the currency input what is the motivation use case for changing the behavior i was realy happy about this new component but at the moment it is not possible to use it in production please tell us about your environment windows angular version angular primeng version browser language node for aot issues node version ,0 163084,12703515318.0,IssuesEvent,2020-06-22 22:31:25,cockroachdb/cockroach,https://api.github.com/repos/cockroachdb/cockroach,opened,build: at least teamcity-test.sh fails to collect artifacts,A-testing C-bug S-3-productivity,"(I believe this issue exists ever since the scripts were converted/improved to use JSON. I had noticed this already months ago. Wasn't sure before today) Symptom: my Go unit tests fails after they create temporary artifacts in their $TMPDIR, however the ""Artifacts"" tabs in TeamCity is empty. Example here: https://teamcity.cockroachdb.com/buildConfiguration/Cockroach_UnitTests_Test/2029726?buildTab=overview (In contrast, roachtest failures do get their artifacts populated) Compare: - run `make test ... TESTFLAGS=-v` locally, see that the test creates temporary files/directories in $TMPDIR - same failing test in CI: no artifacts collected I am surprised because I seem to read in the scripts that TMPDIR is set to a sub-directory of `artifacts` which is mounted in the docker image? (But then maybe that directory just exists but does not get copied to the place TeamCity looks for artifacts?) ",1.0,"build: at least teamcity-test.sh fails to collect artifacts - (I believe this issue exists ever since the scripts were converted/improved to use JSON. I had noticed this already months ago. Wasn't sure before today) Symptom: my Go unit tests fails after they create temporary artifacts in their $TMPDIR, however the ""Artifacts"" tabs in TeamCity is empty. Example here: https://teamcity.cockroachdb.com/buildConfiguration/Cockroach_UnitTests_Test/2029726?buildTab=overview (In contrast, roachtest failures do get their artifacts populated) Compare: - run `make test ... TESTFLAGS=-v` locally, see that the test creates temporary files/directories in $TMPDIR - same failing test in CI: no artifacts collected I am surprised because I seem to read in the scripts that TMPDIR is set to a sub-directory of `artifacts` which is mounted in the docker image? (But then maybe that directory just exists but does not get copied to the place TeamCity looks for artifacts?) ",0,build at least teamcity test sh fails to collect artifacts i believe this issue exists ever since the scripts were converted improved to use json i had noticed this already months ago wasn t sure before today symptom my go unit tests fails after they create temporary artifacts in their tmpdir however the artifacts tabs in teamcity is empty example here in contrast roachtest failures do get their artifacts populated compare run make test testflags v locally see that the test creates temporary files directories in tmpdir same failing test in ci no artifacts collected i am surprised because i seem to read in the scripts that tmpdir is set to a sub directory of artifacts which is mounted in the docker image but then maybe that directory just exists but does not get copied to the place teamcity looks for artifacts ,0 98705,30080173082.0,IssuesEvent,2023-06-29 02:06:33,tensorflow/tensorflow,https://api.github.com/repos/tensorflow/tensorflow,closed,"Error ""Genrules without outputs don't make sense"" when building the package builder for building TF from source",stat:awaiting response type:build/install stale subtype: ubuntu/linux TF 2.12,"
Click to expand! ### Issue Type Build/Install ### Have you reproduced the bug with TF nightly? No ### Source source ### Tensorflow Version r2.12 ### Custom Code No ### OS Platform and Distribution Linux Ubuntu 22.04 ### Mobile device _No response_ ### Python version 3.9 ### Bazel version 5.3.0 ### GCC/Compiler version 11.3.0 ### CUDA/cuDNN version _No response_ ### GPU model and memory _No response_ ### Current Behaviour? FYI this looks similar to https://github.com/tensorflow/tensorflow/issues/12008, but that issue has been abandoned in 2018 hence I am creating a new one. When following this [guide](https://www.tensorflow.org/install/source#setup_for_linux_and_macos) on building TensorFlow from source, I first encountered error like in https://github.com/tensorflow/tensorflow/issues/57761 and the solution described there (adding the `--define=no_tensorflow_py_deps=true`) helped get past it. Now I am encountering error ""Genrules without outputs don't make sense"" when trying to build the package builder with bazel. Included below are commands I run (just like in the guide) and their output. What actions can I take to resolve this error? I have tried to `bazel clean --expunge`, `rm -rf tensorflow`, and start again with steps provided in the guide with no success. Any pointers are appreciated. Thanks. ### Standalone code to reproduce the issue ```shell (N/A since I'm not running any special code, just trying to build/install TF) ``` ### Relevant log output ```shell (py3.9_openvino_env) user@userPC:~/Downloads$ git clone https://github.com/tensorflow/tensorflow.git Cloning into 'tensorflow'... remote: Enumerating objects: 1575336, done. remote: Counting objects: 100% (1575336/1575336), done. remote: Compressing objects: 100% (282486/282486), done. remote: Total 1575336 (delta 1278490), reused 1575252 (delta 1278412), pack-reused 0 Receiving objects: 100% (1575336/1575336), 961.31 MiB | 13.81 MiB/s, done. Resolving deltas: 100% (1278490/1278490), done. Updating files: 100% (29704/29704), done. (py3.9_openvino_env) user@userPC:~/Downloads$ cd tensorflow/ (py3.9_openvino_env) user@userPC:~/Downloads/tensorflow$ git checkout r2.12 Updating files: 100% (6855/6855), done. Branch 'r2.12' set up to track remote branch 'r2.12' from 'origin'. Switched to a new branch 'r2.12' (py3.9_openvino_env) user@userPC:~/Downloads/tensorflow$ ./configure You have bazel 5.3.0 installed. Please specify the location of python. [Default is /home/user/py3.9_openvino_env/bin/python3]: Found possible Python library paths: /home/user/py3.9_openvino_env/lib/python3.9/site-packages Please input the desired Python library path to use. Default is [/home/user/py3.9_openvino_env/lib/python3.9/site-packages] Do you wish to build TensorFlow with ROCm support? [y/N]: n No ROCm support will be enabled for TensorFlow. Do you wish to build TensorFlow with CUDA support? [y/N]: n No CUDA support will be enabled for TensorFlow. Do you wish to download a fresh release of clang? (Experimental) [y/N]: n Clang will not be downloaded. Please specify optimization flags to use during compilation when bazel option ""--config=opt"" is specified [Default is -Wno-sign-compare]: Would you like to interactively configure ./WORKSPACE for Android builds? [y/N]: n Not configuring the WORKSPACE for Android builds. Preconfigured Bazel build configs. You can use any of the below by adding ""--config=<>"" to your build command. See .bazelrc for more details. --config=mkl # Build with MKL support. --config=mkl_aarch64 # Build with oneDNN and Compute Library for the Arm Architecture (ACL). --config=monolithic # Config for mostly static monolithic build. --config=numa # Build with NUMA support. --config=dynamic_kernels # (Experimental) Build kernels into separate shared objects. --config=v1 # Build with TensorFlow 1 API instead of TF 2 API. Preconfigured Bazel build configs to DISABLE default on features: --config=nogcp # Disable GCP support. --config=nonccl # Disable NVIDIA NCCL support. Configuration finished (py3.9_openvino_env) user@userPC:~/Downloads/tensorflow$ bazel build --define=no_tensorflow_py_deps=true //tensorflow/tools/pip_package:build_pip_package Starting local Bazel server and connecting to it... INFO: Options provided by the client: Inherited 'common' options: --isatty=1 --terminal_columns=176 INFO: Reading rc options for 'build' from /home/user/Downloads/tensorflow/.bazelrc: Inherited 'common' options: --experimental_repo_remote_exec INFO: Reading rc options for 'build' from /home/user/Downloads/tensorflow/.bazelrc: 'build' options: --define framework_shared_object=true --define tsl_protobuf_header_only=true --define=use_fast_cpp_protos=true --define=allow_oversize_protos=true --spawn_strategy=standalone -c opt --announce_rc --define=grpc_no_ares=true --noincompatible_remove_legacy_whole_archive --enable_platform_specific_config --define=with_xla_support=true --config=short_logs --config=v2 --define=no_aws_support=true --define=no_hdfs_support=true --experimental_cc_shared_library --experimental_link_static_libraries_once=false --incompatible_enforce_config_setting_visibility INFO: Reading rc options for 'build' from /home/user/Downloads/tensorflow/.tf_configure.bazelrc: 'build' options: --action_env PYTHON_BIN_PATH=/home/user/py3.9_openvino_env/bin/python3 --action_env PYTHON_LIB_PATH=/home/user/py3.9_openvino_env/lib/python3.9/site-packages --python_path=/home/user/py3.9_openvino_env/bin/python3 INFO: Reading rc options for 'build' from /home/user/Downloads/tensorflow/.bazelrc: 'build' options: --deleted_packages=tensorflow/compiler/mlir/tfrt,tensorflow/compiler/mlir/tfrt/benchmarks,tensorflow/compiler/mlir/tfrt/jit/python_binding,tensorflow/compiler/mlir/tfrt/jit/transforms,tensorflow/compiler/mlir/tfrt/python_tests,tensorflow/compiler/mlir/tfrt/tests,tensorflow/compiler/mlir/tfrt/tests/ir,tensorflow/compiler/mlir/tfrt/tests/analysis,tensorflow/compiler/mlir/tfrt/tests/jit,tensorflow/compiler/mlir/tfrt/tests/lhlo_to_tfrt,tensorflow/compiler/mlir/tfrt/tests/lhlo_to_jitrt,tensorflow/compiler/mlir/tfrt/tests/tf_to_corert,tensorflow/compiler/mlir/tfrt/tests/tf_to_tfrt_data,tensorflow/compiler/mlir/tfrt/tests/saved_model,tensorflow/compiler/mlir/tfrt/transforms/lhlo_gpu_to_tfrt_gpu,tensorflow/core/runtime_fallback,tensorflow/core/runtime_fallback/conversion,tensorflow/core/runtime_fallback/kernel,tensorflow/core/runtime_fallback/opdefs,tensorflow/core/runtime_fallback/runtime,tensorflow/core/runtime_fallback/util,tensorflow/core/tfrt/eager,tensorflow/core/tfrt/eager/backends/cpu,tensorflow/core/tfrt/eager/backends/gpu,tensorflow/core/tfrt/eager/core_runtime,tensorflow/core/tfrt/eager/cpp_tests/core_runtime,tensorflow/core/tfrt/gpu,tensorflow/core/tfrt/run_handler_thread_pool,tensorflow/core/tfrt/runtime,tensorflow/core/tfrt/saved_model,tensorflow/core/tfrt/graph_executor,tensorflow/core/tfrt/saved_model/tests,tensorflow/core/tfrt/tpu,tensorflow/core/tfrt/utils INFO: Found applicable config definition build:short_logs in file /home/user/Downloads/tensorflow/.bazelrc: --output_filter=DONT_MATCH_ANYTHING INFO: Found applicable config definition build:v2 in file /home/user/Downloads/tensorflow/.bazelrc: --define=tf_api_version=2 --action_env=TF2_BEHAVIOR=1 INFO: Found applicable config definition build:linux in file /home/user/Downloads/tensorflow/.bazelrc: --host_copt=-w --copt=-Wno-all --copt=-Wno-extra --copt=-Wno-deprecated --copt=-Wno-deprecated-declarations --copt=-Wno-ignored-attributes --copt=-Wno-array-bounds --copt=-Wunused-result --copt=-Werror=unused-result --copt=-Wswitch --copt=-Werror=switch --copt=-Wno-error=unused-but-set-variable --define=PREFIX=/usr --define=LIBDIR=$(PREFIX)/lib --define=INCLUDEDIR=$(PREFIX)/include --define=PROTOBUF_INCLUDE_PATH=$(PREFIX)/include --cxxopt=-std=c++17 --host_cxxopt=-std=c++17 --config=dynamic_kernels --distinct_host_configuration=false --experimental_guard_against_concurrent_changes INFO: Found applicable config definition build:dynamic_kernels in file /home/user/Downloads/tensorflow/.bazelrc: --define=dynamic_loaded_kernels=true --copt=-DAUTOLOAD_DYNAMIC_KERNELS ERROR: /home/user/.cache/bazel/_bazel_user/4f29e91194527f9a06235ff817954d09/external/local_config_python/BUILD:78:8: in outs attribute of genrule rule @local_config_python//:python_include: Genrules without outputs don't make sense ERROR: /home/user/.cache/bazel/_bazel_user/4f29e91194527f9a06235ff817954d09/external/local_config_python/BUILD:78:8: Analysis of target '@local_config_python//:python_include' failed ERROR: Analysis of target '//tensorflow/tools/pip_package:build_pip_package' failed; build aborted: INFO: Elapsed time: 52.246s INFO: 0 processes. FAILED: Build did NOT complete successfully (371 packages loaded, 5088 targets configured) (py3.9_openvino_env) user@userPC:~/Downloads/tensorflow$ ```
",1.0,"Error ""Genrules without outputs don't make sense"" when building the package builder for building TF from source -
Click to expand! ### Issue Type Build/Install ### Have you reproduced the bug with TF nightly? No ### Source source ### Tensorflow Version r2.12 ### Custom Code No ### OS Platform and Distribution Linux Ubuntu 22.04 ### Mobile device _No response_ ### Python version 3.9 ### Bazel version 5.3.0 ### GCC/Compiler version 11.3.0 ### CUDA/cuDNN version _No response_ ### GPU model and memory _No response_ ### Current Behaviour? FYI this looks similar to https://github.com/tensorflow/tensorflow/issues/12008, but that issue has been abandoned in 2018 hence I am creating a new one. When following this [guide](https://www.tensorflow.org/install/source#setup_for_linux_and_macos) on building TensorFlow from source, I first encountered error like in https://github.com/tensorflow/tensorflow/issues/57761 and the solution described there (adding the `--define=no_tensorflow_py_deps=true`) helped get past it. Now I am encountering error ""Genrules without outputs don't make sense"" when trying to build the package builder with bazel. Included below are commands I run (just like in the guide) and their output. What actions can I take to resolve this error? I have tried to `bazel clean --expunge`, `rm -rf tensorflow`, and start again with steps provided in the guide with no success. Any pointers are appreciated. Thanks. ### Standalone code to reproduce the issue ```shell (N/A since I'm not running any special code, just trying to build/install TF) ``` ### Relevant log output ```shell (py3.9_openvino_env) user@userPC:~/Downloads$ git clone https://github.com/tensorflow/tensorflow.git Cloning into 'tensorflow'... remote: Enumerating objects: 1575336, done. remote: Counting objects: 100% (1575336/1575336), done. remote: Compressing objects: 100% (282486/282486), done. remote: Total 1575336 (delta 1278490), reused 1575252 (delta 1278412), pack-reused 0 Receiving objects: 100% (1575336/1575336), 961.31 MiB | 13.81 MiB/s, done. Resolving deltas: 100% (1278490/1278490), done. Updating files: 100% (29704/29704), done. (py3.9_openvino_env) user@userPC:~/Downloads$ cd tensorflow/ (py3.9_openvino_env) user@userPC:~/Downloads/tensorflow$ git checkout r2.12 Updating files: 100% (6855/6855), done. Branch 'r2.12' set up to track remote branch 'r2.12' from 'origin'. Switched to a new branch 'r2.12' (py3.9_openvino_env) user@userPC:~/Downloads/tensorflow$ ./configure You have bazel 5.3.0 installed. Please specify the location of python. [Default is /home/user/py3.9_openvino_env/bin/python3]: Found possible Python library paths: /home/user/py3.9_openvino_env/lib/python3.9/site-packages Please input the desired Python library path to use. Default is [/home/user/py3.9_openvino_env/lib/python3.9/site-packages] Do you wish to build TensorFlow with ROCm support? [y/N]: n No ROCm support will be enabled for TensorFlow. Do you wish to build TensorFlow with CUDA support? [y/N]: n No CUDA support will be enabled for TensorFlow. Do you wish to download a fresh release of clang? (Experimental) [y/N]: n Clang will not be downloaded. Please specify optimization flags to use during compilation when bazel option ""--config=opt"" is specified [Default is -Wno-sign-compare]: Would you like to interactively configure ./WORKSPACE for Android builds? [y/N]: n Not configuring the WORKSPACE for Android builds. Preconfigured Bazel build configs. You can use any of the below by adding ""--config=<>"" to your build command. See .bazelrc for more details. --config=mkl # Build with MKL support. --config=mkl_aarch64 # Build with oneDNN and Compute Library for the Arm Architecture (ACL). --config=monolithic # Config for mostly static monolithic build. --config=numa # Build with NUMA support. --config=dynamic_kernels # (Experimental) Build kernels into separate shared objects. --config=v1 # Build with TensorFlow 1 API instead of TF 2 API. Preconfigured Bazel build configs to DISABLE default on features: --config=nogcp # Disable GCP support. --config=nonccl # Disable NVIDIA NCCL support. Configuration finished (py3.9_openvino_env) user@userPC:~/Downloads/tensorflow$ bazel build --define=no_tensorflow_py_deps=true //tensorflow/tools/pip_package:build_pip_package Starting local Bazel server and connecting to it... INFO: Options provided by the client: Inherited 'common' options: --isatty=1 --terminal_columns=176 INFO: Reading rc options for 'build' from /home/user/Downloads/tensorflow/.bazelrc: Inherited 'common' options: --experimental_repo_remote_exec INFO: Reading rc options for 'build' from /home/user/Downloads/tensorflow/.bazelrc: 'build' options: --define framework_shared_object=true --define tsl_protobuf_header_only=true --define=use_fast_cpp_protos=true --define=allow_oversize_protos=true --spawn_strategy=standalone -c opt --announce_rc --define=grpc_no_ares=true --noincompatible_remove_legacy_whole_archive --enable_platform_specific_config --define=with_xla_support=true --config=short_logs --config=v2 --define=no_aws_support=true --define=no_hdfs_support=true --experimental_cc_shared_library --experimental_link_static_libraries_once=false --incompatible_enforce_config_setting_visibility INFO: Reading rc options for 'build' from /home/user/Downloads/tensorflow/.tf_configure.bazelrc: 'build' options: --action_env PYTHON_BIN_PATH=/home/user/py3.9_openvino_env/bin/python3 --action_env PYTHON_LIB_PATH=/home/user/py3.9_openvino_env/lib/python3.9/site-packages --python_path=/home/user/py3.9_openvino_env/bin/python3 INFO: Reading rc options for 'build' from /home/user/Downloads/tensorflow/.bazelrc: 'build' options: --deleted_packages=tensorflow/compiler/mlir/tfrt,tensorflow/compiler/mlir/tfrt/benchmarks,tensorflow/compiler/mlir/tfrt/jit/python_binding,tensorflow/compiler/mlir/tfrt/jit/transforms,tensorflow/compiler/mlir/tfrt/python_tests,tensorflow/compiler/mlir/tfrt/tests,tensorflow/compiler/mlir/tfrt/tests/ir,tensorflow/compiler/mlir/tfrt/tests/analysis,tensorflow/compiler/mlir/tfrt/tests/jit,tensorflow/compiler/mlir/tfrt/tests/lhlo_to_tfrt,tensorflow/compiler/mlir/tfrt/tests/lhlo_to_jitrt,tensorflow/compiler/mlir/tfrt/tests/tf_to_corert,tensorflow/compiler/mlir/tfrt/tests/tf_to_tfrt_data,tensorflow/compiler/mlir/tfrt/tests/saved_model,tensorflow/compiler/mlir/tfrt/transforms/lhlo_gpu_to_tfrt_gpu,tensorflow/core/runtime_fallback,tensorflow/core/runtime_fallback/conversion,tensorflow/core/runtime_fallback/kernel,tensorflow/core/runtime_fallback/opdefs,tensorflow/core/runtime_fallback/runtime,tensorflow/core/runtime_fallback/util,tensorflow/core/tfrt/eager,tensorflow/core/tfrt/eager/backends/cpu,tensorflow/core/tfrt/eager/backends/gpu,tensorflow/core/tfrt/eager/core_runtime,tensorflow/core/tfrt/eager/cpp_tests/core_runtime,tensorflow/core/tfrt/gpu,tensorflow/core/tfrt/run_handler_thread_pool,tensorflow/core/tfrt/runtime,tensorflow/core/tfrt/saved_model,tensorflow/core/tfrt/graph_executor,tensorflow/core/tfrt/saved_model/tests,tensorflow/core/tfrt/tpu,tensorflow/core/tfrt/utils INFO: Found applicable config definition build:short_logs in file /home/user/Downloads/tensorflow/.bazelrc: --output_filter=DONT_MATCH_ANYTHING INFO: Found applicable config definition build:v2 in file /home/user/Downloads/tensorflow/.bazelrc: --define=tf_api_version=2 --action_env=TF2_BEHAVIOR=1 INFO: Found applicable config definition build:linux in file /home/user/Downloads/tensorflow/.bazelrc: --host_copt=-w --copt=-Wno-all --copt=-Wno-extra --copt=-Wno-deprecated --copt=-Wno-deprecated-declarations --copt=-Wno-ignored-attributes --copt=-Wno-array-bounds --copt=-Wunused-result --copt=-Werror=unused-result --copt=-Wswitch --copt=-Werror=switch --copt=-Wno-error=unused-but-set-variable --define=PREFIX=/usr --define=LIBDIR=$(PREFIX)/lib --define=INCLUDEDIR=$(PREFIX)/include --define=PROTOBUF_INCLUDE_PATH=$(PREFIX)/include --cxxopt=-std=c++17 --host_cxxopt=-std=c++17 --config=dynamic_kernels --distinct_host_configuration=false --experimental_guard_against_concurrent_changes INFO: Found applicable config definition build:dynamic_kernels in file /home/user/Downloads/tensorflow/.bazelrc: --define=dynamic_loaded_kernels=true --copt=-DAUTOLOAD_DYNAMIC_KERNELS ERROR: /home/user/.cache/bazel/_bazel_user/4f29e91194527f9a06235ff817954d09/external/local_config_python/BUILD:78:8: in outs attribute of genrule rule @local_config_python//:python_include: Genrules without outputs don't make sense ERROR: /home/user/.cache/bazel/_bazel_user/4f29e91194527f9a06235ff817954d09/external/local_config_python/BUILD:78:8: Analysis of target '@local_config_python//:python_include' failed ERROR: Analysis of target '//tensorflow/tools/pip_package:build_pip_package' failed; build aborted: INFO: Elapsed time: 52.246s INFO: 0 processes. FAILED: Build did NOT complete successfully (371 packages loaded, 5088 targets configured) (py3.9_openvino_env) user@userPC:~/Downloads/tensorflow$ ```
",0,error genrules without outputs don t make sense when building the package builder for building tf from source click to expand issue type build install have you reproduced the bug with tf nightly no source source tensorflow version custom code no os platform and distribution linux ubuntu mobile device no response python version bazel version gcc compiler version cuda cudnn version no response gpu model and memory no response current behaviour fyi this looks similar to but that issue has been abandoned in hence i am creating a new one when following this on building tensorflow from source i first encountered error like in and the solution described there adding the define no tensorflow py deps true helped get past it now i am encountering error genrules without outputs don t make sense when trying to build the package builder with bazel included below are commands i run just like in the guide and their output what actions can i take to resolve this error i have tried to bazel clean expunge rm rf tensorflow and start again with steps provided in the guide with no success any pointers are appreciated thanks standalone code to reproduce the issue shell n a since i m not running any special code just trying to build install tf relevant log output shell openvino env user userpc downloads git clone cloning into tensorflow remote enumerating objects done remote counting objects done remote compressing objects done remote total delta reused delta pack reused receiving objects mib mib s done resolving deltas done updating files done openvino env user userpc downloads cd tensorflow openvino env user userpc downloads tensorflow git checkout updating files done branch set up to track remote branch from origin switched to a new branch openvino env user userpc downloads tensorflow configure you have bazel installed please specify the location of python found possible python library paths home user openvino env lib site packages please input the desired python library path to use default is do you wish to build tensorflow with rocm support n no rocm support will be enabled for tensorflow do you wish to build tensorflow with cuda support n no cuda support will be enabled for tensorflow do you wish to download a fresh release of clang experimental n clang will not be downloaded please specify optimization flags to use during compilation when bazel option config opt is specified would you like to interactively configure workspace for android builds n not configuring the workspace for android builds preconfigured bazel build configs you can use any of the below by adding config to your build command see bazelrc for more details config mkl build with mkl support config mkl build with onednn and compute library for the arm architecture acl config monolithic config for mostly static monolithic build config numa build with numa support config dynamic kernels experimental build kernels into separate shared objects config build with tensorflow api instead of tf api preconfigured bazel build configs to disable default on features config nogcp disable gcp support config nonccl disable nvidia nccl support configuration finished openvino env user userpc downloads tensorflow bazel build define no tensorflow py deps true tensorflow tools pip package build pip package starting local bazel server and connecting to it info options provided by the client inherited common options isatty terminal columns info reading rc options for build from home user downloads tensorflow bazelrc inherited common options experimental repo remote exec info reading rc options for build from home user downloads tensorflow bazelrc build options define framework shared object true define tsl protobuf header only true define use fast cpp protos true define allow oversize protos true spawn strategy standalone c opt announce rc define grpc no ares true noincompatible remove legacy whole archive enable platform specific config define with xla support true config short logs config define no aws support true define no hdfs support true experimental cc shared library experimental link static libraries once false incompatible enforce config setting visibility info reading rc options for build from home user downloads tensorflow tf configure bazelrc build options action env python bin path home user openvino env bin action env python lib path home user openvino env lib site packages python path home user openvino env bin info reading rc options for build from home user downloads tensorflow bazelrc build options deleted packages tensorflow compiler mlir tfrt tensorflow compiler mlir tfrt benchmarks tensorflow compiler mlir tfrt jit python binding tensorflow compiler mlir tfrt jit transforms tensorflow compiler mlir tfrt python tests tensorflow compiler mlir tfrt tests tensorflow compiler mlir tfrt tests ir tensorflow compiler mlir tfrt tests analysis tensorflow compiler mlir tfrt tests jit tensorflow compiler mlir tfrt tests lhlo to tfrt tensorflow compiler mlir tfrt tests lhlo to jitrt tensorflow compiler mlir tfrt tests tf to corert tensorflow compiler mlir tfrt tests tf to tfrt data tensorflow compiler mlir tfrt tests saved model tensorflow compiler mlir tfrt transforms lhlo gpu to tfrt gpu tensorflow core runtime fallback tensorflow core runtime fallback conversion tensorflow core runtime fallback kernel tensorflow core runtime fallback opdefs tensorflow core runtime fallback runtime tensorflow core runtime fallback util tensorflow core tfrt eager tensorflow core tfrt eager backends cpu tensorflow core tfrt eager backends gpu tensorflow core tfrt eager core runtime tensorflow core tfrt eager cpp tests core runtime tensorflow core tfrt gpu tensorflow core tfrt run handler thread pool tensorflow core tfrt runtime tensorflow core tfrt saved model tensorflow core tfrt graph executor tensorflow core tfrt saved model tests tensorflow core tfrt tpu tensorflow core tfrt utils info found applicable config definition build short logs in file home user downloads tensorflow bazelrc output filter dont match anything info found applicable config definition build in file home user downloads tensorflow bazelrc define tf api version action env behavior info found applicable config definition build linux in file home user downloads tensorflow bazelrc host copt w copt wno all copt wno extra copt wno deprecated copt wno deprecated declarations copt wno ignored attributes copt wno array bounds copt wunused result copt werror unused result copt wswitch copt werror switch copt wno error unused but set variable define prefix usr define libdir prefix lib define includedir prefix include define protobuf include path prefix include cxxopt std c host cxxopt std c config dynamic kernels distinct host configuration false experimental guard against concurrent changes info found applicable config definition build dynamic kernels in file home user downloads tensorflow bazelrc define dynamic loaded kernels true copt dautoload dynamic kernels error home user cache bazel bazel user external local config python build in outs attribute of genrule rule local config python python include genrules without outputs don t make sense error home user cache bazel bazel user external local config python build analysis of target local config python python include failed error analysis of target tensorflow tools pip package build pip package failed build aborted info elapsed time info processes failed build did not complete successfully packages loaded targets configured openvino env user userpc downloads tensorflow ,0 419220,28140040921.0,IssuesEvent,2023-04-01 20:59:54,google/gson,https://api.github.com/repos/google/gson,closed,URL outdated (ISO8601Utils.java),bug documentation,"In [ISO8601Utils.java](https://github.com/google/gson/blob/master/gson/src/main/java/com/google/gson/internal/bind/util/ISO8601Utils.java) a file is linked in line 16, which has been removed and can't be accessed. I'm not completely sure what the file once contained, but I think [this file](https://github.com/FasterXML/jackson-databind/blob/master/src/main/java/com/fasterxml/jackson/databind/util/StdDateFormat.java) might be the new location. Should the link just be removed (maybe with line 15 referencing it) or should it be changed to the file I proposed or where is this file now located?",1.0,"URL outdated (ISO8601Utils.java) - In [ISO8601Utils.java](https://github.com/google/gson/blob/master/gson/src/main/java/com/google/gson/internal/bind/util/ISO8601Utils.java) a file is linked in line 16, which has been removed and can't be accessed. I'm not completely sure what the file once contained, but I think [this file](https://github.com/FasterXML/jackson-databind/blob/master/src/main/java/com/fasterxml/jackson/databind/util/StdDateFormat.java) might be the new location. Should the link just be removed (maybe with line 15 referencing it) or should it be changed to the file I proposed or where is this file now located?",0,url outdated java in a file is linked in line which has been removed and can t be accessed i m not completely sure what the file once contained but i think might be the new location should the link just be removed maybe with line referencing it or should it be changed to the file i proposed or where is this file now located ,0 66493,16621590392.0,IssuesEvent,2021-06-03 02:24:35,eclipse-ee4j/glassfish,https://api.github.com/repos/eclipse-ee4j/glassfish,closed,Update jar license: phase 2,Component: build_system Priority: Major Stale Type: Bug,"See phase 2 described here: [http://aseng-wiki.us.oracle.com/asengwiki/display/GlassFish/Copyrights+and+Licenses+for+Jar+Files](http://aseng-wiki.us.oracle.com/asengwiki/display/GlassFish/Copyrights+and+Licenses+for+Jar+Files) This can be tackled after Java EE 7 RI/SDK #### Affected Versions [4.0_dev]",1.0,"Update jar license: phase 2 - See phase 2 described here: [http://aseng-wiki.us.oracle.com/asengwiki/display/GlassFish/Copyrights+and+Licenses+for+Jar+Files](http://aseng-wiki.us.oracle.com/asengwiki/display/GlassFish/Copyrights+and+Licenses+for+Jar+Files) This can be tackled after Java EE 7 RI/SDK #### Affected Versions [4.0_dev]",0,update jar license phase see phase described here this can be tackled after java ee ri sdk affected versions ,0 72385,31724250838.0,IssuesEvent,2023-09-10 19:10:50,Azure/azure-sdk-for-java,https://api.github.com/repos/Azure/azure-sdk-for-java,closed,java.lang.IllegalStateException: Client is currently closed. Must open messagingClient before sending.,question Service Bus Client customer-reported needs-team-triage," Version Azure java sdk : 'com.microsoft.azure.sdk.iot:iot-service-client:2.1.6' Below errors were triggering when I try to send messages to cloud java.lang.IllegalStateException: Client is currently closed. Must open messagingClient before sending. below is the code if(!messagingClient.isOpen()) { messagingClient.open(); messageToSend.setDeliveryAcknowledgement(DeliveryAcknowledgement.None); messagingClient.sendAsync(deviceId, messageToSend, null, null); } tried with send(deviceId,message) ,same issues occurs ",1.0,"java.lang.IllegalStateException: Client is currently closed. Must open messagingClient before sending. - Version Azure java sdk : 'com.microsoft.azure.sdk.iot:iot-service-client:2.1.6' Below errors were triggering when I try to send messages to cloud java.lang.IllegalStateException: Client is currently closed. Must open messagingClient before sending. below is the code if(!messagingClient.isOpen()) { messagingClient.open(); messageToSend.setDeliveryAcknowledgement(DeliveryAcknowledgement.None); messagingClient.sendAsync(deviceId, messageToSend, null, null); } tried with send(deviceId,message) ,same issues occurs ",0,java lang illegalstateexception client is currently closed must open messagingclient before sending version azure java sdk com microsoft azure sdk iot iot service client below errors were triggering when i try to send messages to cloud java lang illegalstateexception client is currently closed must open messagingclient before sending below is the code if messagingclient isopen messagingclient open messagetosend setdeliveryacknowledgement deliveryacknowledgement none messagingclient sendasync deviceid messagetosend null null tried with send deviceid message same issues occurs ,0 16687,11219605989.0,IssuesEvent,2020-01-07 14:14:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot Mono doesn't rebuild solution when ran with --build-solutions,bug topic:mono usability," **Godot version:** 3.0.3.stable.mono.official **OS/device including version:** Manjaro Linux 17.1.10 Hakoila **Issue description:** Godot doesn't rebuild solution when `--build-solutions` flag is set **Steps to reproduce:** 1. Make some changes to your project 2. Run `godot-mono --build-solutions` 3. Changes are ignored. It is my understanding that this flag was added to let the user test new code with Godot without having to rebuild it manually first. ",True,"Godot Mono doesn't rebuild solution when ran with --build-solutions - **Godot version:** 3.0.3.stable.mono.official **OS/device including version:** Manjaro Linux 17.1.10 Hakoila **Issue description:** Godot doesn't rebuild solution when `--build-solutions` flag is set **Steps to reproduce:** 1. Make some changes to your project 2. Run `godot-mono --build-solutions` 3. Changes are ignored. It is my understanding that this flag was added to let the user test new code with Godot without having to rebuild it manually first. ",1,godot mono doesn t rebuild solution when ran with build solutions godot version stable mono official os device including version manjaro linux hakoila issue description godot doesn t rebuild solution when build solutions flag is set steps to reproduce make some changes to your project run godot mono build solutions changes are ignored it is my understanding that this flag was added to let the user test new code with godot without having to rebuild it manually first ,1 25267,24929539039.0,IssuesEvent,2022-10-31 10:25:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,ScriptEditor shortcuts only work when focused on code editor,bug topic:editor usability topic:input,"### Godot version Godot 4.0 beta 3 ### System information Windows 10 ### Issue description In Godot 4 beta 3 it's become impossible to use ScriptEditor shortcuts without having to focus on the code editor first. In Godot 3 we're able to use the `find` shortcut while focused on the code editor, and even when focused on the `find` input we're still able to use the `find and replace` shortcut; as well as when focused on the filter methods input we're able to use ScriptEditor shortcuts, as seen below: https://user-images.githubusercontent.com/17155529/197325485-0fc23954-a10d-46b2-b7fb-b9424fe6381b.mp4 However, now in Godot 4 beta 3, we can still use the `find` shortcut while focused on the code editor, however once focused on the find input I'm not able to use anymore ScriptEditor shortcuts, nor when focused on any other thing other than the code editor. This means if I want to switch between `find` and `find and replace` with shortcuts I'd have to focus on the code editor again to be able to use them, as seen below: https://user-images.githubusercontent.com/17155529/197325476-cb8b4034-0221-4aa2-b318-c10d6183a4c6.mp4 ### Steps to reproduce - Open Godot Engine - Open any editable file with the ScriptEditor - Focus on text editor - Use any ScriptEditor shortcut - Shortcut works - Focus on anything else than the text editor - Use any ScriptEditor shortcut - Shortcut won't work ### Minimal reproduction project N/A",True,"ScriptEditor shortcuts only work when focused on code editor - ### Godot version Godot 4.0 beta 3 ### System information Windows 10 ### Issue description In Godot 4 beta 3 it's become impossible to use ScriptEditor shortcuts without having to focus on the code editor first. In Godot 3 we're able to use the `find` shortcut while focused on the code editor, and even when focused on the `find` input we're still able to use the `find and replace` shortcut; as well as when focused on the filter methods input we're able to use ScriptEditor shortcuts, as seen below: https://user-images.githubusercontent.com/17155529/197325485-0fc23954-a10d-46b2-b7fb-b9424fe6381b.mp4 However, now in Godot 4 beta 3, we can still use the `find` shortcut while focused on the code editor, however once focused on the find input I'm not able to use anymore ScriptEditor shortcuts, nor when focused on any other thing other than the code editor. This means if I want to switch between `find` and `find and replace` with shortcuts I'd have to focus on the code editor again to be able to use them, as seen below: https://user-images.githubusercontent.com/17155529/197325476-cb8b4034-0221-4aa2-b318-c10d6183a4c6.mp4 ### Steps to reproduce - Open Godot Engine - Open any editable file with the ScriptEditor - Focus on text editor - Use any ScriptEditor shortcut - Shortcut works - Focus on anything else than the text editor - Use any ScriptEditor shortcut - Shortcut won't work ### Minimal reproduction project N/A",1,scripteditor shortcuts only work when focused on code editor godot version godot beta system information windows issue description in godot beta it s become impossible to use scripteditor shortcuts without having to focus on the code editor first in godot we re able to use the find shortcut while focused on the code editor and even when focused on the find input we re still able to use the find and replace shortcut as well as when focused on the filter methods input we re able to use scripteditor shortcuts as seen below however now in godot beta we can still use the find shortcut while focused on the code editor however once focused on the find input i m not able to use anymore scripteditor shortcuts nor when focused on any other thing other than the code editor this means if i want to switch between find and find and replace with shortcuts i d have to focus on the code editor again to be able to use them as seen below steps to reproduce open godot engine open any editable file with the scripteditor focus on text editor use any scripteditor shortcut shortcut works focus on anything else than the text editor use any scripteditor shortcut shortcut won t work minimal reproduction project n a,1 81853,15630177565.0,IssuesEvent,2021-03-22 01:35:36,maban/bookmarkbot,https://api.github.com/repos/maban/bookmarkbot,opened,CVE-2021-28834 (Medium) detected in kramdown-1.17.0.gem,security vulnerability,"## CVE-2021-28834 - Medium Severity Vulnerability
Vulnerable Library - kramdown-1.17.0.gem

kramdown is yet-another-markdown-parser but fast, pure Ruby, using a strict syntax definition and supporting several common extensions.

Library home page: https://rubygems.org/gems/kramdown-1.17.0.gem

Path to dependency file: bookmarkbot/Gemfile.lock

Path to vulnerable library: /var/lib/gems/2.5.0/cache/kramdown-1.17.0.gem

Dependency Hierarchy: - minima-2.5.1.gem (Root Library) - jekyll-feed-0.11.0.gem - jekyll-3.6.3.gem - :x: **kramdown-1.17.0.gem** (Vulnerable Library)

Vulnerability Details

Kramdown before 2.3.1 does not restrict Rouge formatters to the Rouge::Formatters namespace, and thus arbitrary classes can be instantiated.

Publish Date: 2021-03-19

URL: CVE-2021-28834

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: None - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-28834

Release Date: 2021-03-19

Fix Resolution: REL_2_3_1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2021-28834 (Medium) detected in kramdown-1.17.0.gem - ## CVE-2021-28834 - Medium Severity Vulnerability
Vulnerable Library - kramdown-1.17.0.gem

kramdown is yet-another-markdown-parser but fast, pure Ruby, using a strict syntax definition and supporting several common extensions.

Library home page: https://rubygems.org/gems/kramdown-1.17.0.gem

Path to dependency file: bookmarkbot/Gemfile.lock

Path to vulnerable library: /var/lib/gems/2.5.0/cache/kramdown-1.17.0.gem

Dependency Hierarchy: - minima-2.5.1.gem (Root Library) - jekyll-feed-0.11.0.gem - jekyll-3.6.3.gem - :x: **kramdown-1.17.0.gem** (Vulnerable Library)

Vulnerability Details

Kramdown before 2.3.1 does not restrict Rouge formatters to the Rouge::Formatters namespace, and thus arbitrary classes can be instantiated.

Publish Date: 2021-03-19

URL: CVE-2021-28834

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: None - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-28834

Release Date: 2021-03-19

Fix Resolution: REL_2_3_1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in kramdown gem cve medium severity vulnerability vulnerable library kramdown gem kramdown is yet another markdown parser but fast pure ruby using a strict syntax definition and supporting several common extensions library home page a href path to dependency file bookmarkbot gemfile lock path to vulnerable library var lib gems cache kramdown gem dependency hierarchy minima gem root library jekyll feed gem jekyll gem x kramdown gem vulnerable library vulnerability details kramdown before does not restrict rouge formatters to the rouge formatters namespace and thus arbitrary classes can be instantiated publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact low integrity impact none availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution rel step up your open source security game with whitesource ,0 570818,17023187851.0,IssuesEvent,2021-07-03 00:46:16,tomhughes/trac-tickets,https://api.github.com/repos/tomhughes/trac-tickets,closed,Potlatch: waterway=stream should be displayed blue,Component: potlatch (flash editor) Priority: minor Resolution: worksforme Type: enhancement,"**[Submitted to the original trac issue database at 6.27pm, Sunday, 18th November 2007]** Dear developers, I find it confusing that a way tagged with waterway=stream is displayed in dark gray instead of blue color as all other waterways. Could you please change that as soon as possible? Yours faithfully nubok",1.0,"Potlatch: waterway=stream should be displayed blue - **[Submitted to the original trac issue database at 6.27pm, Sunday, 18th November 2007]** Dear developers, I find it confusing that a way tagged with waterway=stream is displayed in dark gray instead of blue color as all other waterways. Could you please change that as soon as possible? Yours faithfully nubok",0,potlatch waterway stream should be displayed blue dear developers i find it confusing that a way tagged with waterway stream is displayed in dark gray instead of blue color as all other waterways could you please change that as soon as possible yours faithfully nubok,0 16501,10988003680.0,IssuesEvent,2019-12-02 10:21:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocomplete fails in for loop if method is defined after current line,bug topic:editor topic:gdscript usability,"**Godot version:** 3.2 beta2 **Issue description:** ``` func autotest(): pass func autocomplete_me() -> Array: return [] ``` ![image](https://user-images.githubusercontent.com/2223172/69917606-f6060c80-1467-11ea-8007-6456aabb77a3.png) ![image](https://user-images.githubusercontent.com/2223172/69917614-1afa7f80-1468-11ea-9c21-1185efeef0ee.png) Works if `autocomplete_me()` is above `autotest()`. EDIT: `if` has the same problem.",True,"Autocomplete fails in for loop if method is defined after current line - **Godot version:** 3.2 beta2 **Issue description:** ``` func autotest(): pass func autocomplete_me() -> Array: return [] ``` ![image](https://user-images.githubusercontent.com/2223172/69917606-f6060c80-1467-11ea-8007-6456aabb77a3.png) ![image](https://user-images.githubusercontent.com/2223172/69917614-1afa7f80-1468-11ea-9c21-1185efeef0ee.png) Works if `autocomplete_me()` is above `autotest()`. EDIT: `if` has the same problem.",1,autocomplete fails in for loop if method is defined after current line godot version issue description func autotest pass func autocomplete me array return works if autocomplete me is above autotest edit if has the same problem ,1 24758,24250166513.0,IssuesEvent,2022-09-27 13:40:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inspector: Allow to search properties in sub-resources,enhancement topic:editor usability," **Godot version:** 3.1-dev **Issue description:** Godot 3.1 introduced sub-resource editing in the same inspector. It also made property search feature more visible (I didn't notice it in 3.0 xd). However, I noticed that searching doesn't show properties from sub-resources, which is a bit counter-intuitive given how integrated they are now in inspector. So the search field should search for sub-resource properties too. ![image](https://user-images.githubusercontent.com/2223172/43649400-5898d7be-973d-11e8-94ea-983dea2ba437.png) ![image](https://user-images.githubusercontent.com/2223172/43649389-5223fa44-973d-11e8-98a2-e48f2e07d64c.png)",True,"Inspector: Allow to search properties in sub-resources - **Godot version:** 3.1-dev **Issue description:** Godot 3.1 introduced sub-resource editing in the same inspector. It also made property search feature more visible (I didn't notice it in 3.0 xd). However, I noticed that searching doesn't show properties from sub-resources, which is a bit counter-intuitive given how integrated they are now in inspector. So the search field should search for sub-resource properties too. ![image](https://user-images.githubusercontent.com/2223172/43649400-5898d7be-973d-11e8-94ea-983dea2ba437.png) ![image](https://user-images.githubusercontent.com/2223172/43649389-5223fa44-973d-11e8-98a2-e48f2e07d64c.png)",1,inspector allow to search properties in sub resources please search existing issues for potential duplicates before filing yours godot version dev issue description godot introduced sub resource editing in the same inspector it also made property search feature more visible i didn t notice it in xd however i noticed that searching doesn t show properties from sub resources which is a bit counter intuitive given how integrated they are now in inspector so the search field should search for sub resource properties too ,1 275290,30226318792.0,IssuesEvent,2023-07-06 01:01:36,Nizar-Staging-full/second,https://api.github.com/repos/Nizar-Staging-full/second,closed,npm-check-5.7.1.tgz: 1 vulnerabilities (highest severity is: 7.5) - autoclosed,Mend: dependency security vulnerability,"
Vulnerable Library - npm-check-5.7.1.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/trim-newlines/package.json

## Vulnerabilities | CVE | Severity | CVSS | Dependency | Type | Fixed in (npm-check version) | Remediation Available | | ------------- | ------------- | ----- | ----- | ----- | ------------- | --- | | [CVE-2021-33623](https://www.mend.io/vulnerability-database/CVE-2021-33623) | High | 7.5 | trim-newlines-1.0.0.tgz | Transitive | N/A* | ❌ |

*For some transitive vulnerabilities, there is no version of direct dependency with a fix. Check the section ""Details"" below to see if there is a version of transitive dependency where vulnerability is fixed.

## Details
CVE-2021-33623 ### Vulnerable Library - trim-newlines-1.0.0.tgz

Trim newlines from the start and/or end of a string

Library home page: https://registry.npmjs.org/trim-newlines/-/trim-newlines-1.0.0.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/trim-newlines/package.json

Dependency Hierarchy: - npm-check-5.7.1.tgz (Root Library) - meow-3.7.0.tgz - :x: **trim-newlines-1.0.0.tgz** (Vulnerable Library)

Found in base branch: main

### Vulnerability Details

The trim-newlines package before 3.0.1 and 4.x before 4.0.1 for Node.js has an issue related to regular expression denial-of-service (ReDoS) for the .end() method.

Publish Date: 2021-05-28

URL: CVE-2021-33623

### CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-33623

Release Date: 2021-05-28

Fix Resolution: trim-newlines - 3.0.1, 4.0.1

",True,"npm-check-5.7.1.tgz: 1 vulnerabilities (highest severity is: 7.5) - autoclosed -
Vulnerable Library - npm-check-5.7.1.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/trim-newlines/package.json

## Vulnerabilities | CVE | Severity | CVSS | Dependency | Type | Fixed in (npm-check version) | Remediation Available | | ------------- | ------------- | ----- | ----- | ----- | ------------- | --- | | [CVE-2021-33623](https://www.mend.io/vulnerability-database/CVE-2021-33623) | High | 7.5 | trim-newlines-1.0.0.tgz | Transitive | N/A* | ❌ |

*For some transitive vulnerabilities, there is no version of direct dependency with a fix. Check the section ""Details"" below to see if there is a version of transitive dependency where vulnerability is fixed.

## Details
CVE-2021-33623 ### Vulnerable Library - trim-newlines-1.0.0.tgz

Trim newlines from the start and/or end of a string

Library home page: https://registry.npmjs.org/trim-newlines/-/trim-newlines-1.0.0.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/trim-newlines/package.json

Dependency Hierarchy: - npm-check-5.7.1.tgz (Root Library) - meow-3.7.0.tgz - :x: **trim-newlines-1.0.0.tgz** (Vulnerable Library)

Found in base branch: main

### Vulnerability Details

The trim-newlines package before 3.0.1 and 4.x before 4.0.1 for Node.js has an issue related to regular expression denial-of-service (ReDoS) for the .end() method.

Publish Date: 2021-05-28

URL: CVE-2021-33623

### CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-33623

Release Date: 2021-05-28

Fix Resolution: trim-newlines - 3.0.1, 4.0.1

",0,npm check tgz vulnerabilities highest severity is autoclosed vulnerable library npm check tgz path to dependency file package json path to vulnerable library node modules trim newlines package json vulnerabilities cve severity cvss dependency type fixed in npm check version remediation available high trim newlines tgz transitive n a for some transitive vulnerabilities there is no version of direct dependency with a fix check the section details below to see if there is a version of transitive dependency where vulnerability is fixed details cve vulnerable library trim newlines tgz trim newlines from the start and or end of a string library home page a href path to dependency file package json path to vulnerable library node modules trim newlines package json dependency hierarchy npm check tgz root library meow tgz x trim newlines tgz vulnerable library found in base branch main vulnerability details the trim newlines package before and x before for node js has an issue related to regular expression denial of service redos for the end method publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution trim newlines ,0 729072,25107596003.0,IssuesEvent,2022-11-08 17:46:55,googleapis/nodejs-compute,https://api.github.com/repos/googleapis/nodejs-compute,opened,"Disk insert/delete doesn't return an LROperation, promise method is missing !",type: bug priority: p2,"#### Environment details - OS: `Ubuntu 22.04.1 LTS (Jammy Jellyfish)` - Node.js version: `v16.14.0` - npm version: `none` - yarn version: `1.22.19` - `@google-cloud/compute` version: `3.5.1` #### Steps to reproduce ```javascript const client = new gcloud.compute.DisksClient(); const [lro] = await client.insert({ project, zone, diskResource, }); return lro.promise; // <-- undefined ``` ",1.0,"Disk insert/delete doesn't return an LROperation, promise method is missing ! - #### Environment details - OS: `Ubuntu 22.04.1 LTS (Jammy Jellyfish)` - Node.js version: `v16.14.0` - npm version: `none` - yarn version: `1.22.19` - `@google-cloud/compute` version: `3.5.1` #### Steps to reproduce ```javascript const client = new gcloud.compute.DisksClient(); const [lro] = await client.insert({ project, zone, diskResource, }); return lro.promise; // <-- undefined ``` ",0,disk insert delete doesn t return an lroperation promise method is missing environment details os ubuntu lts jammy jellyfish node js version npm version none yarn version google cloud compute version steps to reproduce javascript const client new gcloud compute disksclient const await client insert project zone diskresource return lro promise undefined ,0 26563,26977375076.0,IssuesEvent,2023-02-09 10:31:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TileSet name types backwards,bug topic:editor usability topic:2d,"### Godot version v4.0.rc1.official [8843d9ad3] ### System information Windows 10 Pro ### Issue description When typing in the name for my TileSet, it sets the cursor position to the very beginning of the name each character you type. ### Steps to reproduce Make an Atlas TileSet, type a name, see issue. https://user-images.githubusercontent.com/80011716/217703931-875b128a-d4b0-4efa-9130-756e06115086.mov ### Minimal reproduction project All projects.",True,"TileSet name types backwards - ### Godot version v4.0.rc1.official [8843d9ad3] ### System information Windows 10 Pro ### Issue description When typing in the name for my TileSet, it sets the cursor position to the very beginning of the name each character you type. ### Steps to reproduce Make an Atlas TileSet, type a name, see issue. https://user-images.githubusercontent.com/80011716/217703931-875b128a-d4b0-4efa-9130-756e06115086.mov ### Minimal reproduction project All projects.",1,tileset name types backwards godot version official system information windows pro issue description when typing in the name for my tileset it sets the cursor position to the very beginning of the name each character you type steps to reproduce make an atlas tileset type a name see issue minimal reproduction project all projects ,1 90708,8263361505.0,IssuesEvent,2018-09-14 01:54:18,pandas-dev/pandas,https://api.github.com/repos/pandas-dev/pandas,closed,TST: incorrectly used fixtures causing warnings,IO SQL Testing,"https://travis-ci.org/pandas-dev/pandas/jobs/415820572: this is the 3.6 build ``` =============================== warnings summary =============================== pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_read_sql_iris /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_read_sql_view /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_to_sql /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_to_sql_fail /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_to_sql_replace /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_to_sql_append /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_to_sql_type_mapping /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_to_sql_series /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_to_sql_panel /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_roundtrip /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_roundtrip_chunksize /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_execute_sql /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_date_parsing /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_date_and_index /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_timedelta /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_complex /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_to_sql_index_label /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_to_sql_index_label_multiindex /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_multiindex_roundtrip /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_integer_col_names /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_get_schema /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_get_schema_dtypes /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_get_schema_keys /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_chunksize_read /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_categorical /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_unicode_column_name /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_escaped_table_name /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_read_table_columns /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_read_table_index_col /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_read_sql_delegate /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_not_reflect_all_tables /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_warning_case_insensitive_table_name /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_sqlalchemy_type_mapping /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_database_uri_string /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_query_by_text_obj /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_query_by_select_obj /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_aread_sql /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_read_sql_parameter /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_read_sql_named_parameter /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_to_sql /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_to_sql_empty /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_to_sql_fail /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_to_sql_replace /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_to_sql_append /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_create_table /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_drop_table /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_roundtrip /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_execute_sql /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_read_table /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_read_table_columns /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_read_table_absent /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_bigint /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_default_date_load /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_datetime_with_timezone /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_date_parsing /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_datetime /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_datetime_NaT /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_datetime_date /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_datetime_time /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_mixed_dtype_insert /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_nan_numeric /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_nan_fullcolumn /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_nan_string /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_to_sql_save_index /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_get_schema_create_table /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_dtype /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_notna_dtype /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_double_precision /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_connectable_issue_example /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_temporary_table /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_transactions /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_default_type_conversion /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_read_procedure /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) ```",1.0,"TST: incorrectly used fixtures causing warnings - https://travis-ci.org/pandas-dev/pandas/jobs/415820572: this is the 3.6 build ``` =============================== warnings summary =============================== pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_read_sql_iris /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_read_sql_view /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_to_sql /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_to_sql_fail /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_to_sql_replace /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_to_sql_append /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_to_sql_type_mapping /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_to_sql_series /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_to_sql_panel /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_roundtrip /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_roundtrip_chunksize /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_execute_sql /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_date_parsing /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_date_and_index /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_timedelta /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_complex /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_to_sql_index_label /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_to_sql_index_label_multiindex /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_multiindex_roundtrip /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_integer_col_names /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_get_schema /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_get_schema_dtypes /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_get_schema_keys /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_chunksize_read /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_categorical /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_unicode_column_name /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_escaped_table_name /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_read_table_columns /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_read_table_index_col /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_read_sql_delegate /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_not_reflect_all_tables /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_warning_case_insensitive_table_name /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_sqlalchemy_type_mapping /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_database_uri_string /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_query_by_text_obj /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestSQLApiConn::()::test_query_by_select_obj /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_aread_sql /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_read_sql_parameter /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_read_sql_named_parameter /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_to_sql /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_to_sql_empty /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_to_sql_fail /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_to_sql_replace /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_to_sql_append /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_create_table /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_drop_table /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_roundtrip /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_execute_sql /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_read_table /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_read_table_columns /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_read_table_absent /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_bigint /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_default_date_load /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_datetime_with_timezone /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_date_parsing /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_datetime /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_datetime_NaT /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_datetime_date /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_datetime_time /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_mixed_dtype_insert /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_nan_numeric /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_nan_fullcolumn /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_nan_string /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_to_sql_save_index /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_get_schema_create_table /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_dtype /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_notna_dtype /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_double_precision /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_connectable_issue_example /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_temporary_table /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_transactions /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_default_type_conversion /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) pandas/tests/io/test_sql.py::TestMySQLAlchemyConn::()::test_read_procedure /home/travis/miniconda3/envs/pandas/lib/python3.6/site-packages/_pytest/fixtures.py:795: RemovedInPytest4Warning: Fixture setup_method called directly. Fixtures are not meant to be called directly, are created automatically when test functions request them as parameters. See https://docs.pytest.org/en/latest/fixture.html for more information. res = next(it) ```",0,tst incorrectly used fixtures causing warnings this is the build warnings summary pandas tests io test sql py testsqlapiconn test read sql iris home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test read sql view home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test to sql home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test to sql fail home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test to sql replace home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test to sql append home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test to sql type mapping home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test to sql series home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test to sql panel home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test roundtrip home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test roundtrip chunksize home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test execute sql home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test date parsing home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test date and index home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test timedelta home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test complex home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test to sql index label home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test to sql index label multiindex home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test multiindex roundtrip home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test integer col names home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test get schema home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test get schema dtypes home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test get schema keys home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test chunksize read home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test categorical home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test unicode column name home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test escaped table name home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test read table columns home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test read table index col home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test read sql delegate home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test not reflect all tables home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test warning case insensitive table name home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test sqlalchemy type mapping home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test database uri string home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test query by text obj home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testsqlapiconn test query by select obj home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test aread sql home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test read sql parameter home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test read sql named parameter home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test to sql home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test to sql empty home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test to sql fail home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test to sql replace home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test to sql append home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test create table home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test drop table home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test roundtrip home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test execute sql home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test read table home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test read table columns home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test read table absent home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test bigint home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test default date load home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test datetime with timezone home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test date parsing home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test datetime home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test datetime nat home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test datetime date home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test datetime time home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test mixed dtype insert home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test nan numeric home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test nan fullcolumn home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test nan string home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test to sql save index home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test get schema create table home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test dtype home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test notna dtype home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test double precision home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test connectable issue example home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test temporary table home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test transactions home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test default type conversion home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it pandas tests io test sql py testmysqlalchemyconn test read procedure home travis envs pandas lib site packages pytest fixtures py fixture setup method called directly fixtures are not meant to be called directly are created automatically when test functions request them as parameters see for more information res next it ,0 392784,11595795288.0,IssuesEvent,2020-02-24 17:40:54,nmstate/nmstate,https://api.github.com/repos/nmstate/nmstate,opened,Show name of Ovs Bridge link-aggregration ports first,Low priority good first issue,"nmstatectl should show the name of link-aggregration ports first in the output, for example: ```yaml - name: ovs-br-lagg0 type: ovs-bridge state: up bridge: port: - name: veth0_ep - name: ovs-lagg0 link-aggregation: mode: balance-slb slaves: - name: veth1_ep - name: veth2_ep ``` This needs adjustments to order the state recursively (or at least specificially for ovs-bridges): https://github.com/nmstate/nmstate/blob/master/libnmstate/prettystate.py#L91 ",1.0,"Show name of Ovs Bridge link-aggregration ports first - nmstatectl should show the name of link-aggregration ports first in the output, for example: ```yaml - name: ovs-br-lagg0 type: ovs-bridge state: up bridge: port: - name: veth0_ep - name: ovs-lagg0 link-aggregation: mode: balance-slb slaves: - name: veth1_ep - name: veth2_ep ``` This needs adjustments to order the state recursively (or at least specificially for ovs-bridges): https://github.com/nmstate/nmstate/blob/master/libnmstate/prettystate.py#L91 ",0,show name of ovs bridge link aggregration ports first nmstatectl should show the name of link aggregration ports first in the output for example yaml name ovs br type ovs bridge state up bridge port name ep name ovs link aggregation mode balance slb slaves name ep name ep this needs adjustments to order the state recursively or at least specificially for ovs bridges ,0 156834,13655270700.0,IssuesEvent,2020-09-27 21:27:51,jenkins-infra/jenkins.io,https://api.github.com/repos/jenkins-infra/jenkins.io,opened,Migrate 'RocketChat Plugin' page from wiki,documentation,"## Essential information Page to Migrate: https://wiki.jenkins.io/display/JENKINS/RocketChat+Plugin# (Proposal) Only a redirect to the destination: https://plugins.jenkins.io/rocketchatnotifier/ ## Terminology updates Please consider updating some old terminologies: * Change ‘master’ to ‘controller’ * Change ‘slave’ to ‘agent’ * Change ‘blacklist’ to ‘denylist’ or better phrase in context * Change ‘whitelist’ to ‘allowlist’ or better phrase in context # Migration tutorial Watch the tutorial to learn more about each page migration process: [![IMAGE ALT TEXT HERE](https://img.youtube.com/vi/KB-NPlRvLoY/0.jpg)](https://www.youtube.com/watch?v=KB-NPlRvLoY) ## Additional information Note: check jenkins.io first to see if there's content for this already, possibly there's some useful content on the wiki that should be pulled in This is one of the top most visited page on the wiki according to: https://wiki.jenkins.io/.well-known/reports/top_urls.txt It should be improved on and cleaned up, not just imported, You can use the wiki-exporter to save some time: https://jenkins-wiki-exporter.jenkins.io/ ## Redirecting pages After it has been migrated a redirect should be setup, by sending a PR to this file: https://github.com/jenkins-infra/jenkins-infra/blob/staging/dist/profile/templates/confluence/vhost.conf, see past PRs for examples, or just take a look.",1.0,"Migrate 'RocketChat Plugin' page from wiki - ## Essential information Page to Migrate: https://wiki.jenkins.io/display/JENKINS/RocketChat+Plugin# (Proposal) Only a redirect to the destination: https://plugins.jenkins.io/rocketchatnotifier/ ## Terminology updates Please consider updating some old terminologies: * Change ‘master’ to ‘controller’ * Change ‘slave’ to ‘agent’ * Change ‘blacklist’ to ‘denylist’ or better phrase in context * Change ‘whitelist’ to ‘allowlist’ or better phrase in context # Migration tutorial Watch the tutorial to learn more about each page migration process: [![IMAGE ALT TEXT HERE](https://img.youtube.com/vi/KB-NPlRvLoY/0.jpg)](https://www.youtube.com/watch?v=KB-NPlRvLoY) ## Additional information Note: check jenkins.io first to see if there's content for this already, possibly there's some useful content on the wiki that should be pulled in This is one of the top most visited page on the wiki according to: https://wiki.jenkins.io/.well-known/reports/top_urls.txt It should be improved on and cleaned up, not just imported, You can use the wiki-exporter to save some time: https://jenkins-wiki-exporter.jenkins.io/ ## Redirecting pages After it has been migrated a redirect should be setup, by sending a PR to this file: https://github.com/jenkins-infra/jenkins-infra/blob/staging/dist/profile/templates/confluence/vhost.conf, see past PRs for examples, or just take a look.",0,migrate rocketchat plugin page from wiki essential information page to migrate proposal only a redirect to the destination terminology updates please consider updating some old terminologies change ‘master’ to ‘controller’ change ‘slave’ to ‘agent’ change ‘blacklist’ to ‘denylist’ or better phrase in context change ‘whitelist’ to ‘allowlist’ or better phrase in context migration tutorial watch the tutorial to learn more about each page migration process additional information note check jenkins io first to see if there s content for this already possibly there s some useful content on the wiki that should be pulled in this is one of the top most visited page on the wiki according to it should be improved on and cleaned up not just imported you can use the wiki exporter to save some time redirecting pages after it has been migrated a redirect should be setup by sending a pr to this file see past prs for examples or just take a look ,0 165473,20592034197.0,IssuesEvent,2022-03-05 00:51:10,dotnet/runtime,https://api.github.com/repos/dotnet/runtime,closed,Test failure: System.Security.Cryptography.Pkcs.EnvelopedCmsTests.Tests.KeyTransRecipientInfoTests.TestKeyTransEncryptedKey_RoundTrip,area-System.Security,"failed in job: [runtime 20200921.82 ](https://dev.azure.com/dnceng/public/_build/results?buildId=824589&view=ms.vss-test-web.build-test-results-tab&runId=26256006&resultId=166770&paneView=debug) net5.0-OSX-Release-x64-Mono_release-OSX.1014.Amd64.Open Error message ~~~ Interop+AppleCrypto+AppleCFErrorCryptographicException : The operation couldn’t be completed. (com.apple.security.transforms.error error -67718 - CDSA error (A module was not loaded.).) Stack trace at Interop.AppleCrypto.TryExecuteTransform(ReadOnlySpan`1 source, Span`1 destination, Int32& bytesWritten, SecKeyTransform transform) in /_/src/libraries/Common/src/Interop/OSX/System.Security.Cryptography.Native.Apple/Interop.SecKeyRef.cs:line 179 at Interop.AppleCrypto.TryRsaEncrypt(SafeSecKeyRefHandle publicKey, ReadOnlySpan`1 source, Span`1 destination, RSAEncryptionPadding padding, Int32& bytesWritten) in /_/src/libraries/Common/src/Interop/OSX/System.Security.Cryptography.Native.Apple/Interop.RSA.cs:line 196 at System.Security.Cryptography.RSAImplementation.RSASecurityTransforms.TryEncrypt(ReadOnlySpan`1 data, Span`1 destination, RSAEncryptionPadding padding, Int32& bytesWritten) in /_/src/libraries/Common/src/System/Security/Cryptography/RSASecurityTransforms.cs:line 320 at System.Security.Cryptography.RSAImplementation.RSASecurityTransforms.Encrypt(Byte[] data, RSAEncryptionPadding padding) in /_/src/libraries/Common/src/System/Security/Cryptography/RSASecurityTransforms.cs:line 282 at Internal.Cryptography.Pal.AnyOS.ManagedPkcsPal.MakeKtri(Byte[] cek, CmsRecipient recipient, Boolean& v0Recipient) in /_/src/libraries/System.Security.Cryptography.Pkcs/src/Internal/Cryptography/Pal/AnyOS/ManagedPal.KeyTrans.cs:line 173 at Internal.Cryptography.Pal.AnyOS.ManagedPkcsPal.Encrypt(CmsRecipientCollection recipients, ContentInfo contentInfo, AlgorithmIdentifier contentEncryptionAlgorithm, X509Certificate2Collection originatorCerts, CryptographicAttributeObjectCollection unprotectedAttributes, Byte[] encryptedContent, Byte[] cek, Byte[] parameterBytes) in /_/src/libraries/System.Security.Cryptography.Pkcs/src/Internal/Cryptography/Pal/AnyOS/ManagedPal.Encrypt.cs:line 112 at Internal.Cryptography.Pal.AnyOS.ManagedPkcsPal.Encrypt(CmsRecipientCollection recipients, ContentInfo contentInfo, AlgorithmIdentifier contentEncryptionAlgorithm, X509Certificate2Collection originatorCerts, CryptographicAttributeObjectCollection unprotectedAttributes) in /_/src/libraries/System.Security.Cryptography.Pkcs/src/Internal/Cryptography/Pal/AnyOS/ManagedPal.Encrypt.cs:line 36 at System.Security.Cryptography.Pkcs.EnvelopedCms.Encrypt(CmsRecipientCollection recipients) in /_/src/libraries/System.Security.Cryptography.Pkcs/src/System/Security/Cryptography/Pkcs/EnvelopedCms.cs:line 109 at System.Security.Cryptography.Pkcs.EnvelopedCms.Encrypt(CmsRecipient recipient) in /_/src/libraries/System.Security.Cryptography.Pkcs/src/System/Security/Cryptography/Pkcs/EnvelopedCms.cs:line 92 at System.Security.Cryptography.Pkcs.EnvelopedCmsTests.Tests.KeyTransRecipientInfoTests.EncodeKeyTransl(SubjectIdentifierType type) in /_/src/libraries/System.Security.Cryptography.Pkcs/tests/EnvelopedCms/KeyTransRecipientInfoTests.cs:line 204 at System.Security.Cryptography.Pkcs.EnvelopedCmsTests.Tests.KeyTransRecipientInfoTests.TestKeyTransEncryptedKey_RoundTrip() in /_/src/libraries/System.Security.Cryptography.Pkcs/tests/EnvelopedCms/KeyTransRecipientInfoTests.cs:line 179 at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) in /_/src/mono/netcore/System.Private.CoreLib/src/System/Reflection/RuntimeMethodInfo.cs:line 384 ~~~",True,"Test failure: System.Security.Cryptography.Pkcs.EnvelopedCmsTests.Tests.KeyTransRecipientInfoTests.TestKeyTransEncryptedKey_RoundTrip - failed in job: [runtime 20200921.82 ](https://dev.azure.com/dnceng/public/_build/results?buildId=824589&view=ms.vss-test-web.build-test-results-tab&runId=26256006&resultId=166770&paneView=debug) net5.0-OSX-Release-x64-Mono_release-OSX.1014.Amd64.Open Error message ~~~ Interop+AppleCrypto+AppleCFErrorCryptographicException : The operation couldn’t be completed. (com.apple.security.transforms.error error -67718 - CDSA error (A module was not loaded.).) Stack trace at Interop.AppleCrypto.TryExecuteTransform(ReadOnlySpan`1 source, Span`1 destination, Int32& bytesWritten, SecKeyTransform transform) in /_/src/libraries/Common/src/Interop/OSX/System.Security.Cryptography.Native.Apple/Interop.SecKeyRef.cs:line 179 at Interop.AppleCrypto.TryRsaEncrypt(SafeSecKeyRefHandle publicKey, ReadOnlySpan`1 source, Span`1 destination, RSAEncryptionPadding padding, Int32& bytesWritten) in /_/src/libraries/Common/src/Interop/OSX/System.Security.Cryptography.Native.Apple/Interop.RSA.cs:line 196 at System.Security.Cryptography.RSAImplementation.RSASecurityTransforms.TryEncrypt(ReadOnlySpan`1 data, Span`1 destination, RSAEncryptionPadding padding, Int32& bytesWritten) in /_/src/libraries/Common/src/System/Security/Cryptography/RSASecurityTransforms.cs:line 320 at System.Security.Cryptography.RSAImplementation.RSASecurityTransforms.Encrypt(Byte[] data, RSAEncryptionPadding padding) in /_/src/libraries/Common/src/System/Security/Cryptography/RSASecurityTransforms.cs:line 282 at Internal.Cryptography.Pal.AnyOS.ManagedPkcsPal.MakeKtri(Byte[] cek, CmsRecipient recipient, Boolean& v0Recipient) in /_/src/libraries/System.Security.Cryptography.Pkcs/src/Internal/Cryptography/Pal/AnyOS/ManagedPal.KeyTrans.cs:line 173 at Internal.Cryptography.Pal.AnyOS.ManagedPkcsPal.Encrypt(CmsRecipientCollection recipients, ContentInfo contentInfo, AlgorithmIdentifier contentEncryptionAlgorithm, X509Certificate2Collection originatorCerts, CryptographicAttributeObjectCollection unprotectedAttributes, Byte[] encryptedContent, Byte[] cek, Byte[] parameterBytes) in /_/src/libraries/System.Security.Cryptography.Pkcs/src/Internal/Cryptography/Pal/AnyOS/ManagedPal.Encrypt.cs:line 112 at Internal.Cryptography.Pal.AnyOS.ManagedPkcsPal.Encrypt(CmsRecipientCollection recipients, ContentInfo contentInfo, AlgorithmIdentifier contentEncryptionAlgorithm, X509Certificate2Collection originatorCerts, CryptographicAttributeObjectCollection unprotectedAttributes) in /_/src/libraries/System.Security.Cryptography.Pkcs/src/Internal/Cryptography/Pal/AnyOS/ManagedPal.Encrypt.cs:line 36 at System.Security.Cryptography.Pkcs.EnvelopedCms.Encrypt(CmsRecipientCollection recipients) in /_/src/libraries/System.Security.Cryptography.Pkcs/src/System/Security/Cryptography/Pkcs/EnvelopedCms.cs:line 109 at System.Security.Cryptography.Pkcs.EnvelopedCms.Encrypt(CmsRecipient recipient) in /_/src/libraries/System.Security.Cryptography.Pkcs/src/System/Security/Cryptography/Pkcs/EnvelopedCms.cs:line 92 at System.Security.Cryptography.Pkcs.EnvelopedCmsTests.Tests.KeyTransRecipientInfoTests.EncodeKeyTransl(SubjectIdentifierType type) in /_/src/libraries/System.Security.Cryptography.Pkcs/tests/EnvelopedCms/KeyTransRecipientInfoTests.cs:line 204 at System.Security.Cryptography.Pkcs.EnvelopedCmsTests.Tests.KeyTransRecipientInfoTests.TestKeyTransEncryptedKey_RoundTrip() in /_/src/libraries/System.Security.Cryptography.Pkcs/tests/EnvelopedCms/KeyTransRecipientInfoTests.cs:line 179 at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) in /_/src/mono/netcore/System.Private.CoreLib/src/System/Reflection/RuntimeMethodInfo.cs:line 384 ~~~",0,test failure system security cryptography pkcs envelopedcmstests tests keytransrecipientinfotests testkeytransencryptedkey roundtrip failed in job osx release mono release osx open error message interop applecrypto applecferrorcryptographicexception the operation couldn’t be completed com apple security transforms error error cdsa error a module was not loaded stack trace at interop applecrypto tryexecutetransform readonlyspan source span destination byteswritten seckeytransform transform in src libraries common src interop osx system security cryptography native apple interop seckeyref cs line at interop applecrypto tryrsaencrypt safeseckeyrefhandle publickey readonlyspan source span destination rsaencryptionpadding padding byteswritten in src libraries common src interop osx system security cryptography native apple interop rsa cs line at system security cryptography rsaimplementation rsasecuritytransforms tryencrypt readonlyspan data span destination rsaencryptionpadding padding byteswritten in src libraries common src system security cryptography rsasecuritytransforms cs line at system security cryptography rsaimplementation rsasecuritytransforms encrypt byte data rsaencryptionpadding padding in src libraries common src system security cryptography rsasecuritytransforms cs line at internal cryptography pal anyos managedpkcspal makektri byte cek cmsrecipient recipient boolean in src libraries system security cryptography pkcs src internal cryptography pal anyos managedpal keytrans cs line at internal cryptography pal anyos managedpkcspal encrypt cmsrecipientcollection recipients contentinfo contentinfo algorithmidentifier contentencryptionalgorithm originatorcerts cryptographicattributeobjectcollection unprotectedattributes byte encryptedcontent byte cek byte parameterbytes in src libraries system security cryptography pkcs src internal cryptography pal anyos managedpal encrypt cs line at internal cryptography pal anyos managedpkcspal encrypt cmsrecipientcollection recipients contentinfo contentinfo algorithmidentifier contentencryptionalgorithm originatorcerts cryptographicattributeobjectcollection unprotectedattributes in src libraries system security cryptography pkcs src internal cryptography pal anyos managedpal encrypt cs line at system security cryptography pkcs envelopedcms encrypt cmsrecipientcollection recipients in src libraries system security cryptography pkcs src system security cryptography pkcs envelopedcms cs line at system security cryptography pkcs envelopedcms encrypt cmsrecipient recipient in src libraries system security cryptography pkcs src system security cryptography pkcs envelopedcms cs line at system security cryptography pkcs envelopedcmstests tests keytransrecipientinfotests encodekeytransl subjectidentifiertype type in src libraries system security cryptography pkcs tests envelopedcms keytransrecipientinfotests cs line at system security cryptography pkcs envelopedcmstests tests keytransrecipientinfotests testkeytransencryptedkey roundtrip in src libraries system security cryptography pkcs tests envelopedcms keytransrecipientinfotests cs line at system reflection runtimemethodinfo invoke object obj bindingflags invokeattr binder binder object parameters cultureinfo culture in src mono netcore system private corelib src system reflection runtimemethodinfo cs line ,0 18919,13448242070.0,IssuesEvent,2020-09-08 15:13:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The quit dialog should add a third option to quit to project list,enhancement topic:editor usability,"This is a UX proposal. I think there should be a third option on the current quit dialog: ![quit dialog](https://user-images.githubusercontent.com/2206700/52983494-afb95280-33eb-11e9-9849-cbac7aed08f0.PNG) I know there is already a shortcut and an option under the menu bar to quit to the project list but I always find myself quitting and opening Godot again or quitting, pressing cancel, then searching for the quit to project list and finally clicking that. If your current scene has some unsaved changes the dialog is ![saveclose](https://user-images.githubusercontent.com/2206700/52983589-176f9d80-33ec-11e9-84fe-5073b4b57b31.PNG) For this second case adding so many new buttons can be confusing but maybe a checkbox can be added at the bottom with the option (quit to project list) which will direct you there if you pick the `Save & Close` or the `Don't Save` options. There is probably a better way for this dialog so if you have a better idea I'm all for it.",True,"The quit dialog should add a third option to quit to project list - This is a UX proposal. I think there should be a third option on the current quit dialog: ![quit dialog](https://user-images.githubusercontent.com/2206700/52983494-afb95280-33eb-11e9-9849-cbac7aed08f0.PNG) I know there is already a shortcut and an option under the menu bar to quit to the project list but I always find myself quitting and opening Godot again or quitting, pressing cancel, then searching for the quit to project list and finally clicking that. If your current scene has some unsaved changes the dialog is ![saveclose](https://user-images.githubusercontent.com/2206700/52983589-176f9d80-33ec-11e9-84fe-5073b4b57b31.PNG) For this second case adding so many new buttons can be confusing but maybe a checkbox can be added at the bottom with the option (quit to project list) which will direct you there if you pick the `Save & Close` or the `Don't Save` options. There is probably a better way for this dialog so if you have a better idea I'm all for it.",1,the quit dialog should add a third option to quit to project list this is a ux proposal i think there should be a third option on the current quit dialog i know there is already a shortcut and an option under the menu bar to quit to the project list but i always find myself quitting and opening godot again or quitting pressing cancel then searching for the quit to project list and finally clicking that if your current scene has some unsaved changes the dialog is for this second case adding so many new buttons can be confusing but maybe a checkbox can be added at the bottom with the option quit to project list which will direct you there if you pick the save close or the don t save options there is probably a better way for this dialog so if you have a better idea i m all for it ,1 807223,29984602001.0,IssuesEvent,2023-06-25 04:20:28,ppy/osu,https://api.github.com/repos/ppy/osu,opened,Guard against data loss in editor,area:editor type:behavioural priority:2,"To avoid user error, we should probably disallow saving when a beatmap goes from having objects to having no object. Alternative would be to offer a save history per beatmap (ie. last x saves or similar). Adding a confirm on exit should be easy, but will require special attention for the `confirmExitWithSave` scenario. ### Discussed in https://github.com/ppy/osu/discussions/24020
Originally posted by **whatwillweget** June 24, 2023 Today, I was mapping an beatmap in osu!lazer (2023.621.0) and suddenly the beatmap was corrupted after saving, lost all data for one difficulty and reverted data for an another difficulty, which costs hours of work. ~~To fix this issue, auto-backups can save the data lost if the beatmap has been corrupted. Auto-backups are also useful to revert the beatmap back to the old version when a mapper is unsatisfied with the beatmap.~~
",1.0,"Guard against data loss in editor - To avoid user error, we should probably disallow saving when a beatmap goes from having objects to having no object. Alternative would be to offer a save history per beatmap (ie. last x saves or similar). Adding a confirm on exit should be easy, but will require special attention for the `confirmExitWithSave` scenario. ### Discussed in https://github.com/ppy/osu/discussions/24020
Originally posted by **whatwillweget** June 24, 2023 Today, I was mapping an beatmap in osu!lazer (2023.621.0) and suddenly the beatmap was corrupted after saving, lost all data for one difficulty and reverted data for an another difficulty, which costs hours of work. ~~To fix this issue, auto-backups can save the data lost if the beatmap has been corrupted. Auto-backups are also useful to revert the beatmap back to the old version when a mapper is unsatisfied with the beatmap.~~
",0,guard against data loss in editor to avoid user error we should probably disallow saving when a beatmap goes from having objects to having no object alternative would be to offer a save history per beatmap ie last x saves or similar adding a confirm on exit should be easy but will require special attention for the confirmexitwithsave scenario discussed in originally posted by whatwillweget june today i was mapping an beatmap in osu lazer and suddenly the beatmap was corrupted after saving lost all data for one difficulty and reverted data for an another difficulty which costs hours of work to fix this issue auto backups can save the data lost if the beatmap has been corrupted auto backups are also useful to revert the beatmap back to the old version when a mapper is unsatisfied with the beatmap ,0 177892,13751879788.0,IssuesEvent,2020-10-06 13:52:51,quarkusio/quarkus,https://api.github.com/repos/quarkusio/quarkus,closed,QuarkusTest and RegisterExtension create multiple instances with inconsistent state during test,area/testing kind/bug,"**Describe the bug** I'm seeing some unexpected behavior with Junit 5 extensions in QuarkusTest. The extension is registered with a static field on the class annotated with QuarkusTest. ```java @QuarkusTest public class MyTest { public static class MyExt implements BeforeAllCallback, AfterAllCallback { // Inner class for conciseness. Makes no difference to have it separate String state = ""unchanged""; ... @Override public void beforeAll(ExtensionContext extensionContext) throws Exception { ... state = ""initialized""; } } ... @RegisterExtension static final MyExt myext = new MyExt(); @Test void test() { ... assertEquals(myext.state, ""initialized""); } } ``` It has a before all callback that sets an internal value on the extension class instance. When executing the test I see the extension class being constructed twice (even though the field is static). Then one of the instances has the before all callback called. In the actual Test method however the other instance which never had its callback called is available. It looks like some class load shenanigans are involved to get two instantiations of the static. **Expected behavior** The RegisterExtension annotation should correctly initialize the object the test methods are executing on. Ideally the static class should only construct once. **Actual behavior** The annotated static object is initialized in a class loader different from the one tests methods are executed with. This leaves the object available in the test uninitialized. **To Reproduce** See https://pastebin.com/yQs5hAr5 for a full example with debug output. **Environment (please complete the following information):** - Quarkus version or git rev: 1.8.1.Final ",1.0,"QuarkusTest and RegisterExtension create multiple instances with inconsistent state during test - **Describe the bug** I'm seeing some unexpected behavior with Junit 5 extensions in QuarkusTest. The extension is registered with a static field on the class annotated with QuarkusTest. ```java @QuarkusTest public class MyTest { public static class MyExt implements BeforeAllCallback, AfterAllCallback { // Inner class for conciseness. Makes no difference to have it separate String state = ""unchanged""; ... @Override public void beforeAll(ExtensionContext extensionContext) throws Exception { ... state = ""initialized""; } } ... @RegisterExtension static final MyExt myext = new MyExt(); @Test void test() { ... assertEquals(myext.state, ""initialized""); } } ``` It has a before all callback that sets an internal value on the extension class instance. When executing the test I see the extension class being constructed twice (even though the field is static). Then one of the instances has the before all callback called. In the actual Test method however the other instance which never had its callback called is available. It looks like some class load shenanigans are involved to get two instantiations of the static. **Expected behavior** The RegisterExtension annotation should correctly initialize the object the test methods are executing on. Ideally the static class should only construct once. **Actual behavior** The annotated static object is initialized in a class loader different from the one tests methods are executed with. This leaves the object available in the test uninitialized. **To Reproduce** See https://pastebin.com/yQs5hAr5 for a full example with debug output. **Environment (please complete the following information):** - Quarkus version or git rev: 1.8.1.Final ",0,quarkustest and registerextension create multiple instances with inconsistent state during test describe the bug i m seeing some unexpected behavior with junit extensions in quarkustest the extension is registered with a static field on the class annotated with quarkustest java quarkustest public class mytest public static class myext implements beforeallcallback afterallcallback inner class for conciseness makes no difference to have it separate string state unchanged override public void beforeall extensioncontext extensioncontext throws exception state initialized registerextension static final myext myext new myext test void test assertequals myext state initialized it has a before all callback that sets an internal value on the extension class instance when executing the test i see the extension class being constructed twice even though the field is static then one of the instances has the before all callback called in the actual test method however the other instance which never had its callback called is available it looks like some class load shenanigans are involved to get two instantiations of the static expected behavior the registerextension annotation should correctly initialize the object the test methods are executing on ideally the static class should only construct once actual behavior the annotated static object is initialized in a class loader different from the one tests methods are executed with this leaves the object available in the test uninitialized to reproduce see for a full example with debug output environment please complete the following information quarkus version or git rev final ,0 5919,4073891654.0,IssuesEvent,2016-05-28 02:40:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Sprite Region Editor UI Space Bug,bug topic:editor usability,"Not sure if this is intended, but when using the Sprite Region Editor you can hold down space to move around. But, **upon releasing space**, it automatically closes (submits the Ok Button) ",True,"Sprite Region Editor UI Space Bug - Not sure if this is intended, but when using the Sprite Region Editor you can hold down space to move around. But, **upon releasing space**, it automatically closes (submits the Ok Button) ",1,sprite region editor ui space bug not sure if this is intended but when using the sprite region editor you can hold down space to move around but upon releasing space it automatically closes submits the ok button ,1 299874,22629569379.0,IssuesEvent,2022-06-30 13:38:34,paulroth3d/jupyter-ijavascript-utils,https://api.github.com/repos/paulroth3d/jupyter-ijavascript-utils,opened,Create Function Reference Page,documentation,"Google Sheets has a function reference that makes things a bit easier to understand what you would like to do https://support.google.com/docs/table/25273 Could we do something like that here?",1.0,"Create Function Reference Page - Google Sheets has a function reference that makes things a bit easier to understand what you would like to do https://support.google.com/docs/table/25273 Could we do something like that here?",0,create function reference page google sheets has a function reference that makes things a bit easier to understand what you would like to do could we do something like that here ,0 27663,30054380210.0,IssuesEvent,2023-06-28 05:10:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Modifying string names in dictionary's new key field results in it constantly unfocusing,bug topic:editor usability topic:input,"### Godot version v4.1.beta3.official [ada712e06] ### System information Godot v4.1.beta3 - Arch Linux #1 SMP PREEMPT_DYNAMIC Wed, 14 Jun 2023 20:10:31 +0000 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.54.03) - Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz (8 Threads) ### Issue description When setting the new key field to a string name, and trying to modify it, every time you type a letter the text box unfocuses. ### Steps to reproduce - Create a script that exports a Dictionary variable - Set a StringName to the new key field - Everytime you hit a letter on your keyboard, the text box unfocuses. https://github.com/godotengine/godot/assets/69520693/ec035e2e-6b09-4cb6-a108-455401bfb6e2 ### Minimal reproduction project [minimal.zip](https://github.com/godotengine/godot/files/11887966/minimal.zip) ",True,"Modifying string names in dictionary's new key field results in it constantly unfocusing - ### Godot version v4.1.beta3.official [ada712e06] ### System information Godot v4.1.beta3 - Arch Linux #1 SMP PREEMPT_DYNAMIC Wed, 14 Jun 2023 20:10:31 +0000 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.54.03) - Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz (8 Threads) ### Issue description When setting the new key field to a string name, and trying to modify it, every time you type a letter the text box unfocuses. ### Steps to reproduce - Create a script that exports a Dictionary variable - Set a StringName to the new key field - Everytime you hit a letter on your keyboard, the text box unfocuses. https://github.com/godotengine/godot/assets/69520693/ec035e2e-6b09-4cb6-a108-455401bfb6e2 ### Minimal reproduction project [minimal.zip](https://github.com/godotengine/godot/files/11887966/minimal.zip) ",1,modifying string names in dictionary s new key field results in it constantly unfocusing godot version official system information godot arch linux smp preempt dynamic wed jun vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description when setting the new key field to a string name and trying to modify it every time you type a letter the text box unfocuses steps to reproduce create a script that exports a dictionary variable set a stringname to the new key field everytime you hit a letter on your keyboard the text box unfocuses minimal reproduction project ,1 17369,11958681173.0,IssuesEvent,2020-04-04 18:59:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,No way to edit/create built-in AnimatedTextures in TileSet,regression topic:core topic:editor usability,"**Godot version:** 3.2.1 **OS/device including version:** Windows 10 **Issue description:** I cannot access the following menu in Godot 3.2.1. In Godot 3.2 and lower it appear simply by clicking on a TileSet in the editor. Here is a picture of what I am talking about. How it looks in Godot 3.2 and lower ![immagine](https://user-images.githubusercontent.com/17100058/78263026-b6c4f680-7501-11ea-8b27-a73e9851a8e1.png) And there is how it looks in Godot 3.2.1 ![immagine](https://user-images.githubusercontent.com/17100058/78263145-e07e1d80-7501-11ea-9155-c147f1235f14.png) ",True,"No way to edit/create built-in AnimatedTextures in TileSet - **Godot version:** 3.2.1 **OS/device including version:** Windows 10 **Issue description:** I cannot access the following menu in Godot 3.2.1. In Godot 3.2 and lower it appear simply by clicking on a TileSet in the editor. Here is a picture of what I am talking about. How it looks in Godot 3.2 and lower ![immagine](https://user-images.githubusercontent.com/17100058/78263026-b6c4f680-7501-11ea-8b27-a73e9851a8e1.png) And there is how it looks in Godot 3.2.1 ![immagine](https://user-images.githubusercontent.com/17100058/78263145-e07e1d80-7501-11ea-9155-c147f1235f14.png) ",1,no way to edit create built in animatedtextures in tileset godot version os device including version windows issue description i cannot access the following menu in godot in godot and lower it appear simply by clicking on a tileset in the editor here is a picture of what i am talking about how it looks in godot and lower and there is how it looks in godot ,1 6655,4423691772.0,IssuesEvent,2016-08-16 09:32:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Ability to modify Animation player in inherited scenes.,enhancement topic:core usability,"**Operating system or device - Godot version:** **Issue description** (what happened, and what was expected): It's little limited that there is no way to modify animations in inherited scenes. Especially that scene inheritance is often used when importing models from blender. We discuss this with reduzio on irc and here a solution proposed by him: kubecz3k, As I mentioned before, the easy way would be, in the new animation dialog, an option to make it an ""extension"" animation, where you can choose an existing one. The new one would have the tracks of the old animation in non-editable fashion, and allow you to add new ones to it which you can edit kubecz3k, both old and new will remain there, but you will likely use the new one kubecz3k, if the base one is modified, the new one simply appends it's tracks. kubecz3k, this could be used in other situations too, i found often that I want to make two animations similar but with some modification (ie, for two enemies, even in 2D) **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Ability to modify Animation player in inherited scenes. - **Operating system or device - Godot version:** **Issue description** (what happened, and what was expected): It's little limited that there is no way to modify animations in inherited scenes. Especially that scene inheritance is often used when importing models from blender. We discuss this with reduzio on irc and here a solution proposed by him: kubecz3k, As I mentioned before, the easy way would be, in the new animation dialog, an option to make it an ""extension"" animation, where you can choose an existing one. The new one would have the tracks of the old animation in non-editable fashion, and allow you to add new ones to it which you can edit kubecz3k, both old and new will remain there, but you will likely use the new one kubecz3k, if the base one is modified, the new one simply appends it's tracks. kubecz3k, this could be used in other situations too, i found often that I want to make two animations similar but with some modification (ie, for two enemies, even in 2D) **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,ability to modify animation player in inherited scenes operating system or device godot version issue description what happened and what was expected it s little limited that there is no way to modify animations in inherited scenes especially that scene inheritance is often used when importing models from blender we discuss this with reduzio on irc and here a solution proposed by him as i mentioned before the easy way would be in the new animation dialog an option to make it an extension animation where you can choose an existing one the new one would have the tracks of the old animation in non editable fashion and allow you to add new ones to it which you can edit both old and new will remain there but you will likely use the new one if the base one is modified the new one simply appends it s tracks this could be used in other situations too i found often that i want to make two animations similar but with some modification ie for two enemies even in steps to reproduce link to minimal example project optional but very welcome ,1 394997,27049795849.0,IssuesEvent,2023-02-13 12:27:05,iminji24/issue-practice,https://api.github.com/repos/iminji24/issue-practice,opened,유저 모델링 작업,documentation enhancement,"##설명 우리 서비스에 가입할 유저의 속성을 정의한다. ##할 일 - [ ] 유저 모델 초기화 - [ ] 유저 모델 정의 - [ ] 유저 모델 검증 ##참조 [Go to google](https://www.google.com) ",1.0,"유저 모델링 작업 - ##설명 우리 서비스에 가입할 유저의 속성을 정의한다. ##할 일 - [ ] 유저 모델 초기화 - [ ] 유저 모델 정의 - [ ] 유저 모델 검증 ##참조 [Go to google](https://www.google.com) ",0,유저 모델링 작업 설명 우리 서비스에 가입할 유저의 속성을 정의한다 할 일 유저 모델 초기화 유저 모델 정의 유저 모델 검증 참조 ,0 24483,23816107135.0,IssuesEvent,2022-09-05 06:54:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Custom dock with minimal size appears bigger than necessary,bug topic:editor usability topic:plugin," **Godot version:** 3.2.4 beta2 **Issue description:** ![uyBuazcFLC](https://user-images.githubusercontent.com/2223172/99879941-8953c700-2c10-11eb-857a-edf7c4207612.gif) The dock has minimum horizontal size. It looks like the panel is resized to this size, but it's also added to the final size, so the left panel is wider than necessary. But when you manually shrink the width to minimal, when the dock is switched out the additional size is still subtracted resulting in tiny panel. **Minimal reproduction project:** [ReproductionProject.zip](https://github.com/godotengine/godot/files/5577793/ReproductionProject.zip) ",True,"Custom dock with minimal size appears bigger than necessary - **Godot version:** 3.2.4 beta2 **Issue description:** ![uyBuazcFLC](https://user-images.githubusercontent.com/2223172/99879941-8953c700-2c10-11eb-857a-edf7c4207612.gif) The dock has minimum horizontal size. It looks like the panel is resized to this size, but it's also added to the final size, so the left panel is wider than necessary. But when you manually shrink the width to minimal, when the dock is switched out the additional size is still subtracted resulting in tiny panel. **Minimal reproduction project:** [ReproductionProject.zip](https://github.com/godotengine/godot/files/5577793/ReproductionProject.zip) ",1,custom dock with minimal size appears bigger than necessary please search existing issues for potential duplicates before filing yours godot version issue description the dock has minimum horizontal size it looks like the panel is resized to this size but it s also added to the final size so the left panel is wider than necessary but when you manually shrink the width to minimal when the dock is switched out the additional size is still subtracted resulting in tiny panel minimal reproduction project ,1 182972,14926046770.0,IssuesEvent,2021-01-24 09:40:17,XENONnT/straxen,https://api.github.com/repos/XENONnT/straxen,opened,Missing documentation aqusisition monitor,documentation,We are missing the acquisition monitor in the documentation. ,1.0,Missing documentation aqusisition monitor - We are missing the acquisition monitor in the documentation. ,0,missing documentation aqusisition monitor we are missing the acquisition monitor in the documentation ,0 388506,26769404390.0,IssuesEvent,2023-01-31 13:05:44,RotherOSS/doc-otobo-installation,https://api.github.com/repos/RotherOSS/doc-otobo-installation,opened,Document minimum supported version of JavaScript,documentation,"I looked in https://doc.otobo.org/manual/installation/10.1/en/content/requirements.html for the minimum supported JavaScript version in browsers. But I didn't find that information. My reason for looking was the question whether modules can be used in JavaScript code. I was hoping for ES6 support, https://en.wikipedia.org/wiki/ECMAScript_version_history#6th_Edition_%E2%80%93_ECMAScript_2015.",1.0,"Document minimum supported version of JavaScript - I looked in https://doc.otobo.org/manual/installation/10.1/en/content/requirements.html for the minimum supported JavaScript version in browsers. But I didn't find that information. My reason for looking was the question whether modules can be used in JavaScript code. I was hoping for ES6 support, https://en.wikipedia.org/wiki/ECMAScript_version_history#6th_Edition_%E2%80%93_ECMAScript_2015.",0,document minimum supported version of javascript i looked in for the minimum supported javascript version in browsers but i didn t find that information my reason for looking was the question whether modules can be used in javascript code i was hoping for support ,0 21924,18074434262.0,IssuesEvent,2021-09-21 08:16:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Right-to-left: Wrong horizontal offset for some elements in 3D editor viewport,bug topic:editor usability,"### Godot version 4.0.dev (ec23d13) ### System information Linux, Mageia 9 x86_64 ### Issue description Testing the editor with Arabic translation and RTL layout, I notice a couple issues in the 3D editor viewport: ![Screenshot_20210917_164859](https://user-images.githubusercontent.com/4701338/133803090-f29b2dab-d631-4bd7-903b-191f931b088c.png) - The rotation widget in the top left is offset to the right (in English it's at the same distance from the top and right sides). - The ""Perspective"" menu is offset to the right, which makes it go out of the viewport. It should be offset to the left instead. - When selecting a Camera3D, the same issue happens with the ""Preview"" menu, and they are both left-aligned with each other instead of right-aligned: ![Screenshot_20210917_165026](https://user-images.githubusercontent.com/4701338/133803375-072b0cce-709c-407a-bef1-5e25f239a459.png) For comparison, in English and LTR layout: ![Screenshot_20210917_165212](https://user-images.githubusercontent.com/4701338/133803578-01ad350b-c519-4dec-a6ba-53c9f7dda49e.png) ### Steps to reproduce - Use Editor in Arabic locale (`ar`) - Select a 3D node ### Minimal reproduction project n/a",True,"Right-to-left: Wrong horizontal offset for some elements in 3D editor viewport - ### Godot version 4.0.dev (ec23d13) ### System information Linux, Mageia 9 x86_64 ### Issue description Testing the editor with Arabic translation and RTL layout, I notice a couple issues in the 3D editor viewport: ![Screenshot_20210917_164859](https://user-images.githubusercontent.com/4701338/133803090-f29b2dab-d631-4bd7-903b-191f931b088c.png) - The rotation widget in the top left is offset to the right (in English it's at the same distance from the top and right sides). - The ""Perspective"" menu is offset to the right, which makes it go out of the viewport. It should be offset to the left instead. - When selecting a Camera3D, the same issue happens with the ""Preview"" menu, and they are both left-aligned with each other instead of right-aligned: ![Screenshot_20210917_165026](https://user-images.githubusercontent.com/4701338/133803375-072b0cce-709c-407a-bef1-5e25f239a459.png) For comparison, in English and LTR layout: ![Screenshot_20210917_165212](https://user-images.githubusercontent.com/4701338/133803578-01ad350b-c519-4dec-a6ba-53c9f7dda49e.png) ### Steps to reproduce - Use Editor in Arabic locale (`ar`) - Select a 3D node ### Minimal reproduction project n/a",1,right to left wrong horizontal offset for some elements in editor viewport godot version dev system information linux mageia issue description testing the editor with arabic translation and rtl layout i notice a couple issues in the editor viewport the rotation widget in the top left is offset to the right in english it s at the same distance from the top and right sides the perspective menu is offset to the right which makes it go out of the viewport it should be offset to the left instead when selecting a the same issue happens with the preview menu and they are both left aligned with each other instead of right aligned for comparison in english and ltr layout steps to reproduce use editor in arabic locale ar select a node minimal reproduction project n a,1 19616,14343210006.0,IssuesEvent,2020-11-28 08:04:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Delete key doesn't Delete Node when Visual Script Editor is open ,bug topic:editor usability,"**Godot version:** 3.2 **OS/device including version:** Linux Mint 19.2 Cinnamon **Issue description:** The Delete key does not Delete the selected node when focusing a node in the Scene Tree when the Visual Script Editor is open. This is due to Delete being mapped to Delete Selected (visual node) in the context of Visual Script Editor, and this context being considered active despite focusing the Scene Tree. Note that when pressing Delete however, the last focused Visual node is not deleted either; nothing happens instead. If you remove the mapping of Delete in Visual Script Editor context (or remap Delete Selected to another key), Delete will work correctly on the Scene Tree. **Steps to reproduce:** With default mappings: 1. Create a Visual Script and keep the Visual Script Editor open. 2. Select a node in the scene tree (outside the Root) 3. Press Delete Result: nothing happens Bonus: do the same, but after removing Delete Selected mapping in Visual Script Editor context. Result: Godot prompts for node deletion as expected",True,"Delete key doesn't Delete Node when Visual Script Editor is open - **Godot version:** 3.2 **OS/device including version:** Linux Mint 19.2 Cinnamon **Issue description:** The Delete key does not Delete the selected node when focusing a node in the Scene Tree when the Visual Script Editor is open. This is due to Delete being mapped to Delete Selected (visual node) in the context of Visual Script Editor, and this context being considered active despite focusing the Scene Tree. Note that when pressing Delete however, the last focused Visual node is not deleted either; nothing happens instead. If you remove the mapping of Delete in Visual Script Editor context (or remap Delete Selected to another key), Delete will work correctly on the Scene Tree. **Steps to reproduce:** With default mappings: 1. Create a Visual Script and keep the Visual Script Editor open. 2. Select a node in the scene tree (outside the Root) 3. Press Delete Result: nothing happens Bonus: do the same, but after removing Delete Selected mapping in Visual Script Editor context. Result: Godot prompts for node deletion as expected",1,delete key doesn t delete node when visual script editor is open godot version os device including version linux mint cinnamon issue description the delete key does not delete the selected node when focusing a node in the scene tree when the visual script editor is open this is due to delete being mapped to delete selected visual node in the context of visual script editor and this context being considered active despite focusing the scene tree note that when pressing delete however the last focused visual node is not deleted either nothing happens instead if you remove the mapping of delete in visual script editor context or remap delete selected to another key delete will work correctly on the scene tree steps to reproduce with default mappings create a visual script and keep the visual script editor open select a node in the scene tree outside the root press delete result nothing happens bonus do the same but after removing delete selected mapping in visual script editor context result godot prompts for node deletion as expected,1 7052,4750472509.0,IssuesEvent,2016-10-22 10:54:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Text editor should not have focus after crash to prevent unwanted input,enhancement hacktoberfest topic:editor usability,"**Operating system or device - Godot version:** 2.1 stable windows 8.1 **Issue description** (what happened, and what was expected): When you are holding down an input key and the game testing halts/crashes, if the text editor is open, the key starts typing in the text editor, and you are bound to ctrl-z every time you have an issue. Gaaah!! Want not the input to continue once game test has stopped **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Text editor should not have focus after crash to prevent unwanted input - **Operating system or device - Godot version:** 2.1 stable windows 8.1 **Issue description** (what happened, and what was expected): When you are holding down an input key and the game testing halts/crashes, if the text editor is open, the key starts typing in the text editor, and you are bound to ctrl-z every time you have an issue. Gaaah!! Want not the input to continue once game test has stopped **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,text editor should not have focus after crash to prevent unwanted input operating system or device godot version stable windows issue description what happened and what was expected when you are holding down an input key and the game testing halts crashes if the text editor is open the key starts typing in the text editor and you are bound to ctrl z every time you have an issue gaaah want not the input to continue once game test has stopped steps to reproduce link to minimal example project optional but very welcome ,1 14254,8955747129.0,IssuesEvent,2019-01-26 11:07:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Some odd-looking symbols in script editor,discussion topic:editor usability,"Godot 3.0 master Minor in general, noticed a few characters look a bit odd with the new Hack font / icons: - My main concern is indentation marks look out of place. I liked to code with them as they were fine, discrete enough and improved readability for me and made indents visible (they matter :p), but now I find them too noticeable (alternating shape, size and different thickness). I preferred the old ones, is it coming from the font though? - Minor: already noted earlier, but the zeroes look weird. I understand it's to differentiate with O and I like this, but filling the whole oval isn't common. - Minor: more personal note, but I got used to wider angled brackets. Hack ones are more tight compared to Consolas, for example. New: ![image](https://user-images.githubusercontent.com/1311555/30766491-caeec610-9ff5-11e7-926b-5ed01bed2a8f.png) Old: ![image](https://user-images.githubusercontent.com/1311555/30766678-07ed8b22-9ff7-11e7-834b-b32662f4a5ea.png) (other than that the font looks fine so far) Edit: Github shows no images anywhere on my end, I hope you can see them...? Edit 2: At the moment I'll most likely try another font myself and stick with it. I'm trying to test a TTF but I see no way of setting it up easily in Godot...",True,"Some odd-looking symbols in script editor - Godot 3.0 master Minor in general, noticed a few characters look a bit odd with the new Hack font / icons: - My main concern is indentation marks look out of place. I liked to code with them as they were fine, discrete enough and improved readability for me and made indents visible (they matter :p), but now I find them too noticeable (alternating shape, size and different thickness). I preferred the old ones, is it coming from the font though? - Minor: already noted earlier, but the zeroes look weird. I understand it's to differentiate with O and I like this, but filling the whole oval isn't common. - Minor: more personal note, but I got used to wider angled brackets. Hack ones are more tight compared to Consolas, for example. New: ![image](https://user-images.githubusercontent.com/1311555/30766491-caeec610-9ff5-11e7-926b-5ed01bed2a8f.png) Old: ![image](https://user-images.githubusercontent.com/1311555/30766678-07ed8b22-9ff7-11e7-834b-b32662f4a5ea.png) (other than that the font looks fine so far) Edit: Github shows no images anywhere on my end, I hope you can see them...? Edit 2: At the moment I'll most likely try another font myself and stick with it. I'm trying to test a TTF but I see no way of setting it up easily in Godot...",1,some odd looking symbols in script editor godot master minor in general noticed a few characters look a bit odd with the new hack font icons my main concern is indentation marks look out of place i liked to code with them as they were fine discrete enough and improved readability for me and made indents visible they matter p but now i find them too noticeable alternating shape size and different thickness i preferred the old ones is it coming from the font though minor already noted earlier but the zeroes look weird i understand it s to differentiate with o and i like this but filling the whole oval isn t common minor more personal note but i got used to wider angled brackets hack ones are more tight compared to consolas for example new old other than that the font looks fine so far edit github shows no images anywhere on my end i hope you can see them edit at the moment i ll most likely try another font myself and stick with it i m trying to test a ttf but i see no way of setting it up easily in godot ,1 688145,23550016054.0,IssuesEvent,2022-08-21 17:39:26,crushten/go_endpoint_cloud,https://api.github.com/repos/crushten/go_endpoint_cloud,closed,Create scheduled security scan workflow,priority: medium github: actions security,"This should be ran daily. See `https://github.com/securego/gosec/blob/master/.github/workflows/scan.yml` or similar. Can use the audit job from the ci/cd workflow.",1.0,"Create scheduled security scan workflow - This should be ran daily. See `https://github.com/securego/gosec/blob/master/.github/workflows/scan.yml` or similar. Can use the audit job from the ci/cd workflow.",0,create scheduled security scan workflow this should be ran daily see or similar can use the audit job from the ci cd workflow ,0 17487,12396164949.0,IssuesEvent,2020-05-20 20:00:56,edgi-govdata-archiving/EEW_Planning,https://api.github.com/repos/edgi-govdata-archiving/EEW_Planning,opened,Establish track workflow,infrastructure,"* [ ] complete event tracking sheet: https://docs.google.com/spreadsheets/d/1Z2rBoGqb_SXW6oAu12A6TCWEJGV1pk0YxL13P_Z5Wlw/edit?usp=drive_web&ouid=110602273190303993217 * [ ] Event flowchart * [ ] make sure everyone is on board ",1.0,"Establish track workflow - * [ ] complete event tracking sheet: https://docs.google.com/spreadsheets/d/1Z2rBoGqb_SXW6oAu12A6TCWEJGV1pk0YxL13P_Z5Wlw/edit?usp=drive_web&ouid=110602273190303993217 * [ ] Event flowchart * [ ] make sure everyone is on board ",0,establish track workflow complete event tracking sheet event flowchart make sure everyone is on board ,0 11313,7158420999.0,IssuesEvent,2018-01-27 00:37:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,UX usability issues ,discussion topic:editor usability," **Godot version:** Godot 3.0 rc3 ### Catch Me If You Can ![b](https://user-images.githubusercontent.com/33985414/35413640-2ab4ee38-0231-11e8-8058-58ebfa78e12c.gif) ### Same icon has different function (The first one does not work and I do not know what it does) ### It looks like a key to return to parent directory. ![d](https://user-images.githubusercontent.com/33985414/35413624-1b34541c-0231-11e8-99ee-3cbde70025b8.gif) ### Too many arrows. (Left right arrows are working like a time machine.) ![c](https://user-images.githubusercontent.com/33985414/35414179-d0692f3c-0232-11e8-9002-d7920752c1da.gif) ![ekran resmi 2018-01-26 00 12 02](https://user-images.githubusercontent.com/33985414/35413528-cc909460-0230-11e8-99e0-e828f3da98dd.png) ### It has to be this way; ![ssd](https://user-images.githubusercontent.com/33985414/35414800-a79b03f8-0234-11e8-9903-2a7c84dd58c1.gif) **Minimal reproduction project:** ",True,"UX usability issues - **Godot version:** Godot 3.0 rc3 ### Catch Me If You Can ![b](https://user-images.githubusercontent.com/33985414/35413640-2ab4ee38-0231-11e8-8058-58ebfa78e12c.gif) ### Same icon has different function (The first one does not work and I do not know what it does) ### It looks like a key to return to parent directory. ![d](https://user-images.githubusercontent.com/33985414/35413624-1b34541c-0231-11e8-99ee-3cbde70025b8.gif) ### Too many arrows. (Left right arrows are working like a time machine.) ![c](https://user-images.githubusercontent.com/33985414/35414179-d0692f3c-0232-11e8-9002-d7920752c1da.gif) ![ekran resmi 2018-01-26 00 12 02](https://user-images.githubusercontent.com/33985414/35413528-cc909460-0230-11e8-99e0-e828f3da98dd.png) ### It has to be this way; ![ssd](https://user-images.githubusercontent.com/33985414/35414800-a79b03f8-0234-11e8-9903-2a7c84dd58c1.gif) **Minimal reproduction project:** ",1,ux usability issues please search existing issues for potential duplicates before filing yours godot version godot catch me if you can same icon has different function the first one does not work and i do not know what it does img width alt ekran resmi src it looks like a key to return to parent directory too many arrows left right arrows are working like a time machine it has to be this way minimal reproduction project ,1 16728,11271460204.0,IssuesEvent,2020-01-14 13:06:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,More user-friendly resource selector in inspector,enhancement topic:editor usability,"If you create a new resource in the FileSystem tab it gives you a nice window where you can search for resources, look at their descriptions, select favorites and even have a list of recent ones. So why is it that if I want to create a resource from the inspector, I get this: ![2018-12-13-111837_1366x768_scrot](https://user-images.githubusercontent.com/28286961/49932332-0a54a080-fec9-11e8-9043-8bb3787a8620.png) The total height is three times the picture, btw. Edit: I also noticed that custom resources don't show up in this list. ",True,"More user-friendly resource selector in inspector - If you create a new resource in the FileSystem tab it gives you a nice window where you can search for resources, look at their descriptions, select favorites and even have a list of recent ones. So why is it that if I want to create a resource from the inspector, I get this: ![2018-12-13-111837_1366x768_scrot](https://user-images.githubusercontent.com/28286961/49932332-0a54a080-fec9-11e8-9043-8bb3787a8620.png) The total height is three times the picture, btw. Edit: I also noticed that custom resources don't show up in this list. ",1,more user friendly resource selector in inspector if you create a new resource in the filesystem tab it gives you a nice window where you can search for resources look at their descriptions select favorites and even have a list of recent ones so why is it that if i want to create a resource from the inspector i get this the total height is three times the picture btw edit i also noticed that custom resources don t show up in this list ,1 12770,8073949880.0,IssuesEvent,2018-08-06 21:05:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Show a description of nodes into ""Create New Node"" dialog box",feature proposal topic:editor usability,"**Operating system or device - Godot version:** 2.1beta **Issue description** (what happened, and what was expected): IT could be handy if a description of the selected new node was displayed into the ""Create New Node"" dialog box. (see screenshot example) **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ![create_new_node_dialog_proposal](https://cloud.githubusercontent.com/assets/9801802/17085109/41912ea4-51d0-11e6-9f8d-9cc4e3802ce3.png) ",True,"Show a description of nodes into ""Create New Node"" dialog box - **Operating system or device - Godot version:** 2.1beta **Issue description** (what happened, and what was expected): IT could be handy if a description of the selected new node was displayed into the ""Create New Node"" dialog box. (see screenshot example) **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ![create_new_node_dialog_proposal](https://cloud.githubusercontent.com/assets/9801802/17085109/41912ea4-51d0-11e6-9f8d-9cc4e3802ce3.png) ",1,show a description of nodes into create new node dialog box operating system or device godot version issue description what happened and what was expected it could be handy if a description of the selected new node was displayed into the create new node dialog box see screenshot example steps to reproduce link to minimal example project optional but very welcome ,1 10416,6716459728.0,IssuesEvent,2017-10-14 08:28:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,need to press on pencil after adding empty CollisonPolygon2D node,enhancement hacktoberfest topic:editor usability,"**Operating system or device - Godot version:** Window 7, v2.1.3.stable.official **Issue description:** usability improvement ![draw_polygon_pencil](https://cloud.githubusercontent.com/assets/10463138/26736537/d736a76c-47c6-11e7-82c5-315db830b21e.gif) I expect when adding a empty CollisonPolygon2D node the pencil should be automatically selected. ",True,"need to press on pencil after adding empty CollisonPolygon2D node - **Operating system or device - Godot version:** Window 7, v2.1.3.stable.official **Issue description:** usability improvement ![draw_polygon_pencil](https://cloud.githubusercontent.com/assets/10463138/26736537/d736a76c-47c6-11e7-82c5-315db830b21e.gif) I expect when adding a empty CollisonPolygon2D node the pencil should be automatically selected. ",1,need to press on pencil after adding empty node operating system or device godot version window stable official issue description usability improvement i expect when adding a empty node the pencil should be automatically selected ,1 513207,14917809564.0,IssuesEvent,2021-01-22 20:31:01,Couchers-org/couchers,https://api.github.com/repos/Couchers-org/couchers,opened,Simplify docker-compose setup,devops priority: normal question,"Currently there's too many containers in the main `docker-compose.yml` file. Some have reported that it's very slow and sluggish, and it confuses new devs. We should move the testing stuff and media container to another file. It also takes forever to run due to building yarn stuff inside docker. Does anyone actually run the frontend inside docker?",1.0,"Simplify docker-compose setup - Currently there's too many containers in the main `docker-compose.yml` file. Some have reported that it's very slow and sluggish, and it confuses new devs. We should move the testing stuff and media container to another file. It also takes forever to run due to building yarn stuff inside docker. Does anyone actually run the frontend inside docker?",0,simplify docker compose setup currently there s too many containers in the main docker compose yml file some have reported that it s very slow and sluggish and it confuses new devs we should move the testing stuff and media container to another file it also takes forever to run due to building yarn stuff inside docker does anyone actually run the frontend inside docker ,0 24338,5050379103.0,IssuesEvent,2016-12-20 18:34:12,facebook/draft-js,https://api.github.com/repos/facebook/draft-js,closed,Documentation for blockRendererFn props is incorrect,documentation,"On this page about the blockRendererFn function: https://facebook.github.io/draft-js/docs/advanced-topics-block-components.html#content it says that ""the optional props object includes props that will be passed through to the rendered custom component"". This is not completely correct. These props will be passed through not in the props object, but in the props.blockProps sub property object. A few paragraphs later the code snippet demonstrates pulling the 'foo' property from the props.blockProps, but the text does not explain this. This bug bit me when I wasn't getting the props where I thought I was supposed to, and found the answer by looking at the Tex example. ",1.0,"Documentation for blockRendererFn props is incorrect - On this page about the blockRendererFn function: https://facebook.github.io/draft-js/docs/advanced-topics-block-components.html#content it says that ""the optional props object includes props that will be passed through to the rendered custom component"". This is not completely correct. These props will be passed through not in the props object, but in the props.blockProps sub property object. A few paragraphs later the code snippet demonstrates pulling the 'foo' property from the props.blockProps, but the text does not explain this. This bug bit me when I wasn't getting the props where I thought I was supposed to, and found the answer by looking at the Tex example. ",0,documentation for blockrendererfn props is incorrect on this page about the blockrendererfn function it says that the optional props object includes props that will be passed through to the rendered custom component this is not completely correct these props will be passed through not in the props object but in the props blockprops sub property object a few paragraphs later the code snippet demonstrates pulling the foo property from the props blockprops but the text does not explain this this bug bit me when i wasn t getting the props where i thought i was supposed to and found the answer by looking at the tex example ,0 8833,3009831330.0,IssuesEvent,2015-07-28 09:18:44,printdotio/printio-ios-sdk,https://api.github.com/repos/printdotio/printio-ios-sdk,closed,Images of an order don't show on Admin,bug Ready to Test,"This order on staging admin of Mini Book don't show the images we chose in the app https://staging-admin-v2.print.io/Home#/orders/154460/images",1.0,"Images of an order don't show on Admin - This order on staging admin of Mini Book don't show the images we chose in the app https://staging-admin-v2.print.io/Home#/orders/154460/images",0,images of an order don t show on admin this order on staging admin of mini book don t show the images we chose in the app ,0 112333,14239141500.0,IssuesEvent,2020-11-18 19:41:09,mozilla/hubs,https://api.github.com/repos/mozilla/hubs,opened,Tap twice to select object from object list on mobile,bug needs triage redesign,"**Description** You need to tap twice on an object in the object list in order to select it on a mobile device.",1.0,"Tap twice to select object from object list on mobile - **Description** You need to tap twice on an object in the object list in order to select it on a mobile device.",0,tap twice to select object from object list on mobile description you need to tap twice on an object in the object list in order to select it on a mobile device ,0 8890,6024529693.0,IssuesEvent,2017-06-08 05:36:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Running an unsaved scene doesn't actually run after saving,enhancement topic:editor usability,"When you hit run on your new project with an unsaved scene, it prompts you to save the unsaved scene. When you save the scene, you get thrown back to the editor, and nothing happens. The project should be run automatically after you save the scene as prompted.",True,"Running an unsaved scene doesn't actually run after saving - When you hit run on your new project with an unsaved scene, it prompts you to save the unsaved scene. When you save the scene, you get thrown back to the editor, and nothing happens. The project should be run automatically after you save the scene as prompted.",1,running an unsaved scene doesn t actually run after saving when you hit run on your new project with an unsaved scene it prompts you to save the unsaved scene when you save the scene you get thrown back to the editor and nothing happens the project should be run automatically after you save the scene as prompted ,1 78056,10037702189.0,IssuesEvent,2019-07-18 13:44:11,zenika-open-source/hygie,https://api.github.com/repos/zenika-open-source/hygie,closed,Documentation : Add arguments why our solution is the best :p ,documentation,"- Run with Gitlab and Github - Avoid the creation of scripts",1.0,"Documentation : Add arguments why our solution is the best :p - - Run with Gitlab and Github - Avoid the creation of scripts",0,documentation add arguments why our solution is the best p run with gitlab and github avoid the creation of scripts,0 106748,11496785226.0,IssuesEvent,2020-02-12 08:46:57,astrolabsoftware/fink-client,https://api.github.com/repos/astrolabsoftware/fink-client,closed,Update the README,documentation,"**Describe the issue** The README is a bit oldish, and would deserve some cleaning.",1.0,"Update the README - **Describe the issue** The README is a bit oldish, and would deserve some cleaning.",0,update the readme describe the issue the readme is a bit oldish and would deserve some cleaning ,0 26241,26579997991.0,IssuesEvent,2023-01-22 10:26:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project setting 'Initial Screen' has too many monitor options,bug topic:editor usability,"### Godot version v4.0.beta12.mono.official [3c9bf4bc2] ### System information Windows 10, Forward+ (Vulkan), NVIDIA GeForce RTX 3070 (526.98) ### Issue description The `Initial Screen` select dropdown provides 64 options for monitors when it should only provide options for what is available. In my case, I'm only using two monitors so there should only be two monitors to choose from (excluding the Primary Monitor option of course). Screenshot below. ![image](https://user-images.githubusercontent.com/1691061/213066149-b97d3220-9b23-4685-a155-ad2f48f96de3.png) ### Steps to reproduce The issue appears to occur whether I'm using two monitors or one monitor. --- 1. Open `Project Settings` 2. Go to `Display` > `Window` > `Size` 3. Select the `Initial Screen` dropdown. 4. You will see the `Primary Monitor` option and 64 other monitor options as seen in the screenshot. ### Minimal reproduction project N/A",True,"Project setting 'Initial Screen' has too many monitor options - ### Godot version v4.0.beta12.mono.official [3c9bf4bc2] ### System information Windows 10, Forward+ (Vulkan), NVIDIA GeForce RTX 3070 (526.98) ### Issue description The `Initial Screen` select dropdown provides 64 options for monitors when it should only provide options for what is available. In my case, I'm only using two monitors so there should only be two monitors to choose from (excluding the Primary Monitor option of course). Screenshot below. ![image](https://user-images.githubusercontent.com/1691061/213066149-b97d3220-9b23-4685-a155-ad2f48f96de3.png) ### Steps to reproduce The issue appears to occur whether I'm using two monitors or one monitor. --- 1. Open `Project Settings` 2. Go to `Display` > `Window` > `Size` 3. Select the `Initial Screen` dropdown. 4. You will see the `Primary Monitor` option and 64 other monitor options as seen in the screenshot. ### Minimal reproduction project N/A",1,project setting initial screen has too many monitor options godot version mono official system information windows forward vulkan nvidia geforce rtx issue description the initial screen select dropdown provides options for monitors when it should only provide options for what is available in my case i m only using two monitors so there should only be two monitors to choose from excluding the primary monitor option of course screenshot below steps to reproduce the issue appears to occur whether i m using two monitors or one monitor open project settings go to display window size select the initial screen dropdown you will see the primary monitor option and other monitor options as seen in the screenshot minimal reproduction project n a,1 37423,8288540178.0,IssuesEvent,2018-09-19 12:21:21,joomla/joomla-cms,https://api.github.com/repos/joomla/joomla-cms,closed,Pagenavigation override not listed in template manager,No Code Attached Yet,"### Steps to reproduce the issue Navigate to Extensions -> Templates -> Templates -> [YourTemplate] -> Create Overrides. PageNavigation (https://github.com/joomla/joomla-cms/tree/staging/plugins/content/pagenavigation) does not appear to be listed. At least not where I would have expected it (under plugins/content) ### Expected result PageNavigation override listed under plugins/content ### Actual result PageNavigation not listed ### System information (as much as possible) ### Additional comments ",1.0,"Pagenavigation override not listed in template manager - ### Steps to reproduce the issue Navigate to Extensions -> Templates -> Templates -> [YourTemplate] -> Create Overrides. PageNavigation (https://github.com/joomla/joomla-cms/tree/staging/plugins/content/pagenavigation) does not appear to be listed. At least not where I would have expected it (under plugins/content) ### Expected result PageNavigation override listed under plugins/content ### Actual result PageNavigation not listed ### System information (as much as possible) ### Additional comments ",0,pagenavigation override not listed in template manager steps to reproduce the issue navigate to extensions templates templates create overrides pagenavigation does not appear to be listed at least not where i would have expected it under plugins content expected result pagenavigation override listed under plugins content actual result pagenavigation not listed system information as much as possible additional comments ,0 10777,6919370199.0,IssuesEvent,2017-11-29 15:17:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Interpret comma as decimal point in editor,enhancement junior job topic:editor usability,"**Operating system or device - Godot version:** Linux (Manjaro) - v2.2 alpha (git custom build) **Issue description** (what happened, and what was expected): If you use a German keyboard layout (and maybe other layouts), the ""decimal point"" is a comma. If you insert numbers into the editor's fields (e.g. the translation) it would be nice if this comma would be automatically replaced by a decimal point. Blender does the same and it this little fix would enhance the workflow. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Interpret comma as decimal point in editor - **Operating system or device - Godot version:** Linux (Manjaro) - v2.2 alpha (git custom build) **Issue description** (what happened, and what was expected): If you use a German keyboard layout (and maybe other layouts), the ""decimal point"" is a comma. If you insert numbers into the editor's fields (e.g. the translation) it would be nice if this comma would be automatically replaced by a decimal point. Blender does the same and it this little fix would enhance the workflow. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,interpret comma as decimal point in editor operating system or device godot version linux manjaro alpha git custom build issue description what happened and what was expected if you use a german keyboard layout and maybe other layouts the decimal point is a comma if you insert numbers into the editor s fields e g the translation it would be nice if this comma would be automatically replaced by a decimal point blender does the same and it this little fix would enhance the workflow steps to reproduce link to minimal example project optional but very welcome ,1 23471,21954043753.0,IssuesEvent,2022-05-24 10:25:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,List of weird things with Godot UI,enhancement discussion topic:editor usability,"### Godot version 3.4.2 stable ### System information Windows 10 ### Issue description **This is an exhaustive list of counter-intuitive things with Godot UI. It will grow with time.** The kind of things that confuse the newcomer and make them hate Godot before they even get to like it. The kind of things that smell like ""Blender UI"" before they fixed it (if you remember the old days) Fix it or not, I don't care, but don't say that no one warned you : **1) Position of ""Asset library"" button.** the asset library button is next to the ""View"" buttons (2D, 3D, Script). Conceptually, those other buttons are meant to let the user choose under which ""perspective"" they want to see the asset (most often, the scene) currently open: Do they want to see it as a 2D thingy? A 3D thingy? A text? etc. And then there's the Asset Lib button, which has nothing to do with any of that. the Asset library button is meant (conceptually) to be used on a global level and applies to the whole project. So why is it hidden there? Why is it not with the project settings? Or above the FileSystem panel? Or in the top menu? Etc. Mystery. **2) How the asset library opens** The asset library appears in a tab, but... Not in its own tab. It steals the tab of whatever asset was currently open. Worse, it does not rename the tab. It still seems like *my* asset is open but the tab wears its name, except it now displays a list of assets to download instead. Now I can't close the asset library without closing my own asset. I have to do the awkward thing of remembering how I was currently displaying my asset (2D? 3D? script?) and click on the corresponding button to bring it back how it was. Shoo! Get your own tab, asset library! **3) When a new scene is created, it's not really created** So I go to the FileSystem panel and right-click on a folder, then ""new scene"". A popup appears to let me enter the name. I click OK. Aaaand... the scene has not been created? I mean : Nothing changed on the screen. Nothing appeared in the folder (!). And no new tab appeared. Upon closer inspection, the tab that was currently open is now titled ""empty"". What the hell does that mean. As you've understood by now, I'm acting naive, but no one (and I mean, no one) could guess that you're now supposed to create a root node before you can even save the scene and see it appear in its folder. For any normal human being, if you click ""OK"" then the scene is supposed to have been somehow created. At least, make the new scene appear in its own tab instead of stealing the tab currently open (it looks extra awkward if you were currently displaying the Assets library!) **4) How do I close a project?** In every app in the world, in the top menu, the **leftmost** menu is for the app itself -- or at least the main, biggest entity (usually, the project). _Then_ you have other menus, more to the right, for other smaller things. Not in Godot : The scene is leftmost and the project comes second. So when you want to close the project, it becomes awkward. If you're a beginner then you need to remember that the ""Scene"" is not the boss here. It's not your project. The project is your project. And even when you click on that menu, there's no ""Close"" entry. It's awkwardly named ""Exit"". **5) Rename : Never the same number of clicks** - In the scene hierarchy, **double-click** to rename - In a SpriteFrames resource (bottom panel), **single click** on an animation in the list of animations - In the FileSystemPanel, clicking **doesn't** rename. You need to right-click-->Rename **6) Clicking outside of a dropdown menu actually does click** - Go to the inspector - Expand any property that has a dropdown. - Click outside of it, for example just on the right of it to exit (that is, collapse) it again - Oh noes! It turns out that the area just to the right of it was the ""delete"" button. By collapsing your resource you deleted it. - that's because in most UIs, clicking outside of a dropdown makes it **lose focus,** (but doesn't actually do the click wherever you clicked). In godot it does! - **7) No shortcut to open the help page of a native function (?)** - Open a .gd script - Highlight any native function name (e.g. highlight word ""printerr"") - You can't press F1 or whatever shortcut to display the help page - You have to press F1 and then type again printerr to find the help page (if it exists! Can't know for sure until you've done that) **8) No shortcut to teleport to function definition** - Create a new .gd script - Create local function. for example _func _myFunction():_ - Somewhere else in the same file, write a line of instruction that calls function _myFunction - highlight it - No shortcut to go to _myFunction 's definition (for comparison: you'd press F12 in Visual Studio). If you don't know where that function is located then you have to do Shift+Ctrl+F to do a full search on it every time. ",True,"List of weird things with Godot UI - ### Godot version 3.4.2 stable ### System information Windows 10 ### Issue description **This is an exhaustive list of counter-intuitive things with Godot UI. It will grow with time.** The kind of things that confuse the newcomer and make them hate Godot before they even get to like it. The kind of things that smell like ""Blender UI"" before they fixed it (if you remember the old days) Fix it or not, I don't care, but don't say that no one warned you : **1) Position of ""Asset library"" button.** the asset library button is next to the ""View"" buttons (2D, 3D, Script). Conceptually, those other buttons are meant to let the user choose under which ""perspective"" they want to see the asset (most often, the scene) currently open: Do they want to see it as a 2D thingy? A 3D thingy? A text? etc. And then there's the Asset Lib button, which has nothing to do with any of that. the Asset library button is meant (conceptually) to be used on a global level and applies to the whole project. So why is it hidden there? Why is it not with the project settings? Or above the FileSystem panel? Or in the top menu? Etc. Mystery. **2) How the asset library opens** The asset library appears in a tab, but... Not in its own tab. It steals the tab of whatever asset was currently open. Worse, it does not rename the tab. It still seems like *my* asset is open but the tab wears its name, except it now displays a list of assets to download instead. Now I can't close the asset library without closing my own asset. I have to do the awkward thing of remembering how I was currently displaying my asset (2D? 3D? script?) and click on the corresponding button to bring it back how it was. Shoo! Get your own tab, asset library! **3) When a new scene is created, it's not really created** So I go to the FileSystem panel and right-click on a folder, then ""new scene"". A popup appears to let me enter the name. I click OK. Aaaand... the scene has not been created? I mean : Nothing changed on the screen. Nothing appeared in the folder (!). And no new tab appeared. Upon closer inspection, the tab that was currently open is now titled ""empty"". What the hell does that mean. As you've understood by now, I'm acting naive, but no one (and I mean, no one) could guess that you're now supposed to create a root node before you can even save the scene and see it appear in its folder. For any normal human being, if you click ""OK"" then the scene is supposed to have been somehow created. At least, make the new scene appear in its own tab instead of stealing the tab currently open (it looks extra awkward if you were currently displaying the Assets library!) **4) How do I close a project?** In every app in the world, in the top menu, the **leftmost** menu is for the app itself -- or at least the main, biggest entity (usually, the project). _Then_ you have other menus, more to the right, for other smaller things. Not in Godot : The scene is leftmost and the project comes second. So when you want to close the project, it becomes awkward. If you're a beginner then you need to remember that the ""Scene"" is not the boss here. It's not your project. The project is your project. And even when you click on that menu, there's no ""Close"" entry. It's awkwardly named ""Exit"". **5) Rename : Never the same number of clicks** - In the scene hierarchy, **double-click** to rename - In a SpriteFrames resource (bottom panel), **single click** on an animation in the list of animations - In the FileSystemPanel, clicking **doesn't** rename. You need to right-click-->Rename **6) Clicking outside of a dropdown menu actually does click** - Go to the inspector - Expand any property that has a dropdown. - Click outside of it, for example just on the right of it to exit (that is, collapse) it again - Oh noes! It turns out that the area just to the right of it was the ""delete"" button. By collapsing your resource you deleted it. - that's because in most UIs, clicking outside of a dropdown makes it **lose focus,** (but doesn't actually do the click wherever you clicked). In godot it does! - **7) No shortcut to open the help page of a native function (?)** - Open a .gd script - Highlight any native function name (e.g. highlight word ""printerr"") - You can't press F1 or whatever shortcut to display the help page - You have to press F1 and then type again printerr to find the help page (if it exists! Can't know for sure until you've done that) **8) No shortcut to teleport to function definition** - Create a new .gd script - Create local function. for example _func _myFunction():_ - Somewhere else in the same file, write a line of instruction that calls function _myFunction - highlight it - No shortcut to go to _myFunction 's definition (for comparison: you'd press F12 in Visual Studio). If you don't know where that function is located then you have to do Shift+Ctrl+F to do a full search on it every time. ",1,list of weird things with godot ui godot version stable system information windows issue description this is an exhaustive list of counter intuitive things with godot ui it will grow with time the kind of things that confuse the newcomer and make them hate godot before they even get to like it the kind of things that smell like blender ui before they fixed it if you remember the old days fix it or not i don t care but don t say that no one warned you position of asset library button the asset library button is next to the view buttons script conceptually those other buttons are meant to let the user choose under which perspective they want to see the asset most often the scene currently open do they want to see it as a thingy a thingy a text etc and then there s the asset lib button which has nothing to do with any of that the asset library button is meant conceptually to be used on a global level and applies to the whole project so why is it hidden there why is it not with the project settings or above the filesystem panel or in the top menu etc mystery how the asset library opens the asset library appears in a tab but not in its own tab it steals the tab of whatever asset was currently open worse it does not rename the tab it still seems like my asset is open but the tab wears its name except it now displays a list of assets to download instead now i can t close the asset library without closing my own asset i have to do the awkward thing of remembering how i was currently displaying my asset script and click on the corresponding button to bring it back how it was shoo get your own tab asset library when a new scene is created it s not really created so i go to the filesystem panel and right click on a folder then new scene a popup appears to let me enter the name i click ok aaaand the scene has not been created i mean nothing changed on the screen nothing appeared in the folder and no new tab appeared upon closer inspection the tab that was currently open is now titled empty what the hell does that mean as you ve understood by now i m acting naive but no one and i mean no one could guess that you re now supposed to create a root node before you can even save the scene and see it appear in its folder for any normal human being if you click ok then the scene is supposed to have been somehow created at least make the new scene appear in its own tab instead of stealing the tab currently open it looks extra awkward if you were currently displaying the assets library how do i close a project in every app in the world in the top menu the leftmost menu is for the app itself or at least the main biggest entity usually the project then you have other menus more to the right for other smaller things not in godot the scene is leftmost and the project comes second so when you want to close the project it becomes awkward if you re a beginner then you need to remember that the scene is not the boss here it s not your project the project is your project and even when you click on that menu there s no close entry it s awkwardly named exit rename never the same number of clicks in the scene hierarchy double click to rename in a spriteframes resource bottom panel single click on an animation in the list of animations in the filesystempanel clicking doesn t rename you need to right click rename clicking outside of a dropdown menu actually does click go to the inspector expand any property that has a dropdown click outside of it for example just on the right of it to exit that is collapse it again oh noes it turns out that the area just to the right of it was the delete button by collapsing your resource you deleted it that s because in most uis clicking outside of a dropdown makes it lose focus but doesn t actually do the click wherever you clicked in godot it does no shortcut to open the help page of a native function open a gd script highlight any native function name e g highlight word printerr you can t press or whatever shortcut to display the help page you have to press and then type again printerr to find the help page if it exists can t know for sure until you ve done that no shortcut to teleport to function definition create a new gd script create local function for example func myfunction somewhere else in the same file write a line of instruction that calls function myfunction highlight it no shortcut to go to myfunction s definition for comparison you d press in visual studio if you don t know where that function is located then you have to do shift ctrl f to do a full search on it every time ,1 14201,8915672828.0,IssuesEvent,2019-01-19 08:39:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pivot for selected node should be always visible,discussion enhancement topic:editor usability,"**Godot version:** 3.1.beta.calinou.07e2046 **OS/device including version:** 64 bit linux **Issue description:** Godot 3.1 was changed to only show the gizmos relevant to the selected node and tool. Unfortunately, this also means that for nodes containing a pivot, such as Sprite, AnimatedSprite and Polygon2D, the pivot is only visible when having the Assign Pivot tool selected. Being able to see the pivot is important for positioning and animation so it should always be visible, at least for the currently selected node. Consider that nodes like Node2D and KinematicBody2D have a cross shaped gizmo serving this function rather than no gizmo at all",True,"Pivot for selected node should be always visible - **Godot version:** 3.1.beta.calinou.07e2046 **OS/device including version:** 64 bit linux **Issue description:** Godot 3.1 was changed to only show the gizmos relevant to the selected node and tool. Unfortunately, this also means that for nodes containing a pivot, such as Sprite, AnimatedSprite and Polygon2D, the pivot is only visible when having the Assign Pivot tool selected. Being able to see the pivot is important for positioning and animation so it should always be visible, at least for the currently selected node. Consider that nodes like Node2D and KinematicBody2D have a cross shaped gizmo serving this function rather than no gizmo at all",1,pivot for selected node should be always visible godot version beta calinou os device including version bit linux issue description godot was changed to only show the gizmos relevant to the selected node and tool unfortunately this also means that for nodes containing a pivot such as sprite animatedsprite and the pivot is only visible when having the assign pivot tool selected being able to see the pivot is important for positioning and animation so it should always be visible at least for the currently selected node consider that nodes like and have a cross shaped gizmo serving this function rather than no gizmo at all,1 15738,10268514297.0,IssuesEvent,2019-08-23 06:34:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor Settings absolute file paths are saved and shown as relative paths,bug junior job regression topic:editor usability,"**Godot version:** 3.2 master (48eaf14), regression from #28701 (CC @SonerSound) **OS/device including version:** Mageia 7 x86_64 **Issue description:** Various editor settings are now saved as relative paths when they are meant to be absolute. See e.g. Android settings: ![Screenshot_20190821_142252](https://user-images.githubusercontent.com/4701338/63431563-66d86a00-c41f-11e9-848b-02a102ad507d.png) Or custom template paths: ![Screenshot_20190821_142530](https://user-images.githubusercontent.com/4701338/63431688-b1f27d00-c41f-11e9-91b7-aba704d6b3fe.png) These changes should likely be partially reverted, and a dedicated `PROPERTY_USAGE_*` flag should be used/added for paths that are meant to be saved as relative to the project root. **Steps to reproduce:** - Open Editor Settings > Export > Android - Set path to adb or jarsigner",True,"Editor Settings absolute file paths are saved and shown as relative paths - **Godot version:** 3.2 master (48eaf14), regression from #28701 (CC @SonerSound) **OS/device including version:** Mageia 7 x86_64 **Issue description:** Various editor settings are now saved as relative paths when they are meant to be absolute. See e.g. Android settings: ![Screenshot_20190821_142252](https://user-images.githubusercontent.com/4701338/63431563-66d86a00-c41f-11e9-848b-02a102ad507d.png) Or custom template paths: ![Screenshot_20190821_142530](https://user-images.githubusercontent.com/4701338/63431688-b1f27d00-c41f-11e9-91b7-aba704d6b3fe.png) These changes should likely be partially reverted, and a dedicated `PROPERTY_USAGE_*` flag should be used/added for paths that are meant to be saved as relative to the project root. **Steps to reproduce:** - Open Editor Settings > Export > Android - Set path to adb or jarsigner",1,editor settings absolute file paths are saved and shown as relative paths godot version master regression from cc sonersound os device including version mageia issue description various editor settings are now saved as relative paths when they are meant to be absolute see e g android settings or custom template paths these changes should likely be partially reverted and a dedicated property usage flag should be used added for paths that are meant to be saved as relative to the project root steps to reproduce open editor settings export android set path to adb or jarsigner,1 422041,12265440692.0,IssuesEvent,2020-05-07 07:09:37,zephyrproject-rtos/zephyr,https://api.github.com/repos/zephyrproject-rtos/zephyr,closed,Unable to connect to OpenThread network after upgrade,Waiting for response area: OpenThread bug priority: low,"**Describe the bug** Devices (nrf52840dk_nrf52840) upgraded to 5321c42882 origin/master unable to connect to OpenThread network anymore. They stay in detached state forever (role: 1). Most probable root cause is this change 19c8ff9f0ac99c957505bbdd32868dcbb25d1944 at least according to git bisect suggestion. Checkout on a hash before it, recovers ability of nodes to connect to OT network. **To Reproduce** Steps to reproduce the behavior: west build -s samples/net/lwm2m_client -b nrf52840dk_nrf52840 -- -DCONF_FILE=""prj.conf overlay-ot.conf ot_sed.conf"" **Expected behavior** Devices should able to connect to OT network and communicate with other nodes. **Impact** showstopper **Environment (please complete the following information):** - OS: Linux - Zephyr version: 2.2.99 - Toolchain gnuarmemb gcc-arm-none-eabi-7-2018-q2-update - Commit: 5321c42882 (origin/master ...) **Additional context** content of ot_sed.conf CONFIG_OPENTHREAD_MTD=y CONFIG_OPENTHREAD_MTD_SED=y CONFIG_OPENTHREAD_POLL_PERIOD=1000 ",1.0,"Unable to connect to OpenThread network after upgrade - **Describe the bug** Devices (nrf52840dk_nrf52840) upgraded to 5321c42882 origin/master unable to connect to OpenThread network anymore. They stay in detached state forever (role: 1). Most probable root cause is this change 19c8ff9f0ac99c957505bbdd32868dcbb25d1944 at least according to git bisect suggestion. Checkout on a hash before it, recovers ability of nodes to connect to OT network. **To Reproduce** Steps to reproduce the behavior: west build -s samples/net/lwm2m_client -b nrf52840dk_nrf52840 -- -DCONF_FILE=""prj.conf overlay-ot.conf ot_sed.conf"" **Expected behavior** Devices should able to connect to OT network and communicate with other nodes. **Impact** showstopper **Environment (please complete the following information):** - OS: Linux - Zephyr version: 2.2.99 - Toolchain gnuarmemb gcc-arm-none-eabi-7-2018-q2-update - Commit: 5321c42882 (origin/master ...) **Additional context** content of ot_sed.conf CONFIG_OPENTHREAD_MTD=y CONFIG_OPENTHREAD_MTD_SED=y CONFIG_OPENTHREAD_POLL_PERIOD=1000 ",0,unable to connect to openthread network after upgrade describe the bug devices upgraded to origin master unable to connect to openthread network anymore they stay in detached state forever role most probable root cause is this change at least according to git bisect suggestion checkout on a hash before it recovers ability of nodes to connect to ot network to reproduce steps to reproduce the behavior west build s samples net client b dconf file prj conf overlay ot conf ot sed conf expected behavior devices should able to connect to ot network and communicate with other nodes impact showstopper environment please complete the following information os linux zephyr version toolchain gnuarmemb gcc arm none eabi update commit origin master additional context content of ot sed conf config openthread mtd y config openthread mtd sed y config openthread poll period ,0 811031,30272496602.0,IssuesEvent,2023-07-07 16:30:05,brave/brave-browser,https://api.github.com/repos/brave/brave-browser,opened,(Wallet) Improve custom network screen,priority/P4 QA/Yes release-notes/include feature/web3/wallet OS/Android,"## Android - Desktop comparison ![Screen_Recording_2023-06-29_at_6_40_51_PM_mov_and_Settings_-_Wallet_Networks_and_james_-_Brave_-_Slack](https://github.com/brave/brave-browser/assets/3308503/dc5b66f8-94cb-4c1c-9b78-f6a5ab29908c) https://github.com/brave/brave-browser/assets/3308503/114ab040-a41e-4b3a-9a74-f1089d268505 ## Description Currently, on Android the custom network screen has three options: ""Edit"", ""Remove"", and ""Set as active"". ### Improvement 1 Include the eye icon to show/hide the network, as on Desktop. Once the icon is tapped, the network will be added or removed from the hidden network list. Check mojo calls `JsonRpcService.removeHiddenNetwork` and `JsonRpcService.addHiddenNetwork`. ### Improvement 2 Pre-populate the list shown in the custom network screen including all the default available networks like Desktop does. To keep the scope of this issue small for now, default networks won't be editable. (Hide ""Edit"" and ""Remove"" buttons for default networks). To keep the logic consistent with Desktop these three networks cannot be hidden or removed: Ethereum Mainnet, Solana Mainnet, Filecoin Mainnet.",1.0,"(Wallet) Improve custom network screen - ## Android - Desktop comparison ![Screen_Recording_2023-06-29_at_6_40_51_PM_mov_and_Settings_-_Wallet_Networks_and_james_-_Brave_-_Slack](https://github.com/brave/brave-browser/assets/3308503/dc5b66f8-94cb-4c1c-9b78-f6a5ab29908c) https://github.com/brave/brave-browser/assets/3308503/114ab040-a41e-4b3a-9a74-f1089d268505 ## Description Currently, on Android the custom network screen has three options: ""Edit"", ""Remove"", and ""Set as active"". ### Improvement 1 Include the eye icon to show/hide the network, as on Desktop. Once the icon is tapped, the network will be added or removed from the hidden network list. Check mojo calls `JsonRpcService.removeHiddenNetwork` and `JsonRpcService.addHiddenNetwork`. ### Improvement 2 Pre-populate the list shown in the custom network screen including all the default available networks like Desktop does. To keep the scope of this issue small for now, default networks won't be editable. (Hide ""Edit"" and ""Remove"" buttons for default networks). To keep the logic consistent with Desktop these three networks cannot be hidden or removed: Ethereum Mainnet, Solana Mainnet, Filecoin Mainnet.",0, wallet improve custom network screen android desktop comparison description currently on android the custom network screen has three options edit remove and set as active improvement include the eye icon to show hide the network as on desktop once the icon is tapped the network will be added or removed from the hidden network list check mojo calls jsonrpcservice removehiddennetwork and jsonrpcservice addhiddennetwork improvement pre populate the list shown in the custom network screen including all the default available networks like desktop does to keep the scope of this issue small for now default networks won t be editable hide edit and remove buttons for default networks to keep the logic consistent with desktop these three networks cannot be hidden or removed ethereum mainnet solana mainnet filecoin mainnet ,0 119321,17605431196.0,IssuesEvent,2021-08-17 16:26:45,Raunak-S/security-advisor-alerts,https://api.github.com/repos/Raunak-S/security-advisor-alerts,opened,HIGH severity finding reported by IBM Security Advisor,IBM Security Advisor,"**Source**: IBM Vulnerability Advisor **Finding**: b71ac2564ef0b98f1032d189795994dc/providers/security-advisor/occurrences/va-iwvf-b71ac2564ef0b98f1032d189795994dc-shrestha-cr%2Fportfolio-latest **Severity**: HIGH [View in Security Advisor Dashboard](https://cloud.ibm.com/security-advisor#/findings?id=b71ac2564ef0b98f1032d189795994dc/providers/security-advisor/occurrences/va-iwvf-b71ac2564ef0b98f1032d189795994dc-shrestha-cr%2Fportfolio-latest®ion=us-south) **Pretty Printed Info**: { ""security-advisor-alerts"": [ { ""severity"": ""HIGH"", ""issuer"": ""IBM Security Advisor"", ""issuer-url"": ""https://cloud.ibm.com/security-advisor#/findings?id=b71ac2564ef0b98f1032d189795994dc/providers/security-advisor/occurrences/va-iwvf-b71ac2564ef0b98f1032d189795994dc-shrestha-cr%2Fportfolio-latest®ion=us-south"", ""id"": ""b71ac2564ef0b98f1032d189795994dc/providers/security-advisor/occurrences/va-iwvf-b71ac2564ef0b98f1032d189795994dc-shrestha-cr%2Fportfolio-latest"", ""payload-type"": ""findings"", ""payload-link"": ""https://us-south.secadvisor.cloud.ibm.com/findings"", ""provider"": ""us.icr.io/shrestha-cr/portfolio:latest"", ""payload"": { ""author"": { ""account_id"": ""b71ac2564ef0b98f1032d189795994dc"", ""email"": ""mark_buckwell@uk.ibm.com"", ""id"": ""IBMid-110000J1VU"", ""kind"": ""user"" }, ""context"": { ""account_id"": ""b71ac2564ef0b98f1032d189795994dc"", ""region"": ""us-south"", ""resource_id"": ""us.icr.io/shrestha-cr/portfolio:latest"", ""resource_name"": ""us.icr.io/shrestha-cr/portfolio:latest"", ""resource_type"": ""Image"", ""service_id"": ""va"" }, ""create_time"": ""2021-06-07T03:13:39.000Z"", ""create_timestamp"": 1623035619000, ""finding"": { ""certainty"": ""HIGH"", ""next_steps"": [ { ""title"": ""Go to Vulnerability Advisor to see what the issues are and possible corrective actions."", ""url"": ""https://cloud.ibm.com/containers-kubernetes/registry/images/us.icr.io%252Fshrestha-cr%252Fportfolio%253Alatest/issues?region=us-south&bss_account=b71ac2564ef0b98f1032d189795994dc"" } ], ""severity"": ""HIGH"" }, ""id"": ""va-iwvf-b71ac2564ef0b98f1032d189795994dc-shrestha-cr%2Fportfolio-latest"", ""insertion_timestamp"": 1623336945342, ""kind"": ""FINDING"", ""long_description"": ""Image with vulnerabilities"", ""name"": ""b71ac2564ef0b98f1032d189795994dc/providers/security-advisor/occurrences/va-iwvf-b71ac2564ef0b98f1032d189795994dc-shrestha-cr%2Fportfolio-latest"", ""note_name"": ""4263e551d4a9460e8cdaccc06414198b/providers/security-advisor/notes/va-image_with_vulnerabilities"", ""provider_id"": ""security-advisor"", ""provider_name"": ""b71ac2564ef0b98f1032d189795994dc/providers/security-advisor"", ""reported_by"": { ""id"": ""va"", ""title"": ""IBM Vulnerability Advisor"", ""url"": ""https://console.bluemix.net/docs/images/va/va_index.htm"" }, ""short_description"": ""Image with vulnerabilities"", ""update_time"": ""2021-08-17T10:21:22.000Z"", ""update_timestamp"": 1629195682000, ""update_week_date"": ""2021-W33-2"", ""corelationId"": ""466b7eb3-5455-490e-a7c7-6883352650ca"" } } ] }",True,"HIGH severity finding reported by IBM Security Advisor - **Source**: IBM Vulnerability Advisor **Finding**: b71ac2564ef0b98f1032d189795994dc/providers/security-advisor/occurrences/va-iwvf-b71ac2564ef0b98f1032d189795994dc-shrestha-cr%2Fportfolio-latest **Severity**: HIGH [View in Security Advisor Dashboard](https://cloud.ibm.com/security-advisor#/findings?id=b71ac2564ef0b98f1032d189795994dc/providers/security-advisor/occurrences/va-iwvf-b71ac2564ef0b98f1032d189795994dc-shrestha-cr%2Fportfolio-latest®ion=us-south) **Pretty Printed Info**: { ""security-advisor-alerts"": [ { ""severity"": ""HIGH"", ""issuer"": ""IBM Security Advisor"", ""issuer-url"": ""https://cloud.ibm.com/security-advisor#/findings?id=b71ac2564ef0b98f1032d189795994dc/providers/security-advisor/occurrences/va-iwvf-b71ac2564ef0b98f1032d189795994dc-shrestha-cr%2Fportfolio-latest®ion=us-south"", ""id"": ""b71ac2564ef0b98f1032d189795994dc/providers/security-advisor/occurrences/va-iwvf-b71ac2564ef0b98f1032d189795994dc-shrestha-cr%2Fportfolio-latest"", ""payload-type"": ""findings"", ""payload-link"": ""https://us-south.secadvisor.cloud.ibm.com/findings"", ""provider"": ""us.icr.io/shrestha-cr/portfolio:latest"", ""payload"": { ""author"": { ""account_id"": ""b71ac2564ef0b98f1032d189795994dc"", ""email"": ""mark_buckwell@uk.ibm.com"", ""id"": ""IBMid-110000J1VU"", ""kind"": ""user"" }, ""context"": { ""account_id"": ""b71ac2564ef0b98f1032d189795994dc"", ""region"": ""us-south"", ""resource_id"": ""us.icr.io/shrestha-cr/portfolio:latest"", ""resource_name"": ""us.icr.io/shrestha-cr/portfolio:latest"", ""resource_type"": ""Image"", ""service_id"": ""va"" }, ""create_time"": ""2021-06-07T03:13:39.000Z"", ""create_timestamp"": 1623035619000, ""finding"": { ""certainty"": ""HIGH"", ""next_steps"": [ { ""title"": ""Go to Vulnerability Advisor to see what the issues are and possible corrective actions."", ""url"": ""https://cloud.ibm.com/containers-kubernetes/registry/images/us.icr.io%252Fshrestha-cr%252Fportfolio%253Alatest/issues?region=us-south&bss_account=b71ac2564ef0b98f1032d189795994dc"" } ], ""severity"": ""HIGH"" }, ""id"": ""va-iwvf-b71ac2564ef0b98f1032d189795994dc-shrestha-cr%2Fportfolio-latest"", ""insertion_timestamp"": 1623336945342, ""kind"": ""FINDING"", ""long_description"": ""Image with vulnerabilities"", ""name"": ""b71ac2564ef0b98f1032d189795994dc/providers/security-advisor/occurrences/va-iwvf-b71ac2564ef0b98f1032d189795994dc-shrestha-cr%2Fportfolio-latest"", ""note_name"": ""4263e551d4a9460e8cdaccc06414198b/providers/security-advisor/notes/va-image_with_vulnerabilities"", ""provider_id"": ""security-advisor"", ""provider_name"": ""b71ac2564ef0b98f1032d189795994dc/providers/security-advisor"", ""reported_by"": { ""id"": ""va"", ""title"": ""IBM Vulnerability Advisor"", ""url"": ""https://console.bluemix.net/docs/images/va/va_index.htm"" }, ""short_description"": ""Image with vulnerabilities"", ""update_time"": ""2021-08-17T10:21:22.000Z"", ""update_timestamp"": 1629195682000, ""update_week_date"": ""2021-W33-2"", ""corelationId"": ""466b7eb3-5455-490e-a7c7-6883352650ca"" } } ] }",0,high severity finding reported by ibm security advisor source ibm vulnerability advisor finding providers security advisor occurrences va iwvf shrestha cr latest severity high pretty printed info security advisor alerts severity high issuer ibm security advisor issuer url id providers security advisor occurrences va iwvf shrestha cr latest payload type findings payload link provider us icr io shrestha cr portfolio latest payload author account id email mark buckwell uk ibm com id ibmid kind user context account id region us south resource id us icr io shrestha cr portfolio latest resource name us icr io shrestha cr portfolio latest resource type image service id va create time create timestamp finding certainty high next steps title go to vulnerability advisor to see what the issues are and possible corrective actions url severity high id va iwvf shrestha cr latest insertion timestamp kind finding long description image with vulnerabilities name providers security advisor occurrences va iwvf shrestha cr latest note name providers security advisor notes va image with vulnerabilities provider id security advisor provider name providers security advisor reported by id va title ibm vulnerability advisor url short description image with vulnerabilities update time update timestamp update week date corelationid ,0 10921,9187021011.0,IssuesEvent,2019-03-06 01:04:31,MicrosoftDocs/azure-docs,https://api.github.com/repos/MicrosoftDocs/azure-docs,closed,`az webapp up` requires an extension update in the Cloud Shell,app-service-web/svc cxp in-progress product-issue triaged,"`az webapp up` fails in the current version of the Cloud Shell until you do `az extension update --name webapp`. Instructions for doing so used to be here but were removed in 686b29bcbda4a829c9738521c620390f6210c73e. --- #### Document Details ⚠ *Do not edit this section. It is required for docs.microsoft.com ➟ GitHub issue linking.* * ID: a825f031-250e-034d-e552-4b0d976d88b1 * Version Independent ID: 626d7451-0b8e-051e-e512-0bf90be319a0 * Content: [Create static HTML web app - Azure App Service](https://docs.microsoft.com/en-us/azure/app-service/app-service-web-get-started-html#install-web-app-extension-for-cloud-shell) * Content Source: [articles/app-service/app-service-web-get-started-html.md](https://github.com/Microsoft/azure-docs/blob/master/articles/app-service/app-service-web-get-started-html.md) * Service: **app-service-web** * GitHub Login: @msangapu * Microsoft Alias: **msangapu**",1.0,"`az webapp up` requires an extension update in the Cloud Shell - `az webapp up` fails in the current version of the Cloud Shell until you do `az extension update --name webapp`. Instructions for doing so used to be here but were removed in 686b29bcbda4a829c9738521c620390f6210c73e. --- #### Document Details ⚠ *Do not edit this section. It is required for docs.microsoft.com ➟ GitHub issue linking.* * ID: a825f031-250e-034d-e552-4b0d976d88b1 * Version Independent ID: 626d7451-0b8e-051e-e512-0bf90be319a0 * Content: [Create static HTML web app - Azure App Service](https://docs.microsoft.com/en-us/azure/app-service/app-service-web-get-started-html#install-web-app-extension-for-cloud-shell) * Content Source: [articles/app-service/app-service-web-get-started-html.md](https://github.com/Microsoft/azure-docs/blob/master/articles/app-service/app-service-web-get-started-html.md) * Service: **app-service-web** * GitHub Login: @msangapu * Microsoft Alias: **msangapu**",0, az webapp up requires an extension update in the cloud shell az webapp up fails in the current version of the cloud shell until you do az extension update name webapp instructions for doing so used to be here but were removed in document details ⚠ do not edit this section it is required for docs microsoft com ➟ github issue linking id version independent id content content source service app service web github login msangapu microsoft alias msangapu ,0 15831,10319651624.0,IssuesEvent,2019-08-30 18:07:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Go to definition sometimes selects text,bug topic:editor usability," **Godot version:** f2777c04c **Steps to reproduce:** 1. Write some code, like ``` func whatever(): print(""whatevs"") func _ready() -> void: whatever() print(""place cursor here"") ``` 2. Put the cursor where the text says 3. Ctrl + Click the `whatever()` above `print()`. Sometimes the cursor will select text between the `print` and `whatever`. ![image](https://user-images.githubusercontent.com/2223172/63803181-905c2e80-c914-11e9-9bc7-3d2c671f35af.png)",True,"Go to definition sometimes selects text - **Godot version:** f2777c04c **Steps to reproduce:** 1. Write some code, like ``` func whatever(): print(""whatevs"") func _ready() -> void: whatever() print(""place cursor here"") ``` 2. Put the cursor where the text says 3. Ctrl + Click the `whatever()` above `print()`. Sometimes the cursor will select text between the `print` and `whatever`. ![image](https://user-images.githubusercontent.com/2223172/63803181-905c2e80-c914-11e9-9bc7-3d2c671f35af.png)",1,go to definition sometimes selects text please search existing issues for potential duplicates before filing yours godot version steps to reproduce write some code like func whatever print whatevs func ready void whatever print place cursor here put the cursor where the text says ctrl click the whatever above print sometimes the cursor will select text between the print and whatever ,1 142269,11462037383.0,IssuesEvent,2020-02-07 13:20:37,kotlintest/kotlintest,https://api.github.com/repos/kotlintest/kotlintest,closed,Property Test Discussion,discussion enhancement property-testing,"I am working on overhauling our property testing as part of the upcoming 4.0 release. To this end, I have brought together the requirements (based off tickets existing in this tracker), and come up with a basic design. I would like feedback on this design before I fully implement it. There are also some questions that I don't have an answer to yet that I would like to discuss. At this stage everything is open to change. ### Property Test Requirements #### Deterministic Re-runs If a test failed it is useful to be able to re-run the tests with the same values. Especially in cases where shrinking is not available. Therefore, the test functions accept a seed value which is used to create the Random instance used by the tests. This seed can then be programatically set to re-run the tests with the same random instance. By default the seed is null, which means the seed changes each time the test is run. #### Exhaustive The generators are passed an Exhaustivity enum value which determines the behavior of generated values. * Random - all values should be randomly generated * Exhaustive - every value should be generated at least once. If, for the given iteration count, all values cannot be generated, then the test should fail immediately. * Auto - Exhaustive if possible and supported, otherwise random. By default Auto mode is used. _Question - do we want to be able to specify exhaustivity per parameter?_ In #1101 @EarthCitizen talks about `Series` vs `Gen`. I do like the nomenclature, but we would need another abstraction (`Arbitrary`?) on top which would then be able to provide a Gen or Series as required based on the exhaustive flag. _Question - do we want to implement this way as opposed to the way I have outlined in the code below_ #### Min and Max Successes These values determine bounds on how many tests should pass. Typically min and max success would be equal to the iteration count, which gives the `forAll` behavior. For `forNone` behavior, min and max would both be zero. Other values can be used to mimic behavior like `forSome`, `forExactly(n)` and so on. By default, min and max success are set to the iteration count. #### Distribution It is quite common to want to generate values across a large number space, but have a bias towards certain values. For example, when writing a function to test emails, it might be more useful to generate more strings with a smaller number of characters than larger amounts. Most emails are probably < 50 characters for example. The distribution mode can be used to bias values by setting the bound from which each test value is generated. * Uniform - values are distributed evenly across the space. For an integer generator of values from 1 to 1000 with 10 runs, a random value would be generated from 0.100, another from 101..200 and so on. * Pareto - values are biased towards the lower end on a roughly 80/20 rule. By default the uniform distribution is used. The distribution mode may be ignored by a generator if it has no meaning for the types produced by that generator. The distribution mode has no effect if the generator is acting in exhaustive mode. _Question - it would be nice to be able to specify specific ""biases"" when using specific generators. For example, a generator of A-Z chars may choose to bias towards vowels. How to specify this when distribution is a sealed type? Use an interface and allow generators to create their own implementations?_ #### Shrinking Mode The _ShrinkingMode_ determines how failing values are shrunk. * Off - Shrinking is disabled for this generator * Unbounded - shrinking will continue until the _minimum_ case is reached as determined by the generator * Bounded(n) - the number of shrink steps is capped at n. After this, the shrinking process will halt, even if the minimum case has not been reached. This mode is useful to avoid long running tests. By default shrinking is set to Bounded(1000). _Question1 - do we want to be able to control shrinking per parameter? Turn it off for some parameters, and not others?_ When mapping on a generator, shrinking becomes tricky. If you have a mapper from GenT to GenU and a value u fails, you need to turn that u back into a t, so you can feed that t into the original shrinker. So you can either keep the association between the original value and mapped value, or precompute (lazily?) shinks along with the value. _Question2 - which is the best approach?_ #### Gen design The gens accept the Random instance used for this run. They accept an iterations parameter so they know the sample space when calculating based on a distribution They accept the exhausitivity mode and the distribution mode. _Question - move the iteration count into the distribution parameter itself?_ Note that the gens no longer specify a shrinker, but should provide the shrinks along with the value (see shrinker section for discussion). ```kotlin /** * A Generator, or [Gen] is responsible for generating data* to be used in property testing. * Each generator will generate data for a specific type . * * The idea behind property testing is the testing framework will automatically test a range * of different values, including edge cases and random values. * * There are two types of values to consider. * * The first are values that should usually be included on every test run: the edge cases values * which are common sources of bugs. For example, a function using [Int]s is more likely to fail * for common edge cases like zero, minus 1, positive 1, [Int.MAX_VALUE] and [Int.MIN_VALUE] * rather than random values like 159878234. * * The second set of values are random values, which are used to give us a greater breadth to the * test cases. In the case of a functioin using [Int]s, these random values could be from across * the entire integer number line. */ interface Gen { /** * Returns the values that are considered common edge case for this type. * * For example, for [String] this may include the empty string, a string with white space, * a string with unicode, and a string with non-printable characters. * * The result can be empty if for type T there are no common edge cases. * * @return the common edge cases for type T. */ fun edgecases(): Iterable /** * Returns a sequence of values to be used for testing. Each value should be provided together * with a [Shrinker] to be used if the given value failed to pass. * * This function is invoked with an [Int] specifying the nth test value. * * @param random the [Random] instance to be used for random values. This random instance is * seeded using the seed provided to the test framework so that tests can be deterministically rerun. * * @param iterations the number of values that will be required for a successful test run. * This parameter is provided so generators know the sample space that will be required and can thus * distribute values accordingly. * * @param exhaustivity specifies the [Exhaustivity] mode for this generator. * * @param distribution specifies the [Distribution] to use when generating values. * * @return the test values as a lazy sequence. */ fun generate( random: Random, iterations: Int, exhaustivity: Exhaustivity = Exhaustivity.Auto, distribution: Distribution ): Sequence>> companion object } fun Gen.Companion.int(lower: Int, upper: Int) = object : Gen { private val literals = listOf(Int.MIN_VALUE, Int.MAX_VALUE, 0) override fun edgecases(): Iterable = literals override fun generate( random: Random, iterations: Int, exhaustivity: Exhaustivity, distribution: Distribution ): Sequence>> { val randomized = infiniteSequence { k -> val range = distribution.get(k, iterations, lower.toLong()..upper.toLong()) random.nextLong(range).toInt() } val exhaustive = generateInfiniteSequence { require(iterations <= upper - lower) (lower..upper).iterator().asSequence() }.flatten() val seq = when (exhaustivity) { Exhaustivity.Auto -> when { iterations <= upper - lower -> exhaustive else -> randomized } Exhaustivity.Random -> randomized Exhaustivity.Exhaustive -> exhaustive } return seq.map { Pair(it, IntShrinker) } } } fun Gen.map(f: (T) -> U): Gen { val outer = this return object : Gen { override fun edgecases(): Iterable = outer.edgecases().map(f) override fun generate( random: Random, iterations: Int, exhaustivity: Exhaustivity, distribution: Distribution ): Sequence>> = outer.generate(random, iterations, exhaustivity, distribution) .map { (value, shrinks) -> Pair(f(value), shrinks.map { f(it) }.asSequence()) } } } sealed class Distribution { abstract fun get(k: Int, iterations: Int, range: LongRange): LongRange /** * Splits the range into discrete ""blocks"" to ensure that random values are distributed * across the entire range in a uniform manner. */ object Uniform : Distribution() { override fun get(k: Int, iterations: Int, range: LongRange): LongRange { val step = (range.last - range.first) / iterations return (step * k)..(step * (k + 1)) } } /** * Values are distributed according to the Pareto distribution. * See https://en.wikipedia.org/wiki/Pareto_distribution * Sometimes referred to as the 80-20 rule * * tl;dr - more values are produced at the lower bound than the upper bound. */ object Pareto : Distribution() { override fun get(k: Int, iterations: Int, range: LongRange): LongRange { // this isn't really the pareto distribution so either implement it properly, or rename this implementation val step = (range.last - range.first) / iterations return 0..(step * k + 1) } } } sealed class Exhaustivity { /** * Uses [Exhaustive] where possible, otherwise defaults to [Random]. */ object Auto : Exhaustivity() /** * Forces random generation of values. */ object Random : Exhaustivity() /** * Forces exhausive mode. */ object Exhaustive : Exhaustivity() } sealed class ShrinkingMode { /** * Shrinking disabled */ object Off : ShrinkingMode() /** * Shrinks until no smaller value can be found. May result in an infinite loop if shrinkers are not coded properly. */ object Unbounded : ShrinkingMode() /** * Shrink a maximum number of times */ data class Bounded(val bound: Int) : ShrinkingMode() } ```",1.0,"Property Test Discussion - I am working on overhauling our property testing as part of the upcoming 4.0 release. To this end, I have brought together the requirements (based off tickets existing in this tracker), and come up with a basic design. I would like feedback on this design before I fully implement it. There are also some questions that I don't have an answer to yet that I would like to discuss. At this stage everything is open to change. ### Property Test Requirements #### Deterministic Re-runs If a test failed it is useful to be able to re-run the tests with the same values. Especially in cases where shrinking is not available. Therefore, the test functions accept a seed value which is used to create the Random instance used by the tests. This seed can then be programatically set to re-run the tests with the same random instance. By default the seed is null, which means the seed changes each time the test is run. #### Exhaustive The generators are passed an Exhaustivity enum value which determines the behavior of generated values. * Random - all values should be randomly generated * Exhaustive - every value should be generated at least once. If, for the given iteration count, all values cannot be generated, then the test should fail immediately. * Auto - Exhaustive if possible and supported, otherwise random. By default Auto mode is used. _Question - do we want to be able to specify exhaustivity per parameter?_ In #1101 @EarthCitizen talks about `Series` vs `Gen`. I do like the nomenclature, but we would need another abstraction (`Arbitrary`?) on top which would then be able to provide a Gen or Series as required based on the exhaustive flag. _Question - do we want to implement this way as opposed to the way I have outlined in the code below_ #### Min and Max Successes These values determine bounds on how many tests should pass. Typically min and max success would be equal to the iteration count, which gives the `forAll` behavior. For `forNone` behavior, min and max would both be zero. Other values can be used to mimic behavior like `forSome`, `forExactly(n)` and so on. By default, min and max success are set to the iteration count. #### Distribution It is quite common to want to generate values across a large number space, but have a bias towards certain values. For example, when writing a function to test emails, it might be more useful to generate more strings with a smaller number of characters than larger amounts. Most emails are probably < 50 characters for example. The distribution mode can be used to bias values by setting the bound from which each test value is generated. * Uniform - values are distributed evenly across the space. For an integer generator of values from 1 to 1000 with 10 runs, a random value would be generated from 0.100, another from 101..200 and so on. * Pareto - values are biased towards the lower end on a roughly 80/20 rule. By default the uniform distribution is used. The distribution mode may be ignored by a generator if it has no meaning for the types produced by that generator. The distribution mode has no effect if the generator is acting in exhaustive mode. _Question - it would be nice to be able to specify specific ""biases"" when using specific generators. For example, a generator of A-Z chars may choose to bias towards vowels. How to specify this when distribution is a sealed type? Use an interface and allow generators to create their own implementations?_ #### Shrinking Mode The _ShrinkingMode_ determines how failing values are shrunk. * Off - Shrinking is disabled for this generator * Unbounded - shrinking will continue until the _minimum_ case is reached as determined by the generator * Bounded(n) - the number of shrink steps is capped at n. After this, the shrinking process will halt, even if the minimum case has not been reached. This mode is useful to avoid long running tests. By default shrinking is set to Bounded(1000). _Question1 - do we want to be able to control shrinking per parameter? Turn it off for some parameters, and not others?_ When mapping on a generator, shrinking becomes tricky. If you have a mapper from GenT to GenU and a value u fails, you need to turn that u back into a t, so you can feed that t into the original shrinker. So you can either keep the association between the original value and mapped value, or precompute (lazily?) shinks along with the value. _Question2 - which is the best approach?_ #### Gen design The gens accept the Random instance used for this run. They accept an iterations parameter so they know the sample space when calculating based on a distribution They accept the exhausitivity mode and the distribution mode. _Question - move the iteration count into the distribution parameter itself?_ Note that the gens no longer specify a shrinker, but should provide the shrinks along with the value (see shrinker section for discussion). ```kotlin /** * A Generator, or [Gen] is responsible for generating data* to be used in property testing. * Each generator will generate data for a specific type . * * The idea behind property testing is the testing framework will automatically test a range * of different values, including edge cases and random values. * * There are two types of values to consider. * * The first are values that should usually be included on every test run: the edge cases values * which are common sources of bugs. For example, a function using [Int]s is more likely to fail * for common edge cases like zero, minus 1, positive 1, [Int.MAX_VALUE] and [Int.MIN_VALUE] * rather than random values like 159878234. * * The second set of values are random values, which are used to give us a greater breadth to the * test cases. In the case of a functioin using [Int]s, these random values could be from across * the entire integer number line. */ interface Gen { /** * Returns the values that are considered common edge case for this type. * * For example, for [String] this may include the empty string, a string with white space, * a string with unicode, and a string with non-printable characters. * * The result can be empty if for type T there are no common edge cases. * * @return the common edge cases for type T. */ fun edgecases(): Iterable /** * Returns a sequence of values to be used for testing. Each value should be provided together * with a [Shrinker] to be used if the given value failed to pass. * * This function is invoked with an [Int] specifying the nth test value. * * @param random the [Random] instance to be used for random values. This random instance is * seeded using the seed provided to the test framework so that tests can be deterministically rerun. * * @param iterations the number of values that will be required for a successful test run. * This parameter is provided so generators know the sample space that will be required and can thus * distribute values accordingly. * * @param exhaustivity specifies the [Exhaustivity] mode for this generator. * * @param distribution specifies the [Distribution] to use when generating values. * * @return the test values as a lazy sequence. */ fun generate( random: Random, iterations: Int, exhaustivity: Exhaustivity = Exhaustivity.Auto, distribution: Distribution ): Sequence>> companion object } fun Gen.Companion.int(lower: Int, upper: Int) = object : Gen { private val literals = listOf(Int.MIN_VALUE, Int.MAX_VALUE, 0) override fun edgecases(): Iterable = literals override fun generate( random: Random, iterations: Int, exhaustivity: Exhaustivity, distribution: Distribution ): Sequence>> { val randomized = infiniteSequence { k -> val range = distribution.get(k, iterations, lower.toLong()..upper.toLong()) random.nextLong(range).toInt() } val exhaustive = generateInfiniteSequence { require(iterations <= upper - lower) (lower..upper).iterator().asSequence() }.flatten() val seq = when (exhaustivity) { Exhaustivity.Auto -> when { iterations <= upper - lower -> exhaustive else -> randomized } Exhaustivity.Random -> randomized Exhaustivity.Exhaustive -> exhaustive } return seq.map { Pair(it, IntShrinker) } } } fun Gen.map(f: (T) -> U): Gen { val outer = this return object : Gen { override fun edgecases(): Iterable = outer.edgecases().map(f) override fun generate( random: Random, iterations: Int, exhaustivity: Exhaustivity, distribution: Distribution ): Sequence>> = outer.generate(random, iterations, exhaustivity, distribution) .map { (value, shrinks) -> Pair(f(value), shrinks.map { f(it) }.asSequence()) } } } sealed class Distribution { abstract fun get(k: Int, iterations: Int, range: LongRange): LongRange /** * Splits the range into discrete ""blocks"" to ensure that random values are distributed * across the entire range in a uniform manner. */ object Uniform : Distribution() { override fun get(k: Int, iterations: Int, range: LongRange): LongRange { val step = (range.last - range.first) / iterations return (step * k)..(step * (k + 1)) } } /** * Values are distributed according to the Pareto distribution. * See https://en.wikipedia.org/wiki/Pareto_distribution * Sometimes referred to as the 80-20 rule * * tl;dr - more values are produced at the lower bound than the upper bound. */ object Pareto : Distribution() { override fun get(k: Int, iterations: Int, range: LongRange): LongRange { // this isn't really the pareto distribution so either implement it properly, or rename this implementation val step = (range.last - range.first) / iterations return 0..(step * k + 1) } } } sealed class Exhaustivity { /** * Uses [Exhaustive] where possible, otherwise defaults to [Random]. */ object Auto : Exhaustivity() /** * Forces random generation of values. */ object Random : Exhaustivity() /** * Forces exhausive mode. */ object Exhaustive : Exhaustivity() } sealed class ShrinkingMode { /** * Shrinking disabled */ object Off : ShrinkingMode() /** * Shrinks until no smaller value can be found. May result in an infinite loop if shrinkers are not coded properly. */ object Unbounded : ShrinkingMode() /** * Shrink a maximum number of times */ data class Bounded(val bound: Int) : ShrinkingMode() } ```",0,property test discussion i am working on overhauling our property testing as part of the upcoming release to this end i have brought together the requirements based off tickets existing in this tracker and come up with a basic design i would like feedback on this design before i fully implement it there are also some questions that i don t have an answer to yet that i would like to discuss at this stage everything is open to change property test requirements deterministic re runs if a test failed it is useful to be able to re run the tests with the same values especially in cases where shrinking is not available therefore the test functions accept a seed value which is used to create the random instance used by the tests this seed can then be programatically set to re run the tests with the same random instance by default the seed is null which means the seed changes each time the test is run exhaustive the generators are passed an exhaustivity enum value which determines the behavior of generated values random all values should be randomly generated exhaustive every value should be generated at least once if for the given iteration count all values cannot be generated then the test should fail immediately auto exhaustive if possible and supported otherwise random by default auto mode is used question do we want to be able to specify exhaustivity per parameter in earthcitizen talks about series vs gen i do like the nomenclature but we would need another abstraction arbitrary on top which would then be able to provide a gen or series as required based on the exhaustive flag question do we want to implement this way as opposed to the way i have outlined in the code below min and max successes these values determine bounds on how many tests should pass typically min and max success would be equal to the iteration count which gives the forall behavior for fornone behavior min and max would both be zero other values can be used to mimic behavior like forsome forexactly n and so on by default min and max success are set to the iteration count distribution it is quite common to want to generate values across a large number space but have a bias towards certain values for example when writing a function to test emails it might be more useful to generate more strings with a smaller number of characters than larger amounts most emails are probably characters for example the distribution mode can be used to bias values by setting the bound from which each test value is generated uniform values are distributed evenly across the space for an integer generator of values from to with runs a random value would be generated from another from and so on pareto values are biased towards the lower end on a roughly rule by default the uniform distribution is used the distribution mode may be ignored by a generator if it has no meaning for the types produced by that generator the distribution mode has no effect if the generator is acting in exhaustive mode question it would be nice to be able to specify specific biases when using specific generators for example a generator of a z chars may choose to bias towards vowels how to specify this when distribution is a sealed type use an interface and allow generators to create their own implementations shrinking mode the shrinkingmode determines how failing values are shrunk off shrinking is disabled for this generator unbounded shrinking will continue until the minimum case is reached as determined by the generator bounded n the number of shrink steps is capped at n after this the shrinking process will halt even if the minimum case has not been reached this mode is useful to avoid long running tests by default shrinking is set to bounded do we want to be able to control shrinking per parameter turn it off for some parameters and not others when mapping on a generator shrinking becomes tricky if you have a mapper from gent to genu and a value u fails you need to turn that u back into a t so you can feed that t into the original shrinker so you can either keep the association between the original value and mapped value or precompute lazily shinks along with the value which is the best approach gen design the gens accept the random instance used for this run they accept an iterations parameter so they know the sample space when calculating based on a distribution they accept the exhausitivity mode and the distribution mode question move the iteration count into the distribution parameter itself note that the gens no longer specify a shrinker but should provide the shrinks along with the value see shrinker section for discussion kotlin a generator or is responsible for generating data to be used in property testing each generator will generate data for a specific type the idea behind property testing is the testing framework will automatically test a range of different values including edge cases and random values there are two types of values to consider the first are values that should usually be included on every test run the edge cases values which are common sources of bugs for example a function using s is more likely to fail for common edge cases like zero minus positive and rather than random values like the second set of values are random values which are used to give us a greater breadth to the test cases in the case of a functioin using s these random values could be from across the entire integer number line interface gen returns the values that are considered common edge case for this type for example for this may include the empty string a string with white space a string with unicode and a string with non printable characters the result can be empty if for type t there are no common edge cases return the common edge cases for type t fun edgecases iterable returns a sequence of values to be used for testing each value should be provided together with a to be used if the given value failed to pass this function is invoked with an specifying the nth test value param random the instance to be used for random values this random instance is seeded using the seed provided to the test framework so that tests can be deterministically rerun param iterations the number of values that will be required for a successful test run this parameter is provided so generators know the sample space that will be required and can thus distribute values accordingly param exhaustivity specifies the mode for this generator param distribution specifies the to use when generating values return the test values as a lazy sequence fun generate random random iterations int exhaustivity exhaustivity exhaustivity auto distribution distribution sequence companion object fun gen companion int lower int upper int object gen private val literals listof int min value int max value override fun edgecases iterable literals override fun generate random random iterations int exhaustivity exhaustivity distribution distribution sequence val randomized infinitesequence k val range distribution get k iterations lower tolong upper tolong random nextlong range toint val exhaustive generateinfinitesequence require iterations upper lower lower upper iterator assequence flatten val seq when exhaustivity exhaustivity auto when iterations exhaustive else randomized exhaustivity random randomized exhaustivity exhaustive exhaustive return seq map pair it intshrinker fun gen map f t u gen val outer this return object gen override fun edgecases iterable outer edgecases map f override fun generate random random iterations int exhaustivity exhaustivity distribution distribution sequence outer generate random iterations exhaustivity distribution map value shrinks pair f value shrinks map f it assequence sealed class distribution abstract fun get k int iterations int range longrange longrange splits the range into discrete blocks to ensure that random values are distributed across the entire range in a uniform manner object uniform distribution override fun get k int iterations int range longrange longrange val step range last range first iterations return step k step k values are distributed according to the pareto distribution see sometimes referred to as the rule tl dr more values are produced at the lower bound than the upper bound object pareto distribution override fun get k int iterations int range longrange longrange this isn t really the pareto distribution so either implement it properly or rename this implementation val step range last range first iterations return step k sealed class exhaustivity uses where possible otherwise defaults to object auto exhaustivity forces random generation of values object random exhaustivity forces exhausive mode object exhaustive exhaustivity sealed class shrinkingmode shrinking disabled object off shrinkingmode shrinks until no smaller value can be found may result in an infinite loop if shrinkers are not coded properly object unbounded shrinkingmode shrink a maximum number of times data class bounded val bound int shrinkingmode ,0 13237,8380412972.0,IssuesEvent,2018-10-07 14:31:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,New property inspector: Scripts don't show filename,enhancement topic:editor usability,"**Godot version:** ba134d4 **Issue description:** This is more of a personal nitpick. While I find the script thumb preview *marginally* useful, seeing a filename at a glance would be much more useful, or in a tooltip if must be. I'm assuming this is simply a feature in testing (for supporting property field previews which weren't feasible before?), but nevertheless it seems to be an issue. ",True,"New property inspector: Scripts don't show filename - **Godot version:** ba134d4 **Issue description:** This is more of a personal nitpick. While I find the script thumb preview *marginally* useful, seeing a filename at a glance would be much more useful, or in a tooltip if must be. I'm assuming this is simply a feature in testing (for supporting property field previews which weren't feasible before?), but nevertheless it seems to be an issue. ",1,new property inspector scripts don t show filename godot version issue description this is more of a personal nitpick while i find the script thumb preview marginally useful seeing a filename at a glance would be much more useful or in a tooltip if must be i m assuming this is simply a feature in testing for supporting property field previews which weren t feasible before but nevertheless it seems to be an issue ,1 106781,16718134572.0,IssuesEvent,2021-06-10 01:38:01,vipinsun/TrustID,https://api.github.com/repos/vipinsun/TrustID,opened,WS-2021-0154 (Medium) detected in glob-parent-5.1.1.tgz,security vulnerability,"## WS-2021-0154 - Medium Severity Vulnerability
Vulnerable Library - glob-parent-5.1.1.tgz

Extract the non-magic parent path from a glob string.

Library home page: https://registry.npmjs.org/glob-parent/-/glob-parent-5.1.1.tgz

Path to dependency file: TrustID/trustid-sdk/package.json

Path to vulnerable library: TrustID/trustid-sdk/node_modules/glob-parent/package.json

Dependency Hierarchy: - mocha-7.1.2.tgz (Root Library) - chokidar-3.3.0.tgz - :x: **glob-parent-5.1.1.tgz** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

Regular Expression Denial of Service (ReDoS) vulnerability was found in glob-parent before 5.1.2.

Publish Date: 2021-01-27

URL: WS-2021-0154

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/gulpjs/glob-parent/releases/tag/v5.1.2

Release Date: 2021-01-27

Fix Resolution: glob-parent - 5.1.2

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"WS-2021-0154 (Medium) detected in glob-parent-5.1.1.tgz - ## WS-2021-0154 - Medium Severity Vulnerability
Vulnerable Library - glob-parent-5.1.1.tgz

Extract the non-magic parent path from a glob string.

Library home page: https://registry.npmjs.org/glob-parent/-/glob-parent-5.1.1.tgz

Path to dependency file: TrustID/trustid-sdk/package.json

Path to vulnerable library: TrustID/trustid-sdk/node_modules/glob-parent/package.json

Dependency Hierarchy: - mocha-7.1.2.tgz (Root Library) - chokidar-3.3.0.tgz - :x: **glob-parent-5.1.1.tgz** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

Regular Expression Denial of Service (ReDoS) vulnerability was found in glob-parent before 5.1.2.

Publish Date: 2021-01-27

URL: WS-2021-0154

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/gulpjs/glob-parent/releases/tag/v5.1.2

Release Date: 2021-01-27

Fix Resolution: glob-parent - 5.1.2

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,ws medium detected in glob parent tgz ws medium severity vulnerability vulnerable library glob parent tgz extract the non magic parent path from a glob string library home page a href path to dependency file trustid trustid sdk package json path to vulnerable library trustid trustid sdk node modules glob parent package json dependency hierarchy mocha tgz root library chokidar tgz x glob parent tgz vulnerable library found in base branch master vulnerability details regular expression denial of service redos vulnerability was found in glob parent before publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact low for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution glob parent step up your open source security game with whitesource ,0 22391,19277392051.0,IssuesEvent,2021-12-10 13:29:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Cursor is sometimes stuck in resize shape,bug platform:windows topic:editor usability topic:input regression,"### Godot version 04cc06b ### System information W10 ### Issue description ![lH7rWFfJbA](https://user-images.githubusercontent.com/2223172/145581179-2b70eb6d-9d4f-4391-8856-d7942ba52540.gif) Happens randomly with any dialog. ### Steps to reproduce 1. Open any non-maximized window/dialog 2. Move cursor to the border so it changes to ""resize"" shape 3. When you move cursor inside the dialog, it sometimes gets stuck in this shape ### Minimal reproduction project _No response_",True,"Cursor is sometimes stuck in resize shape - ### Godot version 04cc06b ### System information W10 ### Issue description ![lH7rWFfJbA](https://user-images.githubusercontent.com/2223172/145581179-2b70eb6d-9d4f-4391-8856-d7942ba52540.gif) Happens randomly with any dialog. ### Steps to reproduce 1. Open any non-maximized window/dialog 2. Move cursor to the border so it changes to ""resize"" shape 3. When you move cursor inside the dialog, it sometimes gets stuck in this shape ### Minimal reproduction project _No response_",1,cursor is sometimes stuck in resize shape godot version system information issue description happens randomly with any dialog steps to reproduce open any non maximized window dialog move cursor to the border so it changes to resize shape when you move cursor inside the dialog it sometimes gets stuck in this shape minimal reproduction project no response ,1 10359,6677368145.0,IssuesEvent,2017-10-05 10:09:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The default new project path doesn't match the default drive in Windows,bug platform:windows topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Windows 7 64bit, Godot ef08228 (tools.32) **Issue description:** By default, when I'm creating a project, I see this: ![default](https://user-images.githubusercontent.com/11571820/31186125-79395ad4-a936-11e7-800d-3279056cf010.png) The default path is on C:\ drive, but the drive selected is D: (Godot executable is on D:\). If I want to browse D:\ then, I need to first select C: in the right drop-down menu, and then D: again **Steps to reproduce:** Start Godot, choose ""New Project"" ",True,"The default new project path doesn't match the default drive in Windows - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Windows 7 64bit, Godot ef08228 (tools.32) **Issue description:** By default, when I'm creating a project, I see this: ![default](https://user-images.githubusercontent.com/11571820/31186125-79395ad4-a936-11e7-800d-3279056cf010.png) The default path is on C:\ drive, but the drive selected is D: (Godot executable is on D:\). If I want to browse D:\ then, I need to first select C: in the right drop-down menu, and then D: again **Steps to reproduce:** Start Godot, choose ""New Project"" ",1,the default new project path doesn t match the default drive in windows operating system or device godot version gpu model and driver if graphics related windows godot tools issue description by default when i m creating a project i see this the default path is on c drive but the drive selected is d godot executable is on d if i want to browse d then i need to first select c in the right drop down menu and then d again steps to reproduce start godot choose new project ,1 21266,16739262192.0,IssuesEvent,2021-06-11 07:49:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tileset: Atlas Tiles do not show modulation,bug topic:editor usability,"**Godot version:** 3.2.1 stable **OS/device including version:** Win64 **Issue description:** Atlas Tiles do not show their modulation in the Tilemap preview. This can be especially confusing when there are also tiles of the same texture without modulation: ![Tileset_atlas_nomodulate_preview](https://user-images.githubusercontent.com/47016402/76334903-0b56c680-62f4-11ea-8dd5-27187d740873.png) spritesheet.png is the AtlasTile. Those Tiles 1-8 underneath in the lower right corner should be equally blue. **Steps to reproduce:** Create Atlas Tiles Tileset, set modulation, select Tilemap, select AtlasTile ",True,"Tileset: Atlas Tiles do not show modulation - **Godot version:** 3.2.1 stable **OS/device including version:** Win64 **Issue description:** Atlas Tiles do not show their modulation in the Tilemap preview. This can be especially confusing when there are also tiles of the same texture without modulation: ![Tileset_atlas_nomodulate_preview](https://user-images.githubusercontent.com/47016402/76334903-0b56c680-62f4-11ea-8dd5-27187d740873.png) spritesheet.png is the AtlasTile. Those Tiles 1-8 underneath in the lower right corner should be equally blue. **Steps to reproduce:** Create Atlas Tiles Tileset, set modulation, select Tilemap, select AtlasTile ",1,tileset atlas tiles do not show modulation godot version stable os device including version issue description atlas tiles do not show their modulation in the tilemap preview this can be especially confusing when there are also tiles of the same texture without modulation spritesheet png is the atlastile those tiles underneath in the lower right corner should be equally blue steps to reproduce create atlas tiles tileset set modulation select tilemap select atlastile ,1 125377,16770262055.0,IssuesEvent,2021-06-14 14:03:04,OpenLiberty/open-liberty,https://api.github.com/repos/OpenLiberty/open-liberty,closed,LG-301: Add Liberty requestTiming metrics to /metrics,Epic In Progress No Design Approved focalApproved:demo focalApproved:fat focalApproved:globalization release:21006 release:21006-beta target:21005 target:21006 target:21006-beta target:beta team:Lumberjack,"Add existing metrics from requestTiming MXBean to mpMetrics feature so they are exposed via /metrics See list of metrics here: https://www.ibm.com/support/knowledgecenter/SSEQTP_liberty/com.ibm.websphere.wlp.doc/ae/rwlp_mon_request.html **Post edit:** The feature LG-301 introduces a new functionality for the existing `mpMetrics-2.x` and `mpMetricx-3.x` by adding new vendor metrics that gather data from the request timing monitor Mbean. These include the total `request count`, the current `active requests`, a `slow request count` and `hung request count`. This is the new functionality we are introducing and will be beta-ed for 21.0.0.6 beta and will be GA-ed for 21.0.0.6 It is currently beta-fenced. However, to accomplish this the request timing monitor bundles and it's related auto-feature had to be moved from WS-CD to Open Liberty. This also includes the MBean API. The feature in question `com.ibm.websphere.appserver.autoTimingMonitor-1.0.feature` is already GA-ed in WS-CD and when moved over to Open Liberty will also be in the GA state. This will be included in the shipment with 21.0.0.5. In Summary: - Request Timing Monitor bundle + feature + API are moved over from WS-CD and are shipped as GA for 21.0.0.5 - New vendor metrics using the Request Timing Monitor MBean is beta-fenced. Will be beta-d for 21.0.0.6-beta and GA-ed for 21.0.0.6. As a result, this feature is labelled with target:21005 and target:21006-beta where the new functionality is in beta. However, approvals are still being seaked for 21.0.0.5. ## #### Before proceeding to any items below (active development), this feature must be prioritized on the backlog, and have either the ""Design Approved"" or ""No Design Approved"" labels. Follow the Feature and UFO Approval Process. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ## When complete & mandatory, add links to the UFO (Upcoming Feature Overview) document, FTS (Feature Test Summary), and blogs post issues(s): - UFO: - FTS: - Beta Blog Post (if applicable): - Blog Post: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ## List of Steps to complete or get approvals / sign-offs for Onboarding to the Liberty release (GM date) Instructions: - Do the actions below and mark them complete in the checklist when they are done. - Make sure all feature readiness approvers put the appropriate tag on the epic to indicate their approval. ## **Design** Before Development Starts or 8 weeks before Onboarding - [ ] POC Design / UFO Review Scheduled (David Chang) or N/A. - [ ] POC Design / UFO Reviewed (Feature Owner) or N/A. - [ ] Complete any follow-ons from the POC Review. - [ ] Design / UFO Approval ([Alasdair Nottingham](https://github.com/NottyCode)) or N/A. - [x] No Design / No UFO Approval ([Arthur De Magalhaes](https://github.com/arthurdm) - cloud / [Alasdair Nottingham](https://github.com/NottyCode) - server) or N/A. - [ ] SVT Requirements identified. (Epic owner / Feature owner with SVT focal point) - [ ] ID Requirements identified ([Documenting Open Liberty](https://github.com/OpenLiberty/open-liberty/wiki/Documenting-Open-Liberty)). (Epic owner / Feature owner with ID focal point) - [ ] Create a child task of this epic entitled ""Feature Test Summary"" via [this template](https://github.com/OpenLiberty/open-liberty/issues/new?assignees=&labels=Feature+Test+Summary&template=feature_test_summary.md&title=). Add the link in above. ## **Beta** If your feature, or portions of it, are going to be included in a beta Before Onboarding the beta - [ ] Beta Fence the functionality (`kind=beta`, `ibm:beta`, `ProductInfo.getBetaEdition()`) 1 week before beta GA - [ ] Create, populate, and link to the [Beta blog post issue](https://github.com/OpenLiberty/open-liberty/issues/new?assignees=lauracowen%2C+jakub-pomykala&labels=&template=blog_post_beta.md&title=BETA+BLOG+-+title_of_your_update) ## **Legal** 3 weeks before Onboarding - [x] Identify all open source libraries that are changing or are new. Work with Legal Release Services (Cass Tucker or Release PM) to get open source cleared and approved. Or N/A. (Epic Owner). New or changed open source impacts license and Certificate of Originality. ## **Translation** 3 weeks before Onboarding - [ ] All new or changed PII messages are checked into the integration branch, before the last translation shipment out. (Epic Owner) ## **Feature Complete** 2 weeks before Onboarding - [x] Implementation complete. (Epic owner / Feature owner) - [x] All function tests complete. Ready for FAT Approval. (Epic owner / Feature owner) - [ ] Review all known issues for Stop Ship. (Epic owner / Feature owner / PM) ## **Focal Point Approvals** 2 to 1 week before Onboarding #### You **MUST** have the Design Approved or No Design Approved label before requesting focal point approvals. All features (both ""Design Approved"" and ""No Design Approved"") - [ ] **FAT** - ([OpenLiberty/fat-approvers](https://github.com/orgs/OpenLiberty/teams/fat-approvers)). SOE FATS are running successfully or N/A . Approver adds label focalApproved:fat to the Epic in Github. - [ ] **Demo** - ([Tom Evans](https://github.com/tevans78) or [Chuck Bridgham](https://github.com/cbridgha)). Demo is scheduled for an upcoming EOI. Approver adds label focalApproved:demo to the Epic in Github. - [ ] **Globalization** ([Sam Wong](https://github.com/samwatibm) - Liberty / Simy Cheeran - tWAS). Translation is complete or N/A. TVT - complete or N/A. Approver adds label focalApproved:globalization to the Epic in Github. ""Design Approved"" features - [ ] **Accessibility** - ([Steven Zvonek](https://github.com/steven1046)). Accessibility testing is complete or N/A. Approver adds label focalApproved:accessibility to the Epic in Github. - [ ] **ID** - ([Karen Deen](https://github.com/chirp1)). Documentation work is complete or N/A . Approver adds label focalApproved:id to the Epic in Github. - [ ] **Performance** - ([Jared Anderson](https://github.com/jhanders34)). Performance testing is complete with no high severity defects or N/A . Approver adds label focalApproved:performance to the Epic in Github. - [ ] **Serviceability** - ([Don Bourne](https://github.com/donbourne)). Serviceability has been addressed. - [ ] **STE** - (Swati Kasundra). STE chart deck is complete or N/A . Approver adds label focalApproved:ste to the Epic in Github. - [ ] **SVT** - ([Brian Hanczaryk](https://github.com/hanczaryk) - APS). SVT is complete or N/A . Approver adds label focalApproved:svt to the Epic in Github. ## **Ready for GA** 1 week before Onboarding - [ ] No Stop Ship issues for the feature. (Epic owner / Feature owner / Release PM) - [ ] Ship Readiness Review and Release Notes completed (Epic owner / Feature owner / Release PM) - [ ] Github Epic and Epic's issues are closed / complete. All PRs are committed to the release branch. (Epic owner / Feature owner / Backlog Subtribe PM) 1 week before GA - [ ] Create, populate, and link to the [Blog post issue](https://github.com/OpenLiberty/open-liberty/issues/new?assignees=lauracowen%2C+jakub-pomykala&labels=&template=blog_post_ga_release.md&title=GA+BLOG+-+title_of_your_update) ## **Other deliverbles** - [ ] **OL Guides** - ([Yee-Kang Chang](https://github.com/yeekangc)). Assessment for OL Guides is complete or N/A. - [ ] **WDT** - (Leonard Theivendra). WDT work complete or N/A. - [ ] **Blog** - ([Laura Cowen](https://github.com/lauracowen)) Blog article writeup (Epic owner / Feature owner / Laura Cowen) ",1.0,"LG-301: Add Liberty requestTiming metrics to /metrics - Add existing metrics from requestTiming MXBean to mpMetrics feature so they are exposed via /metrics See list of metrics here: https://www.ibm.com/support/knowledgecenter/SSEQTP_liberty/com.ibm.websphere.wlp.doc/ae/rwlp_mon_request.html **Post edit:** The feature LG-301 introduces a new functionality for the existing `mpMetrics-2.x` and `mpMetricx-3.x` by adding new vendor metrics that gather data from the request timing monitor Mbean. These include the total `request count`, the current `active requests`, a `slow request count` and `hung request count`. This is the new functionality we are introducing and will be beta-ed for 21.0.0.6 beta and will be GA-ed for 21.0.0.6 It is currently beta-fenced. However, to accomplish this the request timing monitor bundles and it's related auto-feature had to be moved from WS-CD to Open Liberty. This also includes the MBean API. The feature in question `com.ibm.websphere.appserver.autoTimingMonitor-1.0.feature` is already GA-ed in WS-CD and when moved over to Open Liberty will also be in the GA state. This will be included in the shipment with 21.0.0.5. In Summary: - Request Timing Monitor bundle + feature + API are moved over from WS-CD and are shipped as GA for 21.0.0.5 - New vendor metrics using the Request Timing Monitor MBean is beta-fenced. Will be beta-d for 21.0.0.6-beta and GA-ed for 21.0.0.6. As a result, this feature is labelled with target:21005 and target:21006-beta where the new functionality is in beta. However, approvals are still being seaked for 21.0.0.5. ## #### Before proceeding to any items below (active development), this feature must be prioritized on the backlog, and have either the ""Design Approved"" or ""No Design Approved"" labels. Follow the Feature and UFO Approval Process. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ## When complete & mandatory, add links to the UFO (Upcoming Feature Overview) document, FTS (Feature Test Summary), and blogs post issues(s): - UFO: - FTS: - Beta Blog Post (if applicable): - Blog Post: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ## List of Steps to complete or get approvals / sign-offs for Onboarding to the Liberty release (GM date) Instructions: - Do the actions below and mark them complete in the checklist when they are done. - Make sure all feature readiness approvers put the appropriate tag on the epic to indicate their approval. ## **Design** Before Development Starts or 8 weeks before Onboarding - [ ] POC Design / UFO Review Scheduled (David Chang) or N/A. - [ ] POC Design / UFO Reviewed (Feature Owner) or N/A. - [ ] Complete any follow-ons from the POC Review. - [ ] Design / UFO Approval ([Alasdair Nottingham](https://github.com/NottyCode)) or N/A. - [x] No Design / No UFO Approval ([Arthur De Magalhaes](https://github.com/arthurdm) - cloud / [Alasdair Nottingham](https://github.com/NottyCode) - server) or N/A. - [ ] SVT Requirements identified. (Epic owner / Feature owner with SVT focal point) - [ ] ID Requirements identified ([Documenting Open Liberty](https://github.com/OpenLiberty/open-liberty/wiki/Documenting-Open-Liberty)). (Epic owner / Feature owner with ID focal point) - [ ] Create a child task of this epic entitled ""Feature Test Summary"" via [this template](https://github.com/OpenLiberty/open-liberty/issues/new?assignees=&labels=Feature+Test+Summary&template=feature_test_summary.md&title=). Add the link in above. ## **Beta** If your feature, or portions of it, are going to be included in a beta Before Onboarding the beta - [ ] Beta Fence the functionality (`kind=beta`, `ibm:beta`, `ProductInfo.getBetaEdition()`) 1 week before beta GA - [ ] Create, populate, and link to the [Beta blog post issue](https://github.com/OpenLiberty/open-liberty/issues/new?assignees=lauracowen%2C+jakub-pomykala&labels=&template=blog_post_beta.md&title=BETA+BLOG+-+title_of_your_update) ## **Legal** 3 weeks before Onboarding - [x] Identify all open source libraries that are changing or are new. Work with Legal Release Services (Cass Tucker or Release PM) to get open source cleared and approved. Or N/A. (Epic Owner). New or changed open source impacts license and Certificate of Originality. ## **Translation** 3 weeks before Onboarding - [ ] All new or changed PII messages are checked into the integration branch, before the last translation shipment out. (Epic Owner) ## **Feature Complete** 2 weeks before Onboarding - [x] Implementation complete. (Epic owner / Feature owner) - [x] All function tests complete. Ready for FAT Approval. (Epic owner / Feature owner) - [ ] Review all known issues for Stop Ship. (Epic owner / Feature owner / PM) ## **Focal Point Approvals** 2 to 1 week before Onboarding #### You **MUST** have the Design Approved or No Design Approved label before requesting focal point approvals. All features (both ""Design Approved"" and ""No Design Approved"") - [ ] **FAT** - ([OpenLiberty/fat-approvers](https://github.com/orgs/OpenLiberty/teams/fat-approvers)). SOE FATS are running successfully or N/A . Approver adds label focalApproved:fat to the Epic in Github. - [ ] **Demo** - ([Tom Evans](https://github.com/tevans78) or [Chuck Bridgham](https://github.com/cbridgha)). Demo is scheduled for an upcoming EOI. Approver adds label focalApproved:demo to the Epic in Github. - [ ] **Globalization** ([Sam Wong](https://github.com/samwatibm) - Liberty / Simy Cheeran - tWAS). Translation is complete or N/A. TVT - complete or N/A. Approver adds label focalApproved:globalization to the Epic in Github. ""Design Approved"" features - [ ] **Accessibility** - ([Steven Zvonek](https://github.com/steven1046)). Accessibility testing is complete or N/A. Approver adds label focalApproved:accessibility to the Epic in Github. - [ ] **ID** - ([Karen Deen](https://github.com/chirp1)). Documentation work is complete or N/A . Approver adds label focalApproved:id to the Epic in Github. - [ ] **Performance** - ([Jared Anderson](https://github.com/jhanders34)). Performance testing is complete with no high severity defects or N/A . Approver adds label focalApproved:performance to the Epic in Github. - [ ] **Serviceability** - ([Don Bourne](https://github.com/donbourne)). Serviceability has been addressed. - [ ] **STE** - (Swati Kasundra). STE chart deck is complete or N/A . Approver adds label focalApproved:ste to the Epic in Github. - [ ] **SVT** - ([Brian Hanczaryk](https://github.com/hanczaryk) - APS). SVT is complete or N/A . Approver adds label focalApproved:svt to the Epic in Github. ## **Ready for GA** 1 week before Onboarding - [ ] No Stop Ship issues for the feature. (Epic owner / Feature owner / Release PM) - [ ] Ship Readiness Review and Release Notes completed (Epic owner / Feature owner / Release PM) - [ ] Github Epic and Epic's issues are closed / complete. All PRs are committed to the release branch. (Epic owner / Feature owner / Backlog Subtribe PM) 1 week before GA - [ ] Create, populate, and link to the [Blog post issue](https://github.com/OpenLiberty/open-liberty/issues/new?assignees=lauracowen%2C+jakub-pomykala&labels=&template=blog_post_ga_release.md&title=GA+BLOG+-+title_of_your_update) ## **Other deliverbles** - [ ] **OL Guides** - ([Yee-Kang Chang](https://github.com/yeekangc)). Assessment for OL Guides is complete or N/A. - [ ] **WDT** - (Leonard Theivendra). WDT work complete or N/A. - [ ] **Blog** - ([Laura Cowen](https://github.com/lauracowen)) Blog article writeup (Epic owner / Feature owner / Laura Cowen) ",0,lg add liberty requesttiming metrics to metrics add existing metrics from requesttiming mxbean to mpmetrics feature so they are exposed via metrics see list of metrics here post edit the feature lg introduces a new functionality for the existing mpmetrics x and mpmetricx x by adding new vendor metrics that gather data from the request timing monitor mbean these include the total request count the current active requests a slow request count and hung request count this is the new functionality we are introducing and will be beta ed for beta and will be ga ed for it is currently beta fenced however to accomplish this the request timing monitor bundles and it s related auto feature had to be moved from ws cd to open liberty this also includes the mbean api the feature in question com ibm websphere appserver autotimingmonitor feature is already ga ed in ws cd and when moved over to open liberty will also be in the ga state this will be included in the shipment with in summary request timing monitor bundle feature api are moved over from ws cd and are shipped as ga for new vendor metrics using the request timing monitor mbean is beta fenced will be beta d for beta and ga ed for as a result this feature is labelled with target and target beta where the new functionality is in beta however approvals are still being seaked for before proceeding to any items below active development this feature must be prioritized on the backlog and have either the design approved or no design approved labels follow the feature and ufo approval process when complete mandatory add links to the ufo upcoming feature overview document fts feature test summary and blogs post issues s ufo fts beta blog post if applicable blog post list of steps to complete or get approvals sign offs for onboarding to the liberty release gm date instructions do the actions below and mark them complete in the checklist when they are done make sure all feature readiness approvers put the appropriate tag on the epic to indicate their approval design before development starts or weeks before onboarding poc design ufo review scheduled david chang or n a poc design ufo reviewed feature owner or n a complete any follow ons from the poc review design ufo approval or n a no design no ufo approval cloud server or n a svt requirements identified epic owner feature owner with svt focal point id requirements identified epic owner feature owner with id focal point create a child task of this epic entitled feature test summary via add the link in above beta if your feature or portions of it are going to be included in a beta before onboarding the beta beta fence the functionality kind beta ibm beta productinfo getbetaedition week before beta ga create populate and link to the legal weeks before onboarding identify all open source libraries that are changing or are new work with legal release services cass tucker or release pm to get open source cleared and approved or n a epic owner new or changed open source impacts license and certificate of originality translation weeks before onboarding all new or changed pii messages are checked into the integration branch before the last translation shipment out epic owner feature complete weeks before onboarding implementation complete epic owner feature owner all function tests complete ready for fat approval epic owner feature owner review all known issues for stop ship epic owner feature owner pm focal point approvals to week before onboarding you must have the design approved or no design approved label before requesting focal point approvals all features both design approved and no design approved fat soe fats are running successfully or n a approver adds label focalapproved fat to the epic in github demo or demo is scheduled for an upcoming eoi approver adds label focalapproved demo to the epic in github globalization liberty simy cheeran twas translation is complete or n a tvt complete or n a approver adds label focalapproved globalization to the epic in github design approved features accessibility accessibility testing is complete or n a approver adds label focalapproved accessibility to the epic in github id documentation work is complete or n a approver adds label focalapproved id to the epic in github performance performance testing is complete with no high severity defects or n a approver adds label focalapproved performance to the epic in github serviceability serviceability has been addressed ste swati kasundra ste chart deck is complete or n a approver adds label focalapproved ste to the epic in github svt aps svt is complete or n a approver adds label focalapproved svt to the epic in github ready for ga week before onboarding no stop ship issues for the feature epic owner feature owner release pm ship readiness review and release notes completed epic owner feature owner release pm github epic and epic s issues are closed complete all prs are committed to the release branch epic owner feature owner backlog subtribe pm week before ga create populate and link to the other deliverbles ol guides assessment for ol guides is complete or n a wdt leonard theivendra wdt work complete or n a blog blog article writeup epic owner feature owner laura cowen ,0 11570,7298451489.0,IssuesEvent,2018-02-26 17:13:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot 3.0b1.0 : View Settings Lost Between Sessions,bug topic:editor usability,"**Issue description:** Between Editor sessions with a given project, View settings (ie. number of viewports, individual viewport display settings, etc.) are reset to the default. Loading a saved View setup does not restore these settings either. Perhaps this is intended behavior? If so, maybe a rethink is in order. ",True,"Godot 3.0b1.0 : View Settings Lost Between Sessions - **Issue description:** Between Editor sessions with a given project, View settings (ie. number of viewports, individual viewport display settings, etc.) are reset to the default. Loading a saved View setup does not restore these settings either. Perhaps this is intended behavior? If so, maybe a rethink is in order. ",1,godot view settings lost between sessions issue description between editor sessions with a given project view settings ie number of viewports individual viewport display settings etc are reset to the default loading a saved view setup does not restore these settings either perhaps this is intended behavior if so maybe a rethink is in order ,1 221906,17029812768.0,IssuesEvent,2021-07-04 10:31:23,bytevictor/memeHub,https://api.github.com/repos/bytevictor/memeHub,opened,[DOC] Implementación: explica bien las fases,documentation,"No cuentes lo que has hecho, cuenta los problemas que has resuelto.Como te planteaste las diferentes fases de la misma, qué productos mínimamente viables creaste, qué cosas fuiste añadiendo poco a poco, los problemas de rendering del canvas, en general todos los problemas que me has ido comentando, usando como hilo conductor la secuencia de MVPs. También como en cada una de las fases te has ajustado a las HUs que tenías desde el principio.",1.0,"[DOC] Implementación: explica bien las fases - No cuentes lo que has hecho, cuenta los problemas que has resuelto.Como te planteaste las diferentes fases de la misma, qué productos mínimamente viables creaste, qué cosas fuiste añadiendo poco a poco, los problemas de rendering del canvas, en general todos los problemas que me has ido comentando, usando como hilo conductor la secuencia de MVPs. También como en cada una de las fases te has ajustado a las HUs que tenías desde el principio.",0, implementación explica bien las fases no cuentes lo que has hecho cuenta los problemas que has resuelto como te planteaste las diferentes fases de la misma qué productos mínimamente viables creaste qué cosas fuiste añadiendo poco a poco los problemas de rendering del canvas en general todos los problemas que me has ido comentando usando como hilo conductor la secuencia de mvps también como en cada una de las fases te has ajustado a las hus que tenías desde el principio ,0 118705,4751960531.0,IssuesEvent,2016-10-23 06:07:26,dhowe/AdNauseam,https://api.github.com/repos/dhowe/AdNauseam,closed,Same ad image getting different sizes,PRIORITY: Low,"In this exported ad file, we can see the same ad from the same page discovered twice, once with a valid width/height of 270x194, and once with an incorrect -1x-1. This needs to be debugged in parser.js.",1.0,"Same ad image getting different sizes - In this exported ad file, we can see the same ad from the same page discovered twice, once with a valid width/height of 270x194, and once with an incorrect -1x-1. This needs to be debugged in parser.js.",0,same ad image getting different sizes in this exported ad file we can see the same ad from the same page discovered twice once with a valid width height of and once with an incorrect this needs to be debugged in parser js ,0 167145,14103161831.0,IssuesEvent,2020-11-06 09:52:05,repobee/repobee,https://api.github.com/repos/repobee/repobee,closed,Add README to docs detailing how to build the documentation,documentation good first issue,This is already detailed in https://repobee.readthedocs.io/en/stable/contributing.html#contributing-to-docs so we just need to link to it in `docs/README.md`,1.0,Add README to docs detailing how to build the documentation - This is already detailed in https://repobee.readthedocs.io/en/stable/contributing.html#contributing-to-docs so we just need to link to it in `docs/README.md`,0,add readme to docs detailing how to build the documentation this is already detailed in so we just need to link to it in docs readme md ,0 54503,30216052711.0,IssuesEvent,2023-07-05 15:38:59,dotnet/runtime,https://api.github.com/repos/dotnet/runtime,opened,Long Pause on Gen1 GC,tenet-performance,"### Description Recently my team has been working on lowering down memory allocation to minimize GC pressure. While we used different technique to reuse/recycle object, or use ArrayPool.Shared to rent/return memory, we found that there long periodic long pauses (~1s) of Gen0/Gen1 GC few times per hour. We used PerfView command to spot it out: ``` PerfView -NoGui -AcceptEULA -NoNGenRundown -BufferSizeMB:2048 -CircularMB:2048 -Zip:false -Merge:true -ClrEvents:GC+Stack -StopOnGCOverMSec:300 -KernelEvents:Memory,VirtualAlloc,Default -OnlyProviders:ClrPrivate:1:5,Clr:0x40000001:5 -NoRundown -DelayAfterTriggerSec:0 -CollectMultiple:1 -DataFile:XXX-2307051821-48272-gcsg -FocusProcess:48272 -Process:48272 collect ``` GC Stats showing 1s Gen1 GC pause ![Screenshot 2023-07-05 225019](https://github.com/dotnet/runtime/assets/23349139/3423eaed-d7b7-43ca-9a24-bbfca7463d4a) [pic1] When looking into the CPU Stack of profile, we discovered that these few calls during GC causes most part of delay: 1. coreclr!SyncBlockCache::InsertCleanupSyncBlock 2. coreclr!SVR::GCHeap::IsPromoted 3. ntoskrnl!MiRemoveLowestPriorityStandbyPage ![Screenshot 2023-07-05 224639](https://github.com/dotnet/runtime/assets/23349139/d032ba0b-f51c-4562-8917-b82275eb0bc0) [pic2] When Goto Source these lines are most time consuming ... InsertCleanupSyncBlock ![Screenshot 2023-07-05 231740](https://github.com/dotnet/runtime/assets/23349139/9de7cbc8-eddc-4ad7-b437-47eb0491cf2d) [pic3] IsPromoted ![Screenshot 2023-07-05 231840](https://github.com/dotnet/runtime/assets/23349139/4dead6e8-5ff6-4997-b1ed-7d97e431208d) [pic4] ### Configuration .NET core 7 Windows Server 2012 x64 ",True,"Long Pause on Gen1 GC - ### Description Recently my team has been working on lowering down memory allocation to minimize GC pressure. While we used different technique to reuse/recycle object, or use ArrayPool.Shared to rent/return memory, we found that there long periodic long pauses (~1s) of Gen0/Gen1 GC few times per hour. We used PerfView command to spot it out: ``` PerfView -NoGui -AcceptEULA -NoNGenRundown -BufferSizeMB:2048 -CircularMB:2048 -Zip:false -Merge:true -ClrEvents:GC+Stack -StopOnGCOverMSec:300 -KernelEvents:Memory,VirtualAlloc,Default -OnlyProviders:ClrPrivate:1:5,Clr:0x40000001:5 -NoRundown -DelayAfterTriggerSec:0 -CollectMultiple:1 -DataFile:XXX-2307051821-48272-gcsg -FocusProcess:48272 -Process:48272 collect ``` GC Stats showing 1s Gen1 GC pause ![Screenshot 2023-07-05 225019](https://github.com/dotnet/runtime/assets/23349139/3423eaed-d7b7-43ca-9a24-bbfca7463d4a) [pic1] When looking into the CPU Stack of profile, we discovered that these few calls during GC causes most part of delay: 1. coreclr!SyncBlockCache::InsertCleanupSyncBlock 2. coreclr!SVR::GCHeap::IsPromoted 3. ntoskrnl!MiRemoveLowestPriorityStandbyPage ![Screenshot 2023-07-05 224639](https://github.com/dotnet/runtime/assets/23349139/d032ba0b-f51c-4562-8917-b82275eb0bc0) [pic2] When Goto Source these lines are most time consuming ... InsertCleanupSyncBlock ![Screenshot 2023-07-05 231740](https://github.com/dotnet/runtime/assets/23349139/9de7cbc8-eddc-4ad7-b437-47eb0491cf2d) [pic3] IsPromoted ![Screenshot 2023-07-05 231840](https://github.com/dotnet/runtime/assets/23349139/4dead6e8-5ff6-4997-b1ed-7d97e431208d) [pic4] ### Configuration .NET core 7 Windows Server 2012 x64 ",0,long pause on gc description recently my team has been working on lowering down memory allocation to minimize gc pressure while we used different technique to reuse recycle object or use arraypool shared to rent return memory we found that there long periodic long pauses of gc few times per hour we used perfview command to spot it out perfview nogui accepteula nongenrundown buffersizemb circularmb zip false merge true clrevents gc stack stopongcovermsec kernelevents memory virtualalloc default onlyproviders clrprivate clr norundown delayaftertriggersec collectmultiple datafile xxx gcsg focusprocess process collect gc stats showing gc pause when looking into the cpu stack of profile we discovered that these few calls during gc causes most part of delay coreclr syncblockcache insertcleanupsyncblock coreclr svr gcheap ispromoted ntoskrnl miremovelowestprioritystandbypage when goto source these lines are most time consuming insertcleanupsyncblock ispromoted configuration net core windows server ,0 251204,18941608486.0,IssuesEvent,2021-11-18 04:02:47,sanko/Dyn.pm,https://api.github.com/repos/sanko/Dyn.pm,closed,Documentation,bug documentation,"- [x] Dyn::Load and Dyn::Callback have incorrect (and meaningless) examples. - [x] Undocumented: - [x] dlSymsInit( ... ) - [x] dlSymsCleanup( ... ) - [x] dlSymsCount( ... ) - [x] dlSymsName( ... ) - [x] dlSymsNameFromValue( ... ) - [ ] Undocumented: - [x] dcbNewCallback( ... ) - [x] dcbInitCallback( ... ), - [x] dcbFreeCallback( ... ), - [x] dcbGetUserData( ... )",1.0,"Documentation - - [x] Dyn::Load and Dyn::Callback have incorrect (and meaningless) examples. - [x] Undocumented: - [x] dlSymsInit( ... ) - [x] dlSymsCleanup( ... ) - [x] dlSymsCount( ... ) - [x] dlSymsName( ... ) - [x] dlSymsNameFromValue( ... ) - [ ] Undocumented: - [x] dcbNewCallback( ... ) - [x] dcbInitCallback( ... ), - [x] dcbFreeCallback( ... ), - [x] dcbGetUserData( ... )",0,documentation dyn load and dyn callback have incorrect and meaningless examples undocumented dlsymsinit dlsymscleanup dlsymscount dlsymsname dlsymsnamefromvalue undocumented dcbnewcallback dcbinitcallback dcbfreecallback dcbgetuserdata ,0 92574,10758229451.0,IssuesEvent,2019-10-31 14:39:07,EBEREGIT/Geo-Search,https://api.github.com/repos/EBEREGIT/Geo-Search,opened,Documentation of this project,documentation,Write a comprehensive documentation of the project using proper mockups in the ReadMe.MD,1.0,Documentation of this project - Write a comprehensive documentation of the project using proper mockups in the ReadMe.MD,0,documentation of this project write a comprehensive documentation of the project using proper mockups in the readme md,0 12548,7935265890.0,IssuesEvent,2018-07-09 03:51:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,change Language selection to radio button,enhancement topic:editor usability,"This should use radio button, not checkbox: ![zrzut ekranu 2016-08-04 o 18 35 05](https://cloud.githubusercontent.com/assets/959429/17410091/84393b66-5a72-11e6-95f0-8fd73a85acf1.png) Because it looks like it's possible to choose multiple languages for one script. ",True,"change Language selection to radio button - This should use radio button, not checkbox: ![zrzut ekranu 2016-08-04 o 18 35 05](https://cloud.githubusercontent.com/assets/959429/17410091/84393b66-5a72-11e6-95f0-8fd73a85acf1.png) Because it looks like it's possible to choose multiple languages for one script. ",1,change language selection to radio button this should use radio button not checkbox because it looks like it s possible to choose multiple languages for one script ,1 454792,13107545240.0,IssuesEvent,2020-08-04 15:25:18,tsgrp/HPI,https://api.github.com/repos/tsgrp/HPI,closed,Accepted PR Task Defaults PR Date to 2 Years Even if PR Interval is Set,Controlled Doc Solution High Priority issue,"## Overview - Once the perform periodic review date task is accepted, the periodic review date is set to 2 years from the day it was accepted, even if there is a periodic review interval set as an attribute. ## Solution - The `PerformPeriodicReviewActionExecuter` is going to be modified to account for the following three scenarios with the appropriate logic: 1. The periodic review date interval is not set on the object model -> The system default of 2 years will be used and applied to the periodic review date. 2. The periodic review date interval exists on the object model, but equals null or 0 -> The periodic review date will not be set and the updating of the properties will be skipped. 3. The periodic review date interval exists on the object model, is not null, and is greater than 0 -> The periodic review date will be set to the interval's amount in the future. - The `MakeDocsEffectiveJob` will also be modified to handle the scenario if the periodic review date interval is not on the object model, like above, to use the system default for the periodic review date once the document transitions to `Effective`",1.0,"Accepted PR Task Defaults PR Date to 2 Years Even if PR Interval is Set - ## Overview - Once the perform periodic review date task is accepted, the periodic review date is set to 2 years from the day it was accepted, even if there is a periodic review interval set as an attribute. ## Solution - The `PerformPeriodicReviewActionExecuter` is going to be modified to account for the following three scenarios with the appropriate logic: 1. The periodic review date interval is not set on the object model -> The system default of 2 years will be used and applied to the periodic review date. 2. The periodic review date interval exists on the object model, but equals null or 0 -> The periodic review date will not be set and the updating of the properties will be skipped. 3. The periodic review date interval exists on the object model, is not null, and is greater than 0 -> The periodic review date will be set to the interval's amount in the future. - The `MakeDocsEffectiveJob` will also be modified to handle the scenario if the periodic review date interval is not on the object model, like above, to use the system default for the periodic review date once the document transitions to `Effective`",0,accepted pr task defaults pr date to years even if pr interval is set overview once the perform periodic review date task is accepted the periodic review date is set to years from the day it was accepted even if there is a periodic review interval set as an attribute solution the performperiodicreviewactionexecuter is going to be modified to account for the following three scenarios with the appropriate logic the periodic review date interval is not set on the object model the system default of years will be used and applied to the periodic review date the periodic review date interval exists on the object model but equals null or the periodic review date will not be set and the updating of the properties will be skipped the periodic review date interval exists on the object model is not null and is greater than the periodic review date will be set to the interval s amount in the future the makedocseffectivejob will also be modified to handle the scenario if the periodic review date interval is not on the object model like above to use the system default for the periodic review date once the document transitions to effective ,0 261197,8227755773.0,IssuesEvent,2018-09-07 00:54:41,layersoflondon/application,https://api.github.com/repos/layersoflondon/application,closed,"""Care of Historic Collections"" Tab",High priority enhancement,"In our HLF grant proposal we mentioned a section to encourage people to take care of their own collections of photos etc, and provide some guidance. Could we add an icon to the left hand side panel? (We thought about putting it under HELP but felt it would be too discrete), or on the page with the historic Layers), but feel that for the sake of prominence, having it on the left might be best. ",1.0,"""Care of Historic Collections"" Tab - In our HLF grant proposal we mentioned a section to encourage people to take care of their own collections of photos etc, and provide some guidance. Could we add an icon to the left hand side panel? (We thought about putting it under HELP but felt it would be too discrete), or on the page with the historic Layers), but feel that for the sake of prominence, having it on the left might be best. ",0, care of historic collections tab in our hlf grant proposal we mentioned a section to encourage people to take care of their own collections of photos etc and provide some guidance could we add an icon to the left hand side panel we thought about putting it under help but felt it would be too discrete or on the page with the historic layers but feel that for the sake of prominence having it on the left might be best ,0 27133,27738040406.0,IssuesEvent,2023-03-15 12:37:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Max/min functions throw incorrect error when comparing Vectors,bug topic:core topic:gdscript usability,"### Godot version 4.0 ### System information Debian ### Issue description When using 2 vectors (Vector2 or Vector3) in a max or min function, the editor will throw an error saying that the second argument should be a float. Turn the second argument into a float and it will throw an error saying that it should be a vector again. I would expect it to compare them by their size, or to just throw an error saying they don't accept vectors. ### Steps to reproduce ``` #Invalid argument for ""max()"" function: argument 2 should be ""float"" but is ""Vector3"". max(Vector3(1, 0, 0), Vector3(1, 0, 0)) Invalid argument for ""max()"" function: argument 2 should be ""Vector3"" but is ""float"". max(Vector3(1, 0, 0), 1.0) ``` ### Minimal reproduction project N/A",True,"Max/min functions throw incorrect error when comparing Vectors - ### Godot version 4.0 ### System information Debian ### Issue description When using 2 vectors (Vector2 or Vector3) in a max or min function, the editor will throw an error saying that the second argument should be a float. Turn the second argument into a float and it will throw an error saying that it should be a vector again. I would expect it to compare them by their size, or to just throw an error saying they don't accept vectors. ### Steps to reproduce ``` #Invalid argument for ""max()"" function: argument 2 should be ""float"" but is ""Vector3"". max(Vector3(1, 0, 0), Vector3(1, 0, 0)) Invalid argument for ""max()"" function: argument 2 should be ""Vector3"" but is ""float"". max(Vector3(1, 0, 0), 1.0) ``` ### Minimal reproduction project N/A",1,max min functions throw incorrect error when comparing vectors godot version system information debian issue description when using vectors or in a max or min function the editor will throw an error saying that the second argument should be a float turn the second argument into a float and it will throw an error saying that it should be a vector again i would expect it to compare them by their size or to just throw an error saying they don t accept vectors steps to reproduce invalid argument for max function argument should be float but is max invalid argument for max function argument should be but is float max minimal reproduction project n a,1 13647,8632108810.0,IssuesEvent,2018-11-22 09:52:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Select Physics Body Node Instead of Mesh Node,enhancement topic:editor usability,"**Operating system or device - Godot version:** Any OS, any Godot version **Issue description** (what happened, and what was expected): When selecting objects in the editor window to reposition, it selects the mesh node instead of the physics body it's attached to. What you get is the mesh moving and the collision shape node and (I think) physics body (rigidbody, static, etc) node staying behind. The only way to work around this is to select the node in the node list. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Select Physics Body Node Instead of Mesh Node - **Operating system or device - Godot version:** Any OS, any Godot version **Issue description** (what happened, and what was expected): When selecting objects in the editor window to reposition, it selects the mesh node instead of the physics body it's attached to. What you get is the mesh moving and the collision shape node and (I think) physics body (rigidbody, static, etc) node staying behind. The only way to work around this is to select the node in the node list. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,select physics body node instead of mesh node operating system or device godot version any os any godot version issue description what happened and what was expected when selecting objects in the editor window to reposition it selects the mesh node instead of the physics body it s attached to what you get is the mesh moving and the collision shape node and i think physics body rigidbody static etc node staying behind the only way to work around this is to select the node in the node list steps to reproduce link to minimal example project optional but very welcome ,1 74922,3452741166.0,IssuesEvent,2015-12-17 07:12:08,gama-platform/gama,https://api.github.com/repos/gama-platform/gama,closed,Open GL Display on Windows 8.1 ,> Bug Affects Usability Display OpenGL OS Windows Priority High Version Git,"What steps will reproduce the problem? 1.Open any model that uses a display 2.Try to excute an experiment (1), stop experiment (1) with the red buttom, execute again and same experiment (2). What is the expected output? What do you see instead? Need to close the display in experiment (1) to start the second experiment. Please use labels and text to provide additional information. github - gama 1.7 - windows 64bits 8.1",1.0,"Open GL Display on Windows 8.1 - What steps will reproduce the problem? 1.Open any model that uses a display 2.Try to excute an experiment (1), stop experiment (1) with the red buttom, execute again and same experiment (2). What is the expected output? What do you see instead? Need to close the display in experiment (1) to start the second experiment. Please use labels and text to provide additional information. github - gama 1.7 - windows 64bits 8.1",0,open gl display on windows what steps will reproduce the problem open any model that uses a display try to excute an experiment stop experiment with the red buttom execute again and same experiment what is the expected output what do you see instead need to close the display in experiment to start the second experiment please use labels and text to provide additional information github gama windows ,0 547522,16043483604.0,IssuesEvent,2021-04-22 10:49:16,googleapis/java-automl,https://api.github.com/repos/googleapis/java-automl,reopened,beta.automl.ListDatasetsTest: testListDataset failed,api: automl flakybot: flaky flakybot: issue priority: p1 type: bug,"This test failed! To configure my behavior, see [the Flaky Bot documentation](https://github.com/googleapis/repo-automation-bots/tree/master/packages/flakybot). If I'm commenting on this issue too often, add the `flakybot: quiet` label and I will stop commenting. --- commit: 3653789390ed6dacfafc3be8fd635e088d204fd0 buildURL: [Build Status](https://source.cloud.google.com/results/invocations/a74e7cc3-10bf-4675-bb0e-a04abd25172e), [Sponge](http://sponge2/a74e7cc3-10bf-4675-bb0e-a04abd25172e) status: failed
Test output
com.google.api.gax.rpc.UnavailableException: io.grpc.StatusRuntimeException: UNAVAILABLE: Credentials failed to obtain metadata
	at com.google.api.gax.rpc.ApiExceptionFactory.createException(ApiExceptionFactory.java:69)
	at com.google.api.gax.grpc.GrpcApiExceptionFactory.create(GrpcApiExceptionFactory.java:72)
	at com.google.api.gax.grpc.GrpcApiExceptionFactory.create(GrpcApiExceptionFactory.java:60)
	at com.google.api.gax.grpc.GrpcExceptionCallable$ExceptionTransformingFuture.onFailure(GrpcExceptionCallable.java:97)
	at com.google.api.core.ApiFutures$1.onFailure(ApiFutures.java:68)
	at com.google.common.util.concurrent.Futures$CallbackListener.run(Futures.java:1041)
	at com.google.common.util.concurrent.DirectExecutor.execute(DirectExecutor.java:30)
	at com.google.common.util.concurrent.AbstractFuture.executeListener(AbstractFuture.java:1215)
	at com.google.common.util.concurrent.AbstractFuture.complete(AbstractFuture.java:983)
	at com.google.common.util.concurrent.AbstractFuture.setException(AbstractFuture.java:771)
	at io.grpc.stub.ClientCalls$GrpcFuture.setException(ClientCalls.java:563)
	at io.grpc.stub.ClientCalls$UnaryStreamToFuture.onClose(ClientCalls.java:533)
	at io.grpc.internal.ClientCallImpl.closeObserver(ClientCallImpl.java:553)
	at io.grpc.internal.ClientCallImpl.access$300(ClientCallImpl.java:68)
	at io.grpc.internal.ClientCallImpl$ClientStreamListenerImpl$1StreamClosed.runInternal(ClientCallImpl.java:739)
	at io.grpc.internal.ClientCallImpl$ClientStreamListenerImpl$1StreamClosed.runInContext(ClientCallImpl.java:718)
	at io.grpc.internal.ContextRunnable.run(ContextRunnable.java:37)
	at io.grpc.internal.SerializingExecutor.run(SerializingExecutor.java:123)
	at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511)
	at java.util.concurrent.FutureTask.run(FutureTask.java:266)
	at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(ScheduledThreadPoolExecutor.java:180)
	at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:293)
	at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149)
	at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624)
	at java.lang.Thread.run(Thread.java:748)
	Suppressed: com.google.api.gax.rpc.AsyncTaskException: Asynchronous task failed
		at com.google.api.gax.rpc.ApiExceptions.callAndTranslateApiException(ApiExceptions.java:57)
		at com.google.api.gax.rpc.UnaryCallable.call(UnaryCallable.java:112)
		at com.google.cloud.automl.v1beta1.AutoMlClient.listDatasets(AutoMlClient.java:437)
		at beta.automl.ListDatasets.listDatasets(ListDatasets.java:51)
		at beta.automl.ListDatasetsTest.testListDataset(ListDatasetsTest.java:72)
		at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
		at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
		at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
		at java.lang.reflect.Method.invoke(Method.java:498)
		at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:59)
		at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12)
		at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:56)
		at org.junit.internal.runners.statements.InvokeMethod.evaluate(InvokeMethod.java:17)
		at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:26)
		at org.junit.internal.runners.statements.RunAfters.evaluate(RunAfters.java:27)
		at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306)
		at org.junit.runners.BlockJUnit4ClassRunner$1.evaluate(BlockJUnit4ClassRunner.java:100)
		at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:366)
		at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:103)
		at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:63)
		at org.junit.runners.ParentRunner$4.run(ParentRunner.java:331)
		at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:79)
		at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:329)
		at org.junit.runners.ParentRunner.access$100(ParentRunner.java:66)
		at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:293)
		at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:26)
		at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306)
		at org.junit.runners.ParentRunner.run(ParentRunner.java:413)
		at org.apache.maven.surefire.junit4.JUnit4Provider.execute(JUnit4Provider.java:364)
		at org.apache.maven.surefire.junit4.JUnit4Provider.executeWithRerun(JUnit4Provider.java:272)
		at org.apache.maven.surefire.junit4.JUnit4Provider.executeTestSet(JUnit4Provider.java:237)
		at org.apache.maven.surefire.junit4.JUnit4Provider.invoke(JUnit4Provider.java:158)
		at org.apache.maven.surefire.booter.ForkedBooter.runSuitesInProcess(ForkedBooter.java:428)
		at org.apache.maven.surefire.booter.ForkedBooter.execute(ForkedBooter.java:162)
		at org.apache.maven.surefire.booter.ForkedBooter.run(ForkedBooter.java:562)
		at org.apache.maven.surefire.booter.ForkedBooter.main(ForkedBooter.java:548)
Caused by: io.grpc.StatusRuntimeException: UNAVAILABLE: Credentials failed to obtain metadata
	at io.grpc.Status.asRuntimeException(Status.java:535)
	... 14 more
Caused by: java.io.IOException: Error getting access token for service account: 400 Bad Request
POST https://oauth2.googleapis.com/token
{""error"":""invalid_grant"",""error_description"":""Invalid JWT Signature.""}
	at com.google.auth.oauth2.ServiceAccountCredentials.refreshAccessToken(ServiceAccountCredentials.java:612)
	at com.google.auth.oauth2.OAuth2Credentials.refresh(OAuth2Credentials.java:164)
	at com.google.auth.oauth2.OAuth2Credentials.getRequestMetadata(OAuth2Credentials.java:149)
	at com.google.auth.oauth2.ServiceAccountCredentials.getRequestMetadata(ServiceAccountCredentials.java:946)
	at com.google.auth.Credentials.blockingGetToCallback(Credentials.java:112)
	at com.google.auth.Credentials$1.run(Credentials.java:98)
	... 7 more
Caused by: com.google.api.client.http.HttpResponseException: 400 Bad Request
POST https://oauth2.googleapis.com/token
{""error"":""invalid_grant"",""error_description"":""Invalid JWT Signature.""}
	at com.google.api.client.http.HttpRequest.execute(HttpRequest.java:1116)
	at com.google.auth.oauth2.ServiceAccountCredentials.refreshAccessToken(ServiceAccountCredentials.java:609)
	... 12 more
",1.0,"beta.automl.ListDatasetsTest: testListDataset failed - This test failed! To configure my behavior, see [the Flaky Bot documentation](https://github.com/googleapis/repo-automation-bots/tree/master/packages/flakybot). If I'm commenting on this issue too often, add the `flakybot: quiet` label and I will stop commenting. --- commit: 3653789390ed6dacfafc3be8fd635e088d204fd0 buildURL: [Build Status](https://source.cloud.google.com/results/invocations/a74e7cc3-10bf-4675-bb0e-a04abd25172e), [Sponge](http://sponge2/a74e7cc3-10bf-4675-bb0e-a04abd25172e) status: failed
Test output
com.google.api.gax.rpc.UnavailableException: io.grpc.StatusRuntimeException: UNAVAILABLE: Credentials failed to obtain metadata
	at com.google.api.gax.rpc.ApiExceptionFactory.createException(ApiExceptionFactory.java:69)
	at com.google.api.gax.grpc.GrpcApiExceptionFactory.create(GrpcApiExceptionFactory.java:72)
	at com.google.api.gax.grpc.GrpcApiExceptionFactory.create(GrpcApiExceptionFactory.java:60)
	at com.google.api.gax.grpc.GrpcExceptionCallable$ExceptionTransformingFuture.onFailure(GrpcExceptionCallable.java:97)
	at com.google.api.core.ApiFutures$1.onFailure(ApiFutures.java:68)
	at com.google.common.util.concurrent.Futures$CallbackListener.run(Futures.java:1041)
	at com.google.common.util.concurrent.DirectExecutor.execute(DirectExecutor.java:30)
	at com.google.common.util.concurrent.AbstractFuture.executeListener(AbstractFuture.java:1215)
	at com.google.common.util.concurrent.AbstractFuture.complete(AbstractFuture.java:983)
	at com.google.common.util.concurrent.AbstractFuture.setException(AbstractFuture.java:771)
	at io.grpc.stub.ClientCalls$GrpcFuture.setException(ClientCalls.java:563)
	at io.grpc.stub.ClientCalls$UnaryStreamToFuture.onClose(ClientCalls.java:533)
	at io.grpc.internal.ClientCallImpl.closeObserver(ClientCallImpl.java:553)
	at io.grpc.internal.ClientCallImpl.access$300(ClientCallImpl.java:68)
	at io.grpc.internal.ClientCallImpl$ClientStreamListenerImpl$1StreamClosed.runInternal(ClientCallImpl.java:739)
	at io.grpc.internal.ClientCallImpl$ClientStreamListenerImpl$1StreamClosed.runInContext(ClientCallImpl.java:718)
	at io.grpc.internal.ContextRunnable.run(ContextRunnable.java:37)
	at io.grpc.internal.SerializingExecutor.run(SerializingExecutor.java:123)
	at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511)
	at java.util.concurrent.FutureTask.run(FutureTask.java:266)
	at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(ScheduledThreadPoolExecutor.java:180)
	at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:293)
	at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149)
	at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624)
	at java.lang.Thread.run(Thread.java:748)
	Suppressed: com.google.api.gax.rpc.AsyncTaskException: Asynchronous task failed
		at com.google.api.gax.rpc.ApiExceptions.callAndTranslateApiException(ApiExceptions.java:57)
		at com.google.api.gax.rpc.UnaryCallable.call(UnaryCallable.java:112)
		at com.google.cloud.automl.v1beta1.AutoMlClient.listDatasets(AutoMlClient.java:437)
		at beta.automl.ListDatasets.listDatasets(ListDatasets.java:51)
		at beta.automl.ListDatasetsTest.testListDataset(ListDatasetsTest.java:72)
		at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
		at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
		at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
		at java.lang.reflect.Method.invoke(Method.java:498)
		at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:59)
		at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12)
		at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:56)
		at org.junit.internal.runners.statements.InvokeMethod.evaluate(InvokeMethod.java:17)
		at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:26)
		at org.junit.internal.runners.statements.RunAfters.evaluate(RunAfters.java:27)
		at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306)
		at org.junit.runners.BlockJUnit4ClassRunner$1.evaluate(BlockJUnit4ClassRunner.java:100)
		at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:366)
		at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:103)
		at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:63)
		at org.junit.runners.ParentRunner$4.run(ParentRunner.java:331)
		at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:79)
		at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:329)
		at org.junit.runners.ParentRunner.access$100(ParentRunner.java:66)
		at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:293)
		at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:26)
		at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306)
		at org.junit.runners.ParentRunner.run(ParentRunner.java:413)
		at org.apache.maven.surefire.junit4.JUnit4Provider.execute(JUnit4Provider.java:364)
		at org.apache.maven.surefire.junit4.JUnit4Provider.executeWithRerun(JUnit4Provider.java:272)
		at org.apache.maven.surefire.junit4.JUnit4Provider.executeTestSet(JUnit4Provider.java:237)
		at org.apache.maven.surefire.junit4.JUnit4Provider.invoke(JUnit4Provider.java:158)
		at org.apache.maven.surefire.booter.ForkedBooter.runSuitesInProcess(ForkedBooter.java:428)
		at org.apache.maven.surefire.booter.ForkedBooter.execute(ForkedBooter.java:162)
		at org.apache.maven.surefire.booter.ForkedBooter.run(ForkedBooter.java:562)
		at org.apache.maven.surefire.booter.ForkedBooter.main(ForkedBooter.java:548)
Caused by: io.grpc.StatusRuntimeException: UNAVAILABLE: Credentials failed to obtain metadata
	at io.grpc.Status.asRuntimeException(Status.java:535)
	... 14 more
Caused by: java.io.IOException: Error getting access token for service account: 400 Bad Request
POST https://oauth2.googleapis.com/token
{""error"":""invalid_grant"",""error_description"":""Invalid JWT Signature.""}
	at com.google.auth.oauth2.ServiceAccountCredentials.refreshAccessToken(ServiceAccountCredentials.java:612)
	at com.google.auth.oauth2.OAuth2Credentials.refresh(OAuth2Credentials.java:164)
	at com.google.auth.oauth2.OAuth2Credentials.getRequestMetadata(OAuth2Credentials.java:149)
	at com.google.auth.oauth2.ServiceAccountCredentials.getRequestMetadata(ServiceAccountCredentials.java:946)
	at com.google.auth.Credentials.blockingGetToCallback(Credentials.java:112)
	at com.google.auth.Credentials$1.run(Credentials.java:98)
	... 7 more
Caused by: com.google.api.client.http.HttpResponseException: 400 Bad Request
POST https://oauth2.googleapis.com/token
{""error"":""invalid_grant"",""error_description"":""Invalid JWT Signature.""}
	at com.google.api.client.http.HttpRequest.execute(HttpRequest.java:1116)
	at com.google.auth.oauth2.ServiceAccountCredentials.refreshAccessToken(ServiceAccountCredentials.java:609)
	... 12 more
",0,beta automl listdatasetstest testlistdataset failed this test failed to configure my behavior see if i m commenting on this issue too often add the flakybot quiet label and i will stop commenting commit buildurl status failed test output com google api gax rpc unavailableexception io grpc statusruntimeexception unavailable credentials failed to obtain metadata at com google api gax rpc apiexceptionfactory createexception apiexceptionfactory java at com google api gax grpc grpcapiexceptionfactory create grpcapiexceptionfactory java at com google api gax grpc grpcapiexceptionfactory create grpcapiexceptionfactory java at com google api gax grpc grpcexceptioncallable exceptiontransformingfuture onfailure grpcexceptioncallable java at com google api core apifutures onfailure apifutures java at com google common util concurrent futures callbacklistener run futures java at com google common util concurrent directexecutor execute directexecutor java at com google common util concurrent abstractfuture executelistener abstractfuture java at com google common util concurrent abstractfuture complete abstractfuture java at com google common util concurrent abstractfuture setexception abstractfuture java at io grpc stub clientcalls grpcfuture setexception clientcalls java at io grpc stub clientcalls unarystreamtofuture onclose clientcalls java at io grpc internal clientcallimpl closeobserver clientcallimpl java at io grpc internal clientcallimpl access clientcallimpl java at io grpc internal clientcallimpl clientstreamlistenerimpl runinternal clientcallimpl java at io grpc internal clientcallimpl clientstreamlistenerimpl runincontext clientcallimpl java at io grpc internal contextrunnable run contextrunnable java at io grpc internal serializingexecutor run serializingexecutor java at java util concurrent executors runnableadapter call executors java at java util concurrent futuretask run futuretask java at java util concurrent scheduledthreadpoolexecutor scheduledfuturetask access scheduledthreadpoolexecutor java at java util concurrent scheduledthreadpoolexecutor scheduledfuturetask run scheduledthreadpoolexecutor java at java util concurrent threadpoolexecutor runworker threadpoolexecutor java at java util concurrent threadpoolexecutor worker run threadpoolexecutor java at java lang thread run thread java suppressed com google api gax rpc asynctaskexception asynchronous task failed at com google api gax rpc apiexceptions callandtranslateapiexception apiexceptions java at com google api gax rpc unarycallable call unarycallable java at com google cloud automl automlclient listdatasets automlclient java at beta automl listdatasets listdatasets listdatasets java at beta automl listdatasetstest testlistdataset listdatasetstest java at sun reflect nativemethodaccessorimpl native method at sun reflect nativemethodaccessorimpl invoke nativemethodaccessorimpl java at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at org junit runners model frameworkmethod runreflectivecall frameworkmethod java at org junit internal runners model reflectivecallable run reflectivecallable java at org junit runners model frameworkmethod invokeexplosively frameworkmethod java at org junit internal runners statements invokemethod evaluate invokemethod java at org junit internal runners statements runbefores evaluate runbefores java at org junit internal runners statements runafters evaluate runafters java at org junit runners parentrunner evaluate parentrunner java at org junit runners evaluate java at org junit runners parentrunner runleaf parentrunner java at org junit runners runchild java at org junit runners runchild java at org junit runners parentrunner run parentrunner java at org junit runners parentrunner schedule parentrunner java at org junit runners parentrunner runchildren parentrunner java at org junit runners parentrunner access parentrunner java at org junit runners parentrunner evaluate parentrunner java at org junit internal runners statements runbefores evaluate runbefores java at org junit runners parentrunner evaluate parentrunner java at org junit runners parentrunner run parentrunner java at org apache maven surefire execute java at org apache maven surefire executewithrerun java at org apache maven surefire executetestset java at org apache maven surefire invoke java at org apache maven surefire booter forkedbooter runsuitesinprocess forkedbooter java at org apache maven surefire booter forkedbooter execute forkedbooter java at org apache maven surefire booter forkedbooter run forkedbooter java at org apache maven surefire booter forkedbooter main forkedbooter java caused by io grpc statusruntimeexception unavailable credentials failed to obtain metadata at io grpc status asruntimeexception status java more caused by java io ioexception error getting access token for service account bad request post error invalid grant error description invalid jwt signature at com google auth serviceaccountcredentials refreshaccesstoken serviceaccountcredentials java at com google auth refresh java at com google auth getrequestmetadata java at com google auth serviceaccountcredentials getrequestmetadata serviceaccountcredentials java at com google auth credentials blockinggettocallback credentials java at com google auth credentials run credentials java more caused by com google api client http httpresponseexception bad request post error invalid grant error description invalid jwt signature at com google api client http httprequest execute httprequest java at com google auth serviceaccountcredentials refreshaccesstoken serviceaccountcredentials java more ,0 98994,12392997189.0,IssuesEvent,2020-05-20 14:47:50,hibernate/hibernate-reactive,https://api.github.com/repos/hibernate/hibernate-reactive,closed,PoolConnection and RxQueryExecutor are almost the same thing,design,"@DavideD what is the reason behind having two things here, that have almost the same methods? Do you object if I merge them into one class?",1.0,"PoolConnection and RxQueryExecutor are almost the same thing - @DavideD what is the reason behind having two things here, that have almost the same methods? Do you object if I merge them into one class?",0,poolconnection and rxqueryexecutor are almost the same thing davided what is the reason behind having two things here that have almost the same methods do you object if i merge them into one class ,0 324550,27811444663.0,IssuesEvent,2023-03-18 06:36:05,cockroachdb/cockroach,https://api.github.com/repos/cockroachdb/cockroach,opened,roachtest: tpchbench/tpch/nodes=3/cpu=4/sf=1 failed,C-test-failure O-robot O-roachtest branch-master release-blocker,"roachtest.tpchbench/tpch/nodes=3/cpu=4/sf=1 [failed](https://teamcity.cockroachdb.com/buildConfiguration/Cockroach_Nightlies_RoachtestNightlyGceBazel/9121674?buildTab=log) with [artifacts](https://teamcity.cockroachdb.com/buildConfiguration/Cockroach_Nightlies_RoachtestNightlyGceBazel/9121674?buildTab=artifacts#/tpchbench/tpch/nodes=3/cpu=4/sf=1) on master @ [6c99966f604f3521acdb925b9f689529ffd46df3](https://github.com/cockroachdb/cockroach/commits/6c99966f604f3521acdb925b9f689529ffd46df3): ``` test artifacts and logs in: /artifacts/tpchbench/tpch/nodes=3/cpu=4/sf=1/run_1 (monitor.go:127).Wait: monitor failure: monitor task failed: pq: the backup is from a version older than our minimum restoreable version 22.2 ```

Parameters: ROACHTEST_cloud=gce , ROACHTEST_cpu=4 , ROACHTEST_encrypted=false , ROACHTEST_ssd=0

Help

See: [roachtest README](https://github.com/cockroachdb/cockroach/blob/master/pkg/cmd/roachtest/README.md) See: [How To Investigate \(internal\)](https://cockroachlabs.atlassian.net/l/c/SSSBr8c7)

/cc @cockroachdb/sql-queries [This test on roachdash](https://roachdash.crdb.dev/?filter=status:open%20t:.*tpchbench/tpch/nodes=3/cpu=4/sf=1.*&sort=title+created&display=lastcommented+project) | [Improve this report!](https://github.com/cockroachdb/cockroach/tree/master/pkg/cmd/internal/issues) ",2.0,"roachtest: tpchbench/tpch/nodes=3/cpu=4/sf=1 failed - roachtest.tpchbench/tpch/nodes=3/cpu=4/sf=1 [failed](https://teamcity.cockroachdb.com/buildConfiguration/Cockroach_Nightlies_RoachtestNightlyGceBazel/9121674?buildTab=log) with [artifacts](https://teamcity.cockroachdb.com/buildConfiguration/Cockroach_Nightlies_RoachtestNightlyGceBazel/9121674?buildTab=artifacts#/tpchbench/tpch/nodes=3/cpu=4/sf=1) on master @ [6c99966f604f3521acdb925b9f689529ffd46df3](https://github.com/cockroachdb/cockroach/commits/6c99966f604f3521acdb925b9f689529ffd46df3): ``` test artifacts and logs in: /artifacts/tpchbench/tpch/nodes=3/cpu=4/sf=1/run_1 (monitor.go:127).Wait: monitor failure: monitor task failed: pq: the backup is from a version older than our minimum restoreable version 22.2 ```

Parameters: ROACHTEST_cloud=gce , ROACHTEST_cpu=4 , ROACHTEST_encrypted=false , ROACHTEST_ssd=0

Help

See: [roachtest README](https://github.com/cockroachdb/cockroach/blob/master/pkg/cmd/roachtest/README.md) See: [How To Investigate \(internal\)](https://cockroachlabs.atlassian.net/l/c/SSSBr8c7)

/cc @cockroachdb/sql-queries [This test on roachdash](https://roachdash.crdb.dev/?filter=status:open%20t:.*tpchbench/tpch/nodes=3/cpu=4/sf=1.*&sort=title+created&display=lastcommented+project) | [Improve this report!](https://github.com/cockroachdb/cockroach/tree/master/pkg/cmd/internal/issues) ",0,roachtest tpchbench tpch nodes cpu sf failed roachtest tpchbench tpch nodes cpu sf with on master test artifacts and logs in artifacts tpchbench tpch nodes cpu sf run monitor go wait monitor failure monitor task failed pq the backup is from a version older than our minimum restoreable version parameters roachtest cloud gce roachtest cpu roachtest encrypted false roachtest ssd help see see cc cockroachdb sql queries ,0 254185,27357155617.0,IssuesEvent,2023-02-27 13:38:43,bturtu405/TestDev,https://api.github.com/repos/bturtu405/TestDev,closed,CVE-2011-2197 (Low) detected in rails-3.0.7.gem - autoclosed,security vulnerability,"## CVE-2011-2197 - Low Severity Vulnerability
Vulnerable Library - rails-3.0.7.gem

Ruby on Rails is a full-stack web framework optimized for programmer happiness and sustainable productivity. It encourages beautiful code by favoring convention over configuration.

Library home page: https://rubygems.org/gems/rails-3.0.7.gem

Path to dependency file: /Gemfile.lock

Path to vulnerable library: /home/wss-scanner/.gem/ruby/2.7.0/cache/rails-3.0.7.gem

Dependency Hierarchy: - :x: **rails-3.0.7.gem** (Vulnerable Library)

Found in HEAD commit: a630a01e6e191474848b3413a96ff308cb33bc9c

Found in base branch: main

Vulnerability Details

The cross-site scripting (XSS) prevention feature in Ruby on Rails 2.x before 2.3.12, 3.0.x before 3.0.8, and 3.1.x before 3.1.0.rc2 does not properly handle mutation of safe buffers, which makes it easier for remote attackers to conduct XSS attacks via crafted strings to an application that uses a problematic string method, as demonstrated by the sub method.

Publish Date: 2011-06-30

URL: CVE-2011-2197

CVSS 3 Score Details (3.7)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://nvd.nist.gov/vuln/detail/CVE-2011-2197

Release Date: 2011-06-30

Fix Resolution: 2.3.12,3.0.8,3.1.0.rc2

*** - [ ] Check this box to open an automated fix PR ",True,"CVE-2011-2197 (Low) detected in rails-3.0.7.gem - autoclosed - ## CVE-2011-2197 - Low Severity Vulnerability
Vulnerable Library - rails-3.0.7.gem

Ruby on Rails is a full-stack web framework optimized for programmer happiness and sustainable productivity. It encourages beautiful code by favoring convention over configuration.

Library home page: https://rubygems.org/gems/rails-3.0.7.gem

Path to dependency file: /Gemfile.lock

Path to vulnerable library: /home/wss-scanner/.gem/ruby/2.7.0/cache/rails-3.0.7.gem

Dependency Hierarchy: - :x: **rails-3.0.7.gem** (Vulnerable Library)

Found in HEAD commit: a630a01e6e191474848b3413a96ff308cb33bc9c

Found in base branch: main

Vulnerability Details

The cross-site scripting (XSS) prevention feature in Ruby on Rails 2.x before 2.3.12, 3.0.x before 3.0.8, and 3.1.x before 3.1.0.rc2 does not properly handle mutation of safe buffers, which makes it easier for remote attackers to conduct XSS attacks via crafted strings to an application that uses a problematic string method, as demonstrated by the sub method.

Publish Date: 2011-06-30

URL: CVE-2011-2197

CVSS 3 Score Details (3.7)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://nvd.nist.gov/vuln/detail/CVE-2011-2197

Release Date: 2011-06-30

Fix Resolution: 2.3.12,3.0.8,3.1.0.rc2

*** - [ ] Check this box to open an automated fix PR ",0,cve low detected in rails gem autoclosed cve low severity vulnerability vulnerable library rails gem ruby on rails is a full stack web framework optimized for programmer happiness and sustainable productivity it encourages beautiful code by favoring convention over configuration library home page a href path to dependency file gemfile lock path to vulnerable library home wss scanner gem ruby cache rails gem dependency hierarchy x rails gem vulnerable library found in head commit a href found in base branch main vulnerability details the cross site scripting xss prevention feature in ruby on rails x before x before and x before does not properly handle mutation of safe buffers which makes it easier for remote attackers to conduct xss attacks via crafted strings to an application that uses a problematic string method as demonstrated by the sub method publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity high privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact low availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution check this box to open an automated fix pr ,0 112806,24331778907.0,IssuesEvent,2022-09-30 20:08:53,withfig/fig,https://api.github.com/repos/withfig/fig,closed,Fig unable to find socket file,type:bug codebase:figterm awaiting user reply,"### Sanity checks - [X] I have searched [github.com/withfig/fig/issues](https://github.com/withfig/fig/issues?q=) and there are no duplicates of my issue - [X] I have run `fig doctor` in the affected terminal session - [X] I have run `fig restart` and tested again (tell us if that fixed it) ### Issue Details Fig isn't working after multiple restarts and this is the error message I receive on running `fig doctor`. Something to do with it not being able to find the socket file. ![Screenshot 2022-09-14 at 2 19 24 PM](https://user-images.githubusercontent.com/50075749/190114862-5aedba18-5263-455d-ae37-476729816d6f.png) ### Environment ```yaml fig-details: - desktop-version: Version 1.0.61 (B520) [ABC] hardware-info: - model: MacBook Pro - model-id: MacBookPro17,1 - chip-id: Apple M1 - cores: 8 (4 performance and 4 efficiency) - mem: 8 GB os-info: - macOS 12.5.1 (21G83) environment: - shell: /bin/zsh - terminal: terminal - cwd: /Users/ammarlakho/Documents - exe-path: /opt/homebrew/bin/fig - install-method: brew - env-vars: - FIG_PID: 23721 - SHELL: /bin/zsh - TERM: xterm-256color - TERM_SESSION_ID: F30956A0-AE86-4BFD-8284-AFD424261A9B - PATH: /Users/ammarlakho/.nvm/versions/node/v16.17.0/bin:/opt/homebrew/bin:/opt/homebrew/sbin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin:/Users/ammarlakho/.ebcli-virtual-env/executables:/Users/ammarlakho/.fig/bin:/Users/ammarlakho/.local/bin:/Users/ammarlakho/Library/Android/sdk/emulator:/Users/ammarlakho/Library/Android/sdk/platform-tools - FIG_INTEGRATION_VERSION: 8 - FIG_TERM_VERSION: 5.2.0 - FIG_TERM: 1 - integrations: - SSH: false - TMUX: false - iTerm: application is not present. - Hyper: application is not present. - Visual Studio Code: installed! - Docker: false ``` ",1.0,"Fig unable to find socket file - ### Sanity checks - [X] I have searched [github.com/withfig/fig/issues](https://github.com/withfig/fig/issues?q=) and there are no duplicates of my issue - [X] I have run `fig doctor` in the affected terminal session - [X] I have run `fig restart` and tested again (tell us if that fixed it) ### Issue Details Fig isn't working after multiple restarts and this is the error message I receive on running `fig doctor`. Something to do with it not being able to find the socket file. ![Screenshot 2022-09-14 at 2 19 24 PM](https://user-images.githubusercontent.com/50075749/190114862-5aedba18-5263-455d-ae37-476729816d6f.png) ### Environment ```yaml fig-details: - desktop-version: Version 1.0.61 (B520) [ABC] hardware-info: - model: MacBook Pro - model-id: MacBookPro17,1 - chip-id: Apple M1 - cores: 8 (4 performance and 4 efficiency) - mem: 8 GB os-info: - macOS 12.5.1 (21G83) environment: - shell: /bin/zsh - terminal: terminal - cwd: /Users/ammarlakho/Documents - exe-path: /opt/homebrew/bin/fig - install-method: brew - env-vars: - FIG_PID: 23721 - SHELL: /bin/zsh - TERM: xterm-256color - TERM_SESSION_ID: F30956A0-AE86-4BFD-8284-AFD424261A9B - PATH: /Users/ammarlakho/.nvm/versions/node/v16.17.0/bin:/opt/homebrew/bin:/opt/homebrew/sbin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin:/Users/ammarlakho/.ebcli-virtual-env/executables:/Users/ammarlakho/.fig/bin:/Users/ammarlakho/.local/bin:/Users/ammarlakho/Library/Android/sdk/emulator:/Users/ammarlakho/Library/Android/sdk/platform-tools - FIG_INTEGRATION_VERSION: 8 - FIG_TERM_VERSION: 5.2.0 - FIG_TERM: 1 - integrations: - SSH: false - TMUX: false - iTerm: application is not present. - Hyper: application is not present. - Visual Studio Code: installed! - Docker: false ``` ",0,fig unable to find socket file sanity checks i have searched and there are no duplicates of my issue i have run fig doctor in the affected terminal session i have run fig restart and tested again tell us if that fixed it issue details fig isn t working after multiple restarts and this is the error message i receive on running fig doctor something to do with it not being able to find the socket file environment yaml fig details desktop version version hardware info model macbook pro model id chip id apple cores performance and efficiency mem gb os info macos environment shell bin zsh terminal terminal cwd users ammarlakho documents exe path opt homebrew bin fig install method brew env vars fig pid shell bin zsh term xterm term session id path users ammarlakho nvm versions node bin opt homebrew bin opt homebrew sbin usr local bin usr bin bin usr sbin sbin users ammarlakho ebcli virtual env executables users ammarlakho fig bin users ammarlakho local bin users ammarlakho library android sdk emulator users ammarlakho library android sdk platform tools fig integration version fig term version fig term integrations ssh false tmux false iterm application is not present hyper application is not present visual studio code installed docker false ,0 9280,6196285569.0,IssuesEvent,2017-07-05 14:27:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Switch block for VS,feature proposal topic:visualscript usability,"**Issue description** (what happened, and what was expected): It would be awesome to have switch block in VS. For example can't imagine how to create readable State Machine implementation without such block. Let me illustrate this: ![switch](https://cloud.githubusercontent.com/assets/6129594/18133187/e0d896aa-6f99-11e6-9d66-f31616ddd539.png) **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Switch block for VS - **Issue description** (what happened, and what was expected): It would be awesome to have switch block in VS. For example can't imagine how to create readable State Machine implementation without such block. Let me illustrate this: ![switch](https://cloud.githubusercontent.com/assets/6129594/18133187/e0d896aa-6f99-11e6-9d66-f31616ddd539.png) **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,switch block for vs issue description what happened and what was expected it would be awesome to have switch block in vs for example can t imagine how to create readable state machine implementation without such block let me illustrate this steps to reproduce link to minimal example project optional but very welcome ,1 455159,13112498796.0,IssuesEvent,2020-08-05 02:23:42,kleveross/klever-model-registry,https://api.github.com/repos/kleveross/klever-model-registry,closed,[feat] Support online batch inference job,priority/P2," **Is this a BUG REPORT or FEATURE REQUEST?**: > Uncomment only one, leave it on its own line: > > /kind bug > /kind feature **What happened**: Users can use our model registry to run online batch inference jobs easily. **What you expected to happen**: **How to reproduce it (as minimally and precisely as possible)**: **Anything else we need to know?**: ",1.0,"[feat] Support online batch inference job - **Is this a BUG REPORT or FEATURE REQUEST?**: > Uncomment only one, leave it on its own line: > > /kind bug > /kind feature **What happened**: Users can use our model registry to run online batch inference jobs easily. **What you expected to happen**: **How to reproduce it (as minimally and precisely as possible)**: **Anything else we need to know?**: ",0, support online batch inference job is this a bug report or feature request uncomment only one leave it on its own line kind bug kind feature what happened users can use our model registry to run online batch inference jobs easily what you expected to happen how to reproduce it as minimally and precisely as possible anything else we need to know ,0 113212,14397696200.0,IssuesEvent,2020-12-03 08:34:13,AlexisRoe/Artemis,https://api.github.com/repos/AlexisRoe/Artemis,closed,Install HTML PreLoader,design enhancement,"Implement HTML PreLoader to display before React App renders, completing basic html implementation stuff - [x] Favicon - [x] title of page - [x] preloading css - [x] preloading html",1.0,"Install HTML PreLoader - Implement HTML PreLoader to display before React App renders, completing basic html implementation stuff - [x] Favicon - [x] title of page - [x] preloading css - [x] preloading html",0,install html preloader implement html preloader to display before react app renders completing basic html implementation stuff favicon title of page preloading css preloading html,0 6717,4488401716.0,IssuesEvent,2016-08-30 07:07:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TreeItem needs some more internal left-padding,enhancement junior job topic:editor usability,"All TreeItem elements using the default editor theme are badly centred and the actual contents (icon or string) tend to touch or go over the left side of the StyleBox: ![spectacle j11129](https://cloud.githubusercontent.com/assets/4701338/13729125/d7f72ac6-e92d-11e5-8a76-55eba4706acc.png) ![spectacle j11319](https://cloud.githubusercontent.com/assets/4701338/13729136/3d75475c-e92e-11e5-838c-84a095305e57.png) ![spectacle j11342](https://cloud.githubusercontent.com/assets/4701338/13729137/481277ca-e92e-11e5-84b4-0806d9c2c30f.png) ",True,"TreeItem needs some more internal left-padding - All TreeItem elements using the default editor theme are badly centred and the actual contents (icon or string) tend to touch or go over the left side of the StyleBox: ![spectacle j11129](https://cloud.githubusercontent.com/assets/4701338/13729125/d7f72ac6-e92d-11e5-8a76-55eba4706acc.png) ![spectacle j11319](https://cloud.githubusercontent.com/assets/4701338/13729136/3d75475c-e92e-11e5-838c-84a095305e57.png) ![spectacle j11342](https://cloud.githubusercontent.com/assets/4701338/13729137/481277ca-e92e-11e5-84b4-0806d9c2c30f.png) ",1,treeitem needs some more internal left padding all treeitem elements using the default editor theme are badly centred and the actual contents icon or string tend to touch or go over the left side of the stylebox ,1 757809,26530165833.0,IssuesEvent,2023-01-19 11:52:41,EinStealth/EinStealth,https://api.github.com/repos/EinStealth/EinStealth,opened,UI elements側で計算の呼び出ししてる部分を直す,Mobile Priority: High,"# 概要 2重LiveData問題で悩んでたけど、そもそもUI elementsで監視する必要ない。 ViewModelで計算とか判定とか呼び出しちゃって、その結果だけViewに通知すればいい。 そうすれば、Viewは何も考えず結果に応じてUIを変えるだけで良くなる # 関連するissue # 参考 # チェックリスト - [ ] 優先度tagを設定しましたか? ",1.0,"UI elements側で計算の呼び出ししてる部分を直す - # 概要 2重LiveData問題で悩んでたけど、そもそもUI elementsで監視する必要ない。 ViewModelで計算とか判定とか呼び出しちゃって、その結果だけViewに通知すればいい。 そうすれば、Viewは何も考えず結果に応じてUIを変えるだけで良くなる # 関連するissue # 参考 # チェックリスト - [ ] 優先度tagを設定しましたか? ",0,ui elements側で計算の呼び出ししてる部分を直す 概要 、そもそもui elementsで監視する必要ない。 viewmodelで計算とか判定とか呼び出しちゃって、その結果だけviewに通知すればいい。 そうすれば、viewは何も考えず結果に応じてuiを変えるだけで良くなる 関連するissue 参考 チェックリスト 優先度tagを設定しましたか? ,0 24512,23859920446.0,IssuesEvent,2022-09-07 05:51:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Error message for reaching maximum number of concurrent DNS queries is not explicit.,enhancement usability topic:network,"### Godot version 3.x ### System information Windows 10 ### Issue description After https://github.com/godotengine/godot/pull/59445 upped the maximum concurrent DNS queries at any given time, it is much less likely to reach the limit, but not impossible. And should it occur, the console outputs: ``` Condition ' resolving == IP::RESOLVER_INVALID_ID ' is true. returned: ERR_BUG ``` This error message can potentially be very confusing. misleading and, compared to most other error messages in Godot, it looks quite cryptic. If the users doesn't know where to look, it's bound to cause a few headaches Ideally, it should tell the user exactly what happened (the query limit has been reached), and potentially instruct the user on how to fix it (_tone down the requests, or increase the limit, the latter of which should probably not be encouraged_) ### Steps to reproduce No need. ### Minimal reproduction project _No response_",True,"Error message for reaching maximum number of concurrent DNS queries is not explicit. - ### Godot version 3.x ### System information Windows 10 ### Issue description After https://github.com/godotengine/godot/pull/59445 upped the maximum concurrent DNS queries at any given time, it is much less likely to reach the limit, but not impossible. And should it occur, the console outputs: ``` Condition ' resolving == IP::RESOLVER_INVALID_ID ' is true. returned: ERR_BUG ``` This error message can potentially be very confusing. misleading and, compared to most other error messages in Godot, it looks quite cryptic. If the users doesn't know where to look, it's bound to cause a few headaches Ideally, it should tell the user exactly what happened (the query limit has been reached), and potentially instruct the user on how to fix it (_tone down the requests, or increase the limit, the latter of which should probably not be encouraged_) ### Steps to reproduce No need. ### Minimal reproduction project _No response_",1,error message for reaching maximum number of concurrent dns queries is not explicit godot version x system information windows issue description after upped the maximum concurrent dns queries at any given time it is much less likely to reach the limit but not impossible and should it occur the console outputs condition resolving ip resolver invalid id is true returned err bug this error message can potentially be very confusing misleading and compared to most other error messages in godot it looks quite cryptic if the users doesn t know where to look it s bound to cause a few headaches ideally it should tell the user exactly what happened the query limit has been reached and potentially instruct the user on how to fix it tone down the requests or increase the limit the latter of which should probably not be encouraged steps to reproduce no need minimal reproduction project no response ,1 9787,6415007914.0,IssuesEvent,2017-08-08 11:43:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Collapsed nodes in the shader graph,bug confirmed topic:editor usability,"Mac OSX El Capitan - Godot 2.1 RC. When deleting a node in shader graph, with other nodes selected all selected nodes are ""collapsed"" at the mouse position. To reproduce: - Open a shader graph with some nodes - Select some of them (sometimes they are automatically selected) - Delete one node (clicking on x) - Move the mouse -> all selected nodes are collapsed. (if you double click when deleting this does not happen) ",True,"Collapsed nodes in the shader graph - Mac OSX El Capitan - Godot 2.1 RC. When deleting a node in shader graph, with other nodes selected all selected nodes are ""collapsed"" at the mouse position. To reproduce: - Open a shader graph with some nodes - Select some of them (sometimes they are automatically selected) - Delete one node (clicking on x) - Move the mouse -> all selected nodes are collapsed. (if you double click when deleting this does not happen) ",1,collapsed nodes in the shader graph mac osx el capitan godot rc when deleting a node in shader graph with other nodes selected all selected nodes are collapsed at the mouse position to reproduce open a shader graph with some nodes select some of them sometimes they are automatically selected delete one node clicking on x move the mouse all selected nodes are collapsed if you double click when deleting this does not happen ,1 16592,11101273606.0,IssuesEvent,2019-12-16 21:04:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improve Search Help,enhancement topic:editor usability,"Today the search help function searches through Classes, Methods, Signals and Properties separately. AFAIU, you can't restrict the search to the SceneTree methods by typing `SceneTree.` into the search box, because that leaves you with just the SceneTree class and a bunch of other entries where ""SceneTree"" appears in the description. It is not possible to restrict entries to properties or signals by typing ""Property"" or ""Signal"" either. It would be nice to implement some form of fuzzy search that would let us do this. The Search Help is a great tool to discover/navigate the API. I'd love to see it become even more powerful.",True,"Improve Search Help - Today the search help function searches through Classes, Methods, Signals and Properties separately. AFAIU, you can't restrict the search to the SceneTree methods by typing `SceneTree.` into the search box, because that leaves you with just the SceneTree class and a bunch of other entries where ""SceneTree"" appears in the description. It is not possible to restrict entries to properties or signals by typing ""Property"" or ""Signal"" either. It would be nice to implement some form of fuzzy search that would let us do this. The Search Help is a great tool to discover/navigate the API. I'd love to see it become even more powerful.",1,improve search help today the search help function searches through classes methods signals and properties separately afaiu you can t restrict the search to the scenetree methods by typing scenetree into the search box because that leaves you with just the scenetree class and a bunch of other entries where scenetree appears in the description it is not possible to restrict entries to properties or signals by typing property or signal either it would be nice to implement some form of fuzzy search that would let us do this the search help is a great tool to discover navigate the api i d love to see it become even more powerful ,1 25036,24616268676.0,IssuesEvent,2022-10-15 10:58:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,EditorPropertyText misbehavior for LineEdit with `text` longer than `max_length`,bug topic:editor usability,"### Godot version 4.0.dev (7428c0762) ### System information Linux, Mageia 9 x86_64 ### Issue description When editing a `LineEdit`'s `text` property in the Inspector with a non-zero `max_length` property, a weird wrap around of the caret happens when hitting the max length. The caret jumps to the first column each time you attempt to input a new char that exceeds the max length. This also triggers the unexpected behavior that new keypresses will insert characters at the start of the string and it's the end of the pre-existing string which gets truncated. ![Peek 2021-07-07 13-30](https://user-images.githubusercontent.com/4701338/124752040-a206b800-df27-11eb-9139-0d8c07981621.gif) Expected behavior would be that the caret would stay at its current position (and the excess char would still not be inserted, as it can't fit). See https://github.com/godotengine/godot/pull/50200#issuecomment-874684045 for details, the problem seems to be due to #44971 which prevents updates when the text doesn't change. And since the Inspector refreshes and not update is sent, the caret position might be reset? We'd need to find a different fix for #42488 if we want to keep sending updates for actions that don't modify the text. CC @pouleyKetchoupp ### Steps to reproduce - Add `LineEdit`, set `max_length` to something like 10 - Type enough text in the `text` property to reach max length (e.g. ""Hello world"") - See the caret go back to 0 when you exceed the max length ### Minimal reproduction project [LineEdit-max_length-caret.zip](https://github.com/godotengine/godot/files/6776762/LineEdit-max_length-caret.zip)",True,"EditorPropertyText misbehavior for LineEdit with `text` longer than `max_length` - ### Godot version 4.0.dev (7428c0762) ### System information Linux, Mageia 9 x86_64 ### Issue description When editing a `LineEdit`'s `text` property in the Inspector with a non-zero `max_length` property, a weird wrap around of the caret happens when hitting the max length. The caret jumps to the first column each time you attempt to input a new char that exceeds the max length. This also triggers the unexpected behavior that new keypresses will insert characters at the start of the string and it's the end of the pre-existing string which gets truncated. ![Peek 2021-07-07 13-30](https://user-images.githubusercontent.com/4701338/124752040-a206b800-df27-11eb-9139-0d8c07981621.gif) Expected behavior would be that the caret would stay at its current position (and the excess char would still not be inserted, as it can't fit). See https://github.com/godotengine/godot/pull/50200#issuecomment-874684045 for details, the problem seems to be due to #44971 which prevents updates when the text doesn't change. And since the Inspector refreshes and not update is sent, the caret position might be reset? We'd need to find a different fix for #42488 if we want to keep sending updates for actions that don't modify the text. CC @pouleyKetchoupp ### Steps to reproduce - Add `LineEdit`, set `max_length` to something like 10 - Type enough text in the `text` property to reach max length (e.g. ""Hello world"") - See the caret go back to 0 when you exceed the max length ### Minimal reproduction project [LineEdit-max_length-caret.zip](https://github.com/godotengine/godot/files/6776762/LineEdit-max_length-caret.zip)",1,editorpropertytext misbehavior for lineedit with text longer than max length godot version dev system information linux mageia issue description when editing a lineedit s text property in the inspector with a non zero max length property a weird wrap around of the caret happens when hitting the max length the caret jumps to the first column each time you attempt to input a new char that exceeds the max length this also triggers the unexpected behavior that new keypresses will insert characters at the start of the string and it s the end of the pre existing string which gets truncated expected behavior would be that the caret would stay at its current position and the excess char would still not be inserted as it can t fit see for details the problem seems to be due to which prevents updates when the text doesn t change and since the inspector refreshes and not update is sent the caret position might be reset we d need to find a different fix for if we want to keep sending updates for actions that don t modify the text cc pouleyketchoupp steps to reproduce add lineedit set max length to something like type enough text in the text property to reach max length e g hello world see the caret go back to when you exceed the max length minimal reproduction project ,1 1287,2511236119.0,IssuesEvent,2015-01-14 04:30:26,sqlmapproject/sqlmap,https://api.github.com/repos/sqlmapproject/sqlmap,closed,Unhandled exception (#d833f0e2),bug Category Miscellaneous Priority Normal,"``` sqlmap version: 1.0-dev-06ff8b3 Python version: 2.7.3 Operating system: posix Command line: sqlmap.py --update Technique: None Back-end DBMS: None (identified) ``` ``` Traceback (most recent call last): File ""sqlmap.py"", line 93, in main init() File ""lib/core/option.py"", line 2347, in init _createTemporaryDirectory() File ""lib/core/option.py"", line 1446, in _createTemporaryDirectory if not os.path.isdir(tempfile.gettempdir()): File ""usr/lib/python2.7/tempfile.py"", line 261, in gettempdir tempdir = _get_default_tempdir() File ""usr/lib/python2.7/tempfile.py"", line 208, in _get_default_tempdir (""No usable temporary directory found in %s"" % dirlist)) IOError: [Errno 2] No usable temporary directory found in ['/tmp', '/var/tmp', '/usr/tmp', '/opt/sqlmap'] ```",1.0,"Unhandled exception (#d833f0e2) - ``` sqlmap version: 1.0-dev-06ff8b3 Python version: 2.7.3 Operating system: posix Command line: sqlmap.py --update Technique: None Back-end DBMS: None (identified) ``` ``` Traceback (most recent call last): File ""sqlmap.py"", line 93, in main init() File ""lib/core/option.py"", line 2347, in init _createTemporaryDirectory() File ""lib/core/option.py"", line 1446, in _createTemporaryDirectory if not os.path.isdir(tempfile.gettempdir()): File ""usr/lib/python2.7/tempfile.py"", line 261, in gettempdir tempdir = _get_default_tempdir() File ""usr/lib/python2.7/tempfile.py"", line 208, in _get_default_tempdir (""No usable temporary directory found in %s"" % dirlist)) IOError: [Errno 2] No usable temporary directory found in ['/tmp', '/var/tmp', '/usr/tmp', '/opt/sqlmap'] ```",0,unhandled exception sqlmap version dev python version operating system posix command line sqlmap py update technique none back end dbms none identified traceback most recent call last file sqlmap py line in main init file lib core option py line in init createtemporarydirectory file lib core option py line in createtemporarydirectory if not os path isdir tempfile gettempdir file usr lib tempfile py line in gettempdir tempdir get default tempdir file usr lib tempfile py line in get default tempdir no usable temporary directory found in s dirlist ioerror no usable temporary directory found in ,0 17215,9658393266.0,IssuesEvent,2019-05-20 10:52:42,INSIDE-information-systems/SensorThingsAPI,https://api.github.com/repos/INSIDE-information-systems/SensorThingsAPI,closed,Add query timeout,Performance,"When the user requests data that takes a long time to fetch from the database, the reverse proxy aborts the request, but this does not actually tell FROST that it should abort the query. This causes the accumulation of queries that have really long execution times. Adding an option for a query timeout, that can be set to the same duration as the reverse proxy timeout, will fix the problem.",True,"Add query timeout - When the user requests data that takes a long time to fetch from the database, the reverse proxy aborts the request, but this does not actually tell FROST that it should abort the query. This causes the accumulation of queries that have really long execution times. Adding an option for a query timeout, that can be set to the same duration as the reverse proxy timeout, will fix the problem.",0,add query timeout when the user requests data that takes a long time to fetch from the database the reverse proxy aborts the request but this does not actually tell frost that it should abort the query this causes the accumulation of queries that have really long execution times adding an option for a query timeout that can be set to the same duration as the reverse proxy timeout will fix the problem ,0 639281,20750585379.0,IssuesEvent,2022-03-15 06:59:28,grpc/grpc,https://api.github.com/repos/grpc/grpc,opened,missing ruby gem for 1.44,kind/question priority/P3,"Is it in the works? The latest production gem that seems to be available is 1.43.1. ",1.0,"missing ruby gem for 1.44 - Is it in the works? The latest production gem that seems to be available is 1.43.1. ",0,missing ruby gem for is it in the works the latest production gem that seems to be available is ,0 10957,6995526550.0,IssuesEvent,2017-12-15 19:41:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,BakedLightmap problem updating extents visualy in editor.,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Manjaro 64bit, Godot-Master, GT540M **Issue description:** When I move the extent points in the editor, the point does not follow the mouse pointer. Then if I release the mouse button and move the mouse pointer again to the move point it gets to the point it was supposed to be. The same problem exists even if I change the value in the Inspector. For example if I change the x value of the extents then I have to move the mouse pointer to the point of the extent in the view to get it updated. It was supposed to work as the GIProbe extent. ",True,"BakedLightmap problem updating extents visualy in editor. - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Manjaro 64bit, Godot-Master, GT540M **Issue description:** When I move the extent points in the editor, the point does not follow the mouse pointer. Then if I release the mouse button and move the mouse pointer again to the move point it gets to the point it was supposed to be. The same problem exists even if I change the value in the Inspector. For example if I change the x value of the extents then I have to move the mouse pointer to the point of the extent in the view to get it updated. It was supposed to work as the GIProbe extent. ",1,bakedlightmap problem updating extents visualy in editor operating system or device godot version gpu model and driver if graphics related manjaro godot master issue description when i move the extent points in the editor the point does not follow the mouse pointer then if i release the mouse button and move the mouse pointer again to the move point it gets to the point it was supposed to be the same problem exists even if i change the value in the inspector for example if i change the x value of the extents then i have to move the mouse pointer to the point of the extent in the view to get it updated it was supposed to work as the giprobe extent ,1 43989,7088830648.0,IssuesEvent,2018-01-11 23:06:59,oasis-tcs/sarif-spec,https://api.github.com/repos/oasis-tcs/sarif-spec,closed,"Retitle the provisional draft to ""v2""",impact-documentation-only resolved-fixed,... because the first public version of SARIF will be v2.0.0.,1.0,"Retitle the provisional draft to ""v2"" - ... because the first public version of SARIF will be v2.0.0.",0,retitle the provisional draft to because the first public version of sarif will be ,0 553582,16374528710.0,IssuesEvent,2021-05-15 20:41:13,clabe45/vidar,https://api.github.com/repos/clabe45/vidar,opened,Base audio layer,priority:medium type:enhancement,"**Depends on #66.** The first thing we need to do for the [new audio system](https://github.com/clabe45/vidar/projects/1) is to add an abstract base audio layer. It should inherit from the abstract `vd.layer.Base`. `vd.layer.AudioSourceMixin` is a wrapper for html media elements. Ideally, you should be able to refactor all the code that doesn't have to do with html media elements from it and make it inherit from the base audio layer.",1.0,"Base audio layer - **Depends on #66.** The first thing we need to do for the [new audio system](https://github.com/clabe45/vidar/projects/1) is to add an abstract base audio layer. It should inherit from the abstract `vd.layer.Base`. `vd.layer.AudioSourceMixin` is a wrapper for html media elements. Ideally, you should be able to refactor all the code that doesn't have to do with html media elements from it and make it inherit from the base audio layer.",0,base audio layer depends on the first thing we need to do for the is to add an abstract base audio layer it should inherit from the abstract vd layer base vd layer audiosourcemixin is a wrapper for html media elements ideally you should be able to refactor all the code that doesn t have to do with html media elements from it and make it inherit from the base audio layer ,0 20905,16190271910.0,IssuesEvent,2021-05-04 07:25:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,No longer able to use Enter to accept autocompletion,bug regression topic:editor usability," **Godot version:** eb57dcd **Issue description:** ![ipX2mcIlW8](https://user-images.githubusercontent.com/2223172/116894191-14aa9d00-ac32-11eb-9148-10950b2c0724.gif) Only Tab works. It's extremely confusing to type code :/",True,"No longer able to use Enter to accept autocompletion - **Godot version:** eb57dcd **Issue description:** ![ipX2mcIlW8](https://user-images.githubusercontent.com/2223172/116894191-14aa9d00-ac32-11eb-9148-10950b2c0724.gif) Only Tab works. It's extremely confusing to type code :/",1,no longer able to use enter to accept autocompletion please search existing issues for potential duplicates before filing yours godot version issue description only tab works it s extremely confusing to type code ,1 6147,4163157117.0,IssuesEvent,2016-06-18 00:01:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,exported var of type Image are not auto-updated,bug topic:editor usability,"**Operating system or device - Godot version:** official 2.0.3stable win64 **Issue description** (what happened, and what was expected): Can't say wether it is a bug or a feature request. When, into a script, you export a variable of type Image(), you can use the inspector to load an image. If you modify this image file outside of the editor, the editor does not automatically update it like are usually auto-updated other external ressources like textures etc. And if you press the little ""refresh"" button at the left of the script variable into the inspector, it clears the image isntead of reloading it. Then you have to reload the image manually. **Steps to reproduce:** - create a script with an `export var image = Image()` (see example below) - attach an white image to the script variable using the inspector - edit the image using an external image editor, change the color of the pixel(0,0) and save your modification to the same file - go back to the editor and run again (the result is be the same) - click the little ""refresh"" button at the right of the script variable into the inspector (the image is cleared instead of reloaded) - reload manually the picture and run again the script. **Link to minimal example project** (optional but very welcome): ```` extends Node export var my_image = Image() func _ready(): print( my_image.get_pixel(0,0) ) ````",True,"exported var of type Image are not auto-updated - **Operating system or device - Godot version:** official 2.0.3stable win64 **Issue description** (what happened, and what was expected): Can't say wether it is a bug or a feature request. When, into a script, you export a variable of type Image(), you can use the inspector to load an image. If you modify this image file outside of the editor, the editor does not automatically update it like are usually auto-updated other external ressources like textures etc. And if you press the little ""refresh"" button at the left of the script variable into the inspector, it clears the image isntead of reloading it. Then you have to reload the image manually. **Steps to reproduce:** - create a script with an `export var image = Image()` (see example below) - attach an white image to the script variable using the inspector - edit the image using an external image editor, change the color of the pixel(0,0) and save your modification to the same file - go back to the editor and run again (the result is be the same) - click the little ""refresh"" button at the right of the script variable into the inspector (the image is cleared instead of reloaded) - reload manually the picture and run again the script. **Link to minimal example project** (optional but very welcome): ```` extends Node export var my_image = Image() func _ready(): print( my_image.get_pixel(0,0) ) ````",1,exported var of type image are not auto updated operating system or device godot version official issue description what happened and what was expected can t say wether it is a bug or a feature request when into a script you export a variable of type image you can use the inspector to load an image if you modify this image file outside of the editor the editor does not automatically update it like are usually auto updated other external ressources like textures etc and if you press the little refresh button at the left of the script variable into the inspector it clears the image isntead of reloading it then you have to reload the image manually steps to reproduce create a script with an export var image image see example below attach an white image to the script variable using the inspector edit the image using an external image editor change the color of the pixel and save your modification to the same file go back to the editor and run again the result is be the same click the little refresh button at the right of the script variable into the inspector the image is cleared instead of reloaded reload manually the picture and run again the script link to minimal example project optional but very welcome extends node export var my image image func ready print my image get pixel ,1 15057,9692453419.0,IssuesEvent,2019-05-24 13:51:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Spinbox Tooltip only applies for the control not the line edit ,bug topic:core usability," **Godot version:** 3.0, potentially 2.1 (untested) **OS/device including version:** Fedora Linux - x64 **Issue description:** The text area / line edit of the spinbox does not show the tooltip. This reduces the area for the tooltip to the little control area. ![bug_spinbox_tooltip](https://user-images.githubusercontent.com/2116566/35207411-dad10730-ff10-11e7-922a-ed329e55b5bf.gif) **Steps to reproduce:** - Create a SpinBox - Set a tooltip - Hover over the control area (arrows) - Tool tip is shown - Hover over the SpinBox line edit - No tooltip is shown ",True,"Spinbox Tooltip only applies for the control not the line edit - **Godot version:** 3.0, potentially 2.1 (untested) **OS/device including version:** Fedora Linux - x64 **Issue description:** The text area / line edit of the spinbox does not show the tooltip. This reduces the area for the tooltip to the little control area. ![bug_spinbox_tooltip](https://user-images.githubusercontent.com/2116566/35207411-dad10730-ff10-11e7-922a-ed329e55b5bf.gif) **Steps to reproduce:** - Create a SpinBox - Set a tooltip - Hover over the control area (arrows) - Tool tip is shown - Hover over the SpinBox line edit - No tooltip is shown ",1,spinbox tooltip only applies for the control not the line edit please search existing issues for potential duplicates before filing yours godot version potentially untested os device including version fedora linux issue description the text area line edit of the spinbox does not show the tooltip this reduces the area for the tooltip to the little control area steps to reproduce create a spinbox set a tooltip hover over the control area arrows tool tip is shown hover over the spinbox line edit no tooltip is shown ,1 3192,3368008904.0,IssuesEvent,2015-11-22 17:15:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Code Completion hint stays open until I click,enhancement topic:editor usability,When a code completion hint shows up it will stay up until I either click or get another hint which then stays on screen.,True,Code Completion hint stays open until I click - When a code completion hint shows up it will stay up until I either click or get another hint which then stays on screen.,1,code completion hint stays open until i click when a code completion hint shows up it will stay up until i either click or get another hint which then stays on screen ,1 25268,24930936560.0,IssuesEvent,2022-10-31 11:33:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pressing TAB in Snap Configure doesn't preselect values,bug topic:editor usability,"This is more an inconsistency than a bug but it's certainly not a feature request. So I hop this fits the description better. **Godot version:** v3.2.1.stable.official **OS/device including version:** Windows 10 **Issue description:** When entering values in the Snap settings (2D and 3D ""Snap Configure"" settings in the scene view) does not preselect the values like the other numeric field inputs do. **Steps to reproduce:** Go to 3D or 2D Scene view, Open the ""Configure Snap..."" dialog Enter a value Tab to another field Values are not preselected. This is inconsistent to all the other numeric fields found in Godot.",True,"Pressing TAB in Snap Configure doesn't preselect values - This is more an inconsistency than a bug but it's certainly not a feature request. So I hop this fits the description better. **Godot version:** v3.2.1.stable.official **OS/device including version:** Windows 10 **Issue description:** When entering values in the Snap settings (2D and 3D ""Snap Configure"" settings in the scene view) does not preselect the values like the other numeric field inputs do. **Steps to reproduce:** Go to 3D or 2D Scene view, Open the ""Configure Snap..."" dialog Enter a value Tab to another field Values are not preselected. This is inconsistent to all the other numeric fields found in Godot.",1,pressing tab in snap configure doesn t preselect values this is more an inconsistency than a bug but it s certainly not a feature request so i hop this fits the description better godot version stable official os device including version windows issue description when entering values in the snap settings and snap configure settings in the scene view does not preselect the values like the other numeric field inputs do steps to reproduce go to or scene view open the configure snap dialog enter a value tab to another field values are not preselected this is inconsistent to all the other numeric fields found in godot ,1 3335,2610060814.0,IssuesEvent,2015-02-26 18:17:54,chrsmith/jsjsj122,https://api.github.com/repos/chrsmith/jsjsj122,opened,路桥治不育哪家最好,auto-migrated Priority-Medium Type-Defect,"``` 路桥治不育哪家最好【台州五洲生殖医院】24小时健康咨询热 线:0576-88066933-(扣扣800080609)-(微信号tzwzszyy)医院地址:台州市椒 江区枫南路229号(枫南大转盘旁)乘车线路:乘坐104、108、118� ��198及椒江一金清公交车直达枫南小区,乘坐107、105、109、112 、901、 902公交车到星星广场下车,步行即可到院。 诊疗项目:阳痿,早泄,前列腺炎,前列腺增生,龟头炎,�� �精,无精。包皮包茎,精索静脉曲张,淋病等。 台州五洲生殖医院是台州最大的男科医院,权威专家在线免�� �咨询,拥有专业完善的男科检查治疗设备,严格按照国家标� ��收费。尖端医疗设备,与世界同步。权威专家,成就专业典 范。人性化服务,一切以患者为中心。 看男科就选台州五洲生殖医院,专业男科为男人。 ``` ----- Original issue reported on code.google.com by `poweragr...@gmail.com` on 30 May 2014 at 7:15",1.0,"路桥治不育哪家最好 - ``` 路桥治不育哪家最好【台州五洲生殖医院】24小时健康咨询热 线:0576-88066933-(扣扣800080609)-(微信号tzwzszyy)医院地址:台州市椒 江区枫南路229号(枫南大转盘旁)乘车线路:乘坐104、108、118� ��198及椒江一金清公交车直达枫南小区,乘坐107、105、109、112 、901、 902公交车到星星广场下车,步行即可到院。 诊疗项目:阳痿,早泄,前列腺炎,前列腺增生,龟头炎,�� �精,无精。包皮包茎,精索静脉曲张,淋病等。 台州五洲生殖医院是台州最大的男科医院,权威专家在线免�� �咨询,拥有专业完善的男科检查治疗设备,严格按照国家标� ��收费。尖端医疗设备,与世界同步。权威专家,成就专业典 范。人性化服务,一切以患者为中心。 看男科就选台州五洲生殖医院,专业男科为男人。 ``` ----- Original issue reported on code.google.com by `poweragr...@gmail.com` on 30 May 2014 at 7:15",0,路桥治不育哪家最好 路桥治不育哪家最好【台州五洲生殖医院】 线 微信号tzwzszyy 医院地址 台州市椒 (枫南大转盘旁)乘车线路 、 、 � �� , 、 、 、 、 、 ,步行即可到院。 诊疗项目:阳痿,早泄,前列腺炎,前列腺增生,龟头炎,�� �精,无精。包皮包茎,精索静脉曲张,淋病等。 台州五洲生殖医院是台州最大的男科医院,权威专家在线免�� �咨询,拥有专业完善的男科检查治疗设备,严格按照国家标� ��收费。尖端医疗设备,与世界同步。权威专家,成就专业典 范。人性化服务,一切以患者为中心。 看男科就选台州五洲生殖医院,专业男科为男人。 original issue reported on code google com by poweragr gmail com on may at ,0 11314,7158424419.0,IssuesEvent,2018-01-27 00:38:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,False and misleading project creation process.,enhancement topic:editor usability,"**Issue description:** **Steps to reproduce:** 1. When I press the "" Create & Edit"" accidentally, Godot is trying to import the entire home directory ![orho2](https://user-images.githubusercontent.com/33985414/34984164-f3dcd87a-fac0-11e7-89e2-900c31655f4a.gif) 2. At this point the program is not responding. You have to do a ""Force Quit"" (on macOS). Why is not the project folder being created automatically? The project creation process makes me Cancer.",True,"False and misleading project creation process. - **Issue description:** **Steps to reproduce:** 1. When I press the "" Create & Edit"" accidentally, Godot is trying to import the entire home directory ![orho2](https://user-images.githubusercontent.com/33985414/34984164-f3dcd87a-fac0-11e7-89e2-900c31655f4a.gif) 2. At this point the program is not responding. You have to do a ""Force Quit"" (on macOS). Why is not the project folder being created automatically? The project creation process makes me Cancer.",1,false and misleading project creation process issue description steps to reproduce img width alt ekran resmi src when i press the create edit accidentally godot is trying to import the entire home directory img width alt ekran resmi src at this point the program is not responding you have to do a force quit on macos why is not the project folder being created automatically the project creation process makes me cancer ,1 265104,23146434423.0,IssuesEvent,2022-07-29 01:42:28,MPMG-DCC-UFMG/F01,https://api.github.com/repos/MPMG-DCC-UFMG/F01,closed,Teste de generalizacao para a tag Servidores - Proventos de pensão - Ibiaí,generalization test development template-Síntese tecnologia informatica subtag-Proventos de Pensão tag-Servidores,DoD: Realizar o teste de Generalização do validador da tag Servidores - Proventos de pensão para o Município de Ibiaí.,1.0,Teste de generalizacao para a tag Servidores - Proventos de pensão - Ibiaí - DoD: Realizar o teste de Generalização do validador da tag Servidores - Proventos de pensão para o Município de Ibiaí.,0,teste de generalizacao para a tag servidores proventos de pensão ibiaí dod realizar o teste de generalização do validador da tag servidores proventos de pensão para o município de ibiaí ,0 345123,30789881727.0,IssuesEvent,2023-07-31 15:27:34,ethereumjs/ethereumjs-monorepo,https://api.github.com/repos/ethereumjs/ethereumjs-monorepo,opened,VM/EVM: Update ethereum/tests to v12.3,type: tests effort: E1 hours package: vm package: evm,"There is a new `ethereum/tests` release [v12.3](https://github.com/ethereum/tests/releases/tag/v12.3) out and we should update. This needs an update to the `ethereum/tests` submodule in the first round (by going into the folder and git-check-out the release tag and the commit as a separate commit). Then one can push to run CI and see if all tests are passing. Eventually it makes sense to have some broader look into the release notes and see if other things affect us as well.",1.0,"VM/EVM: Update ethereum/tests to v12.3 - There is a new `ethereum/tests` release [v12.3](https://github.com/ethereum/tests/releases/tag/v12.3) out and we should update. This needs an update to the `ethereum/tests` submodule in the first round (by going into the folder and git-check-out the release tag and the commit as a separate commit). Then one can push to run CI and see if all tests are passing. Eventually it makes sense to have some broader look into the release notes and see if other things affect us as well.",0,vm evm update ethereum tests to there is a new ethereum tests release out and we should update this needs an update to the ethereum tests submodule in the first round by going into the folder and git check out the release tag and the commit as a separate commit then one can push to run ci and see if all tests are passing eventually it makes sense to have some broader look into the release notes and see if other things affect us as well ,0 19572,14248234227.0,IssuesEvent,2020-11-19 12:38:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"On Windows, it is impossible to set shortcuts for Mac which use Control/Command",discussion topic:editor usability,"**Godot version:** All versions **OS/device including version:** Windows 10 and macOS 10.15.6 **Issue description:** On Windows I set an input action to be Control + E. This serialises to `""control"":true,""command"":true` in project.godot When performing the action on Mac, neither Control + E or Command + E trigger the action - only Command + Control + E does. This is not what is intended. **Steps to reproduce:** As above... **Minimal reproduction project:** See attached. Run the example scene on both Windows (or Linux) and on Mac. You will observe the described behaviour. [WindowsMacShortcuts.zip](https://github.com/godotengine/godot/files/5286424/WindowsMacShortcuts.zip)",True,"On Windows, it is impossible to set shortcuts for Mac which use Control/Command - **Godot version:** All versions **OS/device including version:** Windows 10 and macOS 10.15.6 **Issue description:** On Windows I set an input action to be Control + E. This serialises to `""control"":true,""command"":true` in project.godot When performing the action on Mac, neither Control + E or Command + E trigger the action - only Command + Control + E does. This is not what is intended. **Steps to reproduce:** As above... **Minimal reproduction project:** See attached. Run the example scene on both Windows (or Linux) and on Mac. You will observe the described behaviour. [WindowsMacShortcuts.zip](https://github.com/godotengine/godot/files/5286424/WindowsMacShortcuts.zip)",1,on windows it is impossible to set shortcuts for mac which use control command godot version all versions os device including version windows and macos issue description on windows i set an input action to be control e this serialises to control true command true in project godot when performing the action on mac neither control e or command e trigger the action only command control e does this is not what is intended steps to reproduce as above minimal reproduction project see attached run the example scene on both windows or linux and on mac you will observe the described behaviour ,1 9515,6337652491.0,IssuesEvent,2017-07-27 00:48:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"All projects are ""Unnamed project"", even though they do have a name",bug confirmed topic:editor usability,"Godot 3.0 alpha1 official Windows 10 64 bits The project manager shows ""Unnamed project"" on all projects, but when I open project settings I can see a name (which is obviously not ""Unnamed project""): ![image](https://user-images.githubusercontent.com/1311555/28648795-bdf9aad6-7270-11e7-8b0c-9118f6685f89.png) Opening a project also doesn't open the main scene, I think it used to do that before. Maybe there is an issue with the parsing of config files in the project manager? The config file for the one under `/Test3`: ``` config_version=3 [application] name=""Test3"" main_scene=""res://main.tscn"" icon=""res://icon.png"" [display] stretch/mode=""viewport"" [memory] multithread/thread_rid_pool_prealloc=60 [rendering] viewport/default_clear_color=Color( 0.407806, 0.628906, 0.618542, 1 ) shadows/directional_shadow_size=4096 ```",True,"All projects are ""Unnamed project"", even though they do have a name - Godot 3.0 alpha1 official Windows 10 64 bits The project manager shows ""Unnamed project"" on all projects, but when I open project settings I can see a name (which is obviously not ""Unnamed project""): ![image](https://user-images.githubusercontent.com/1311555/28648795-bdf9aad6-7270-11e7-8b0c-9118f6685f89.png) Opening a project also doesn't open the main scene, I think it used to do that before. Maybe there is an issue with the parsing of config files in the project manager? The config file for the one under `/Test3`: ``` config_version=3 [application] name=""Test3"" main_scene=""res://main.tscn"" icon=""res://icon.png"" [display] stretch/mode=""viewport"" [memory] multithread/thread_rid_pool_prealloc=60 [rendering] viewport/default_clear_color=Color( 0.407806, 0.628906, 0.618542, 1 ) shadows/directional_shadow_size=4096 ```",1,all projects are unnamed project even though they do have a name godot official windows bits the project manager shows unnamed project on all projects but when i open project settings i can see a name which is obviously not unnamed project opening a project also doesn t open the main scene i think it used to do that before maybe there is an issue with the parsing of config files in the project manager the config file for the one under config version name main scene res main tscn icon res icon png stretch mode viewport multithread thread rid pool prealloc viewport default clear color color shadows directional shadow size ,1 5530,5031944441.0,IssuesEvent,2016-12-16 09:27:50,dbs-leipzig/gradoop,https://api.github.com/repos/dbs-leipzig/gradoop,closed,Replace ObjectId in GradoopId with byte[],performance,benchmarks have shown that the byte[] implementation is faster in join and groupBy transformations,True,Replace ObjectId in GradoopId with byte[] - benchmarks have shown that the byte[] implementation is faster in join and groupBy transformations,0,replace objectid in gradoopid with byte benchmarks have shown that the byte implementation is faster in join and groupby transformations,0 23472,21954047312.0,IssuesEvent,2022-05-24 10:25:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Confusing to get out of TextureRegion editor,bug topic:editor confirmed usability topic:gui," **Godot version:** 3.1 **OS/device including version:** Ubuntu 14 **Issue description:** I was creating a theme. I added the panel container class, added a stylebox, added a texture to the style box, then I couldn't figure out how to get out of the TextureReigon editor back into the Style editor. I eventually figured out you had to minimize the panelcontainer in the inspector, and reload the theme to get the style editor back.",True,"Confusing to get out of TextureRegion editor - **Godot version:** 3.1 **OS/device including version:** Ubuntu 14 **Issue description:** I was creating a theme. I added the panel container class, added a stylebox, added a texture to the style box, then I couldn't figure out how to get out of the TextureReigon editor back into the Style editor. I eventually figured out you had to minimize the panelcontainer in the inspector, and reload the theme to get the style editor back.",1,confusing to get out of textureregion editor please search existing issues for potential duplicates before filing yours godot version os device including version ubuntu issue description i was creating a theme i added the panel container class added a stylebox added a texture to the style box then i couldn t figure out how to get out of the texturereigon editor back into the style editor i eventually figured out you had to minimize the panelcontainer in the inspector and reload the theme to get the style editor back ,1 12141,7719431818.0,IssuesEvent,2018-05-23 19:23:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Text Editor Autocompletion should suggest keywords,enhancement junior job topic:editor usability,"**Operating system or device - Godot version:** Windows 10 x64 - Godot Stable 2.1 **Issue description** (what happened, and what was expected): When typing code in the GDScript text editor, the autocompletion never suggests keywords such as `if`, `true`, etc. This makes it a little annoying to quickly tab them into the code without fully writing the keyword out. Especially when wanting to insert a line break with Enter right after a `pass`, it inserts another word then. **Steps to reproduce:** Begin to type GDScript code. In my example, when tabbing `if` away I got `stepify` instead, and for `pass` I got `PAUSE_MODE_PROCESS` inserted. ",True,"Text Editor Autocompletion should suggest keywords - **Operating system or device - Godot version:** Windows 10 x64 - Godot Stable 2.1 **Issue description** (what happened, and what was expected): When typing code in the GDScript text editor, the autocompletion never suggests keywords such as `if`, `true`, etc. This makes it a little annoying to quickly tab them into the code without fully writing the keyword out. Especially when wanting to insert a line break with Enter right after a `pass`, it inserts another word then. **Steps to reproduce:** Begin to type GDScript code. In my example, when tabbing `if` away I got `stepify` instead, and for `pass` I got `PAUSE_MODE_PROCESS` inserted. ",1,text editor autocompletion should suggest keywords operating system or device godot version windows godot stable issue description what happened and what was expected when typing code in the gdscript text editor the autocompletion never suggests keywords such as if true etc this makes it a little annoying to quickly tab them into the code without fully writing the keyword out especially when wanting to insert a line break with enter right after a pass it inserts another word then steps to reproduce begin to type gdscript code in my example when tabbing if away i got stepify instead and for pass i got pause mode process inserted ,1 14769,9481992648.0,IssuesEvent,2019-04-21 11:01:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Types/keywords are highlighted in $ operator node path,bug topic:editor usability,"This never really bothered me, but I thought that it's not unreasonable issue, so well, reporting it. ![image](https://user-images.githubusercontent.com/2223172/46584961-887c6d00-ca6a-11e8-8a09-15344542db89.png) ![image](https://user-images.githubusercontent.com/2223172/46584967-95995c00-ca6a-11e8-800f-28c964b1222b.png) Perfectly, anything that is after $ operator should be considered a constant string and highlighted with appropriate color, preferably the same as $ operator or standard text color. Right now the node paths are needlessly colorful and it might be confusing for some people. Here's a mockup for above code fix, with both color variants: ![image](https://user-images.githubusercontent.com/2223172/46585022-5fa8a780-ca6b-11e8-90ea-50409840410b.png) ![image](https://user-images.githubusercontent.com/2223172/46585024-66cfb580-ca6b-11e8-9fa3-850ddfa6bc7d.png)",True,"Types/keywords are highlighted in $ operator node path - This never really bothered me, but I thought that it's not unreasonable issue, so well, reporting it. ![image](https://user-images.githubusercontent.com/2223172/46584961-887c6d00-ca6a-11e8-8a09-15344542db89.png) ![image](https://user-images.githubusercontent.com/2223172/46584967-95995c00-ca6a-11e8-800f-28c964b1222b.png) Perfectly, anything that is after $ operator should be considered a constant string and highlighted with appropriate color, preferably the same as $ operator or standard text color. Right now the node paths are needlessly colorful and it might be confusing for some people. Here's a mockup for above code fix, with both color variants: ![image](https://user-images.githubusercontent.com/2223172/46585022-5fa8a780-ca6b-11e8-90ea-50409840410b.png) ![image](https://user-images.githubusercontent.com/2223172/46585024-66cfb580-ca6b-11e8-9fa3-850ddfa6bc7d.png)",1,types keywords are highlighted in operator node path this never really bothered me but i thought that it s not unreasonable issue so well reporting it perfectly anything that is after operator should be considered a constant string and highlighted with appropriate color preferably the same as operator or standard text color right now the node paths are needlessly colorful and it might be confusing for some people here s a mockup for above code fix with both color variants ,1 43637,23316732372.0,IssuesEvent,2022-08-08 13:09:25,modin-project/modin,https://api.github.com/repos/modin-project/modin,opened,PERF: `dtypes` call in `FileDispatcher.read` make almost all IO operations sync,Performance 🚀,"Place: https://github.com/modin-project/modin/blob/ef654c414364ca319812114324ad9d85e83ee68e/modin/core/io/file_dispatcher.py#L165 Would be great to find out another solution here to not block IO operations. ",True,"PERF: `dtypes` call in `FileDispatcher.read` make almost all IO operations sync - Place: https://github.com/modin-project/modin/blob/ef654c414364ca319812114324ad9d85e83ee68e/modin/core/io/file_dispatcher.py#L165 Would be great to find out another solution here to not block IO operations. ",0,perf dtypes call in filedispatcher read make almost all io operations sync place would be great to find out another solution here to not block io operations ,0 175886,6555303205.0,IssuesEvent,2017-09-06 09:45:35,ballerinalang/composer,https://api.github.com/repos/ballerinalang/composer,closed,UI issues in try-catch blocks,Bug Priority:High Severity:Major,"Release 0.93 - The labels in catch block does not show the full text until some statements are added inside ![try-catch1](https://user-images.githubusercontent.com/1845370/30022275-4c9c2ada-9188-11e7-86ad-c4fd767911dc.png) ",1.0,"UI issues in try-catch blocks - Release 0.93 - The labels in catch block does not show the full text until some statements are added inside ![try-catch1](https://user-images.githubusercontent.com/1845370/30022275-4c9c2ada-9188-11e7-86ad-c4fd767911dc.png) ",0,ui issues in try catch blocks release the labels in catch block does not show the full text until some statements are added inside ,0 25356,12237602243.0,IssuesEvent,2020-05-04 18:18:44,Azure/azure-sdk-for-python,https://api.github.com/repos/Azure/azure-sdk-for-python,closed,Auto-Args to main in Azure function App are not generated at new bindings,Client Functions Service Attention customer-reported,"- **Package Name**: Azure func core tools - **Package Version**: 2.7.2254 - **Operating System**: Windows - **Python Version**: 3.6 **Describe the bug** Have followed this URL: https://docs.microsoft.com/en-us/azure/python/tutorial-vs-code-serverless-python-07 to get the auto bindings generated. But, still after following the steps, I couldn’t get the auto generated arguments **To Reproduce** Steps to reproduce the behavior: 1. Follow the Steps as per URL above for Cosmos DB in binding with HTTPTrigger **Expected behavior** After Adding the new in binding to HTTPTrigger Azure function, expect SDK to auto-generate Args to access the data from Cosmos Graph/SQL inside function's main ![Azure python binding Args](https://user-images.githubusercontent.com/29890085/76819443-0bfbd980-686d-11ea-8e4b-62f01fe1fa67.jpg) **Additional context** Any suggestions to get the data from grapgh DB using Gremlin API are most welcome ",1.0,"Auto-Args to main in Azure function App are not generated at new bindings - - **Package Name**: Azure func core tools - **Package Version**: 2.7.2254 - **Operating System**: Windows - **Python Version**: 3.6 **Describe the bug** Have followed this URL: https://docs.microsoft.com/en-us/azure/python/tutorial-vs-code-serverless-python-07 to get the auto bindings generated. But, still after following the steps, I couldn’t get the auto generated arguments **To Reproduce** Steps to reproduce the behavior: 1. Follow the Steps as per URL above for Cosmos DB in binding with HTTPTrigger **Expected behavior** After Adding the new in binding to HTTPTrigger Azure function, expect SDK to auto-generate Args to access the data from Cosmos Graph/SQL inside function's main ![Azure python binding Args](https://user-images.githubusercontent.com/29890085/76819443-0bfbd980-686d-11ea-8e4b-62f01fe1fa67.jpg) **Additional context** Any suggestions to get the data from grapgh DB using Gremlin API are most welcome ",0,auto args to main in azure function app are not generated at new bindings package name azure func core tools package version operating system windows python version describe the bug have followed this url to get the auto bindings generated but still after following the steps i couldn’t get the auto generated arguments to reproduce steps to reproduce the behavior follow the steps as per url above for cosmos db in binding with httptrigger expected behavior after adding the new in binding to httptrigger azure function expect sdk to auto generate args to access the data from cosmos graph sql inside function s main additional context any suggestions to get the data from grapgh db using gremlin api are most welcome ,0 25134,24769063902.0,IssuesEvent,2022-10-22 22:55:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Tile pick button sometimes unavailable in TileSet painting mode,bug topic:editor usability topic:2d,"### Godot version 4.0 0b627c4 ### System information Windows 10 x64 ### Issue description ![godot_K7xoRqRy9R](https://user-images.githubusercontent.com/2223172/197365175-6b670ec4-6b03-49d8-8489-4a0605b2e921.gif) Notice how the pick button (on the right) disappears when changing between atlas setup and painting. Changing to a different atlas source fixes the issue. ### Steps to reproduce 1. Have a TileSet 2. Go to tile property painting mode (e.g. for collision shapes) 3. The pick button is not there sometimes ### Minimal reproduction project _No response_",True,"Tile pick button sometimes unavailable in TileSet painting mode - ### Godot version 4.0 0b627c4 ### System information Windows 10 x64 ### Issue description ![godot_K7xoRqRy9R](https://user-images.githubusercontent.com/2223172/197365175-6b670ec4-6b03-49d8-8489-4a0605b2e921.gif) Notice how the pick button (on the right) disappears when changing between atlas setup and painting. Changing to a different atlas source fixes the issue. ### Steps to reproduce 1. Have a TileSet 2. Go to tile property painting mode (e.g. for collision shapes) 3. The pick button is not there sometimes ### Minimal reproduction project _No response_",1,tile pick button sometimes unavailable in tileset painting mode godot version system information windows issue description notice how the pick button on the right disappears when changing between atlas setup and painting changing to a different atlas source fixes the issue steps to reproduce have a tileset go to tile property painting mode e g for collision shapes the pick button is not there sometimes minimal reproduction project no response ,1 45862,9820759176.0,IssuesEvent,2019-06-14 04:16:43,WheezePuppet/specstar,https://api.github.com/repos/WheezePuppet/specstar,closed,Output number/size of graph components,analysis code phase 1,"When param_sweep.jl is executed, include among the output written to files the sizes (in # of agents) of each graph component. (Probably in same file as produced by #39.)",1.0,"Output number/size of graph components - When param_sweep.jl is executed, include among the output written to files the sizes (in # of agents) of each graph component. (Probably in same file as produced by #39.)",0,output number size of graph components when param sweep jl is executed include among the output written to files the sizes in of agents of each graph component probably in same file as produced by ,0 13491,8517926872.0,IssuesEvent,2018-11-01 09:49:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add SpriteFrames editor automatically to bottom panel when selecting AnimatedSprite,Hacktoberfest enhancement topic:editor usability,"Every time the user wants to edit the sprite frames of an animated sprite node, he/she has to find the sprite frames resource in the inspector, then click once to bring up the resource menu and again to bring up the sprite frames window opening it , then adding it to the bottom panel. My suggestion is to have godot editor automatically check the AnimatedSprite node upon selection -if it has a spriteframes resource, then add the sprite frames button to the bottom panel - without any need from the user to click and dig to get to it. I know that this can be done with the addon system and I have already done it for myself- but I strongly believe that it should be a part of godot's design. The sprite frames editor is a pain in the arse to get to, considering that it will disappear,along with its button in the bottom panel every time you click on any other node in the scene. Lets reduce the number of clicks required by the user to get to it - they really add up ",True,"Add SpriteFrames editor automatically to bottom panel when selecting AnimatedSprite - Every time the user wants to edit the sprite frames of an animated sprite node, he/she has to find the sprite frames resource in the inspector, then click once to bring up the resource menu and again to bring up the sprite frames window opening it , then adding it to the bottom panel. My suggestion is to have godot editor automatically check the AnimatedSprite node upon selection -if it has a spriteframes resource, then add the sprite frames button to the bottom panel - without any need from the user to click and dig to get to it. I know that this can be done with the addon system and I have already done it for myself- but I strongly believe that it should be a part of godot's design. The sprite frames editor is a pain in the arse to get to, considering that it will disappear,along with its button in the bottom panel every time you click on any other node in the scene. Lets reduce the number of clicks required by the user to get to it - they really add up ",1,add spriteframes editor automatically to bottom panel when selecting animatedsprite every time the user wants to edit the sprite frames of an animated sprite node he she has to find the sprite frames resource in the inspector then click once to bring up the resource menu and again to bring up the sprite frames window opening it then adding it to the bottom panel my suggestion is to have godot editor automatically check the animatedsprite node upon selection if it has a spriteframes resource then add the sprite frames button to the bottom panel without any need from the user to click and dig to get to it i know that this can be done with the addon system and i have already done it for myself but i strongly believe that it should be a part of godot s design the sprite frames editor is a pain in the arse to get to considering that it will disappear along with its button in the bottom panel every time you click on any other node in the scene lets reduce the number of clicks required by the user to get to it they really add up ,1 64428,15884008668.0,IssuesEvent,2021-04-09 18:13:31,spacetelescope/romancal,https://api.github.com/repos/spacetelescope/romancal,closed,Test to show WFI ingest (SOC-628.3),RDADS SOC-328.3 build0.2,"_Issue [RCAL-150](https://jira.stsci.edu/browse/RCAL-150) was created on JIRA by [David Davis](https://jira.stsci.edu/secure/ViewProfile.jspa?name=ddavis):_ An automated test to show the ingest WFI Level 1 data products for the imaging mode",1.0,"Test to show WFI ingest (SOC-628.3) - _Issue [RCAL-150](https://jira.stsci.edu/browse/RCAL-150) was created on JIRA by [David Davis](https://jira.stsci.edu/secure/ViewProfile.jspa?name=ddavis):_ An automated test to show the ingest WFI Level 1 data products for the imaging mode",0,test to show wfi ingest soc issue was created on jira by an automated test to show the ingest wfi level data products for the imaging mode,0 169368,13135207376.0,IssuesEvent,2020-08-07 02:03:51,dapr/dapr,https://api.github.com/repos/dapr/dapr,closed,Show CPU/Memory usage for performance tests,P1 area/test/performance,"For service invocation, show the target daprd sidecar container usage in terms of CPU (Millicores) and Memory (Megabytes).",1.0,"Show CPU/Memory usage for performance tests - For service invocation, show the target daprd sidecar container usage in terms of CPU (Millicores) and Memory (Megabytes).",0,show cpu memory usage for performance tests for service invocation show the target daprd sidecar container usage in terms of cpu millicores and memory megabytes ,0 322207,23896723219.0,IssuesEvent,2022-09-08 15:16:54,xKDR/CRRao.jl,https://api.github.com/repos/xKDR/CRRao.jl,opened,Design for Gaussian Process Regression,documentation enhancement,Initiating the discussion for Gaussian Process regression,1.0,Design for Gaussian Process Regression - Initiating the discussion for Gaussian Process regression,0,design for gaussian process regression initiating the discussion for gaussian process regression,0 26810,27189128527.0,IssuesEvent,2023-02-19 15:34:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,CPUParticles2D damping is limited to 100,enhancement topic:editor usability,"### Godot version Godot_v3.4.2-stable_x11 ### System information Ubuntu desktop ### Issue description In the editor, the value for [CPUParticles2D.damping](https://docs.godotengine.org/en/stable/classes/class_cpuparticles2d.html#class-cpuparticles2d-property-damping) is arbitrarily clamped to 100.0: ![image](https://user-images.githubusercontent.com/364501/147692389-97117b68-a57b-4613-902a-7ebaa8678b8c.png) This can be hacked around by creating a damping curve that moves from zero immediately to the actual value you want (eg, 250): ![image](https://user-images.githubusercontent.com/364501/147692573-062c946f-7740-454a-998a-28c6501450bd.png) It may also be hackable by setting the value in code (I haven't confirmed this). ### Steps to reproduce - Create a CPUParticles2D node - Give it some high velocity that you want to dampen quickly (say, 1000) - Try to dampen it to 300 - See that you can't raise the value above 100 ### Minimal reproduction project _No response_",True,"CPUParticles2D damping is limited to 100 - ### Godot version Godot_v3.4.2-stable_x11 ### System information Ubuntu desktop ### Issue description In the editor, the value for [CPUParticles2D.damping](https://docs.godotengine.org/en/stable/classes/class_cpuparticles2d.html#class-cpuparticles2d-property-damping) is arbitrarily clamped to 100.0: ![image](https://user-images.githubusercontent.com/364501/147692389-97117b68-a57b-4613-902a-7ebaa8678b8c.png) This can be hacked around by creating a damping curve that moves from zero immediately to the actual value you want (eg, 250): ![image](https://user-images.githubusercontent.com/364501/147692573-062c946f-7740-454a-998a-28c6501450bd.png) It may also be hackable by setting the value in code (I haven't confirmed this). ### Steps to reproduce - Create a CPUParticles2D node - Give it some high velocity that you want to dampen quickly (say, 1000) - Try to dampen it to 300 - See that you can't raise the value above 100 ### Minimal reproduction project _No response_",1, damping is limited to godot version godot stable system information ubuntu desktop issue description in the editor the value for is arbitrarily clamped to this can be hacked around by creating a damping curve that moves from zero immediately to the actual value you want eg it may also be hackable by setting the value in code i haven t confirmed this steps to reproduce create a node give it some high velocity that you want to dampen quickly say try to dampen it to see that you can t raise the value above minimal reproduction project no response ,1 18199,12677383747.0,IssuesEvent,2020-06-19 07:39:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Make the code that colors functions and member variables smarter,enhancement topic:editor usability,"As the title says. ## The issue right now The code for coloring the text for functions and member variables is fairly simplistic at the moment, the function coloring colors every piece of text before a pair of parenthesis and the member variable coloring colors every piece of text after a period. ## What can be done about it? How about making the system smarter by using information gleaned from parsing the code in the editor. - Only color member variables that are known to exist. Otherwise leave the text white. - Only color functions that are known to exist (and only if the inheritance is correct). Otherwise leave the text white. - For both, you could even have the editor throw an error if it's a safe bet that said white text would stop the game (I know we may not be able to catch everything, that's why I said a 'safe' bet). --- In a sense, use the color feature to help developers write working code more of the time so there's less time quashing errors. Comments? ",True,"Make the code that colors functions and member variables smarter - As the title says. ## The issue right now The code for coloring the text for functions and member variables is fairly simplistic at the moment, the function coloring colors every piece of text before a pair of parenthesis and the member variable coloring colors every piece of text after a period. ## What can be done about it? How about making the system smarter by using information gleaned from parsing the code in the editor. - Only color member variables that are known to exist. Otherwise leave the text white. - Only color functions that are known to exist (and only if the inheritance is correct). Otherwise leave the text white. - For both, you could even have the editor throw an error if it's a safe bet that said white text would stop the game (I know we may not be able to catch everything, that's why I said a 'safe' bet). --- In a sense, use the color feature to help developers write working code more of the time so there's less time quashing errors. Comments? ",1,make the code that colors functions and member variables smarter as the title says the issue right now the code for coloring the text for functions and member variables is fairly simplistic at the moment the function coloring colors every piece of text before a pair of parenthesis and the member variable coloring colors every piece of text after a period what can be done about it how about making the system smarter by using information gleaned from parsing the code in the editor only color member variables that are known to exist otherwise leave the text white only color functions that are known to exist and only if the inheritance is correct otherwise leave the text white for both you could even have the editor throw an error if it s a safe bet that said white text would stop the game i know we may not be able to catch everything that s why i said a safe bet in a sense use the color feature to help developers write working code more of the time so there s less time quashing errors comments ,1 18173,12625832833.0,IssuesEvent,2020-06-14 13:52:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Particles 3D, Shape mode ""points"": points can be defined only in distance from 0 to 1 from the origin",discussion enhancement usability,"**Operating system or device - Godot version:** e93ce33 Gpu: Gtx1060 **Issue description:** With R/G/B color pixels we can code position of emission points in `points' and 'directed points` emission shapes. But it's impossible to move them They can have position values only from 0 to 1 in local world coords. Take a look at the screen: ![part_pos](https://user-images.githubusercontent.com/6129594/29184204-b37cea28-7e05-11e7-933d-923c493a9ac5.png) Yellow box visibility is not very big (radius around 2 I think), lets say I have some bigger object in the game like boss and I wanted to use one particle emitter to have some nice effect. Unfortunately distance from the center cant be more than 1 (but only in positive directions). Maybe we could have additional factor to scale this distance? **Steps to reproduce:** **Link to minimal example project:** ",True,"Particles 3D, Shape mode ""points"": points can be defined only in distance from 0 to 1 from the origin - **Operating system or device - Godot version:** e93ce33 Gpu: Gtx1060 **Issue description:** With R/G/B color pixels we can code position of emission points in `points' and 'directed points` emission shapes. But it's impossible to move them They can have position values only from 0 to 1 in local world coords. Take a look at the screen: ![part_pos](https://user-images.githubusercontent.com/6129594/29184204-b37cea28-7e05-11e7-933d-923c493a9ac5.png) Yellow box visibility is not very big (radius around 2 I think), lets say I have some bigger object in the game like boss and I wanted to use one particle emitter to have some nice effect. Unfortunately distance from the center cant be more than 1 (but only in positive directions). Maybe we could have additional factor to scale this distance? **Steps to reproduce:** **Link to minimal example project:** ",1,particles shape mode points points can be defined only in distance from to from the origin operating system or device godot version gpu issue description with r g b color pixels we can code position of emission points in points and directed points emission shapes but it s impossible to move them they can have position values only from to in local world coords take a look at the screen yellow box visibility is not very big radius around i think lets say i have some bigger object in the game like boss and i wanted to use one particle emitter to have some nice effect unfortunately distance from the center cant be more than but only in positive directions maybe we could have additional factor to scale this distance steps to reproduce link to minimal example project ,1 15682,10230292241.0,IssuesEvent,2019-08-17 20:12:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Auto apply materials,feature proposal topic:editor usability,"I have a basic import script which applies a material from the material library to meshes that have a material, if they don't, then it applies a default material from the library. Currently us artist needs to apply the materials after they have imported the mesh into godot each time, which is a pain. It would be good to have something automatic like this built in to Godot. I've linked the script to give a better idea of what it does. https://github.com/bit-shift-io/trains-and-things/blob/master/Script/Import.gd ",True,"Auto apply materials - I have a basic import script which applies a material from the material library to meshes that have a material, if they don't, then it applies a default material from the library. Currently us artist needs to apply the materials after they have imported the mesh into godot each time, which is a pain. It would be good to have something automatic like this built in to Godot. I've linked the script to give a better idea of what it does. https://github.com/bit-shift-io/trains-and-things/blob/master/Script/Import.gd ",1,auto apply materials i have a basic import script which applies a material from the material library to meshes that have a material if they don t then it applies a default material from the library currently us artist needs to apply the materials after they have imported the mesh into godot each time which is a pain it would be good to have something automatic like this built in to godot i ve linked the script to give a better idea of what it does ,1 28156,31884440963.0,IssuesEvent,2023-09-16 19:27:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,LightmapProbes not selectable in the 3D editor viewport,bug topic:editor usability topic:3d,"### Describe the project you are working on N/A ### Describe the problem or limitation you are having in your project As of currently, you cannot click-select them in 3D view and have to select them from scene tree. Considering that manually placing down light probes is already somewhat laborious(and using something to place them on a subdivided grid may not be enough), not being able to click-select them would be a huge pain. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation It helps speed up the process of manually placing `LightmapProbe`s and moving them about. A huge QoL improvement in my opinion. ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams When the user clicks on a `LightmapProbe`'s gizmo(see the circular thing below), the `LightmapProbe` it belongs to will be selected and moved around easily. That's literally it. ![image](https://github.com/godotengine/godot-proposals/assets/25323231/aa223828-9352-4fbe-a109-4e81493b0f3d) ### If this enhancement will not be used often, can it be worked around with a few lines of script? `LightmapProbe` is implemented in core. ### Is there a reason why this should be core and not an add-on in the asset library? See above.",True,"LightmapProbes not selectable in the 3D editor viewport - ### Describe the project you are working on N/A ### Describe the problem or limitation you are having in your project As of currently, you cannot click-select them in 3D view and have to select them from scene tree. Considering that manually placing down light probes is already somewhat laborious(and using something to place them on a subdivided grid may not be enough), not being able to click-select them would be a huge pain. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation It helps speed up the process of manually placing `LightmapProbe`s and moving them about. A huge QoL improvement in my opinion. ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams When the user clicks on a `LightmapProbe`'s gizmo(see the circular thing below), the `LightmapProbe` it belongs to will be selected and moved around easily. That's literally it. ![image](https://github.com/godotengine/godot-proposals/assets/25323231/aa223828-9352-4fbe-a109-4e81493b0f3d) ### If this enhancement will not be used often, can it be worked around with a few lines of script? `LightmapProbe` is implemented in core. ### Is there a reason why this should be core and not an add-on in the asset library? See above.",1,lightmapprobes not selectable in the editor viewport describe the project you are working on n a describe the problem or limitation you are having in your project as of currently you cannot click select them in view and have to select them from scene tree considering that manually placing down light probes is already somewhat laborious and using something to place them on a subdivided grid may not be enough not being able to click select them would be a huge pain describe the feature enhancement and how it helps to overcome the problem or limitation it helps speed up the process of manually placing lightmapprobe s and moving them about a huge qol improvement in my opinion describe how your proposal will work with code pseudo code mock ups and or diagrams when the user clicks on a lightmapprobe s gizmo see the circular thing below the lightmapprobe it belongs to will be selected and moved around easily that s literally it if this enhancement will not be used often can it be worked around with a few lines of script lightmapprobe is implemented in core is there a reason why this should be core and not an add on in the asset library see above ,1 642923,20917774602.0,IssuesEvent,2022-03-24 14:48:02,vibbits/GGW-Elm,https://api.github.com/repos/vibbits/GGW-Elm,closed,Change types of showBsmb1Overhang,bug High priority,"Change the types of he function `showBsmb1Overhang : Maybe Bsmb1Overhang -> String` to: `showBsmb1Overhang : Bsmb1Overhang -> String` That way the Encoders will encode a `Null` value instead of `""""`.",1.0,"Change types of showBsmb1Overhang - Change the types of he function `showBsmb1Overhang : Maybe Bsmb1Overhang -> String` to: `showBsmb1Overhang : Bsmb1Overhang -> String` That way the Encoders will encode a `Null` value instead of `""""`.",0,change types of change the types of he function maybe string to string that way the encoders will encode a null value instead of ,0 15678,10229093765.0,IssuesEvent,2019-08-17 09:25:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Create new scene from file system dock,discussion enhancement topic:editor usability," **Godot version:** 3.1 beta8 **Issue description:** 3.1 introduced some QoL context menu entries for creating a Script or Resource from within the file system dock (by right-clicking something there). It's so convenient that I sometimes try to create a scene this way, only to discover (yet again) that the ""New scene"" button is missing. IMO it should be there. I know we can create a scene by clicking Scene -> New scene, but we can also create a script from File -> New script, and yet the New script option was added to file explorer. As a bonus, inheriting scene option could be there too. Eh, now that I think of it, you create a scene by saving, because you need a root node, but maybe this option could create a somewhat empty scene file.",True,"Create new scene from file system dock - **Godot version:** 3.1 beta8 **Issue description:** 3.1 introduced some QoL context menu entries for creating a Script or Resource from within the file system dock (by right-clicking something there). It's so convenient that I sometimes try to create a scene this way, only to discover (yet again) that the ""New scene"" button is missing. IMO it should be there. I know we can create a scene by clicking Scene -> New scene, but we can also create a script from File -> New script, and yet the New script option was added to file explorer. As a bonus, inheriting scene option could be there too. Eh, now that I think of it, you create a scene by saving, because you need a root node, but maybe this option could create a somewhat empty scene file.",1,create new scene from file system dock please search existing issues for potential duplicates before filing yours godot version issue description introduced some qol context menu entries for creating a script or resource from within the file system dock by right clicking something there it s so convenient that i sometimes try to create a scene this way only to discover yet again that the new scene button is missing imo it should be there i know we can create a scene by clicking scene new scene but we can also create a script from file new script and yet the new script option was added to file explorer as a bonus inheriting scene option could be there too eh now that i think of it you create a scene by saving because you need a root node but maybe this option could create a somewhat empty scene file ,1 16199,10616903078.0,IssuesEvent,2019-10-12 15:14:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Open Scene with Missing dependencies is too small,bug topic:editor usability,"**Godot version:** Godot 3.2 Alpha 2 **OS/device including version:** Operating System: Mac OS Mojave 10.14.6 Screen Resolution: Retina (2880x1800), HIDPI Graphics Card: AMD Radeon R9 M370X 2GB **Issue description:** The missing dependecies dialog is too small to see the missing dependencies and cannot be resized: **Steps to reproduce:** The node type does not matter, simply the scenes are important. 1) Create a Scene A 2) Create Scene B 3) Instanciate Scene B as a child of A 4) Close Scene B and A 4) Delete Scene B 5) Open Scene A **Minimal reproduction project:** I can provide my project, but I think the steps to reproduce are easy.",True,"Open Scene with Missing dependencies is too small - **Godot version:** Godot 3.2 Alpha 2 **OS/device including version:** Operating System: Mac OS Mojave 10.14.6 Screen Resolution: Retina (2880x1800), HIDPI Graphics Card: AMD Radeon R9 M370X 2GB **Issue description:** The missing dependecies dialog is too small to see the missing dependencies and cannot be resized: **Steps to reproduce:** The node type does not matter, simply the scenes are important. 1) Create a Scene A 2) Create Scene B 3) Instanciate Scene B as a child of A 4) Close Scene B and A 4) Delete Scene B 5) Open Scene A **Minimal reproduction project:** I can provide my project, but I think the steps to reproduce are easy.",1,open scene with missing dependencies is too small godot version godot alpha os device including version operating system mac os mojave screen resolution retina hidpi graphics card amd radeon issue description the missing dependecies dialog is too small to see the missing dependencies and cannot be resized img width alt bildschirmfoto um src steps to reproduce the node type does not matter simply the scenes are important create a scene a create scene b instanciate scene b as a child of a close scene b and a delete scene b open scene a minimal reproduction project i can provide my project but i think the steps to reproduce are easy ,1 135019,19458111293.0,IssuesEvent,2021-12-23 03:29:45,miho73/IPU,https://api.github.com/repos/miho73/IPU,closed,CSS font setting is not correctly set,bug design cost-small,"### Steps to reproduce In univ.css, very top object, font-face block. Colon is missing. ### ✔️ Expected Behavior _No response_ ### ❌ Actual Behavior Font is not rendered as expected.",1.0,"CSS font setting is not correctly set - ### Steps to reproduce In univ.css, very top object, font-face block. Colon is missing. ### ✔️ Expected Behavior _No response_ ### ❌ Actual Behavior Font is not rendered as expected.",0,css font setting is not correctly set steps to reproduce in univ css very top object font face block colon is missing ✔️ expected behavior no response ❌ actual behavior font is not rendered as expected ,0 27976,4074915818.0,IssuesEvent,2016-05-28 20:09:55,OfficeDev/Office-UI-Fabric,https://api.github.com/repos/OfficeDev/Office-UI-Fabric,opened,Pivot: Should the tab style be removed?,needs-design,"![image](https://cloud.githubusercontent.com/assets/1382445/15629721/5b2e6408-24d5-11e6-9874-58dbf12b72af.png) I don't see design specs for this variant (both small and large tabs). Are these no longer part of the design language?",1.0,"Pivot: Should the tab style be removed? - ![image](https://cloud.githubusercontent.com/assets/1382445/15629721/5b2e6408-24d5-11e6-9874-58dbf12b72af.png) I don't see design specs for this variant (both small and large tabs). Are these no longer part of the design language?",0,pivot should the tab style be removed i don t see design specs for this variant both small and large tabs are these no longer part of the design language ,0 6157,4164342214.0,IssuesEvent,2016-06-18 18:35:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,bug with drag&drop in the Scene tab,bug topic:editor usability,"Latest commit c7292b1 1. start dragging an unselected nodes which leads to scrolling list 2. the fall of the node, scrolling continues until the mouse click. ![2016-05-11_21-59-25](https://cloud.githubusercontent.com/assets/7782218/15192886/ea794b60-17c3-11e6-9eca-ce4e2bf79584.gif) that's going to happen if drag selected node in a large list: ![2016-05-11_22-47-02](https://cloud.githubusercontent.com/assets/7782218/15194319/0ef7acdc-17cb-11e6-90c7-cba9fc1b1b25.gif) ",True,"bug with drag&drop in the Scene tab - Latest commit c7292b1 1. start dragging an unselected nodes which leads to scrolling list 2. the fall of the node, scrolling continues until the mouse click. ![2016-05-11_21-59-25](https://cloud.githubusercontent.com/assets/7782218/15192886/ea794b60-17c3-11e6-9eca-ce4e2bf79584.gif) that's going to happen if drag selected node in a large list: ![2016-05-11_22-47-02](https://cloud.githubusercontent.com/assets/7782218/15194319/0ef7acdc-17cb-11e6-90c7-cba9fc1b1b25.gif) ",1,bug with drag drop in the scene tab latest commit start dragging an unselected nodes which leads to scrolling list the fall of the node scrolling continues until the mouse click that s going to happen if drag selected node in a large list ,1 210887,16389078075.0,IssuesEvent,2021-05-17 14:06:15,telerik/kendo-react,https://api.github.com/repos/telerik/kendo-react,closed,NumericTextBox typo in API reference,documentation pkg:inputs,"https://www.telerik.com/kendo-react-ui/components/inputs/api/NumericTextBoxProps/#toc-format The format can't be `null`. It is `string | NumberFormatOptions` Currently description says: >If set to null or undefined, the default format will be used. However setting it to null throws and error, the possible options are empty string or undefined.",1.0,"NumericTextBox typo in API reference - https://www.telerik.com/kendo-react-ui/components/inputs/api/NumericTextBoxProps/#toc-format The format can't be `null`. It is `string | NumberFormatOptions` Currently description says: >If set to null or undefined, the default format will be used. However setting it to null throws and error, the possible options are empty string or undefined.",0,numerictextbox typo in api reference the format can t be null it is string numberformatoptions currently description says if set to null or undefined the default format will be used however setting it to null throws and error the possible options are empty string or undefined ,0 17109,11687847124.0,IssuesEvent,2020-03-05 13:34:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add Point2i type for integer coordinates (like in TileMap),discussion enhancement topic:gdscript usability,"GDScript only has float vector structs (Vector2/Vector3), no integer versions, so functions like `TileMap::get_used_cells` convert their integer cell coordinates to `Vector2`s. If they're left as `Vector2`s when we do calculations on them, like adding/subtracting to get adjacent cells, the floating-point math [could introduce small error](https://en.wikipedia.org/wiki/Floating_point#Accuracy_problems), and using the `Vector2` variable in certain ways will create bugs: - As keys in a Dictionary, since the hashes will be different and `==` will return false - Cast back to `int`s for the other TileMap functions, since the fractional part gets truncated, not rounded (example in GDScript: `int(1.9999999)` returns 1, not 2.) I'm avoiding the issue by converting the coordinates to Arrays `[int(vector.x), int(vector.y)]` before using them in my pathfinding/line-of-sight functions or the Dictionary where I keep extra map info. But it'd be more convenient and efficient to have an integer vector struct that works like `Vector2`, so I made a branch implementing the existing `Point2i` type from [math_2d.h](https://github.com/godotengine/godot/blob/master/core/math/math_2d.h#L369) into GDScript, Variant, the resource formats, and those TileMap functions: https://github.com/sheepandshepherd/godot/tree/point2i And a scene testing that the new type, operators, saving/loading, etc all work correctly: https://github.com/sheepandshepherd/godot-point2i-test Are these integer vector types something we'd want to add to Godot? If so, I can finish adding Point2iArray and Point3i types, then make a pull request. Or otherwise, I don't mind just sticking with IntArrays, which are a simpler solution to the problem; might not warrant adding new types to GDScript. ",True,"Add Point2i type for integer coordinates (like in TileMap) - GDScript only has float vector structs (Vector2/Vector3), no integer versions, so functions like `TileMap::get_used_cells` convert their integer cell coordinates to `Vector2`s. If they're left as `Vector2`s when we do calculations on them, like adding/subtracting to get adjacent cells, the floating-point math [could introduce small error](https://en.wikipedia.org/wiki/Floating_point#Accuracy_problems), and using the `Vector2` variable in certain ways will create bugs: - As keys in a Dictionary, since the hashes will be different and `==` will return false - Cast back to `int`s for the other TileMap functions, since the fractional part gets truncated, not rounded (example in GDScript: `int(1.9999999)` returns 1, not 2.) I'm avoiding the issue by converting the coordinates to Arrays `[int(vector.x), int(vector.y)]` before using them in my pathfinding/line-of-sight functions or the Dictionary where I keep extra map info. But it'd be more convenient and efficient to have an integer vector struct that works like `Vector2`, so I made a branch implementing the existing `Point2i` type from [math_2d.h](https://github.com/godotengine/godot/blob/master/core/math/math_2d.h#L369) into GDScript, Variant, the resource formats, and those TileMap functions: https://github.com/sheepandshepherd/godot/tree/point2i And a scene testing that the new type, operators, saving/loading, etc all work correctly: https://github.com/sheepandshepherd/godot-point2i-test Are these integer vector types something we'd want to add to Godot? If so, I can finish adding Point2iArray and Point3i types, then make a pull request. Or otherwise, I don't mind just sticking with IntArrays, which are a simpler solution to the problem; might not warrant adding new types to GDScript. ",1,add type for integer coordinates like in tilemap gdscript only has float vector structs no integer versions so functions like tilemap get used cells convert their integer cell coordinates to s if they re left as s when we do calculations on them like adding subtracting to get adjacent cells the floating point math and using the variable in certain ways will create bugs as keys in a dictionary since the hashes will be different and will return false cast back to int s for the other tilemap functions since the fractional part gets truncated not rounded example in gdscript int returns not i m avoiding the issue by converting the coordinates to arrays before using them in my pathfinding line of sight functions or the dictionary where i keep extra map info but it d be more convenient and efficient to have an integer vector struct that works like so i made a branch implementing the existing type from into gdscript variant the resource formats and those tilemap functions and a scene testing that the new type operators saving loading etc all work correctly are these integer vector types something we d want to add to godot if so i can finish adding and types then make a pull request or otherwise i don t mind just sticking with intarrays which are a simpler solution to the problem might not warrant adding new types to gdscript ,1 58294,7131131901.0,IssuesEvent,2018-01-22 09:53:22,medialab/toflit18,https://api.github.com/repos/medialab/toflit18,closed,problems in metadata,design dev client,"http://toflit18.medialab.sciences-po.fr/#/exploration/meta # colonne data ## header select ""source type"" ou ""direction"" ou ""products"" ou ""countries"" un deuxième select si ""products"" ou ""countries"" permettant de choisir une classification ## filtres mockup ok # colonne viz - un histogramme montrant le nombre de direction par an - une série d'histogramme un par valeur de ce qui a été choisi dans le header de data chaque histogramme montre le nombre de flux contenant cette valeur par année. Cette série d'histogramme n'est peuplée que si le nombre de valeurs possibles est inférieur à 20 ou 30 ? voir #101 - si pas trop long, ajouter une représentation (visuelle ou pas) de la clef de trie # colonne legend couleur du barchart 1 => nombre direction couleur du barchart 2 => nombre de flux ajotuer un paragraphe de texte : ""barcharts are sorted by average number of flows per year""",1.0,"problems in metadata - http://toflit18.medialab.sciences-po.fr/#/exploration/meta # colonne data ## header select ""source type"" ou ""direction"" ou ""products"" ou ""countries"" un deuxième select si ""products"" ou ""countries"" permettant de choisir une classification ## filtres mockup ok # colonne viz - un histogramme montrant le nombre de direction par an - une série d'histogramme un par valeur de ce qui a été choisi dans le header de data chaque histogramme montre le nombre de flux contenant cette valeur par année. Cette série d'histogramme n'est peuplée que si le nombre de valeurs possibles est inférieur à 20 ou 30 ? voir #101 - si pas trop long, ajouter une représentation (visuelle ou pas) de la clef de trie # colonne legend couleur du barchart 1 => nombre direction couleur du barchart 2 => nombre de flux ajotuer un paragraphe de texte : ""barcharts are sorted by average number of flows per year""",0,problems in metadata colonne data header select source type ou direction ou products ou countries un deuxième select si products ou countries permettant de choisir une classification filtres mockup ok colonne viz un histogramme montrant le nombre de direction par an une série d histogramme un par valeur de ce qui a été choisi dans le header de data chaque histogramme montre le nombre de flux contenant cette valeur par année cette série d histogramme n est peuplée que si le nombre de valeurs possibles est inférieur à ou voir si pas trop long ajouter une représentation visuelle ou pas de la clef de trie colonne legend couleur du barchart nombre direction couleur du barchart nombre de flux ajotuer un paragraphe de texte barcharts are sorted by average number of flows per year ,0 26886,27312351678.0,IssuesEvent,2023-02-24 13:13:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The Advanced Scene Import Dialog doesn't always switch back to a visible tab.,bug topic:editor usability topic:import,"### Godot version 4.0 RC4 ### System information Arch Linux, KDE Plasma Version: 5.27.0, Linux 6.1.12-zen1-1-zen, X11 AMD Ryzen 5 2400G, NVIDIA GeForce GTX 1660 ### Issue description Sometimes, nothing appears on the left side panel of the Advanced Import window when editing AnimationLibrary's. ### Steps to reproduce 1. Open a regular model. 2. pick a different tab other than the first. 3. Open an Animation Library [advancedimportbug.webm](https://user-images.githubusercontent.com/32441086/221053564-c57dc619-d83a-4aca-bcb3-988772a6a8c4.webm) ### Minimal reproduction project N/A",True,"The Advanced Scene Import Dialog doesn't always switch back to a visible tab. - ### Godot version 4.0 RC4 ### System information Arch Linux, KDE Plasma Version: 5.27.0, Linux 6.1.12-zen1-1-zen, X11 AMD Ryzen 5 2400G, NVIDIA GeForce GTX 1660 ### Issue description Sometimes, nothing appears on the left side panel of the Advanced Import window when editing AnimationLibrary's. ### Steps to reproduce 1. Open a regular model. 2. pick a different tab other than the first. 3. Open an Animation Library [advancedimportbug.webm](https://user-images.githubusercontent.com/32441086/221053564-c57dc619-d83a-4aca-bcb3-988772a6a8c4.webm) ### Minimal reproduction project N/A",1,the advanced scene import dialog doesn t always switch back to a visible tab godot version system information arch linux kde plasma version linux zen amd ryzen nvidia geforce gtx issue description sometimes nothing appears on the left side panel of the advanced import window when editing animationlibrary s steps to reproduce open a regular model pick a different tab other than the first open an animation library minimal reproduction project n a,1 552519,16242278257.0,IssuesEvent,2021-05-07 10:59:21,Laravel-Backpack/CRUD,https://api.github.com/repos/Laravel-Backpack/CRUD,closed,[Question] MorphMany issue ,Priority: SHOULD breaking change,"Hi! How can i use polymorph with backpack ? I have 2 models: ticket and todo And i have 1 model ""image"" that have relations with ""ticket"" and ""todo"" ""ticket"" have relation with ""Image"": ``` public function images() { return $this->morphMany('App\Models\Image', 'imageable'); } ``` ""Image"" have relation with ""ticket"": ``` public function imageable() { return $this->morphTo(); } ``` I created Image model table: ``` Schema::create('images', function (Blueprint $table){ $table->increments('id'); $table->string('url'); $table->integer('imageable_id'); $table->string('imageable_type'); $table->timestamps(); }); ``` When i try to use CRUD in TicketCrudController (I got Exception that array needed, but string sent): ``` $this->crud->addField([ // Image 'label' => 'ticket Image', 'type' => 'image', 'name' => 'images', 'entity' => 'images', 'attribute' => 'filename', 'model' => ""App\Models\Image"", 'upload' => true, 'disk' => 'uploads', 'morph' => true, ]); ``` i am getting error `Property [images] does not exist on this collection instance.` any one please help me how i can use it ",1.0,"[Question] MorphMany issue - Hi! How can i use polymorph with backpack ? I have 2 models: ticket and todo And i have 1 model ""image"" that have relations with ""ticket"" and ""todo"" ""ticket"" have relation with ""Image"": ``` public function images() { return $this->morphMany('App\Models\Image', 'imageable'); } ``` ""Image"" have relation with ""ticket"": ``` public function imageable() { return $this->morphTo(); } ``` I created Image model table: ``` Schema::create('images', function (Blueprint $table){ $table->increments('id'); $table->string('url'); $table->integer('imageable_id'); $table->string('imageable_type'); $table->timestamps(); }); ``` When i try to use CRUD in TicketCrudController (I got Exception that array needed, but string sent): ``` $this->crud->addField([ // Image 'label' => 'ticket Image', 'type' => 'image', 'name' => 'images', 'entity' => 'images', 'attribute' => 'filename', 'model' => ""App\Models\Image"", 'upload' => true, 'disk' => 'uploads', 'morph' => true, ]); ``` i am getting error `Property [images] does not exist on this collection instance.` any one please help me how i can use it ",0, morphmany issue hi how can i use polymorph with backpack i have models ticket and todo and i have model image that have relations with ticket and todo ticket have relation with image public function images return this morphmany app models image imageable image have relation with ticket public function imageable return this morphto i created image model table schema create images function blueprint table table increments id table string url table integer imageable id table string imageable type table timestamps when i try to use crud in ticketcrudcontroller i got exception that array needed but string sent this crud addfield image label ticket image type image name images entity images attribute filename model app models image upload true disk uploads morph true i am getting error property does not exist on this collection instance any one please help me how i can use it ,0 448804,31813638320.0,IssuesEvent,2023-09-13 18:42:34,tcet-opensource/documentation,https://api.github.com/repos/tcet-opensource/documentation,opened,Installation Step In Drive TCET Linux,documentation enhancement,"### Describe the improvement Add content in installation-in-drive.md ### Why do we need this? This will help to install TCET Linux in dirves ### Terms and Conditions - [X] I agree to follow this project's Code of Conduct",1.0,"Installation Step In Drive TCET Linux - ### Describe the improvement Add content in installation-in-drive.md ### Why do we need this? This will help to install TCET Linux in dirves ### Terms and Conditions - [X] I agree to follow this project's Code of Conduct",0,installation step in drive tcet linux describe the improvement add content in installation in drive md why do we need this this will help to install tcet linux in dirves terms and conditions i agree to follow this project s code of conduct,0 6293,4213988667.0,IssuesEvent,2016-06-29 20:52:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Default sprite name changing in AnimatedSprite,bug topic:editor usability,"**Operating system or device - Godot version:** Linux Mint 17.3 - Godot 2.1 **Issue description**: When you have a sprite associated with a node and you change the name ""default "", then you can't see the sprite on screen. If this should not be changed ( because one of the sprites must be named default ), you'd better don't let the user the possibily of change the name of the sprite. ![image](https://cloud.githubusercontent.com/assets/19497492/15982078/a09b1574-2f55-11e6-8f60-bf469d35b686.png) ",True,"Default sprite name changing in AnimatedSprite - **Operating system or device - Godot version:** Linux Mint 17.3 - Godot 2.1 **Issue description**: When you have a sprite associated with a node and you change the name ""default "", then you can't see the sprite on screen. If this should not be changed ( because one of the sprites must be named default ), you'd better don't let the user the possibily of change the name of the sprite. ![image](https://cloud.githubusercontent.com/assets/19497492/15982078/a09b1574-2f55-11e6-8f60-bf469d35b686.png) ",1,default sprite name changing in animatedsprite operating system or device godot version linux mint godot issue description when you have a sprite associated with a node and you change the name default then you can t see the sprite on screen if this should not be changed because one of the sprites must be named default you d better don t let the user the possibily of change the name of the sprite ,1 2697,3005058038.0,IssuesEvent,2015-07-26 15:41:02,JuliaLang/julia,https://api.github.com/repos/JuliaLang/julia,closed,Julia does not build when /bin/sh is not bash,build,"When /bin/sh is dash rather than bash, `make` fails with ``` make[2]: Leaving directory '/var/tmp/portage/dev-lang/julia-9999/work/julia-9999/src/flisp' ./flisp/flisp ./mk_julia_flisp_boot.scm type error: file: expected string, got #f in file ./mk_julia_flisp_boot.scm Makefile:90: recipe for target 'julia_flisp.boot' failed make[1]: *** [julia_flisp.boot] Error 1 ``` because `export julia_flisp.boot=$(BUILDDIR)/julia_flisp.boot` in `src/Makefile` does not work in other shells due to the dot in the variable name. One way to solve the issue is by setting `SHELL = /bin/bash` in the Makefile. Another is by removing the dot from the Makefile and `mk_julia_flisp_boot.scm`.",1.0,"Julia does not build when /bin/sh is not bash - When /bin/sh is dash rather than bash, `make` fails with ``` make[2]: Leaving directory '/var/tmp/portage/dev-lang/julia-9999/work/julia-9999/src/flisp' ./flisp/flisp ./mk_julia_flisp_boot.scm type error: file: expected string, got #f in file ./mk_julia_flisp_boot.scm Makefile:90: recipe for target 'julia_flisp.boot' failed make[1]: *** [julia_flisp.boot] Error 1 ``` because `export julia_flisp.boot=$(BUILDDIR)/julia_flisp.boot` in `src/Makefile` does not work in other shells due to the dot in the variable name. One way to solve the issue is by setting `SHELL = /bin/bash` in the Makefile. Another is by removing the dot from the Makefile and `mk_julia_flisp_boot.scm`.",0,julia does not build when bin sh is not bash when bin sh is dash rather than bash make fails with make leaving directory var tmp portage dev lang julia work julia src flisp flisp flisp mk julia flisp boot scm type error file expected string got f in file mk julia flisp boot scm makefile recipe for target julia flisp boot failed make error because export julia flisp boot builddir julia flisp boot in src makefile does not work in other shells due to the dot in the variable name one way to solve the issue is by setting shell bin bash in the makefile another is by removing the dot from the makefile and mk julia flisp boot scm ,0 16876,11450135667.0,IssuesEvent,2020-02-06 09:00:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Why android export so slow,discussion platform:android topic:porting usability," **Godot version:** Godot 3.1.2-devel (e766b16e9) **OS/device including version:** MacOSX 10.14.5 **Issue description:** When I export my game it takes: - 5 min 8 sec for android - 1 min 45 sec for iOS - 10 seconds for HTML5 All release builds. I think the most of time it just copying files from one folder to another. Building APK (in the end of process) takes less time then building IPA as far as I could notice. **Steps to reproduce:** **Minimal reproduction project:** ",True,"Why android export so slow - **Godot version:** Godot 3.1.2-devel (e766b16e9) **OS/device including version:** MacOSX 10.14.5 **Issue description:** When I export my game it takes: - 5 min 8 sec for android - 1 min 45 sec for iOS - 10 seconds for HTML5 All release builds. I think the most of time it just copying files from one folder to another. Building APK (in the end of process) takes less time then building IPA as far as I could notice. **Steps to reproduce:** **Minimal reproduction project:** ",1,why android export so slow please search existing issues for potential duplicates before filing yours godot version godot devel os device including version macosx issue description when i export my game it takes min sec for android min sec for ios seconds for all release builds i think the most of time it just copying files from one folder to another building apk in the end of process takes less time then building ipa as far as i could notice steps to reproduce minimal reproduction project ,1 4101,2544967604.0,IssuesEvent,2015-01-29 14:21:06,pychess/pychess,https://api.github.com/repos/pychess/pychess,closed,Check for sqlite dependency,bug imported Priority-Medium,"_From [wouterst...@gmail.com](https://code.google.com/u/102934909087409897177/) on November 01, 2006 15:38:04_ When sqlite is not installed pychess crashes with a cryptic error message ending in: import pysqlite2.dbapi2 as sqlite ImportError: No module named pysqlite2.dbapi2 With try: import pysqlite2.dbapi2 as sqlite except: errormessage here in a nice gtk window It would be much more userfriendly. _Original issue: http://code.google.com/p/pychess/issues/detail?id=74_",1.0,"Check for sqlite dependency - _From [wouterst...@gmail.com](https://code.google.com/u/102934909087409897177/) on November 01, 2006 15:38:04_ When sqlite is not installed pychess crashes with a cryptic error message ending in: import pysqlite2.dbapi2 as sqlite ImportError: No module named pysqlite2.dbapi2 With try: import pysqlite2.dbapi2 as sqlite except: errormessage here in a nice gtk window It would be much more userfriendly. _Original issue: http://code.google.com/p/pychess/issues/detail?id=74_",0,check for sqlite dependency from on november when sqlite is not installed pychess crashes with a cryptic error message ending in import as sqlite importerror no module named with try import as sqlite except errormessage here in a nice gtk window it would be much more userfriendly original issue ,0 19799,14576850673.0,IssuesEvent,2020-12-18 00:29:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocompleting searched signal callback inserts method call,bug topic:editor usability,"**Godot version:** 3.2 beta1 **Issue description:** ![wqq8ksn1QT](https://user-images.githubusercontent.com/2223172/68627686-ae323c00-04de-11ea-9d02-e92d9486c4e7.gif) Works correctly if you just select the method from list, but it means you can't search for method. ",True,"Autocompleting searched signal callback inserts method call - **Godot version:** 3.2 beta1 **Issue description:** ![wqq8ksn1QT](https://user-images.githubusercontent.com/2223172/68627686-ae323c00-04de-11ea-9d02-e92d9486c4e7.gif) Works correctly if you just select the method from list, but it means you can't search for method. ",1,autocompleting searched signal callback inserts method call godot version issue description works correctly if you just select the method from list but it means you can t search for method ,1 661397,22052839221.0,IssuesEvent,2022-05-30 10:10:16,o3de/o3de,https://api.github.com/repos/o3de/o3de,closed,Terrain: Setting specific fractional values at Height Query Resolution results in crash,kind/bug needs-triage sig/content priority/critical,"**Describe the bug** When both Terrain World Renderer and Terrain World components are added, setting fractional values at Height Query Resolution may result in crash, but not in all of the cases. Reproduction rate was 8/10 and it occurred randomly with no specific values found that did not cause the crash (except for any values with .5). Issue is active on Linux with lower reproduction rate. It did not occur on Windows when engine was built with a source configuration. **Prerequisites:** 1. O3DE built with the Pre-Built SDK configuration on Windows or Source on Linux. 2. Project with Terrain Gem added. **Steps to reproduce** Steps to reproduce the behavior: 1. Create an entity, add Terrain World and Terrain World Renderer components. 2. Set Height Query Resolution value to any fractional value (other than .5). 3. If crash did not occur, delete components, add them again and repeat step 2. **Expected behavior** Editor remains stable. **Actual behavior** Editor crashes. **Callstack** ``` Call Stack Trace: 7) 00007FFAD897FF27 (KERNELBASE) : UnhandledExceptionFilter 6) 00007FFADAB951B0 (ntdll) : memset 5) 00007FFADAB7C766 (ntdll) : _C_specific_handler 4) 00007FFADAB9209F (ntdll) : _chkstk 3) 00007FFADAB41454 (ntdll) : RtlRaiseException 2) 00007FFADAB90BCE (ntdll) : KiUserExceptionDispatcher 1) C:\o3de\o3de\Gems\Atom\RPI\Code\Source\RPI.Public\Model\Model.cpp (62) : AZ::RPI::Model::GetLods Exception Code: 0xC0000005 Exception Addr: 0x0033:0x00007FFA2A4D7E07 Exception Module: Exception Description: EXCEPTION_ACCESS_VIOLATION, Attempt to read from address 0x00000208 The memory could not be ""read"" ``` **Video** https://user-images.githubusercontent.com/100559077/170658313-6de7bc8f-03ea-4802-98ad-b9cd91bb72d6.mp4 **Found in Branch** Development (58adaf9) **Desktop:** - Device: PC - OS: Windows - Version: 10 - CPU: Intel Core i7-11700F - GPU: NVIDIA GeForce RTX 3070 **Additional files** [Editor.log](https://github.com/o3de/o3de/files/8784998/Editor.log) [error.log](https://github.com/o3de/o3de/files/8784999/error.log) [error.zip](https://github.com/o3de/o3de/files/8785006/error.zip) ",1.0,"Terrain: Setting specific fractional values at Height Query Resolution results in crash - **Describe the bug** When both Terrain World Renderer and Terrain World components are added, setting fractional values at Height Query Resolution may result in crash, but not in all of the cases. Reproduction rate was 8/10 and it occurred randomly with no specific values found that did not cause the crash (except for any values with .5). Issue is active on Linux with lower reproduction rate. It did not occur on Windows when engine was built with a source configuration. **Prerequisites:** 1. O3DE built with the Pre-Built SDK configuration on Windows or Source on Linux. 2. Project with Terrain Gem added. **Steps to reproduce** Steps to reproduce the behavior: 1. Create an entity, add Terrain World and Terrain World Renderer components. 2. Set Height Query Resolution value to any fractional value (other than .5). 3. If crash did not occur, delete components, add them again and repeat step 2. **Expected behavior** Editor remains stable. **Actual behavior** Editor crashes. **Callstack** ``` Call Stack Trace: 7) 00007FFAD897FF27 (KERNELBASE) : UnhandledExceptionFilter 6) 00007FFADAB951B0 (ntdll) : memset 5) 00007FFADAB7C766 (ntdll) : _C_specific_handler 4) 00007FFADAB9209F (ntdll) : _chkstk 3) 00007FFADAB41454 (ntdll) : RtlRaiseException 2) 00007FFADAB90BCE (ntdll) : KiUserExceptionDispatcher 1) C:\o3de\o3de\Gems\Atom\RPI\Code\Source\RPI.Public\Model\Model.cpp (62) : AZ::RPI::Model::GetLods Exception Code: 0xC0000005 Exception Addr: 0x0033:0x00007FFA2A4D7E07 Exception Module: Exception Description: EXCEPTION_ACCESS_VIOLATION, Attempt to read from address 0x00000208 The memory could not be ""read"" ``` **Video** https://user-images.githubusercontent.com/100559077/170658313-6de7bc8f-03ea-4802-98ad-b9cd91bb72d6.mp4 **Found in Branch** Development (58adaf9) **Desktop:** - Device: PC - OS: Windows - Version: 10 - CPU: Intel Core i7-11700F - GPU: NVIDIA GeForce RTX 3070 **Additional files** [Editor.log](https://github.com/o3de/o3de/files/8784998/Editor.log) [error.log](https://github.com/o3de/o3de/files/8784999/error.log) [error.zip](https://github.com/o3de/o3de/files/8785006/error.zip) ",0,terrain setting specific fractional values at height query resolution results in crash describe the bug when both terrain world renderer and terrain world components are added setting fractional values at height query resolution may result in crash but not in all of the cases reproduction rate was and it occurred randomly with no specific values found that did not cause the crash except for any values with issue is active on linux with lower reproduction rate it did not occur on windows when engine was built with a source configuration prerequisites built with the pre built sdk configuration on windows or source on linux project with terrain gem added steps to reproduce steps to reproduce the behavior create an entity add terrain world and terrain world renderer components set height query resolution value to any fractional value other than if crash did not occur delete components add them again and repeat step expected behavior editor remains stable actual behavior editor crashes callstack call stack trace kernelbase unhandledexceptionfilter ntdll memset ntdll c specific handler ntdll chkstk ntdll rtlraiseexception ntdll kiuserexceptiondispatcher c gems atom rpi code source rpi public model model cpp az rpi model getlods exception code exception addr exception module exception description exception access violation attempt to read from address the memory could not be read video found in branch development desktop device pc os windows version cpu intel core gpu nvidia geforce rtx additional files ,0 10677,6874609398.0,IssuesEvent,2017-11-19 01:37:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Main screen plugins can't set their icon,bug topic:plugin usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3.0 (63283eca5) **Issue description:** If you create a main screen plugin, you have no way to set its icon, leaving it as ""Error"" instead. ![godot_2017-11-18_23-29-14](https://user-images.githubusercontent.com/5599796/32986466-0fb17a46-ccb9-11e7-89bb-d35f3feac709.png) I also noticed that if the name is recognized, it'll use its icon: ![godot_2017-11-18_23-35-52](https://user-images.githubusercontent.com/5599796/32986470-4ca124b0-ccb9-11e7-82a4-af20fd093c78.png) **Link to minimal example project:** [main_screen.zip](https://github.com/godotengine/godot/files/1485216/main_screen.zip) ",True,"Main screen plugins can't set their icon - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3.0 (63283eca5) **Issue description:** If you create a main screen plugin, you have no way to set its icon, leaving it as ""Error"" instead. ![godot_2017-11-18_23-29-14](https://user-images.githubusercontent.com/5599796/32986466-0fb17a46-ccb9-11e7-89bb-d35f3feac709.png) I also noticed that if the name is recognized, it'll use its icon: ![godot_2017-11-18_23-35-52](https://user-images.githubusercontent.com/5599796/32986470-4ca124b0-ccb9-11e7-82a4-af20fd093c78.png) **Link to minimal example project:** [main_screen.zip](https://github.com/godotengine/godot/files/1485216/main_screen.zip) ",1,main screen plugins can t set their icon operating system or device godot version gpu model and driver if graphics related godot issue description if you create a main screen plugin you have no way to set its icon leaving it as error instead i also noticed that if the name is recognized it ll use its icon link to minimal example project ,1 21713,17571859710.0,IssuesEvent,2021-08-14 21:37:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Using inspector's 'instance new scene' dialog can be cumbersome in bigger projects,enhancement discussion topic:editor usability,"**Godot version:** 0afdc5c559520204987544d30560745dbf29a390 **OS/device including version:** Kubuntu 18.04 **Issue description:** Since some time we have new 'instance scene dialog' in inspector. When user wants to instance a scene in a scene tree he will see a very similar dialog to the 'quick open scene' one. In older Godot we had 'file explorer' style dialog, with favorites and recent folders. The way how new this behaves now makes it very hard for people who don't know perfectly how different scenes are named, especially if the project is big and couple developers are working on it. In the old scenario, each team member could favorite directories that he is using the most, check which folders he was using recently and travel through the project more naturally. I understand why this change was made, but I think the best way to allow such filtering would by extending the file dialog itself with search functionality. ![newinstance](https://user-images.githubusercontent.com/6129594/48661808-45091b80-ea78-11e8-9f65-89f6038eb2ab.gif) _my wife asked me to attach this gif :)_ ",True,"Using inspector's 'instance new scene' dialog can be cumbersome in bigger projects - **Godot version:** 0afdc5c559520204987544d30560745dbf29a390 **OS/device including version:** Kubuntu 18.04 **Issue description:** Since some time we have new 'instance scene dialog' in inspector. When user wants to instance a scene in a scene tree he will see a very similar dialog to the 'quick open scene' one. In older Godot we had 'file explorer' style dialog, with favorites and recent folders. The way how new this behaves now makes it very hard for people who don't know perfectly how different scenes are named, especially if the project is big and couple developers are working on it. In the old scenario, each team member could favorite directories that he is using the most, check which folders he was using recently and travel through the project more naturally. I understand why this change was made, but I think the best way to allow such filtering would by extending the file dialog itself with search functionality. ![newinstance](https://user-images.githubusercontent.com/6129594/48661808-45091b80-ea78-11e8-9f65-89f6038eb2ab.gif) _my wife asked me to attach this gif :)_ ",1,using inspector s instance new scene dialog can be cumbersome in bigger projects godot version os device including version kubuntu issue description since some time we have new instance scene dialog in inspector when user wants to instance a scene in a scene tree he will see a very similar dialog to the quick open scene one in older godot we had file explorer style dialog with favorites and recent folders the way how new this behaves now makes it very hard for people who don t know perfectly how different scenes are named especially if the project is big and couple developers are working on it in the old scenario each team member could favorite directories that he is using the most check which folders he was using recently and travel through the project more naturally i understand why this change was made but i think the best way to allow such filtering would by extending the file dialog itself with search functionality my wife asked me to attach this gif ,1 11856,7494177593.0,IssuesEvent,2018-04-07 06:05:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tagging code,feature proposal topic:editor topic:gdscript usability,"We were discussing different ways to make code tagging in Godot in #6371 and, since this idea is a little bit different, I'll make a separate discussion for it. **Why we need code tagging:** As projects grow, you get more and more code you need to manage. It's very likely that you forget about some incomplete, outdated or buggy block of code in some file. Code tagging can help with that, by showing code that needs attention. **How this should work:** - By default there should be a list of commonly used tags like [Incomplete], [Needs fixing], [To do] etc. - Users should be able to create their own tags - Tag properties: name, background color - In context menu of highlighted code, there should be [Apply Tag] dropdown menu. After user selects tag from it, background color behind selected lines of code should change to tag color ![screenshot at 2016-09-04 14 33 47](https://cloud.githubusercontent.com/assets/10696955/18230905/451507dc-72b2-11e6-84c7-ffabcd0f0251.png) - [Metrics] button on the panel with [Tutorials] and [Classes] could show the window with list of files with tagged code as well as percentage of tagged code in file/project ",True,"Tagging code - We were discussing different ways to make code tagging in Godot in #6371 and, since this idea is a little bit different, I'll make a separate discussion for it. **Why we need code tagging:** As projects grow, you get more and more code you need to manage. It's very likely that you forget about some incomplete, outdated or buggy block of code in some file. Code tagging can help with that, by showing code that needs attention. **How this should work:** - By default there should be a list of commonly used tags like [Incomplete], [Needs fixing], [To do] etc. - Users should be able to create their own tags - Tag properties: name, background color - In context menu of highlighted code, there should be [Apply Tag] dropdown menu. After user selects tag from it, background color behind selected lines of code should change to tag color ![screenshot at 2016-09-04 14 33 47](https://cloud.githubusercontent.com/assets/10696955/18230905/451507dc-72b2-11e6-84c7-ffabcd0f0251.png) - [Metrics] button on the panel with [Tutorials] and [Classes] could show the window with list of files with tagged code as well as percentage of tagged code in file/project ",1,tagging code we were discussing different ways to make code tagging in godot in and since this idea is a little bit different i ll make a separate discussion for it why we need code tagging as projects grow you get more and more code you need to manage it s very likely that you forget about some incomplete outdated or buggy block of code in some file code tagging can help with that by showing code that needs attention how this should work by default there should be a list of commonly used tags like etc users should be able to create their own tags tag properties name background color in context menu of highlighted code there should be dropdown menu after user selects tag from it background color behind selected lines of code should change to tag color button on the panel with and could show the window with list of files with tagged code as well as percentage of tagged code in file project ,1 10193,6623464343.0,IssuesEvent,2017-09-22 07:20:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Default `freelook_base_speed` is too fast,enhancement topic:editor usability,"Godot 3.0 master I tried the new default settings for freelook, and I think it's too fast. It is currently set to a base speed of 0.5, it should be 0.1 maybe. It used to roughly match panning speed in the past, but got modified since. It can be changed by users of course, but it was a bit confusing when I built latest. Video showing orbit navigation, followed by freelook: https://www.youtube.com/watch?v=pwxmiXW4gmI&feature=youtu.be",True,"Default `freelook_base_speed` is too fast - Godot 3.0 master I tried the new default settings for freelook, and I think it's too fast. It is currently set to a base speed of 0.5, it should be 0.1 maybe. It used to roughly match panning speed in the past, but got modified since. It can be changed by users of course, but it was a bit confusing when I built latest. Video showing orbit navigation, followed by freelook: https://www.youtube.com/watch?v=pwxmiXW4gmI&feature=youtu.be",1,default freelook base speed is too fast godot master i tried the new default settings for freelook and i think it s too fast it is currently set to a base speed of it should be maybe it used to roughly match panning speed in the past but got modified since it can be changed by users of course but it was a bit confusing when i built latest video showing orbit navigation followed by freelook ,1 136562,11052197773.0,IssuesEvent,2019-12-10 08:55:01,dzhw/SLC-IntEr,https://api.github.com/repos/dzhw/SLC-IntEr,closed,Issues Epi-Studium,Modul: Studium mittlere Priorität testing,"- [x] staa42 (und evtl. weitere): Fragezeichen statt Punkt am Satzende - [x] staa42 (und evtl. weitere): Warum lande ich hier, wenn ich direkt vorher angegeben habe, dass ich aktuell unterbrochen habe? - [x] staa47 (und evtl. andere) Ich würde noch ""seit "" hinzufügen - [x] Doppelpunkte bei Orts-Infields sind noch da",1.0,"Issues Epi-Studium - - [x] staa42 (und evtl. weitere): Fragezeichen statt Punkt am Satzende - [x] staa42 (und evtl. weitere): Warum lande ich hier, wenn ich direkt vorher angegeben habe, dass ich aktuell unterbrochen habe? - [x] staa47 (und evtl. andere) Ich würde noch ""seit "" hinzufügen - [x] Doppelpunkte bei Orts-Infields sind noch da",0,issues epi studium und evtl weitere fragezeichen statt punkt am satzende und evtl weitere warum lande ich hier wenn ich direkt vorher angegeben habe dass ich aktuell unterbrochen habe und evtl andere ich würde noch seit hinzufügen doppelpunkte bei orts infields sind noch da,0 430967,12468157074.0,IssuesEvent,2020-05-28 18:20:53,zephyrproject-rtos/zephyr,https://api.github.com/repos/zephyrproject-rtos/zephyr,opened,[Coverity CID :210035] Dereference before null check in drivers/sensor/bq274xx/bq274xx.c,Coverity bug priority: low," Static code scan issues found in file: https://github.com/zephyrproject-rtos/zephyr/tree/4653b4e63f886a50ac7b72f8d47ba2950ab2dd0d/drivers/sensor/bq274xx/bq274xx.c Category: Null pointer dereferences Function: `bq274xx_gauge_init` Component: Drivers CID: [210035](https://scan9.coverity.com/reports.htm#v29726/p12996/mergedDefectId=210035) Please fix or provide comments in coverity using the link: https://scan9.coverity.com/reports.htm#v32951/p12996. Note: This issue was created automatically. Priority was set based on classification of the file affected and the impact field in coverity. Assignees were set using the CODEOWNERS file. ",1.0,"[Coverity CID :210035] Dereference before null check in drivers/sensor/bq274xx/bq274xx.c - Static code scan issues found in file: https://github.com/zephyrproject-rtos/zephyr/tree/4653b4e63f886a50ac7b72f8d47ba2950ab2dd0d/drivers/sensor/bq274xx/bq274xx.c Category: Null pointer dereferences Function: `bq274xx_gauge_init` Component: Drivers CID: [210035](https://scan9.coverity.com/reports.htm#v29726/p12996/mergedDefectId=210035) Please fix or provide comments in coverity using the link: https://scan9.coverity.com/reports.htm#v32951/p12996. Note: This issue was created automatically. Priority was set based on classification of the file affected and the impact field in coverity. Assignees were set using the CODEOWNERS file. ",0, dereference before null check in drivers sensor c static code scan issues found in file category null pointer dereferences function gauge init component drivers cid please fix or provide comments in coverity using the link note this issue was created automatically priority was set based on classification of the file affected and the impact field in coverity assignees were set using the codeowners file ,0 10207,6626052069.0,IssuesEvent,2017-09-22 17:54:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,RichTextLabel: a method to get the number of visible lines,enhancement topic:core usability,"This is a feature request for RichTextLabel. Currently, RichTextLabel only offers to set/get the number of visible characters, but it does not offer how many lines are visible. As far as I see, this is not possible to calculate in GDScript when the font is a not a fixed-width one. ### Context: The way RichTextLabel handles long texts (scrollbars) is useful when building desktop-like GUIs, but many games (Visual Novels, JRPGs) don't work that way. I'm trying to implement a text box for dialogue. Typically, a a text box has a fixed width and fixed number of lines visible, so a long text that doesn't fit into the text box is broken into parts (each part contains only enough characters to fill the textbox), and the next part is not shown until the user presses a button. I essentially need to implement something along the lines of [this](https://github.com/henriquelalves/GodotTIE), but I need to use RichTextLabel for italics and bold, and the font isn't a fixed width one. A way to obtain the number of visible lines will enable implemention. ",True,"RichTextLabel: a method to get the number of visible lines - This is a feature request for RichTextLabel. Currently, RichTextLabel only offers to set/get the number of visible characters, but it does not offer how many lines are visible. As far as I see, this is not possible to calculate in GDScript when the font is a not a fixed-width one. ### Context: The way RichTextLabel handles long texts (scrollbars) is useful when building desktop-like GUIs, but many games (Visual Novels, JRPGs) don't work that way. I'm trying to implement a text box for dialogue. Typically, a a text box has a fixed width and fixed number of lines visible, so a long text that doesn't fit into the text box is broken into parts (each part contains only enough characters to fill the textbox), and the next part is not shown until the user presses a button. I essentially need to implement something along the lines of [this](https://github.com/henriquelalves/GodotTIE), but I need to use RichTextLabel for italics and bold, and the font isn't a fixed width one. A way to obtain the number of visible lines will enable implemention. ",1,richtextlabel a method to get the number of visible lines this is a feature request for richtextlabel currently richtextlabel only offers to set get the number of visible characters but it does not offer how many lines are visible as far as i see this is not possible to calculate in gdscript when the font is a not a fixed width one context the way richtextlabel handles long texts scrollbars is useful when building desktop like guis but many games visual novels jrpgs don t work that way i m trying to implement a text box for dialogue typically a a text box has a fixed width and fixed number of lines visible so a long text that doesn t fit into the text box is broken into parts each part contains only enough characters to fill the textbox and the next part is not shown until the user presses a button i essentially need to implement something along the lines of but i need to use richtextlabel for italics and bold and the font isn t a fixed width one a way to obtain the number of visible lines will enable implemention ,1 25580,25449871525.0,IssuesEvent,2022-11-24 09:38:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Order of input_event signals: ""visible order""",bug usability topic:input," **Godot version:** cac8cc8 **OS/device including version:** Ubuntu 18.04 / Radeon RX 560 **Issue description:** When I place down two Area2Ds, and then I produce an input_event signal for two areas at once (because they overlap), it doesn't produce the signals in the order I would expect. Since these events are meant to detect what the user is trying to interact with on their screen, I would have expected it act based on what would be in the 'foreground' and what would be in the 'background' (if the Area2Ds were hypothetically visible), and allow my code to mark the interaction as 'handled' by whatever means, so that background elements don't react when the player is trying to interact with something in the foreground. So for 3D Areas, it should be done in order from nearest to farthest from the camera, and for Area2D it should use z_index and the reverse order of appearance in the node tree. **Steps to reproduce:** 1. Load the attached project 1. Note the order of ClickArea1 and ClickArea2, and also the order of Sprite and Sprite2 1. Run the program and click. 'Left' appears in the output when you may expect 'Right' 1. Changing the z_index of the Area2D objects doesn't seem to help. **Minimal reproduction project:** [collision-input-order.zip](https://github.com/godotengine/godot/files/2663307/collision-input-order.zip) **Script from the project:** ``` extends Node2D func _on_ClickArea1_input_event(viewport, event, shape_idx): if (event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed): if get_tree().is_input_handled(): return get_tree().set_input_as_handled() print(""Left"") func _on_ClickArea2_input_event(viewport, event, shape_idx): if (event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed): if get_tree().is_input_handled(): return get_tree().set_input_as_handled() print(""Right"") ```",True,"Order of input_event signals: ""visible order"" - **Godot version:** cac8cc8 **OS/device including version:** Ubuntu 18.04 / Radeon RX 560 **Issue description:** When I place down two Area2Ds, and then I produce an input_event signal for two areas at once (because they overlap), it doesn't produce the signals in the order I would expect. Since these events are meant to detect what the user is trying to interact with on their screen, I would have expected it act based on what would be in the 'foreground' and what would be in the 'background' (if the Area2Ds were hypothetically visible), and allow my code to mark the interaction as 'handled' by whatever means, so that background elements don't react when the player is trying to interact with something in the foreground. So for 3D Areas, it should be done in order from nearest to farthest from the camera, and for Area2D it should use z_index and the reverse order of appearance in the node tree. **Steps to reproduce:** 1. Load the attached project 1. Note the order of ClickArea1 and ClickArea2, and also the order of Sprite and Sprite2 1. Run the program and click. 'Left' appears in the output when you may expect 'Right' 1. Changing the z_index of the Area2D objects doesn't seem to help. **Minimal reproduction project:** [collision-input-order.zip](https://github.com/godotengine/godot/files/2663307/collision-input-order.zip) **Script from the project:** ``` extends Node2D func _on_ClickArea1_input_event(viewport, event, shape_idx): if (event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed): if get_tree().is_input_handled(): return get_tree().set_input_as_handled() print(""Left"") func _on_ClickArea2_input_event(viewport, event, shape_idx): if (event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed): if get_tree().is_input_handled(): return get_tree().set_input_as_handled() print(""Right"") ```",1,order of input event signals visible order please search existing issues for potential duplicates before filing yours godot version os device including version ubuntu radeon rx issue description when i place down two and then i produce an input event signal for two areas at once because they overlap it doesn t produce the signals in the order i would expect since these events are meant to detect what the user is trying to interact with on their screen i would have expected it act based on what would be in the foreground and what would be in the background if the were hypothetically visible and allow my code to mark the interaction as handled by whatever means so that background elements don t react when the player is trying to interact with something in the foreground so for areas it should be done in order from nearest to farthest from the camera and for it should use z index and the reverse order of appearance in the node tree steps to reproduce load the attached project note the order of and and also the order of sprite and run the program and click left appears in the output when you may expect right changing the z index of the objects doesn t seem to help minimal reproduction project script from the project extends func on input event viewport event shape idx if event is inputeventmousebutton and event button index button left and event pressed if get tree is input handled return get tree set input as handled print left func on input event viewport event shape idx if event is inputeventmousebutton and event button index button left and event pressed if get tree is input handled return get tree set input as handled print right ,1 6591,4364564874.0,IssuesEvent,2016-08-03 07:25:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Make a better panel for the tilemap editor (zoom, columns alignment)",enhancement topic:editor usability,"Currrently, when the tilemap editor's tiles panel is resized it looks quite strange.... (all columns are displaced) ![image](https://cloud.githubusercontent.com/assets/5276727/14762895/9dc1dbfe-098e-11e6-9820-7f77da56df23.png) And here is how it looks with very smallish tiles: (Good luck finding and clicking the right one!) ![image](https://cloud.githubusercontent.com/assets/5276727/14762930/69346f90-098f-11e6-9bf1-46f1ce760425.png) The problems: * Columns are misaligned * Small tiles are basically invisible --- We discussed with @akien-mga on IRC (in an non-godotengine channel), a few fixes for those two scenarios: 1. Make everything properly aligned in nice columns somehow. (Will PR soon) 2. Add a zoom option. ( Done in #4800 ) 3. Add an option to hide the names of tiles, since they are useless (take too much space) in some cases (like in the first pic). --- To future responders: Note that this issue is not a place to dump your latest tilemap editor idea -- you should preferably open a new issue for that. This issue is specifically for discussing the above two examples (along with similar examples), and solutions for the problems presented.",True,"Make a better panel for the tilemap editor (zoom, columns alignment) - Currrently, when the tilemap editor's tiles panel is resized it looks quite strange.... (all columns are displaced) ![image](https://cloud.githubusercontent.com/assets/5276727/14762895/9dc1dbfe-098e-11e6-9820-7f77da56df23.png) And here is how it looks with very smallish tiles: (Good luck finding and clicking the right one!) ![image](https://cloud.githubusercontent.com/assets/5276727/14762930/69346f90-098f-11e6-9bf1-46f1ce760425.png) The problems: * Columns are misaligned * Small tiles are basically invisible --- We discussed with @akien-mga on IRC (in an non-godotengine channel), a few fixes for those two scenarios: 1. Make everything properly aligned in nice columns somehow. (Will PR soon) 2. Add a zoom option. ( Done in #4800 ) 3. Add an option to hide the names of tiles, since they are useless (take too much space) in some cases (like in the first pic). --- To future responders: Note that this issue is not a place to dump your latest tilemap editor idea -- you should preferably open a new issue for that. This issue is specifically for discussing the above two examples (along with similar examples), and solutions for the problems presented.",1,make a better panel for the tilemap editor zoom columns alignment currrently when the tilemap editor s tiles panel is resized it looks quite strange all columns are displaced and here is how it looks with very smallish tiles good luck finding and clicking the right one the problems columns are misaligned small tiles are basically invisible we discussed with akien mga on irc in an non godotengine channel a few fixes for those two scenarios make everything properly aligned in nice columns somehow will pr soon add a zoom option done in add an option to hide the names of tiles since they are useless take too much space in some cases like in the first pic to future responders note that this issue is not a place to dump your latest tilemap editor idea you should preferably open a new issue for that this issue is specifically for discussing the above two examples along with similar examples and solutions for the problems presented ,1 9407,6283012006.0,IssuesEvent,2017-07-19 01:30:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Collapse the top menus,discussion enhancement topic:editor usability,"Taking advantage of the current UI changes being done for 3.0, I was thinking that we could also improve the menu buttons on the top. **Currently, the top-left is occupied by** - Scene - Tools - Export Tools only have one item, making it actually kind of like a button. Export is a button, not a menu. **On the top-right:** - volume bar? - settings - weird icons that nobody understands what they are for :p I thought in 2 different proposals for a change: 1. Collapse the top-left buttons into just one, maybe call it ""Project""?. This means the scene menu will have 2 more items, and we get rid of tools and export, which are seldom used anyway. 2. Since the space is not being used for anything else, make a more functional menu ""bar"", and split some items into different menus to make things easier to find. I'd also bring the Settings menu on the right, to join the left side. Project settings could be inside it, together with Editor Settings WDYT? :)",True,"Collapse the top menus - Taking advantage of the current UI changes being done for 3.0, I was thinking that we could also improve the menu buttons on the top. **Currently, the top-left is occupied by** - Scene - Tools - Export Tools only have one item, making it actually kind of like a button. Export is a button, not a menu. **On the top-right:** - volume bar? - settings - weird icons that nobody understands what they are for :p I thought in 2 different proposals for a change: 1. Collapse the top-left buttons into just one, maybe call it ""Project""?. This means the scene menu will have 2 more items, and we get rid of tools and export, which are seldom used anyway. 2. Since the space is not being used for anything else, make a more functional menu ""bar"", and split some items into different menus to make things easier to find. I'd also bring the Settings menu on the right, to join the left side. Project settings could be inside it, together with Editor Settings WDYT? :)",1,collapse the top menus taking advantage of the current ui changes being done for i was thinking that we could also improve the menu buttons on the top currently the top left is occupied by scene tools export tools only have one item making it actually kind of like a button export is a button not a menu on the top right volume bar settings weird icons that nobody understands what they are for p i thought in different proposals for a change collapse the top left buttons into just one maybe call it project this means the scene menu will have more items and we get rid of tools and export which are seldom used anyway since the space is not being used for anything else make a more functional menu bar and split some items into different menus to make things easier to find i d also bring the settings menu on the right to join the left side project settings could be inside it together with editor settings wdyt ,1 13236,8379934986.0,IssuesEvent,2018-10-07 09:12:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shader code editor is closed on escape.,Hacktoberfest bug topic:editor usability,"**Godot version:** 3.1-dev **OS/device including version:** Fedora 28, 64-bit **Issue description:** Pressing escape while in shader code editor will close it. This is quite annoying since escape is also used to cancel the code completion popup. **Steps to reproduce:** While editing shader code, press escape. ",True,"Shader code editor is closed on escape. - **Godot version:** 3.1-dev **OS/device including version:** Fedora 28, 64-bit **Issue description:** Pressing escape while in shader code editor will close it. This is quite annoying since escape is also used to cancel the code completion popup. **Steps to reproduce:** While editing shader code, press escape. ",1,shader code editor is closed on escape godot version dev os device including version fedora bit issue description pressing escape while in shader code editor will close it this is quite annoying since escape is also used to cancel the code completion popup steps to reproduce while editing shader code press escape ,1 17962,12441204926.0,IssuesEvent,2020-05-26 13:18:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"3.x 3D tools - Exporting level mesh for other 3D editors (like fbx, collada, obj...)",discussion feature proposal topic:plugin usability,"Ability to export Godot scene meshes (collisions also) to some intermediate format like obj, fbx, collada so it can be opened in external 3D editor at least for reference. It's super important feature which most engines often ignore... Usually game Level Design and most of Level Art is made in editor tools. Often there is a need to export geometry made in Editor Tools or Level assembled in Godot Editor to external 3D creation program, so models can be created in some context of the game. Constant exporting WIP models and uploading them and them opening Game Editor to see how it looks is a big hassle. ",True,"3.x 3D tools - Exporting level mesh for other 3D editors (like fbx, collada, obj...) - Ability to export Godot scene meshes (collisions also) to some intermediate format like obj, fbx, collada so it can be opened in external 3D editor at least for reference. It's super important feature which most engines often ignore... Usually game Level Design and most of Level Art is made in editor tools. Often there is a need to export geometry made in Editor Tools or Level assembled in Godot Editor to external 3D creation program, so models can be created in some context of the game. Constant exporting WIP models and uploading them and them opening Game Editor to see how it looks is a big hassle. ",1, x tools exporting level mesh for other editors like fbx collada obj ability to export godot scene meshes collisions also to some intermediate format like obj fbx collada so it can be opened in external editor at least for reference it s super important feature which most engines often ignore usually game level design and most of level art is made in editor tools often there is a need to export geometry made in editor tools or level assembled in godot editor to external creation program so models can be created in some context of the game constant exporting wip models and uploading them and them opening game editor to see how it looks is a big hassle ,1 13962,8753316961.0,IssuesEvent,2018-12-14 07:56:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inspector: Save button missing from top level,enhancement topic:editor usability,"**Godot version:** 68676c7 **Issue description:** ![image](https://user-images.githubusercontent.com/1023003/44301708-5b6cd300-a2e1-11e8-85a9-af961f3f3f6a.png) The save button no longer appears in the inspector. Tested with font resource and shader resource. Workaround: Save is located in Object Properties, but is now a lot less convenient to reach.",True,"Inspector: Save button missing from top level - **Godot version:** 68676c7 **Issue description:** ![image](https://user-images.githubusercontent.com/1023003/44301708-5b6cd300-a2e1-11e8-85a9-af961f3f3f6a.png) The save button no longer appears in the inspector. Tested with font resource and shader resource. Workaround: Save is located in Object Properties, but is now a lot less convenient to reach.",1,inspector save button missing from top level godot version issue description the save button no longer appears in the inspector tested with font resource and shader resource workaround save is located in object properties but is now a lot less convenient to reach ,1 18066,3022553495.0,IssuesEvent,2015-07-31 21:04:03,testing-cabal/mock,https://api.github.com/repos/testing-cabal/mock,closed,"If you use a relative path in mock.patch you will get no error, but the patch will not be applied",auto-migrated Priority-Medium Type-Defect,"``` What steps will reproduce the problem? 1. Use mock.patch with a relative path e.g. contact_form.views.send_mail (which is within a django_project folder) 2. No error is presented 3. The patch is not applied to the expected function What is the expected output? What do you see instead? I would expected either an error or the patch to work What version of the product are you using? On what operating system? mock==1.0.1 on OS X 10.8.2 with Python 2.7.2 Please provide any additional information below. It was within a Django project and I was mocking a method on a ModelAdmin class. Let me know if you need any more info. Thanks! ``` Original issue reported on code.google.com by `davidrey...@googlemail.com` on 14 Nov 2012 at 4:32",1.0,"If you use a relative path in mock.patch you will get no error, but the patch will not be applied - ``` What steps will reproduce the problem? 1. Use mock.patch with a relative path e.g. contact_form.views.send_mail (which is within a django_project folder) 2. No error is presented 3. The patch is not applied to the expected function What is the expected output? What do you see instead? I would expected either an error or the patch to work What version of the product are you using? On what operating system? mock==1.0.1 on OS X 10.8.2 with Python 2.7.2 Please provide any additional information below. It was within a Django project and I was mocking a method on a ModelAdmin class. Let me know if you need any more info. Thanks! ``` Original issue reported on code.google.com by `davidrey...@googlemail.com` on 14 Nov 2012 at 4:32",0,if you use a relative path in mock patch you will get no error but the patch will not be applied what steps will reproduce the problem use mock patch with a relative path e g contact form views send mail which is within a django project folder no error is presented the patch is not applied to the expected function what is the expected output what do you see instead i would expected either an error or the patch to work what version of the product are you using on what operating system mock on os x with python please provide any additional information below it was within a django project and i was mocking a method on a modeladmin class let me know if you need any more info thanks original issue reported on code google com by davidrey googlemail com on nov at ,0 223561,17606561564.0,IssuesEvent,2021-08-17 17:52:58,certbot/certbot,https://api.github.com/repos/certbot/certbot,closed,Update mypy,area: testing area: pkging area: mypy priority: significant,"Updating `mypy` to 0.900+ breaks our tests because stubs containing type information for 3rd party libraries are no longer bundled with mypy. See https://mypy-lang.blogspot.com/2021/05/the-upcoming-switch-to-modular-typeshed.html for more info. Adding dependencies on these type stubs fixes most of this. I did this in the `unpin-mypy` branch (which is built on https://github.com/certbot/certbot/pull/8893) but there are a couple remaining errors. I think the error: ``` certbot/certbot/crypto_util.py:285: error: ""EllipticCurvePrivateKey"" has no attribute ""private_bytes"" ``` is incorrect and the type stub should be updated because [`EllipticCurvePrivateKey.private_bytes`](https://cryptography.io/en/latest/hazmat/primitives/asymmetric/ec/?highlight=EllipticCurvePrivateKey#cryptography.hazmat.primitives.asymmetric.ec.EllipticCurvePrivateKey.private_bytes) exists, but the type stub only has it on [`EllipticCurvePrivateKeyWithSerialization`](https://github.com/python/typeshed/blob/cb76f32826ac8f2fdf4cf712c524bf45990be67c/stubs/cryptography/cryptography/hazmat/primitives/asymmetric/ec.pyi#L130) which according to [cryptography's docs](https://cryptography.io/en/latest/hazmat/primitives/asymmetric/ec/?highlight=EllipticCurvePrivateKey#cryptography.hazmat.primitives.asymmetric.ec.EllipticCurvePrivateKeyWithSerialization) is an alias for `EllipticCurvePrivateKey`. The remaining errors need to be fixed regardless though. @adferrand, I don't think you necessarily need to take this on yourself, but since you have been doing the most mypy work lately, I thought you should be aware of this if you weren't already.",1.0,"Update mypy - Updating `mypy` to 0.900+ breaks our tests because stubs containing type information for 3rd party libraries are no longer bundled with mypy. See https://mypy-lang.blogspot.com/2021/05/the-upcoming-switch-to-modular-typeshed.html for more info. Adding dependencies on these type stubs fixes most of this. I did this in the `unpin-mypy` branch (which is built on https://github.com/certbot/certbot/pull/8893) but there are a couple remaining errors. I think the error: ``` certbot/certbot/crypto_util.py:285: error: ""EllipticCurvePrivateKey"" has no attribute ""private_bytes"" ``` is incorrect and the type stub should be updated because [`EllipticCurvePrivateKey.private_bytes`](https://cryptography.io/en/latest/hazmat/primitives/asymmetric/ec/?highlight=EllipticCurvePrivateKey#cryptography.hazmat.primitives.asymmetric.ec.EllipticCurvePrivateKey.private_bytes) exists, but the type stub only has it on [`EllipticCurvePrivateKeyWithSerialization`](https://github.com/python/typeshed/blob/cb76f32826ac8f2fdf4cf712c524bf45990be67c/stubs/cryptography/cryptography/hazmat/primitives/asymmetric/ec.pyi#L130) which according to [cryptography's docs](https://cryptography.io/en/latest/hazmat/primitives/asymmetric/ec/?highlight=EllipticCurvePrivateKey#cryptography.hazmat.primitives.asymmetric.ec.EllipticCurvePrivateKeyWithSerialization) is an alias for `EllipticCurvePrivateKey`. The remaining errors need to be fixed regardless though. @adferrand, I don't think you necessarily need to take this on yourself, but since you have been doing the most mypy work lately, I thought you should be aware of this if you weren't already.",0,update mypy updating mypy to breaks our tests because stubs containing type information for party libraries are no longer bundled with mypy see for more info adding dependencies on these type stubs fixes most of this i did this in the unpin mypy branch which is built on but there are a couple remaining errors i think the error certbot certbot crypto util py error ellipticcurveprivatekey has no attribute private bytes is incorrect and the type stub should be updated because exists but the type stub only has it on which according to is an alias for ellipticcurveprivatekey the remaining errors need to be fixed regardless though adferrand i don t think you necessarily need to take this on yourself but since you have been doing the most mypy work lately i thought you should be aware of this if you weren t already ,0 24144,23395191281.0,IssuesEvent,2022-08-11 22:18:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Selection in Editor Help is not accurate,bug topic:editor usability regression,"### Godot version 67d4015 ### System information Windows 10 x64 ### Issue description ![godot_nkBHH0s3oN](https://user-images.githubusercontent.com/2223172/184251959-c9420552-677e-46bb-88c5-ad8f44113e74.gif) It's off by 1 character. ### Steps to reproduce 1. Open some help page 2. Try to select text ### Minimal reproduction project _No response_",True,"Selection in Editor Help is not accurate - ### Godot version 67d4015 ### System information Windows 10 x64 ### Issue description ![godot_nkBHH0s3oN](https://user-images.githubusercontent.com/2223172/184251959-c9420552-677e-46bb-88c5-ad8f44113e74.gif) It's off by 1 character. ### Steps to reproduce 1. Open some help page 2. Try to select text ### Minimal reproduction project _No response_",1,selection in editor help is not accurate godot version system information windows issue description it s off by character steps to reproduce open some help page try to select text minimal reproduction project no response ,1 3173,3362646309.0,IssuesEvent,2015-11-20 07:39:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Contextual help hotkey does not work since script editor/help tab merger,bug topic:editor usability,"The contextual help that can be accessed via the Help::Contextual menu entry is still working, but the hotkey that was assigned (Shift + F1) is no longer working. It was removed in https://github.com/godotengine/godot/commit/081a236c6739e7f6d45731ec0c002d2269f2367b#diff-d0f2bd20931a3b06b3e10aa2df9eee87L342. Now F1 is no longer used for the help window so it likely conflicted with the new F1 assignment for the 2D viewport, but we still need a replacement. Also take into account the proposed fix in #2111 for the previous behaviour.",True,"Contextual help hotkey does not work since script editor/help tab merger - The contextual help that can be accessed via the Help::Contextual menu entry is still working, but the hotkey that was assigned (Shift + F1) is no longer working. It was removed in https://github.com/godotengine/godot/commit/081a236c6739e7f6d45731ec0c002d2269f2367b#diff-d0f2bd20931a3b06b3e10aa2df9eee87L342. Now F1 is no longer used for the help window so it likely conflicted with the new F1 assignment for the 2D viewport, but we still need a replacement. Also take into account the proposed fix in #2111 for the previous behaviour.",1,contextual help hotkey does not work since script editor help tab merger the contextual help that can be accessed via the help contextual menu entry is still working but the hotkey that was assigned shift is no longer working it was removed in now is no longer used for the help window so it likely conflicted with the new assignment for the viewport but we still need a replacement also take into account the proposed fix in for the previous behaviour ,1 6450,4289170110.0,IssuesEvent,2016-07-17 22:54:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Profiler: pausing the game opens the debugger even while profiling,enhancement topic:editor usability,"Tested on Godot 2.1 beta, Windows 10 64 bits When I use the profiler to monitor the game while it is running, if I hit pause the debugger tab opens and hides the profiler. I see the debugger could show stack frames but here it is empty and useless since I want to see the curves of the profiler. Is it an intended behaviour?",True,"Profiler: pausing the game opens the debugger even while profiling - Tested on Godot 2.1 beta, Windows 10 64 bits When I use the profiler to monitor the game while it is running, if I hit pause the debugger tab opens and hides the profiler. I see the debugger could show stack frames but here it is empty and useless since I want to see the curves of the profiler. Is it an intended behaviour?",1,profiler pausing the game opens the debugger even while profiling tested on godot beta windows bits when i use the profiler to monitor the game while it is running if i hit pause the debugger tab opens and hides the profiler i see the debugger could show stack frames but here it is empty and useless since i want to see the curves of the profiler is it an intended behaviour ,1 5851,4044416281.0,IssuesEvent,2016-05-21 09:32:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ctrl + B and multiline duplication in script editor,enhancement topic:editor usability,"**Operating system or device - Godot version:** official 2.0.3stable win64 **Issue description** (what happened, and what was expected): Currently, if I select several lines into a script and press Ctrl+B, only the last line of the selection is duplicated. It would be cool if Ctrl+B could duplicate block of selected lines at once. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Ctrl + B and multiline duplication in script editor - **Operating system or device - Godot version:** official 2.0.3stable win64 **Issue description** (what happened, and what was expected): Currently, if I select several lines into a script and press Ctrl+B, only the last line of the selection is duplicated. It would be cool if Ctrl+B could duplicate block of selected lines at once. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,ctrl b and multiline duplication in script editor operating system or device godot version official issue description what happened and what was expected currently if i select several lines into a script and press ctrl b only the last line of the selection is duplicated it would be cool if ctrl b could duplicate block of selected lines at once steps to reproduce link to minimal example project optional but very welcome ,1 13230,8378195871.0,IssuesEvent,2018-10-06 11:32:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Text in code editor sliding around in specific manner,bug topic:editor usability," **Godot version:** d7e07fb **Issue description:** When it's possible to scroll vertically, and beginning to be able to scroll horizontally this happens: ![peek 2018-01-19 03-22](https://user-images.githubusercontent.com/30739239/35136014-039bf04e-fcc8-11e7-9703-d49facca435a.gif)",True,"Text in code editor sliding around in specific manner - **Godot version:** d7e07fb **Issue description:** When it's possible to scroll vertically, and beginning to be able to scroll horizontally this happens: ![peek 2018-01-19 03-22](https://user-images.githubusercontent.com/30739239/35136014-039bf04e-fcc8-11e7-9703-d49facca435a.gif)",1,text in code editor sliding around in specific manner please search existing issues for potential duplicates before filing yours godot version issue description when it s possible to scroll vertically and beginning to be able to scroll horizontally this happens ,1 9996,6540516106.0,IssuesEvent,2017-09-01 15:44:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Instance properties not showing up in debugging area,discussion topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Linux 64bit - debian stable Godot 2.1.4 **Issue description:** Trying to debug with the remote inspector, the properties of the node are not been shown in the properties area of the debugger. Although a snapshot of the properties are shown in the inspector area of the editor. This is a severe problem, because debugging with the built-in debugger is not possible anymore. Expected: Properties showing up in the debugger area, not in the editor area, like in 2.1.3. **Steps to reproduce:** Only in version 2.1.4, with old projects, demo projects and new projects... **Link to minimal example project:** just take any project of the demo container",True,"Instance properties not showing up in debugging area - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Linux 64bit - debian stable Godot 2.1.4 **Issue description:** Trying to debug with the remote inspector, the properties of the node are not been shown in the properties area of the debugger. Although a snapshot of the properties are shown in the inspector area of the editor. This is a severe problem, because debugging with the built-in debugger is not possible anymore. Expected: Properties showing up in the debugger area, not in the editor area, like in 2.1.3. **Steps to reproduce:** Only in version 2.1.4, with old projects, demo projects and new projects... **Link to minimal example project:** just take any project of the demo container",1,instance properties not showing up in debugging area operating system or device godot version gpu model and driver if graphics related linux debian stable godot issue description trying to debug with the remote inspector the properties of the node are not been shown in the properties area of the debugger although a snapshot of the properties are shown in the inspector area of the editor this is a severe problem because debugging with the built in debugger is not possible anymore expected properties showing up in the debugger area not in the editor area like in steps to reproduce only in version with old projects demo projects and new projects link to minimal example project just take any project of the demo container,1 26390,26789490185.0,IssuesEvent,2023-02-01 07:11:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Export as dedicated server - Selecting folder does not propagate to children,enhancement usability topic:export,"### Godot version v4.0.beta.mono.custom_build [d1e5903c6] ### System information Arch Linux, Vulkan ### Issue description While using the new ""Export as dedicated server"" Export Mode introduced in #70377, ticking a folder does not tick all children like the other modes. When a project has hundreds or thousands of resources it would be tedious to have to click them all individually. Below looks to be the cause, it looks to be handled differently as the file mode (e.g Strip Visuals) would need to be setup for each of the children as well. https://github.com/godotengine/godot/blob/d1e5903c67956707948b1de370b807e3aad395b7/editor/export/project_export.cpp#L842-L854 Ideally, if a folder's file mode is changed then that would propagate to any ticked children as well. ### Steps to reproduce 1. Open Project>Export 2. Add or click on an existing preset 3. In the Resources tab select ""Export as dedicated server"" as the Export Mode 4. Tick a folder, observe no children are affected. 5. Try the other selective export modes, ticking folders also ticks all child files & folders ### Minimal reproduction project N/A",True,"Export as dedicated server - Selecting folder does not propagate to children - ### Godot version v4.0.beta.mono.custom_build [d1e5903c6] ### System information Arch Linux, Vulkan ### Issue description While using the new ""Export as dedicated server"" Export Mode introduced in #70377, ticking a folder does not tick all children like the other modes. When a project has hundreds or thousands of resources it would be tedious to have to click them all individually. Below looks to be the cause, it looks to be handled differently as the file mode (e.g Strip Visuals) would need to be setup for each of the children as well. https://github.com/godotengine/godot/blob/d1e5903c67956707948b1de370b807e3aad395b7/editor/export/project_export.cpp#L842-L854 Ideally, if a folder's file mode is changed then that would propagate to any ticked children as well. ### Steps to reproduce 1. Open Project>Export 2. Add or click on an existing preset 3. In the Resources tab select ""Export as dedicated server"" as the Export Mode 4. Tick a folder, observe no children are affected. 5. Try the other selective export modes, ticking folders also ticks all child files & folders ### Minimal reproduction project N/A",1,export as dedicated server selecting folder does not propagate to children godot version beta mono custom build system information arch linux vulkan issue description while using the new export as dedicated server export mode introduced in ticking a folder does not tick all children like the other modes when a project has hundreds or thousands of resources it would be tedious to have to click them all individually below looks to be the cause it looks to be handled differently as the file mode e g strip visuals would need to be setup for each of the children as well ideally if a folder s file mode is changed then that would propagate to any ticked children as well steps to reproduce open project export add or click on an existing preset in the resources tab select export as dedicated server as the export mode tick a folder observe no children are affected try the other selective export modes ticking folders also ticks all child files folders minimal reproduction project n a,1 14821,9537179899.0,IssuesEvent,2019-04-30 11:49:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project settings search results should be hidden when the button is unpressed,bug topic:editor usability,"**Godot version:** 3.1-beta2 **OS/device including version:** Win 7 64-bit **Issue description:** After unpressing the ""Search"" button search mode is still active. To fix it, one needs to press ""Search"" again and erase the string being searched. In my opinion, it should store the search string, but deactivate when the button is unpressed. Or for quick fix, just erase the string when the button is unpressed. **Steps to reproduce:** 1. Go to Project settings 2. Press ""Search"" button 3. Type ""abc"" in the search field 4. Unpress the ""Search"" button 5. Nothing is shown in the settings ",True,"Project settings search results should be hidden when the button is unpressed - **Godot version:** 3.1-beta2 **OS/device including version:** Win 7 64-bit **Issue description:** After unpressing the ""Search"" button search mode is still active. To fix it, one needs to press ""Search"" again and erase the string being searched. In my opinion, it should store the search string, but deactivate when the button is unpressed. Or for quick fix, just erase the string when the button is unpressed. **Steps to reproduce:** 1. Go to Project settings 2. Press ""Search"" button 3. Type ""abc"" in the search field 4. Unpress the ""Search"" button 5. Nothing is shown in the settings ",1,project settings search results should be hidden when the button is unpressed godot version os device including version win bit issue description after unpressing the search button search mode is still active to fix it one needs to press search again and erase the string being searched in my opinion it should store the search string but deactivate when the button is unpressed or for quick fix just erase the string when the button is unpressed steps to reproduce go to project settings press search button type abc in the search field unpress the search button nothing is shown in the settings ,1 30488,13249476569.0,IssuesEvent,2020-08-19 20:52:45,elastic/kibana,https://api.github.com/repos/elastic/kibana,closed,Reporting page doesn't show any reports. User doesn't get report completed notifications,Feature:Reporting Team:Reporting Services bug regression,"**Kibana version:** 7.10.0-snapshot (same problem on 8.0.0-snapshot) **Elasticsearch version:** 7.10.0-snapshot **Server OS version:** Ubuntu 16.04 **Browser version:** Chrome **Browser OS version:** Windows 10 **Original install method (e.g. download page, yum, from source, etc.):** tar.gz default dist **Describe the bug:** An automated test that uses watcher to email a dashboard PDF passed on the 7.x snapshot build from Aug 13th but failed on today's build (Aug 17th). When I manually generate a dashboard PDF (using eCommerce sample data) I get the notification that the report was queued but I don't get a notification that it completed. I can see kibana logs that indicate the report was completed successfully. Possibly related to this recent PR https://github.com/elastic/kibana/pull/74453 **Steps to reproduce:** 1. Install the default dist of Kibana tar.gz package DON'T configure security on Elasticsearch or Kibana 2. Load eCommerce sample data 3. go to the eCommerce dashboard and generate the PDF (doesn't matter if you optimize for printing or if you do the PNG instead). 4. tail -k the kibana log and grep for report so you can see when `Job execution completed successfully` while watching for the notification dialog in Kibana. (I don't see one) 5. check the reporting page in Kibana. It shows ""No reports have been created"" **Expected behavior:** User should get notification. Reports should appear in Reporting page. **Screenshots (if relevant):** **Errors in browser console (if relevant):** No errors in Kibana browser console. **Provide logs and/or server output (if relevant):** I'll update logs soon. Same problem on master branch. **Any additional context:** ",1.0,"Reporting page doesn't show any reports. User doesn't get report completed notifications - **Kibana version:** 7.10.0-snapshot (same problem on 8.0.0-snapshot) **Elasticsearch version:** 7.10.0-snapshot **Server OS version:** Ubuntu 16.04 **Browser version:** Chrome **Browser OS version:** Windows 10 **Original install method (e.g. download page, yum, from source, etc.):** tar.gz default dist **Describe the bug:** An automated test that uses watcher to email a dashboard PDF passed on the 7.x snapshot build from Aug 13th but failed on today's build (Aug 17th). When I manually generate a dashboard PDF (using eCommerce sample data) I get the notification that the report was queued but I don't get a notification that it completed. I can see kibana logs that indicate the report was completed successfully. Possibly related to this recent PR https://github.com/elastic/kibana/pull/74453 **Steps to reproduce:** 1. Install the default dist of Kibana tar.gz package DON'T configure security on Elasticsearch or Kibana 2. Load eCommerce sample data 3. go to the eCommerce dashboard and generate the PDF (doesn't matter if you optimize for printing or if you do the PNG instead). 4. tail -k the kibana log and grep for report so you can see when `Job execution completed successfully` while watching for the notification dialog in Kibana. (I don't see one) 5. check the reporting page in Kibana. It shows ""No reports have been created"" **Expected behavior:** User should get notification. Reports should appear in Reporting page. **Screenshots (if relevant):** **Errors in browser console (if relevant):** No errors in Kibana browser console. **Provide logs and/or server output (if relevant):** I'll update logs soon. Same problem on master branch. **Any additional context:** ",0,reporting page doesn t show any reports user doesn t get report completed notifications kibana version snapshot same problem on snapshot elasticsearch version snapshot server os version ubuntu browser version chrome browser os version windows original install method e g download page yum from source etc tar gz default dist describe the bug an automated test that uses watcher to email a dashboard pdf passed on the x snapshot build from aug but failed on today s build aug when i manually generate a dashboard pdf using ecommerce sample data i get the notification that the report was queued but i don t get a notification that it completed i can see kibana logs that indicate the report was completed successfully possibly related to this recent pr steps to reproduce install the default dist of kibana tar gz package don t configure security on elasticsearch or kibana load ecommerce sample data go to the ecommerce dashboard and generate the pdf doesn t matter if you optimize for printing or if you do the png instead tail k the kibana log and grep for report so you can see when job execution completed successfully while watching for the notification dialog in kibana i don t see one check the reporting page in kibana it shows no reports have been created expected behavior user should get notification reports should appear in reporting page screenshots if relevant errors in browser console if relevant no errors in kibana browser console provide logs and or server output if relevant i ll update logs soon same problem on master branch any additional context ,0 56046,3077528945.0,IssuesEvent,2015-08-21 01:19:04,SiliconValleyInsight/activity_tracker,https://api.github.com/repos/SiliconValleyInsight/activity_tracker,closed,Activity screen: time format displays only 0:0 instead of 0:00,1st priority bug resolved,"Please see screenshot. ![screenshot_2015-08-20-11-38-56](https://cloud.githubusercontent.com/assets/12859869/9375196/6314244c-4730-11e5-92ef-9aea8ad4d007.jpg) ",1.0,"Activity screen: time format displays only 0:0 instead of 0:00 - Please see screenshot. ![screenshot_2015-08-20-11-38-56](https://cloud.githubusercontent.com/assets/12859869/9375196/6314244c-4730-11e5-92ef-9aea8ad4d007.jpg) ",0,activity screen time format displays only instead of please see screenshot ,0 21922,18074009464.0,IssuesEvent,2021-09-21 07:48:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't switch between tabs by Ctrl+Tab,bug topic:editor usability," **Godot version:** 3.0.6 **OS/device including version:** Xubuntu 18.04 **Issue description:** Ctrl+Tab and Ctrl+Shift+Tab doesn't work to switch between tabs. If I change keybindings and replace the Tab button to something else, it will work, but this is not a solution. ",True,"Can't switch between tabs by Ctrl+Tab - **Godot version:** 3.0.6 **OS/device including version:** Xubuntu 18.04 **Issue description:** Ctrl+Tab and Ctrl+Shift+Tab doesn't work to switch between tabs. If I change keybindings and replace the Tab button to something else, it will work, but this is not a solution. ",1,can t switch between tabs by ctrl tab please search existing issues for potential duplicates before filing yours godot version os device including version xubuntu issue description ctrl tab and ctrl shift tab doesn t work to switch between tabs if i change keybindings and replace the tab button to something else it will work but this is not a solution ,1 144682,5544090941.0,IssuesEvent,2017-03-22 18:19:48,subchannel13/zvjezdojedac,https://api.github.com/repos/subchannel13/zvjezdojedac,closed,Help or tooltips on forms,auto-migrated Priority-Medium Type-Enhancement Usability,"``` Add either help buttons or tooltips to explain options on forms. Forms that need this: - new game - settings - map setup - player setup - initial conditions ``` Original issue reported on code.google.com by `subchann...@gmail.com` on 9 May 2013 at 9:28 ",1.0,"Help or tooltips on forms - ``` Add either help buttons or tooltips to explain options on forms. Forms that need this: - new game - settings - map setup - player setup - initial conditions ``` Original issue reported on code.google.com by `subchann...@gmail.com` on 9 May 2013 at 9:28 ",0,help or tooltips on forms add either help buttons or tooltips to explain options on forms forms that need this new game settings map setup player setup initial conditions original issue reported on code google com by subchann gmail com on may at ,0 51246,6505210585.0,IssuesEvent,2017-08-24 01:17:50,FreeAndFair/ColoradoRLA,https://api.github.com/repos/FreeAndFair/ColoradoRLA,closed,File upload should occur before audit board sign-in,bug design server,"Right now, both the ASM [diagram](https://github.com/FreeAndFair/ColoradoRLA/blob/master/specs/ASMs/County_Dashboard_ASM.pdf) and [server implementation](https://github.com/FreeAndFair/ColoradoRLA/blob/master/server/eclipse-project/src/main/java/us/freeandfair/corla/asm/ASMTransitionFunction.java#L109) require the audit board to be established prior to uploading the ballot manifest and CVR export files. Instead, the file uploads should be permitted prior to audit board sign-in.",1.0,"File upload should occur before audit board sign-in - Right now, both the ASM [diagram](https://github.com/FreeAndFair/ColoradoRLA/blob/master/specs/ASMs/County_Dashboard_ASM.pdf) and [server implementation](https://github.com/FreeAndFair/ColoradoRLA/blob/master/server/eclipse-project/src/main/java/us/freeandfair/corla/asm/ASMTransitionFunction.java#L109) require the audit board to be established prior to uploading the ballot manifest and CVR export files. Instead, the file uploads should be permitted prior to audit board sign-in.",0,file upload should occur before audit board sign in right now both the asm and require the audit board to be established prior to uploading the ballot manifest and cvr export files instead the file uploads should be permitted prior to audit board sign in ,0 236949,18144746824.0,IssuesEvent,2021-09-25 08:05:52,girlscript/winter-of-contributing,https://api.github.com/repos/girlscript/winter-of-contributing,closed,ML 1.12: Confusion Matrix (D),documentation GWOC21 ML Assigned Machine Learning Statistics,"Welcome to 'ML' Team, good to see you here This issue will helps readers in acquiring all the knowledge that one needs to know about **Confusion Matrix**. To get assigned to this issue, add your **Batch Numbers** mentioned in the spreadsheet of ""Machine Learning"", the approach one would follow and choice you prefer (Documentation, Audio, Video). You can go with all three or any number of options you're interested to work on. Domain : Machine Learning Points to Note : - The issues will be assigned on a first come first serve basis, 1 Issue == 1 PR. - ""Issue Title"" and ""PR Title should be the same. Include issue number along with it. - Changes should be made inside the `Machine Learning/Machine_Learning/Statistics_for_Machine_Learning` Branch. - Follow Contributing Guidelines & Code of Conduct before start Contributing. - This issue is only for 'GWOC' contributors of 'Machine Learning' domain. **To be Mentioned while taking the issue :** - Full name - Batch Number - GitHub Profile Link - Which type of Contribution you want to make : - [ ] Documentation All the best. Enjoy your open source journey ahead. 😎",1.0,"ML 1.12: Confusion Matrix (D) - Welcome to 'ML' Team, good to see you here This issue will helps readers in acquiring all the knowledge that one needs to know about **Confusion Matrix**. To get assigned to this issue, add your **Batch Numbers** mentioned in the spreadsheet of ""Machine Learning"", the approach one would follow and choice you prefer (Documentation, Audio, Video). You can go with all three or any number of options you're interested to work on. Domain : Machine Learning Points to Note : - The issues will be assigned on a first come first serve basis, 1 Issue == 1 PR. - ""Issue Title"" and ""PR Title should be the same. Include issue number along with it. - Changes should be made inside the `Machine Learning/Machine_Learning/Statistics_for_Machine_Learning` Branch. - Follow Contributing Guidelines & Code of Conduct before start Contributing. - This issue is only for 'GWOC' contributors of 'Machine Learning' domain. **To be Mentioned while taking the issue :** - Full name - Batch Number - GitHub Profile Link - Which type of Contribution you want to make : - [ ] Documentation All the best. Enjoy your open source journey ahead. 😎",0,ml confusion matrix d welcome to ml team good to see you here this issue will helps readers in acquiring all the knowledge that one needs to know about confusion matrix to get assigned to this issue add your batch numbers mentioned in the spreadsheet of machine learning the approach one would follow and choice you prefer documentation audio video you can go with all three or any number of options you re interested to work on domain machine learning points to note the issues will be assigned on a first come first serve basis issue pr issue title and pr title should be the same include issue number along with it changes should be made inside the machine learning machine learning statistics for machine learning branch follow contributing guidelines code of conduct before start contributing this issue is only for gwoc contributors of machine learning domain to be mentioned while taking the issue full name batch number github profile link which type of contribution you want to make documentation all the best enjoy your open source journey ahead 😎,0 11875,7496684202.0,IssuesEvent,2018-04-08 12:10:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Saving scripts with the shortcut (CTRL+S) while in fullscreen mode (CTRL+SHIFT+F11) doesn't do anything,bug topic:editor usability,"**Operating system or device - Godot version:** 2.1.2 **Issue description:** This is a minor issue. Trying to save scripts with the save shortcut while in fullscreen mode does not work. You must either save manually with File > Save **(Save All also does not work!)** or exit fullscreen mode, save with the shortcut then reenter fullscreen mode. **Steps to reproduce:** Press CTRL+SHIFT+F11 while editing a script > make a change > press CTRL+S > notice the changes aren't saved. ",True,"Saving scripts with the shortcut (CTRL+S) while in fullscreen mode (CTRL+SHIFT+F11) doesn't do anything - **Operating system or device - Godot version:** 2.1.2 **Issue description:** This is a minor issue. Trying to save scripts with the save shortcut while in fullscreen mode does not work. You must either save manually with File > Save **(Save All also does not work!)** or exit fullscreen mode, save with the shortcut then reenter fullscreen mode. **Steps to reproduce:** Press CTRL+SHIFT+F11 while editing a script > make a change > press CTRL+S > notice the changes aren't saved. ",1,saving scripts with the shortcut ctrl s while in fullscreen mode ctrl shift doesn t do anything operating system or device godot version issue description this is a minor issue trying to save scripts with the save shortcut while in fullscreen mode does not work you must either save manually with file save save all also does not work or exit fullscreen mode save with the shortcut then reenter fullscreen mode steps to reproduce press ctrl shift while editing a script make a change press ctrl s notice the changes aren t saved ,1 15482,10063674203.0,IssuesEvent,2019-07-23 06:41:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The ProjectManager takes a long time to open due to loading project icons,enhancement topic:editor usability,"Godot 3.0.6 Godot 3.1 beta6 Over time I accumulated a lot of projects and test projects, so the list in my project manager has become very big. It also became very slow to open, and given some errors appearing in the console while it loads, I suspect this is due to parsing all project files and icons. Would it be possible to run this filesystem walk asynchronously?",True,"The ProjectManager takes a long time to open due to loading project icons - Godot 3.0.6 Godot 3.1 beta6 Over time I accumulated a lot of projects and test projects, so the list in my project manager has become very big. It also became very slow to open, and given some errors appearing in the console while it loads, I suspect this is due to parsing all project files and icons. Would it be possible to run this filesystem walk asynchronously?",1,the projectmanager takes a long time to open due to loading project icons godot godot over time i accumulated a lot of projects and test projects so the list in my project manager has become very big it also became very slow to open and given some errors appearing in the console while it loads i suspect this is due to parsing all project files and icons would it be possible to run this filesystem walk asynchronously ,1 23460,21942875637.0,IssuesEvent,2022-05-23 20:08:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The hiding of Script Editor when selecting node in Scene Tree,discussion topic:editor usability,"I just discovered a function called `can_lose_focus_on_node_selection()` in ScriptEditorPlugin class. It returns `false` for VisualScript editor and `true` for other script editors. When it's true, clicking a node in Scene Tree will change the viewport to this node's native (i.e. 2D or 3D). Before the function was introduced, Godot would switch away from Script Editor unconditionally. Now, I've seen an issue where this behavior was labeled as a bug: #14862 There's also #33704, which is related EDIT: Another old issue: #20676 (this time enhancement) The question is: is this behavior useful? Many users will probably agree that if you are in the Script Editor, you want to click nodes in Scene Tree without hiding the Script Editor (some people want e.g. to check them in the inspector). Personally I don't see why would we want to switch on click, other than it being maybe faster than clicking the 2D/3D button on the top. I opened this issue to discuss this problem. We could either: 1) leave the behavior as it is (which means #14862 should be closed and #33704 fixed properly) 2) remove this behavior (would close both of these issues, and probably some others) 3) make it optional editor setting (should be easy, by reading the setting in the `can_lose_focus_on_node_selection()` method) 4) change it to switch double-click or something similar Any thoughts?",True,"The hiding of Script Editor when selecting node in Scene Tree - I just discovered a function called `can_lose_focus_on_node_selection()` in ScriptEditorPlugin class. It returns `false` for VisualScript editor and `true` for other script editors. When it's true, clicking a node in Scene Tree will change the viewport to this node's native (i.e. 2D or 3D). Before the function was introduced, Godot would switch away from Script Editor unconditionally. Now, I've seen an issue where this behavior was labeled as a bug: #14862 There's also #33704, which is related EDIT: Another old issue: #20676 (this time enhancement) The question is: is this behavior useful? Many users will probably agree that if you are in the Script Editor, you want to click nodes in Scene Tree without hiding the Script Editor (some people want e.g. to check them in the inspector). Personally I don't see why would we want to switch on click, other than it being maybe faster than clicking the 2D/3D button on the top. I opened this issue to discuss this problem. We could either: 1) leave the behavior as it is (which means #14862 should be closed and #33704 fixed properly) 2) remove this behavior (would close both of these issues, and probably some others) 3) make it optional editor setting (should be easy, by reading the setting in the `can_lose_focus_on_node_selection()` method) 4) change it to switch double-click or something similar Any thoughts?",1,the hiding of script editor when selecting node in scene tree i just discovered a function called can lose focus on node selection in scripteditorplugin class it returns false for visualscript editor and true for other script editors when it s true clicking a node in scene tree will change the viewport to this node s native i e or before the function was introduced godot would switch away from script editor unconditionally now i ve seen an issue where this behavior was labeled as a bug there s also which is related edit another old issue this time enhancement the question is is this behavior useful many users will probably agree that if you are in the script editor you want to click nodes in scene tree without hiding the script editor some people want e g to check them in the inspector personally i don t see why would we want to switch on click other than it being maybe faster than clicking the button on the top i opened this issue to discuss this problem we could either leave the behavior as it is which means should be closed and fixed properly remove this behavior would close both of these issues and probably some others make it optional editor setting should be easy by reading the setting in the can lose focus on node selection method change it to switch double click or something similar any thoughts ,1 216665,7310692724.0,IssuesEvent,2018-02-28 15:40:58,medic/medic-webapp,https://api.github.com/repos/medic/medic-webapp,opened,Single page XForm does not load with `pages`,Priority: 3 - Low Type: Bug,"A form with a single page does not load if the style is set to `pages`. It gives the following error: ``` TypeError: Cannot read property 'scrollIntoView' of undefined at Object.focusOnFirstQuestion ``` The workaround is to remove the `pages` class (which is set by the Settings>style in XLSForm). ## Example form ``` Test Issue 4249: form with 1 page ```",1.0,"Single page XForm does not load with `pages` - A form with a single page does not load if the style is set to `pages`. It gives the following error: ``` TypeError: Cannot read property 'scrollIntoView' of undefined at Object.focusOnFirstQuestion ``` The workaround is to remove the `pages` class (which is set by the Settings>style in XLSForm). ## Example form ``` Test Issue 4249: form with 1 page ```",0,single page xform does not load with pages a form with a single page does not load if the style is set to pages it gives the following error typeerror cannot read property scrollintoview of undefined at object focusonfirstquestion the workaround is to remove the pages class which is set by the settings style in xlsform example form h html xmlns xmlns ev xmlns h xmlns jr xmlns orx xmlns xsd test issue form with page testing db person object populating associated fields test field ,0 11149,7085187150.0,IssuesEvent,2018-01-11 10:04:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Spatial 'Snap Mode' icon not always in sync with editor ,bug topic:editor usability,"**Godot version:** 30cd6643bea5c38128a0dc285c6aeaf0185d2e7b **OS/device including version:** Ubuntu 17.04 **Issue description:** When saving a scene with snap mode on, then after restarting the editor, the icon will look like snap is off, but editor will still snap spatials. To disable snap, double click on the icon is needed (after first click icon and editor are in sync (both indicating snap), second click turns off the snap). **Steps to reproduce:** 1. Open 3D Platformer demo 2. Enable snap mode via icon click. 3. Translate any spatial and save the scene. 4. Turn off the editor 5. Turn on the editor again. 6.1 Notice that icon indicates that snap is off. 6.2 Select and move any object, you will be able to see that object is snapping to the grid. **Minimal reproduction project:** ",True,"Spatial 'Snap Mode' icon not always in sync with editor - **Godot version:** 30cd6643bea5c38128a0dc285c6aeaf0185d2e7b **OS/device including version:** Ubuntu 17.04 **Issue description:** When saving a scene with snap mode on, then after restarting the editor, the icon will look like snap is off, but editor will still snap spatials. To disable snap, double click on the icon is needed (after first click icon and editor are in sync (both indicating snap), second click turns off the snap). **Steps to reproduce:** 1. Open 3D Platformer demo 2. Enable snap mode via icon click. 3. Translate any spatial and save the scene. 4. Turn off the editor 5. Turn on the editor again. 6.1 Notice that icon indicates that snap is off. 6.2 Select and move any object, you will be able to see that object is snapping to the grid. **Minimal reproduction project:** ",1,spatial snap mode icon not always in sync with editor godot version os device including version ubuntu issue description when saving a scene with snap mode on then after restarting the editor the icon will look like snap is off but editor will still snap spatials to disable snap double click on the icon is needed after first click icon and editor are in sync both indicating snap second click turns off the snap steps to reproduce open platformer demo enable snap mode via icon click translate any spatial and save the scene turn off the editor turn on the editor again notice that icon indicates that snap is off select and move any object you will be able to see that object is snapping to the grid minimal reproduction project ,1 50920,13612747297.0,IssuesEvent,2020-09-23 10:46:54,jgeraigery/angular-breadcrumb,https://api.github.com/repos/jgeraigery/angular-breadcrumb,opened,WS-2020-0042 (High) detected in acorn-5.7.3.tgz,security vulnerability,"## WS-2020-0042 - High Severity Vulnerability
Vulnerable Library - acorn-5.7.3.tgz

ECMAScript parser

Library home page: https://registry.npmjs.org/acorn/-/acorn-5.7.3.tgz

Path to dependency file: angular-breadcrumb/package.json

Path to vulnerable library: angular-breadcrumb/node_modules/acorn/package.json

Dependency Hierarchy: - build-angular-0.12.4.tgz (Root Library) - webpack-4.28.4.tgz - :x: **acorn-5.7.3.tgz** (Vulnerable Library)

Found in HEAD commit: 7d59b99de33040c4ee0da1186de492a71c07d62d

Found in base branch: master

Vulnerability Details

acorn is vulnerable to REGEX DoS. A regex of the form /[x-\ud800]/u causes the parser to enter an infinite loop. attackers may leverage the vulnerability leading to a Denial of Service since the string is not valid UTF16 and it results in it being sanitized before reaching the parser.

Publish Date: 2020-03-01

URL: WS-2020-0042

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://www.npmjs.com/advisories/1488

Release Date: 2020-03-08

Fix Resolution: 7.1.1

",True,"WS-2020-0042 (High) detected in acorn-5.7.3.tgz - ## WS-2020-0042 - High Severity Vulnerability
Vulnerable Library - acorn-5.7.3.tgz

ECMAScript parser

Library home page: https://registry.npmjs.org/acorn/-/acorn-5.7.3.tgz

Path to dependency file: angular-breadcrumb/package.json

Path to vulnerable library: angular-breadcrumb/node_modules/acorn/package.json

Dependency Hierarchy: - build-angular-0.12.4.tgz (Root Library) - webpack-4.28.4.tgz - :x: **acorn-5.7.3.tgz** (Vulnerable Library)

Found in HEAD commit: 7d59b99de33040c4ee0da1186de492a71c07d62d

Found in base branch: master

Vulnerability Details

acorn is vulnerable to REGEX DoS. A regex of the form /[x-\ud800]/u causes the parser to enter an infinite loop. attackers may leverage the vulnerability leading to a Denial of Service since the string is not valid UTF16 and it results in it being sanitized before reaching the parser.

Publish Date: 2020-03-01

URL: WS-2020-0042

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://www.npmjs.com/advisories/1488

Release Date: 2020-03-08

Fix Resolution: 7.1.1

",0,ws high detected in acorn tgz ws high severity vulnerability vulnerable library acorn tgz ecmascript parser library home page a href path to dependency file angular breadcrumb package json path to vulnerable library angular breadcrumb node modules acorn package json dependency hierarchy build angular tgz root library webpack tgz x acorn tgz vulnerable library found in head commit a href found in base branch master vulnerability details acorn is vulnerable to regex dos a regex of the form u causes the parser to enter an infinite loop attackers may leverage the vulnerability leading to a denial of service since the string is not valid and it results in it being sanitized before reaching the parser publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution isopenpronvulnerability true ispackagebased true isdefaultbranch true packages vulnerabilityidentifier ws vulnerabilitydetails acorn is vulnerable to regex dos a regex of the form u causes the parser to enter an infinite loop attackers may leverage the vulnerability leading to a denial of service since the string is not valid and it results in it being sanitized before reaching the parser vulnerabilityurl ,0 15713,10255393745.0,IssuesEvent,2019-08-21 15:20:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocompletion problems with the new list,bug regression topic:editor usability," **Godot version:** afecc0b **Issue description:** I can't believe no one reported it yet, but the autocompletion has a severe issue since the changes from #29626. Check this ![image](https://user-images.githubusercontent.com/2223172/63202955-af450000-c08c-11e9-998a-9d9c5c201b6d.png) It's a very nice list without quotes and with icons looks cool and stuff. But how do I search that list? I mean, when I start typing something to filter options, the list disappears. Previously, all options started with "", so you had to write "" and then whatever you wanted to search, otherwise you ran into #24077, which seems to still be true. Now when you write "", the list disappears too, so it's entirely impossible to filter it.",True,"Autocompletion problems with the new list - **Godot version:** afecc0b **Issue description:** I can't believe no one reported it yet, but the autocompletion has a severe issue since the changes from #29626. Check this ![image](https://user-images.githubusercontent.com/2223172/63202955-af450000-c08c-11e9-998a-9d9c5c201b6d.png) It's a very nice list without quotes and with icons looks cool and stuff. But how do I search that list? I mean, when I start typing something to filter options, the list disappears. Previously, all options started with "", so you had to write "" and then whatever you wanted to search, otherwise you ran into #24077, which seems to still be true. Now when you write "", the list disappears too, so it's entirely impossible to filter it.",1,autocompletion problems with the new list please search existing issues for potential duplicates before filing yours godot version issue description i can t believe no one reported it yet but the autocompletion has a severe issue since the changes from check this it s a very nice list without quotes and with icons looks cool and stuff but how do i search that list i mean when i start typing something to filter options the list disappears previously all options started with so you had to write and then whatever you wanted to search otherwise you ran into which seems to still be true now when you write the list disappears too so it s entirely impossible to filter it ,1 20659,10866645153.0,IssuesEvent,2019-11-14 21:44:27,California-Planet-Search/radvel,https://api.github.com/repos/California-Planet-Search/radvel,closed,Large output file size,performance,"Thanks for implementing the autocorr time BJ. The default run time has gone up dramatically, as has the output file size. With the defaults, running the example from the documentation generated >100 MB of output files. What do you think about making the default to just save the ""thinned"" chains. Say every 10? ![image](https://user-images.githubusercontent.com/694371/68707100-f6387980-0545-11ea-9558-fef43c177e14.png) What do you think about setting the default to save the ""thinned"" chains. ",True,"Large output file size - Thanks for implementing the autocorr time BJ. The default run time has gone up dramatically, as has the output file size. With the defaults, running the example from the documentation generated >100 MB of output files. What do you think about making the default to just save the ""thinned"" chains. Say every 10? ![image](https://user-images.githubusercontent.com/694371/68707100-f6387980-0545-11ea-9558-fef43c177e14.png) What do you think about setting the default to save the ""thinned"" chains. ",0,large output file size thanks for implementing the autocorr time bj the default run time has gone up dramatically as has the output file size with the defaults running the example from the documentation generated mb of output files what do you think about making the default to just save the thinned chains say every what do you think about setting the default to save the thinned chains ,0 269670,23457557150.0,IssuesEvent,2022-08-16 10:12:18,enonic/xp,https://api.github.com/repos/enonic/xp,opened,Access deined error appears after a user logs with roles for layers ,Bug Not in Changelog Test is failing,"1. Create an user with `Admin Console login` role. 2. Create a project, then create a layer in this project 3. Open the layer andd Contributor role for this user. 4. Do login with the user. BUG - notifation error appears after the user is logged in ![image](https://user-images.githubusercontent.com/3728712/184853207-7a0d9e09-ea05-4cf7-8a7b-caa219d7f076.png) ``` com.enonic.xp.exception.ForbiddenAccessException: Access denied to user [user:system:layer-contributor150824] ''layer-contributor150824'' at com.enonic.xp.repo.impl.repository.RepositoryServiceImpl.requireAdminRole(RepositoryServiceImpl.java:314) at com.enonic.xp.repo.impl.repository.RepositoryServiceImpl.get(RepositoryServiceImpl.java:212) at com.enonic.xp.core.impl.project.ProjectServiceImpl.doGet(ProjectServiceImpl.java:380) at com.enonic.xp.core.impl.project.ProjectServiceImpl.doGetParents(ProjectServiceImpl.java:357) at com.enonic.xp.core.impl.project.ProjectServiceImpl.doGraph(ProjectServiceImpl.java:329) at com.enonic.xp.core.impl.project.ProjectServiceImpl.graph(ProjectServiceImpl.java:307) at com.enonic.xp.app.contentstudio.rest.resource.project.ProjectResource.getTree(ProjectResource.java:214) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:566) at org.jboss.resteasy.core.MethodInjectorImpl.invoke(MethodInjectorImpl.java:170) at org.jboss.resteasy.core.MethodInjectorImpl.invoke(MethodInjectorImpl.java:130) at org.jboss.resteasy.core.ResourceMethodInvoker.internalInvokeOnTarget(ResourceMethodInvoker.java:660) at org.jboss.resteasy.core.ResourceMethodInvoker.invokeOnTargetAfterFilter(ResourceMethodInvoker.java:524) at org.jboss.resteasy.core.ResourceMethodInvoker.lambda$invokeOnTarget$2(ResourceMethodInvoker.java:474) at org.jboss.resteasy.core.interception.jaxrs.PreMatchContainerRequestContext.filter(PreMatchContainerRequestCon com.enonic.xp.exception.ForbiddenAccessException: Access denied to user [user:system:layer-contributor150824] ''layer-contributor150824'' at com.enonic.xp.repo.impl.repository.RepositoryServiceImpl.requireAdminRole(RepositoryServiceImpl.java:314) at com.enonic.xp.repo.impl.repository.RepositoryServiceImpl.get(RepositoryServiceImpl.java:212) at com.enonic.xp.core.impl.project.ProjectServiceImpl.doGet(ProjectServiceImpl.java:380) at com.enonic.xp.core.impl.project.ProjectServiceImpl.doGetParents(ProjectServiceImpl.java:357) at com.enonic.xp.core.impl.project.ProjectServiceImpl.doGraph(ProjectServiceImpl.java:329) at com.enonic.xp.core.impl.project.ProjectServiceImpl.graph(ProjectServiceImpl.java:307) at com.enonic.xp.app.contentstudio.rest.resource.project.ProjectResource.getTree(ProjectResource.java:214) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:566) at org.jboss.resteasy.core.MethodInjectorImpl.invoke(MethodInjectorImpl.java:170) at org.jboss.resteasy.core.MethodInjectorImpl.invoke(MethodInjectorImpl.java:130) at org.jboss.resteasy.core.ResourceMethodInvoker.internalInvokeOnTarget(ResourceMethodInvoker.java:660) at org.jboss.resteasy.core.ResourceMethodInvoker.invokeOnTargetAfterFilter(ResourceMethodInvoker.java:524) at org.jboss.resteasy.core.ResourceMethodInvoker.lambda$invokeOnTarget$2(ResourceMethodInvoker.java:474) at org.jboss.resteasy.core.interception.jaxrs.PreMatchContainerRequestContext.filter(PreMatchContainerRequestConcom.enonic.xp.exception.ForbiddenAccessException: Access denied to user [user:system:layer-contributor150824] ''layer-contributor150824'' at com.enonic.xp.repo.impl.repository.RepositoryServiceImpl.requireAdminRole(RepositoryServiceImpl.java:314) at com.enonic.xp.repo.impl.repository.RepositoryServiceImpl.get(RepositoryServiceImpl.java:212) at com.enonic.xp.core.impl.project.ProjectServiceImpl.doGet(ProjectServiceImpl.java:380) at com.enonic.xp.core.impl.project.ProjectServiceImpl.doGetParents(ProjectServiceImpl.java:357) at com.enonic.xp.core.impl.project.ProjectServiceImpl.doGraph(ProjectServiceImpl.java:329) at com.enonic.xp.core.impl.project.ProjectServiceImpl.graph(ProjectServiceImpl.java:307) at com.enonic.xp.app.contentstudio.rest.resource.project.ProjectResource.getTree(ProjectResource.java:214) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:566) at org.jboss.resteasy.core.MethodInjectorImpl.invoke(MethodInjectorImpl.java:170) at org.jboss.resteasy.core.MethodInjectorImpl.invoke(MethodInjectorImpl.java:130) at org.jboss.resteasy.core.ResourceMethodInvoker.internalInvokeOnTarget(ResourceMethodInvoker.java:660) at org.jboss.resteasy.core.ResourceMethodInvoker.invokeOnTargetAfterFilter(ResourceMethodInvoker.java:524) at org.jboss.resteasy.core.ResourceMethodInvoker.lambda$invokeOnTarget$2(ResourceMethodInvoker.java:474) at org.jboss.resteasy.core.interception.jaxrs.PreMatchContainerRequestContext.filter(PreMatchContainerRequestCon",1.0,"Access deined error appears after a user logs with roles for layers - 1. Create an user with `Admin Console login` role. 2. Create a project, then create a layer in this project 3. Open the layer andd Contributor role for this user. 4. Do login with the user. BUG - notifation error appears after the user is logged in ![image](https://user-images.githubusercontent.com/3728712/184853207-7a0d9e09-ea05-4cf7-8a7b-caa219d7f076.png) ``` com.enonic.xp.exception.ForbiddenAccessException: Access denied to user [user:system:layer-contributor150824] ''layer-contributor150824'' at com.enonic.xp.repo.impl.repository.RepositoryServiceImpl.requireAdminRole(RepositoryServiceImpl.java:314) at com.enonic.xp.repo.impl.repository.RepositoryServiceImpl.get(RepositoryServiceImpl.java:212) at com.enonic.xp.core.impl.project.ProjectServiceImpl.doGet(ProjectServiceImpl.java:380) at com.enonic.xp.core.impl.project.ProjectServiceImpl.doGetParents(ProjectServiceImpl.java:357) at com.enonic.xp.core.impl.project.ProjectServiceImpl.doGraph(ProjectServiceImpl.java:329) at com.enonic.xp.core.impl.project.ProjectServiceImpl.graph(ProjectServiceImpl.java:307) at com.enonic.xp.app.contentstudio.rest.resource.project.ProjectResource.getTree(ProjectResource.java:214) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:566) at org.jboss.resteasy.core.MethodInjectorImpl.invoke(MethodInjectorImpl.java:170) at org.jboss.resteasy.core.MethodInjectorImpl.invoke(MethodInjectorImpl.java:130) at org.jboss.resteasy.core.ResourceMethodInvoker.internalInvokeOnTarget(ResourceMethodInvoker.java:660) at org.jboss.resteasy.core.ResourceMethodInvoker.invokeOnTargetAfterFilter(ResourceMethodInvoker.java:524) at org.jboss.resteasy.core.ResourceMethodInvoker.lambda$invokeOnTarget$2(ResourceMethodInvoker.java:474) at org.jboss.resteasy.core.interception.jaxrs.PreMatchContainerRequestContext.filter(PreMatchContainerRequestCon com.enonic.xp.exception.ForbiddenAccessException: Access denied to user [user:system:layer-contributor150824] ''layer-contributor150824'' at com.enonic.xp.repo.impl.repository.RepositoryServiceImpl.requireAdminRole(RepositoryServiceImpl.java:314) at com.enonic.xp.repo.impl.repository.RepositoryServiceImpl.get(RepositoryServiceImpl.java:212) at com.enonic.xp.core.impl.project.ProjectServiceImpl.doGet(ProjectServiceImpl.java:380) at com.enonic.xp.core.impl.project.ProjectServiceImpl.doGetParents(ProjectServiceImpl.java:357) at com.enonic.xp.core.impl.project.ProjectServiceImpl.doGraph(ProjectServiceImpl.java:329) at com.enonic.xp.core.impl.project.ProjectServiceImpl.graph(ProjectServiceImpl.java:307) at com.enonic.xp.app.contentstudio.rest.resource.project.ProjectResource.getTree(ProjectResource.java:214) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:566) at org.jboss.resteasy.core.MethodInjectorImpl.invoke(MethodInjectorImpl.java:170) at org.jboss.resteasy.core.MethodInjectorImpl.invoke(MethodInjectorImpl.java:130) at org.jboss.resteasy.core.ResourceMethodInvoker.internalInvokeOnTarget(ResourceMethodInvoker.java:660) at org.jboss.resteasy.core.ResourceMethodInvoker.invokeOnTargetAfterFilter(ResourceMethodInvoker.java:524) at org.jboss.resteasy.core.ResourceMethodInvoker.lambda$invokeOnTarget$2(ResourceMethodInvoker.java:474) at org.jboss.resteasy.core.interception.jaxrs.PreMatchContainerRequestContext.filter(PreMatchContainerRequestConcom.enonic.xp.exception.ForbiddenAccessException: Access denied to user [user:system:layer-contributor150824] ''layer-contributor150824'' at com.enonic.xp.repo.impl.repository.RepositoryServiceImpl.requireAdminRole(RepositoryServiceImpl.java:314) at com.enonic.xp.repo.impl.repository.RepositoryServiceImpl.get(RepositoryServiceImpl.java:212) at com.enonic.xp.core.impl.project.ProjectServiceImpl.doGet(ProjectServiceImpl.java:380) at com.enonic.xp.core.impl.project.ProjectServiceImpl.doGetParents(ProjectServiceImpl.java:357) at com.enonic.xp.core.impl.project.ProjectServiceImpl.doGraph(ProjectServiceImpl.java:329) at com.enonic.xp.core.impl.project.ProjectServiceImpl.graph(ProjectServiceImpl.java:307) at com.enonic.xp.app.contentstudio.rest.resource.project.ProjectResource.getTree(ProjectResource.java:214) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:566) at org.jboss.resteasy.core.MethodInjectorImpl.invoke(MethodInjectorImpl.java:170) at org.jboss.resteasy.core.MethodInjectorImpl.invoke(MethodInjectorImpl.java:130) at org.jboss.resteasy.core.ResourceMethodInvoker.internalInvokeOnTarget(ResourceMethodInvoker.java:660) at org.jboss.resteasy.core.ResourceMethodInvoker.invokeOnTargetAfterFilter(ResourceMethodInvoker.java:524) at org.jboss.resteasy.core.ResourceMethodInvoker.lambda$invokeOnTarget$2(ResourceMethodInvoker.java:474) at org.jboss.resteasy.core.interception.jaxrs.PreMatchContainerRequestContext.filter(PreMatchContainerRequestCon",0,access deined error appears after a user logs with roles for layers create an user with admin console login role create a project then create a layer in this project open the layer andd contributor role for this user do login with the user bug notifation error appears after the user is logged in com enonic xp exception forbiddenaccessexception access denied to user layer at com enonic xp repo impl repository repositoryserviceimpl requireadminrole repositoryserviceimpl java at com enonic xp repo impl repository repositoryserviceimpl get repositoryserviceimpl java at com enonic xp core impl project projectserviceimpl doget projectserviceimpl java at com enonic xp core impl project projectserviceimpl dogetparents projectserviceimpl java at com enonic xp core impl project projectserviceimpl dograph projectserviceimpl java at com enonic xp core impl project projectserviceimpl graph projectserviceimpl java at com enonic xp app contentstudio rest resource project projectresource gettree projectresource java at java base jdk internal reflect nativemethodaccessorimpl native method at java base jdk internal reflect nativemethodaccessorimpl invoke nativemethodaccessorimpl java at java base jdk internal reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java base java lang reflect method invoke method java at org jboss resteasy core methodinjectorimpl invoke methodinjectorimpl java at org jboss resteasy core methodinjectorimpl invoke methodinjectorimpl java at org jboss resteasy core resourcemethodinvoker internalinvokeontarget resourcemethodinvoker java at org jboss resteasy core resourcemethodinvoker invokeontargetafterfilter resourcemethodinvoker java at org jboss resteasy core resourcemethodinvoker lambda invokeontarget resourcemethodinvoker java at org jboss resteasy core interception jaxrs prematchcontainerrequestcontext filter prematchcontainerrequestcon com enonic xp exception forbiddenaccessexception access denied to user layer at com enonic xp repo impl repository repositoryserviceimpl requireadminrole repositoryserviceimpl java at com enonic xp repo impl repository repositoryserviceimpl get repositoryserviceimpl java at com enonic xp core impl project projectserviceimpl doget projectserviceimpl java at com enonic xp core impl project projectserviceimpl dogetparents projectserviceimpl java at com enonic xp core impl project projectserviceimpl dograph projectserviceimpl java at com enonic xp core impl project projectserviceimpl graph projectserviceimpl java at com enonic xp app contentstudio rest resource project projectresource gettree projectresource java at java base jdk internal reflect nativemethodaccessorimpl native method at java base jdk internal reflect nativemethodaccessorimpl invoke nativemethodaccessorimpl java at java base jdk internal reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java base java lang reflect method invoke method java at org jboss resteasy core methodinjectorimpl invoke methodinjectorimpl java at org jboss resteasy core methodinjectorimpl invoke methodinjectorimpl java at org jboss resteasy core resourcemethodinvoker internalinvokeontarget resourcemethodinvoker java at org jboss resteasy core resourcemethodinvoker invokeontargetafterfilter resourcemethodinvoker java at org jboss resteasy core resourcemethodinvoker lambda invokeontarget resourcemethodinvoker java at org jboss resteasy core interception jaxrs prematchcontainerrequestcontext filter prematchcontainerrequestconcom enonic xp exception forbiddenaccessexception access denied to user layer at com enonic xp repo impl repository repositoryserviceimpl requireadminrole repositoryserviceimpl java at com enonic xp repo impl repository repositoryserviceimpl get repositoryserviceimpl java at com enonic xp core impl project projectserviceimpl doget projectserviceimpl java at com enonic xp core impl project projectserviceimpl dogetparents projectserviceimpl java at com enonic xp core impl project projectserviceimpl dograph projectserviceimpl java at com enonic xp core impl project projectserviceimpl graph projectserviceimpl java at com enonic xp app contentstudio rest resource project projectresource gettree projectresource java at java base jdk internal reflect nativemethodaccessorimpl native method at java base jdk internal reflect nativemethodaccessorimpl invoke nativemethodaccessorimpl java at java base jdk internal reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java base java lang reflect method invoke method java at org jboss resteasy core methodinjectorimpl invoke methodinjectorimpl java at org jboss resteasy core methodinjectorimpl invoke methodinjectorimpl java at org jboss resteasy core resourcemethodinvoker internalinvokeontarget resourcemethodinvoker java at org jboss resteasy core resourcemethodinvoker invokeontargetafterfilter resourcemethodinvoker java at org jboss resteasy core resourcemethodinvoker lambda invokeontarget resourcemethodinvoker java at org jboss resteasy core interception jaxrs prematchcontainerrequestcontext filter prematchcontainerrequestcon,0 22510,19563424962.0,IssuesEvent,2022-01-03 19:40:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changing script language permanently changes default template,bug topic:editor usability," **Godot version:** 3.2.4 beta4 **Issue description:** ![7oCVcTtEBU](https://user-images.githubusercontent.com/2223172/102701595-d7cca380-4258-11eb-8f58-267b15c25f2f.gif) ",True,"Changing script language permanently changes default template - **Godot version:** 3.2.4 beta4 **Issue description:** ![7oCVcTtEBU](https://user-images.githubusercontent.com/2223172/102701595-d7cca380-4258-11eb-8f58-267b15c25f2f.gif) ",1,changing script language permanently changes default template please search existing issues for potential duplicates before filing yours godot version issue description ,1 19830,14617687107.0,IssuesEvent,2020-12-22 15:08:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,More visible debug collision shapes,enhancement topic:editor usability,"**Godot version:** Latest master **Issue description:** Collision shapes in 3D are very hard to see. I suggest to have them look more transparent and solid, like 2D collision shapes (if not all the time, at least on demand.) I had a bug because a collision shape was wrong and I couldn't figure out for a while because in the game the collision shape seemed fine, because it looked hollow but it wasn't.",True,"More visible debug collision shapes - **Godot version:** Latest master **Issue description:** Collision shapes in 3D are very hard to see. I suggest to have them look more transparent and solid, like 2D collision shapes (if not all the time, at least on demand.) I had a bug because a collision shape was wrong and I couldn't figure out for a while because in the game the collision shape seemed fine, because it looked hollow but it wasn't.",1,more visible debug collision shapes godot version latest master issue description collision shapes in are very hard to see i suggest to have them look more transparent and solid like collision shapes if not all the time at least on demand i had a bug because a collision shape was wrong and i couldn t figure out for a while because in the game the collision shape seemed fine because it looked hollow but it wasn t ,1 274860,23873240680.0,IssuesEvent,2022-09-07 16:30:13,apisec-inc/Support,https://api.github.com/repos/apisec-inc/Support,closed,[Bug]: POST Migration Unable to login to APIsec via OKTA SSO ,bug non-triaged blocker pentest,"### Severity Blocker ### What happened? One of our clients who enabled OKTA SSO is experiencing login issues and cannot access their accounts. @abdul-hai-apisec, please recommend how to unblock them. ",1.0,"[Bug]: POST Migration Unable to login to APIsec via OKTA SSO - ### Severity Blocker ### What happened? One of our clients who enabled OKTA SSO is experiencing login issues and cannot access their accounts. @abdul-hai-apisec, please recommend how to unblock them. ",0, post migration unable to login to apisec via okta sso severity blocker what happened one of our clients who enabled okta sso is experiencing login issues and cannot access their accounts abdul hai apisec please recommend how to unblock them ,0 22819,20246711888.0,IssuesEvent,2022-02-14 14:22:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Make ColorPicker/ColorPickerButton alpha checkerboard use the same contrast as the gradient editor's,enhancement topic:editor usability,"### Godot version v3.4.2.stable.official [45eaa2daf] ### System information Windows 10 ### Issue description When make a transparent gradient the colors items do not match the preview at the top? The last item in the list is fully transparent and invisible... yet is is displayed as ""fully"" white with the transparent check pattern virtually invisible, and items higher on list are shown with more transparency though they have less? The items in this list should basically match the preview at the top? Thanks. [![Gradient2.gif](https://i.postimg.cc/mrtWDX7v/Gradient2.gif)](https://postimg.cc/xkD4pPx5) ### Steps to reproduce - create new Gradient, set Color 1 to transparent, and refresh by selecting a differnt node then the Gradient again (https://github.com/godotengine/godot/issues/33265) - add a bunch of new points, and refresh - note that last item in list does not appear fully transparent, and items further up list appear more so? ### Minimal reproduction project _No response_",True,"Make ColorPicker/ColorPickerButton alpha checkerboard use the same contrast as the gradient editor's - ### Godot version v3.4.2.stable.official [45eaa2daf] ### System information Windows 10 ### Issue description When make a transparent gradient the colors items do not match the preview at the top? The last item in the list is fully transparent and invisible... yet is is displayed as ""fully"" white with the transparent check pattern virtually invisible, and items higher on list are shown with more transparency though they have less? The items in this list should basically match the preview at the top? Thanks. [![Gradient2.gif](https://i.postimg.cc/mrtWDX7v/Gradient2.gif)](https://postimg.cc/xkD4pPx5) ### Steps to reproduce - create new Gradient, set Color 1 to transparent, and refresh by selecting a differnt node then the Gradient again (https://github.com/godotengine/godot/issues/33265) - add a bunch of new points, and refresh - note that last item in list does not appear fully transparent, and items further up list appear more so? ### Minimal reproduction project _No response_",1,make colorpicker colorpickerbutton alpha checkerboard use the same contrast as the gradient editor s godot version stable official system information windows issue description when make a transparent gradient the colors items do not match the preview at the top the last item in the list is fully transparent and invisible yet is is displayed as fully white with the transparent check pattern virtually invisible and items higher on list are shown with more transparency though they have less the items in this list should basically match the preview at the top thanks steps to reproduce create new gradient set color to transparent and refresh by selecting a differnt node then the gradient again add a bunch of new points and refresh note that last item in list does not appear fully transparent and items further up list appear more so minimal reproduction project no response ,1 13982,8773818290.0,IssuesEvent,2018-12-18 17:56:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimationPlayer curve editor tangents color should be different,enhancement junior job topic:editor usability,"Godot master efdd0c4b894a4329469e3c8456b0440e7398c5d8 I was a bit confused about what was a tangent and what was the actual curve, they have the same color. I think tangents should have a slightly more transparent color. I also expected the tangents to look smaller, the first time I created such a track the tangents were actually so much bigger than the curve itself. ![image](https://user-images.githubusercontent.com/1311555/41125663-645c4bb8-6aa5-11e8-95ff-6e8553172032.png) Compared to the `Curve` resource editor: ![image](https://user-images.githubusercontent.com/1311555/41125777-b8883c6a-6aa5-11e8-9918-a8d595b1136f.png) ",True,"AnimationPlayer curve editor tangents color should be different - Godot master efdd0c4b894a4329469e3c8456b0440e7398c5d8 I was a bit confused about what was a tangent and what was the actual curve, they have the same color. I think tangents should have a slightly more transparent color. I also expected the tangents to look smaller, the first time I created such a track the tangents were actually so much bigger than the curve itself. ![image](https://user-images.githubusercontent.com/1311555/41125663-645c4bb8-6aa5-11e8-95ff-6e8553172032.png) Compared to the `Curve` resource editor: ![image](https://user-images.githubusercontent.com/1311555/41125777-b8883c6a-6aa5-11e8-9918-a8d595b1136f.png) ",1,animationplayer curve editor tangents color should be different godot master i was a bit confused about what was a tangent and what was the actual curve they have the same color i think tangents should have a slightly more transparent color i also expected the tangents to look smaller the first time i created such a track the tangents were actually so much bigger than the curve itself compared to the curve resource editor ,1 26301,4214107813.0,IssuesEvent,2016-06-29 21:14:32,rlf/uSkyBlock,https://api.github.com/repos/rlf/uSkyBlock,closed,[Suggestion] Schematic Handicap Level,A feature request T tested awaiting reporter,"Would be awesome to be able to specify a handicap level for certain schematics to add/remove island levels. For example, schematic A could have a handicap of 100, giving that island an extra 100 island levels. Schematic B could have a handicap of -50, giving that island 50 less levels. This could be extremely useful for balancing island levels between varying schematics, giving players the ability to use cooler islands without having an unfair advantage.",1.0,"[Suggestion] Schematic Handicap Level - Would be awesome to be able to specify a handicap level for certain schematics to add/remove island levels. For example, schematic A could have a handicap of 100, giving that island an extra 100 island levels. Schematic B could have a handicap of -50, giving that island 50 less levels. This could be extremely useful for balancing island levels between varying schematics, giving players the ability to use cooler islands without having an unfair advantage.",0, schematic handicap level would be awesome to be able to specify a handicap level for certain schematics to add remove island levels for example schematic a could have a handicap of giving that island an extra island levels schematic b could have a handicap of giving that island less levels this could be extremely useful for balancing island levels between varying schematics giving players the ability to use cooler islands without having an unfair advantage ,0 729133,25110173345.0,IssuesEvent,2022-11-08 19:49:44,googleapis/gapic-generator-ruby,https://api.github.com/repos/googleapis/gapic-generator-ruby,closed,Regapic to support same credentials objects as gRPC,type: feature request priority: p3,"Currently rest auth plugin does not support all range of objects-with-refresh-proc that gRPC supports, this needs parity.",1.0,"Regapic to support same credentials objects as gRPC - Currently rest auth plugin does not support all range of objects-with-refresh-proc that gRPC supports, this needs parity.",0,regapic to support same credentials objects as grpc currently rest auth plugin does not support all range of objects with refresh proc that grpc supports this needs parity ,0 129039,18070621841.0,IssuesEvent,2021-09-21 02:11:55,kapseliboi/mimic,https://api.github.com/repos/kapseliboi/mimic,opened,CVE-2021-3807 (Medium) detected in ansi-regex-2.1.1.tgz,security vulnerability,"## CVE-2021-3807 - Medium Severity Vulnerability
Vulnerable Library - ansi-regex-2.1.1.tgz

Regular expression for matching ANSI escape codes

Library home page: https://registry.npmjs.org/ansi-regex/-/ansi-regex-2.1.1.tgz

Dependency Hierarchy: - karma-1.7.0.tgz (Root Library) - chokidar-1.7.0.tgz - fsevents-1.2.9.tgz - node-pre-gyp-0.12.0.tgz - npmlog-4.1.2.tgz - gauge-2.7.4.tgz - strip-ansi-3.0.1.tgz - :x: **ansi-regex-2.1.1.tgz** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

ansi-regex is vulnerable to Inefficient Regular Expression Complexity

Publish Date: 2021-09-17

URL: CVE-2021-3807

CVSS 3 Score Details (5.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: N/A - Attack Complexity: N/A - Privileges Required: N/A - User Interaction: N/A - Scope: N/A - Impact Metrics: - Confidentiality Impact: N/A - Integrity Impact: N/A - Availability Impact: N/A

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://huntr.dev/bounties/5b3cf33b-ede0-4398-9974-800876dfd994/

Release Date: 2021-09-17

Fix Resolution: ansi-regex - 5.0.1,6.0.1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2021-3807 (Medium) detected in ansi-regex-2.1.1.tgz - ## CVE-2021-3807 - Medium Severity Vulnerability
Vulnerable Library - ansi-regex-2.1.1.tgz

Regular expression for matching ANSI escape codes

Library home page: https://registry.npmjs.org/ansi-regex/-/ansi-regex-2.1.1.tgz

Dependency Hierarchy: - karma-1.7.0.tgz (Root Library) - chokidar-1.7.0.tgz - fsevents-1.2.9.tgz - node-pre-gyp-0.12.0.tgz - npmlog-4.1.2.tgz - gauge-2.7.4.tgz - strip-ansi-3.0.1.tgz - :x: **ansi-regex-2.1.1.tgz** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

ansi-regex is vulnerable to Inefficient Regular Expression Complexity

Publish Date: 2021-09-17

URL: CVE-2021-3807

CVSS 3 Score Details (5.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: N/A - Attack Complexity: N/A - Privileges Required: N/A - User Interaction: N/A - Scope: N/A - Impact Metrics: - Confidentiality Impact: N/A - Integrity Impact: N/A - Availability Impact: N/A

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://huntr.dev/bounties/5b3cf33b-ede0-4398-9974-800876dfd994/

Release Date: 2021-09-17

Fix Resolution: ansi-regex - 5.0.1,6.0.1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in ansi regex tgz cve medium severity vulnerability vulnerable library ansi regex tgz regular expression for matching ansi escape codes library home page a href dependency hierarchy karma tgz root library chokidar tgz fsevents tgz node pre gyp tgz npmlog tgz gauge tgz strip ansi tgz x ansi regex tgz vulnerable library found in base branch master vulnerability details ansi regex is vulnerable to inefficient regular expression complexity publish date url a href cvss score details base score metrics exploitability metrics attack vector n a attack complexity n a privileges required n a user interaction n a scope n a impact metrics confidentiality impact n a integrity impact n a availability impact n a for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution ansi regex step up your open source security game with whitesource ,0 166256,14045473989.0,IssuesEvent,2020-11-02 01:38:06,AY2021S1-CS2103T-T13-3/tp,https://api.github.com/repos/AY2021S1-CS2103T-T13-3/tp,closed,[PE-D] Grammar errors,type.documentation,"Just some small grammar errors Sessions are timeslots* ![grammar4.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/e198f252-9426-4325-b033-48ad84aa15b5.PNG) It consists* of ![typo1.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/b08e5946-c0d7-4ddb-92ce-846a8f422f3e.PNG) 'The GUI similar to the below' does not sound grammatically correct I think. similar to the figure below? ![grammar1.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/07ed9b57-9890-41f3-b658-a1b72d3146fa.PNG) display the commands* starting ![grammar7.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/3d88fc4c-ba5e-4641-8922-0af765f0bb6d.PNG) prompt you with* an error message (I think?) ![grammar6.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/dcb32697-8a0e-4c19-a1f1-7a23cd8d7a93.PNG) There are* no schedules assigned today ![grammar8.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/ca90748f-833e-4a66-a6c4-12e90bd9ca45.PNG) icons represent* different ![grammar3.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/b15a6569-ca2c-4aa5-b266-d2bc666214c3.PNG) use arrow keys* to ![grammar9.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/55e65730-dab9-4808-b457-5d9f55b4f730.PNG) In case .... doesnt sound grammatically correct? ![grammar10.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/731c57f6-13a8-403f-a39f-fe545f504309.PNG) doesn't allow the* user ![grammar5.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/b604c02b-c30f-4493-b142-e5a3d05fdbcf.PNG) ------------- Labels: `severity.VeryLow` `type.DocumentationBug` original: leeyorktat/ped#7",1.0,"[PE-D] Grammar errors - Just some small grammar errors Sessions are timeslots* ![grammar4.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/e198f252-9426-4325-b033-48ad84aa15b5.PNG) It consists* of ![typo1.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/b08e5946-c0d7-4ddb-92ce-846a8f422f3e.PNG) 'The GUI similar to the below' does not sound grammatically correct I think. similar to the figure below? ![grammar1.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/07ed9b57-9890-41f3-b658-a1b72d3146fa.PNG) display the commands* starting ![grammar7.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/3d88fc4c-ba5e-4641-8922-0af765f0bb6d.PNG) prompt you with* an error message (I think?) ![grammar6.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/dcb32697-8a0e-4c19-a1f1-7a23cd8d7a93.PNG) There are* no schedules assigned today ![grammar8.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/ca90748f-833e-4a66-a6c4-12e90bd9ca45.PNG) icons represent* different ![grammar3.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/b15a6569-ca2c-4aa5-b266-d2bc666214c3.PNG) use arrow keys* to ![grammar9.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/55e65730-dab9-4808-b457-5d9f55b4f730.PNG) In case .... doesnt sound grammatically correct? ![grammar10.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/731c57f6-13a8-403f-a39f-fe545f504309.PNG) doesn't allow the* user ![grammar5.PNG](https://raw.githubusercontent.com/leeyorktat/ped/main/files/b604c02b-c30f-4493-b142-e5a3d05fdbcf.PNG) ------------- Labels: `severity.VeryLow` `type.DocumentationBug` original: leeyorktat/ped#7",0, grammar errors just some small grammar errors sessions are timeslots it consists of the gui similar to the below does not sound grammatically correct i think similar to the figure below display the commands starting prompt you with an error message i think there are no schedules assigned today icons represent different use arrow keys to in case doesnt sound grammatically correct doesn t allow the user labels severity verylow type documentationbug original leeyorktat ped ,0 5779,13156637628.0,IssuesEvent,2020-08-10 11:11:44,kubernetes/org,https://api.github.com/repos/kubernetes/org,closed,Create .github repo in all kubernetes GitHub orgs,area/github-repo committee/product-security committee/steering sig/architecture sig/contributor-experience,"### New Repo, Staging Repo, or migrate existing new repository ### Requested name for new repository `.github` ### Which Organization should it reside all - @kubernetes, @kubernetes-sigs, @kubernetes-client, @kubernetes-csi ### If not a staging repo, who should have admin access @kubernetes/owners ### If not a staging repo, who should have write access NA ### If not a staging repo, who should be listed as approvers in OWNERS @kubernetes/owners ### If not a staging repo, who should be listed in SECURITY_CONTACTS PSC ### What should the repo description be Default files for all repos in the Kubernetes GitHub org ### What SIG and subproject does this fall under in sigs.yaml github-management subproject under SIG Contribex ### Approvals Currently, this would only hold the `SECURITY.md ` file since files in the `.github` repo do not show up while cloning other repos. Note: if a repo contains an explicit SECURITY.md file, that file would be considered over the org-wide default. Ref: https://docs.github.com/en/github/building-a-strong-community/creating-a-default-community-health-file#about-default-community-health-files We would need approval from: - SIG Contribex - owning SIG, since this deals with github-management - PSC - since the repo would be used for SECURITY.md files - SIG Architecture - since we intend to do this for @kubernetes as well - Steering Committee - to confirm they won't like to own this repo, and to move ownership of https://github.com/kubernetes/kubernetes-template-project to contribex as well ### Additional context for request This stemmed from https://github.com/kubernetes/kubernetes-template-project/pull/35#issuecomment-665338118 ",1.0,"Create .github repo in all kubernetes GitHub orgs - ### New Repo, Staging Repo, or migrate existing new repository ### Requested name for new repository `.github` ### Which Organization should it reside all - @kubernetes, @kubernetes-sigs, @kubernetes-client, @kubernetes-csi ### If not a staging repo, who should have admin access @kubernetes/owners ### If not a staging repo, who should have write access NA ### If not a staging repo, who should be listed as approvers in OWNERS @kubernetes/owners ### If not a staging repo, who should be listed in SECURITY_CONTACTS PSC ### What should the repo description be Default files for all repos in the Kubernetes GitHub org ### What SIG and subproject does this fall under in sigs.yaml github-management subproject under SIG Contribex ### Approvals Currently, this would only hold the `SECURITY.md ` file since files in the `.github` repo do not show up while cloning other repos. Note: if a repo contains an explicit SECURITY.md file, that file would be considered over the org-wide default. Ref: https://docs.github.com/en/github/building-a-strong-community/creating-a-default-community-health-file#about-default-community-health-files We would need approval from: - SIG Contribex - owning SIG, since this deals with github-management - PSC - since the repo would be used for SECURITY.md files - SIG Architecture - since we intend to do this for @kubernetes as well - Steering Committee - to confirm they won't like to own this repo, and to move ownership of https://github.com/kubernetes/kubernetes-template-project to contribex as well ### Additional context for request This stemmed from https://github.com/kubernetes/kubernetes-template-project/pull/35#issuecomment-665338118 ",0,create github repo in all kubernetes github orgs new repo staging repo or migrate existing new repository requested name for new repository github which organization should it reside all kubernetes kubernetes sigs kubernetes client kubernetes csi if not a staging repo who should have admin access kubernetes owners if not a staging repo who should have write access na if not a staging repo who should be listed as approvers in owners kubernetes owners if not a staging repo who should be listed in security contacts psc what should the repo description be default files for all repos in the kubernetes github org what sig and subproject does this fall under in sigs yaml github management subproject under sig contribex approvals currently this would only hold the security md file since files in the github repo do not show up while cloning other repos note if a repo contains an explicit security md file that file would be considered over the org wide default ref we would need approval from sig contribex owning sig since this deals with github management psc since the repo would be used for security md files sig architecture since we intend to do this for kubernetes as well steering committee to confirm they won t like to own this repo and to move ownership of to contribex as well additional context for request this stemmed from ,0 5827,8485046614.0,IssuesEvent,2018-10-26 06:13:40,bwsw/cloudstack-ui,https://api.github.com/repos/bwsw/cloudstack-ui,closed,[Log View] Filter VMs by accounts,epic requirement,"This issue covers the following requirements: 1. [REQ-LOGS-001] A user should be able to select accounts when setting the log viewing parameters",1.0,"[Log View] Filter VMs by accounts - This issue covers the following requirements: 1. [REQ-LOGS-001] A user should be able to select accounts when setting the log viewing parameters",0, filter vms by accounts this issue covers the following requirements a user should be able to select accounts when setting the log viewing parameters,0 11148,7085169415.0,IssuesEvent,2018-01-11 10:00:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Selected empty new line doesn't go away when scrolling horizontally,bug topic:editor usability," **Godot version:** bfeaf27 **Issue description:** Self-explanatory: ![peek 2018-01-06 20-18](https://user-images.githubusercontent.com/30739239/34644484-c95e7134-f31e-11e7-838d-b5639320ea5a.gif)",True,"Selected empty new line doesn't go away when scrolling horizontally - **Godot version:** bfeaf27 **Issue description:** Self-explanatory: ![peek 2018-01-06 20-18](https://user-images.githubusercontent.com/30739239/34644484-c95e7134-f31e-11e7-838d-b5639320ea5a.gif)",1,selected empty new line doesn t go away when scrolling horizontally please search existing issues for potential duplicates before filing yours godot version issue description self explanatory ,1 12038,7635317532.0,IssuesEvent,2018-05-07 02:42:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Feature Request: Allow us to drag assets from desktop folder to folder in FileSystem in godot sidebar,enhancement topic:editor usability,"**Godot version:** 3.x **OS/device including version:** Windows 10 **Suggestion description:** Allow us to drag an asset from any desktop folder directly into the sidebar of the filesystem. That way say you don't have the current folder open and you just downloaded a new font, and you wanted to quickly drag it to the project without needing to open the folder since you have that folder already opened in godot directly. **Why would it be useful** Sometimes you don't always have the project folder open on your desktop and you're already looking through your assets and you just want to drag them directly into the project since godot's already open. We download free assets offline all the time, it'll save us a bit of time being able to do this without an extra step.",True,"Feature Request: Allow us to drag assets from desktop folder to folder in FileSystem in godot sidebar - **Godot version:** 3.x **OS/device including version:** Windows 10 **Suggestion description:** Allow us to drag an asset from any desktop folder directly into the sidebar of the filesystem. That way say you don't have the current folder open and you just downloaded a new font, and you wanted to quickly drag it to the project without needing to open the folder since you have that folder already opened in godot directly. **Why would it be useful** Sometimes you don't always have the project folder open on your desktop and you're already looking through your assets and you just want to drag them directly into the project since godot's already open. We download free assets offline all the time, it'll save us a bit of time being able to do this without an extra step.",1,feature request allow us to drag assets from desktop folder to folder in filesystem in godot sidebar godot version x os device including version windows suggestion description allow us to drag an asset from any desktop folder directly into the sidebar of the filesystem that way say you don t have the current folder open and you just downloaded a new font and you wanted to quickly drag it to the project without needing to open the folder since you have that folder already opened in godot directly why would it be useful sometimes you don t always have the project folder open on your desktop and you re already looking through your assets and you just want to drag them directly into the project since godot s already open we download free assets offline all the time it ll save us a bit of time being able to do this without an extra step ,1 153161,13495619254.0,IssuesEvent,2020-09-12 00:26:54,SidharthMacherla/indepth,https://api.github.com/repos/SidharthMacherla/indepth,opened,Write article on public forums,documentation,Search for a blog or journal to publish an article speaking of this package in current state. The objective is to increase the awareness of this package,1.0,Write article on public forums - Search for a blog or journal to publish an article speaking of this package in current state. The objective is to increase the awareness of this package,0,write article on public forums search for a blog or journal to publish an article speaking of this package in current state the objective is to increase the awareness of this package,0 38401,15687209411.0,IssuesEvent,2021-03-25 13:25:59,hashicorp/terraform-provider-aws,https://api.github.com/repos/hashicorp/terraform-provider-aws,closed,aws_service_discovery_http_namespace: namespace name validation is too strict,service/servicediscovery," ### Community Note * Please vote on this issue by adding a 👍 [reaction](https://blog.github.com/2016-03-10-add-reactions-to-pull-requests-issues-and-comments/) to the original issue to help the community and maintainers prioritize this request * Please do not leave ""+1"" or other comments that do not add relevant new information or questions, they generate extra noise for issue followers and do not help prioritize the request * If you are interested in working on this issue or have submitted a pull request, please leave a comment ### Terraform CLI and Terraform AWS Provider Version * Terraform v0.13.5 * AWS Provider v2.9 ### Affected Resource(s) * aws_service_discovery_http_namespace ### Terraform Configuration Files ```hcl resource ""aws_service_discovery_http_namespace"" ""example"" { name = ""development-1"" description = ""example"" } ``` ### Debug Output ``` ``` ### Panic Output ``` ``` ### Expected Behavior An AWS Cloud Map namespace name `development-1` should be created. ### Actual Behavior This error message is shown by terraform: ``` Error: aws_service_discovery_http_namespace.example: last character of ""name"" must be a letter ``` ### Steps to Reproduce 1. `terraform apply` ### Important Factoids The Cloud Map documentation states the following: > You can specify a name up to 1,024 characters long. The name can contain the characters a-z, A-Z, 0-9, _ (underscore), and - (hyphen). https://docs.aws.amazon.com/cloud-map/latest/dg/namespaces-values.html ### References Looking at the original pull request, it appears that this limitation was introduced when the resource was added to the terraform provider: https://github.com/hashicorp/terraform-provider-aws/commit/5c42e3e4657cf013278987a1a0be7ef4f65693bb#diff-78a0a97b5a4b0942c73e64eec6c3fbee6ce1e5e23744375b290543b2259ea320R2018-R2038 The `validateServiceDiscoveryHttpNamespaceName` function enforces a format that is more restrictive than what the AWS API accepts: ```go func validateServiceDiscoveryHttpNamespaceName(v interface{}, k string) (ws []string, errors []error) { value := v.(string) if !regexp.MustCompile(`^[0-9A-Za-z_-]+$`).MatchString(value) { errors = append(errors, fmt.Errorf( ""only alphanumeric characters, underscores and hyphens allowed in %q"", k)) } if !regexp.MustCompile(`^[a-zA-Z]`).MatchString(value) { errors = append(errors, fmt.Errorf( ""first character of %q must be a letter"", k)) } if !regexp.MustCompile(`[a-zA-Z]$`).MatchString(value) { errors = append(errors, fmt.Errorf( ""last character of %q must be a letter"", k)) } if len(value) > 1024 { errors = append(errors, fmt.Errorf( ""%q cannot be greater than 1024 characters"", k)) } return } ``` It should be possible to simplify the function to: ```go func validateServiceDiscoveryHttpNamespaceName(v interface{}, k string) (ws []string, errors []error) { value := v.(string) if !regexp.MustCompile(`^[0-9A-Za-z_-]+$`).MatchString(value) { errors = append(errors, fmt.Errorf( ""only alphanumeric characters, underscores and hyphens allowed in %q"", k)) } if len(value) > 1024 { errors = append(errors, fmt.Errorf( ""%q cannot be greater than 1024 characters"", k)) } return } ``` As reference, see this is a screenshot from the Cloud Map console showing that it is possible to create namespaces with numeric prefix and suffixes: ![image](https://user-images.githubusercontent.com/865510/102274968-9004ef80-3ed9-11eb-9ab9-ba28a742aa81.png) ",2.0,"aws_service_discovery_http_namespace: namespace name validation is too strict - ### Community Note * Please vote on this issue by adding a 👍 [reaction](https://blog.github.com/2016-03-10-add-reactions-to-pull-requests-issues-and-comments/) to the original issue to help the community and maintainers prioritize this request * Please do not leave ""+1"" or other comments that do not add relevant new information or questions, they generate extra noise for issue followers and do not help prioritize the request * If you are interested in working on this issue or have submitted a pull request, please leave a comment ### Terraform CLI and Terraform AWS Provider Version * Terraform v0.13.5 * AWS Provider v2.9 ### Affected Resource(s) * aws_service_discovery_http_namespace ### Terraform Configuration Files ```hcl resource ""aws_service_discovery_http_namespace"" ""example"" { name = ""development-1"" description = ""example"" } ``` ### Debug Output ``` ``` ### Panic Output ``` ``` ### Expected Behavior An AWS Cloud Map namespace name `development-1` should be created. ### Actual Behavior This error message is shown by terraform: ``` Error: aws_service_discovery_http_namespace.example: last character of ""name"" must be a letter ``` ### Steps to Reproduce 1. `terraform apply` ### Important Factoids The Cloud Map documentation states the following: > You can specify a name up to 1,024 characters long. The name can contain the characters a-z, A-Z, 0-9, _ (underscore), and - (hyphen). https://docs.aws.amazon.com/cloud-map/latest/dg/namespaces-values.html ### References Looking at the original pull request, it appears that this limitation was introduced when the resource was added to the terraform provider: https://github.com/hashicorp/terraform-provider-aws/commit/5c42e3e4657cf013278987a1a0be7ef4f65693bb#diff-78a0a97b5a4b0942c73e64eec6c3fbee6ce1e5e23744375b290543b2259ea320R2018-R2038 The `validateServiceDiscoveryHttpNamespaceName` function enforces a format that is more restrictive than what the AWS API accepts: ```go func validateServiceDiscoveryHttpNamespaceName(v interface{}, k string) (ws []string, errors []error) { value := v.(string) if !regexp.MustCompile(`^[0-9A-Za-z_-]+$`).MatchString(value) { errors = append(errors, fmt.Errorf( ""only alphanumeric characters, underscores and hyphens allowed in %q"", k)) } if !regexp.MustCompile(`^[a-zA-Z]`).MatchString(value) { errors = append(errors, fmt.Errorf( ""first character of %q must be a letter"", k)) } if !regexp.MustCompile(`[a-zA-Z]$`).MatchString(value) { errors = append(errors, fmt.Errorf( ""last character of %q must be a letter"", k)) } if len(value) > 1024 { errors = append(errors, fmt.Errorf( ""%q cannot be greater than 1024 characters"", k)) } return } ``` It should be possible to simplify the function to: ```go func validateServiceDiscoveryHttpNamespaceName(v interface{}, k string) (ws []string, errors []error) { value := v.(string) if !regexp.MustCompile(`^[0-9A-Za-z_-]+$`).MatchString(value) { errors = append(errors, fmt.Errorf( ""only alphanumeric characters, underscores and hyphens allowed in %q"", k)) } if len(value) > 1024 { errors = append(errors, fmt.Errorf( ""%q cannot be greater than 1024 characters"", k)) } return } ``` As reference, see this is a screenshot from the Cloud Map console showing that it is possible to create namespaces with numeric prefix and suffixes: ![image](https://user-images.githubusercontent.com/865510/102274968-9004ef80-3ed9-11eb-9ab9-ba28a742aa81.png) ",0,aws service discovery http namespace namespace name validation is too strict please note the following potential times when an issue might be in terraform core or resource ordering issues and issues issues issues spans resources across multiple providers if you are running into one of these scenarios we recommend opening an issue in the instead community note please vote on this issue by adding a 👍 to the original issue to help the community and maintainers prioritize this request please do not leave or other comments that do not add relevant new information or questions they generate extra noise for issue followers and do not help prioritize the request if you are interested in working on this issue or have submitted a pull request please leave a comment terraform cli and terraform aws provider version terraform aws provider affected resource s aws service discovery http namespace terraform configuration files hcl resource aws service discovery http namespace example name development description example debug output panic output expected behavior an aws cloud map namespace name development should be created actual behavior this error message is shown by terraform error aws service discovery http namespace example last character of name must be a letter steps to reproduce terraform apply important factoids the cloud map documentation states the following you can specify a name up to characters long the name can contain the characters a z a z underscore and hyphen references looking at the original pull request it appears that this limitation was introduced when the resource was added to the terraform provider the validateservicediscoveryhttpnamespacename function enforces a format that is more restrictive than what the aws api accepts go func validateservicediscoveryhttpnamespacename v interface k string ws string errors error value v string if regexp mustcompile matchstring value errors append errors fmt errorf only alphanumeric characters underscores and hyphens allowed in q k if regexp mustcompile matchstring value errors append errors fmt errorf first character of q must be a letter k if regexp mustcompile matchstring value errors append errors fmt errorf last character of q must be a letter k if len value errors append errors fmt errorf q cannot be greater than characters k return it should be possible to simplify the function to go func validateservicediscoveryhttpnamespacename v interface k string ws string errors error value v string if regexp mustcompile matchstring value errors append errors fmt errorf only alphanumeric characters underscores and hyphens allowed in q k if len value errors append errors fmt errorf q cannot be greater than characters k return as reference see this is a screenshot from the cloud map console showing that it is possible to create namespaces with numeric prefix and suffixes ,0 9307,6208732682.0,IssuesEvent,2017-07-07 00:57:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Offset property for controls,enhancement topic:core topic:editor usability,"**Operating system or device - Godot version:** **Issue description** (what happened, and what was expected): I think it would be very helpful to have ability to set Control origin point to the center, just like it's in Sprite2D node. Currently it's quite hard to make scale/rotation animations for controls, since they always will be rotated/scaled around the upper left corner. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Offset property for controls - **Operating system or device - Godot version:** **Issue description** (what happened, and what was expected): I think it would be very helpful to have ability to set Control origin point to the center, just like it's in Sprite2D node. Currently it's quite hard to make scale/rotation animations for controls, since they always will be rotated/scaled around the upper left corner. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,offset property for controls operating system or device godot version issue description what happened and what was expected i think it would be very helpful to have ability to set control origin point to the center just like it s in node currently it s quite hard to make scale rotation animations for controls since they always will be rotated scaled around the upper left corner steps to reproduce link to minimal example project optional but very welcome ,1 10869,6967550135.0,IssuesEvent,2017-12-10 10:38:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Gridmap cell size not update,bug topic:editor usability,"Windows 10, Godot 3.0 Beta 1 The viewport not updating the new value set in cell size. need to click on another node, then back to 'gridmap' node to update. ",True,"Gridmap cell size not update - Windows 10, Godot 3.0 Beta 1 The viewport not updating the new value set in cell size. need to click on another node, then back to 'gridmap' node to update. ",1,gridmap cell size not update windows godot beta the viewport not updating the new value set in cell size need to click on another node then back to gridmap node to update ,1 6503,4322037777.0,IssuesEvent,2016-07-25 12:45:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Exposed int script variables have a maximum limit of 65535,enhancement topic:editor usability,"If you export an int variable from script like this: export(int) var my_var it can only be set to a maximum of 65,535 via the editor as the editor clamps it to that, despite it being able to hold a much larger number.",True,"Exposed int script variables have a maximum limit of 65535 - If you export an int variable from script like this: export(int) var my_var it can only be set to a maximum of 65,535 via the editor as the editor clamps it to that, despite it being able to hold a much larger number.",1,exposed int script variables have a maximum limit of if you export an int variable from script like this export int var my var it can only be set to a maximum of via the editor as the editor clamps it to that despite it being able to hold a much larger number ,1 15558,10135102293.0,IssuesEvent,2019-08-02 09:18:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shortcut to open recently closed script/scene,enhancement topic:editor usability," **Godot version:** 3.1 **Issue description:** When you close a script/scene, there's no way to restore the tab quickly. You need to manually open the file. There should be a shortcut to open recently closed scripts/scenes like you can do e.g. in web browsers. There's one for recently opened, but it only works when you open something, not when you load a project with already opened stuff. **Steps to reproduce:** 1. Accidentally close something :( ",True,"Shortcut to open recently closed script/scene - **Godot version:** 3.1 **Issue description:** When you close a script/scene, there's no way to restore the tab quickly. You need to manually open the file. There should be a shortcut to open recently closed scripts/scenes like you can do e.g. in web browsers. There's one for recently opened, but it only works when you open something, not when you load a project with already opened stuff. **Steps to reproduce:** 1. Accidentally close something :( ",1,shortcut to open recently closed script scene please search existing issues for potential duplicates before filing yours godot version issue description when you close a script scene there s no way to restore the tab quickly you need to manually open the file there should be a shortcut to open recently closed scripts scenes like you can do e g in web browsers there s one for recently opened but it only works when you open something not when you load a project with already opened stuff steps to reproduce accidentally close something ,1 18536,13019322568.0,IssuesEvent,2020-07-26 21:55:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,External script editor gets focused after changing scenes or selecting any C# script in the Inspector,enhancement topic:editor topic:mono usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot v3.0.beta.build1.mono Windows 10 Single UltraWide Monitor 2560x1080. GTX 780, 16 gb ram. **Issue description:** Visual studio code is sent to the front of the screen everytime any script.cs is on the Inspector tab **Steps to reproduce:** - Create new Project - Create Any Node - Attach new C# script ( Visual Studio Code opens here, if not, select visual studio code as current Editor ) - Go back to godot editor - Press inspector arrows to select the node, then select the script. - At this moment Visual Studio Code should be on your screen ( not sure if this will work with multiple monitors ) If this is working as intended, its somewhat annoying, making this toggleable in the settings would be very much appreciated. ",True,"External script editor gets focused after changing scenes or selecting any C# script in the Inspector - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot v3.0.beta.build1.mono Windows 10 Single UltraWide Monitor 2560x1080. GTX 780, 16 gb ram. **Issue description:** Visual studio code is sent to the front of the screen everytime any script.cs is on the Inspector tab **Steps to reproduce:** - Create new Project - Create Any Node - Attach new C# script ( Visual Studio Code opens here, if not, select visual studio code as current Editor ) - Go back to godot editor - Press inspector arrows to select the node, then select the script. - At this moment Visual Studio Code should be on your screen ( not sure if this will work with multiple monitors ) If this is working as intended, its somewhat annoying, making this toggleable in the settings would be very much appreciated. ",1,external script editor gets focused after changing scenes or selecting any c script in the inspector operating system or device godot version gpu model and driver if graphics related godot beta mono windows single ultrawide monitor gtx gb ram issue description visual studio code is sent to the front of the screen everytime any script cs is on the inspector tab steps to reproduce create new project create any node attach new c script visual studio code opens here if not select visual studio code as current editor go back to godot editor press inspector arrows to select the node then select the script at this moment visual studio code should be on your screen not sure if this will work with multiple monitors if this is working as intended its somewhat annoying making this toggleable in the settings would be very much appreciated ,1 70444,7188516508.0,IssuesEvent,2018-02-02 10:24:50,Kademi/kademi-dev,https://api.github.com/repos/Kademi/kademi-dev,closed,Add modal feature cause an error in console,Ready to Test QA bug,"![image](https://user-images.githubusercontent.com/1945230/35681880-8699ac44-0767-11e8-900e-d715a6f1051a.png) ![image](https://user-images.githubusercontent.com/1945230/35681818-495f80f6-0767-11e8-80f8-2a5d5a949dad.png) 1. Add a text component to page 2. Click add a modal 3. Watch an error http://vladtest28k.admin.kademi-ci.co/pages/vlad28kweb/version1/ ",1.0,"Add modal feature cause an error in console - ![image](https://user-images.githubusercontent.com/1945230/35681880-8699ac44-0767-11e8-900e-d715a6f1051a.png) ![image](https://user-images.githubusercontent.com/1945230/35681818-495f80f6-0767-11e8-80f8-2a5d5a949dad.png) 1. Add a text component to page 2. Click add a modal 3. Watch an error http://vladtest28k.admin.kademi-ci.co/pages/vlad28kweb/version1/ ",0,add modal feature cause an error in console add a text component to page click add a modal watch an error ,0 18212,12677891750.0,IssuesEvent,2020-06-19 08:40:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,visual script enhancement,enhancement topic:visualscript usability,"**Godot version:** v3.1.dev.calinou.9bd5315 **OS/device including version:** windows 10 x64 **Issue description:** in visual script : 1) when drag a node (ex: animated sprite) to visual script area it shows a dialog to select properties and when you select one it puts a node with empty function and you select function by hand, but in godot 3.0.5 it shows a list of methods (better and very useful) , just select one and it is ready to go. 2) properties can be draged and droped from the inspector (easy get and set) and its better than show properties in list (when drag a node to visual script area) 3) the window ""search visual script"" and ""select methods"" window are small and not resizable.",True,"visual script enhancement - **Godot version:** v3.1.dev.calinou.9bd5315 **OS/device including version:** windows 10 x64 **Issue description:** in visual script : 1) when drag a node (ex: animated sprite) to visual script area it shows a dialog to select properties and when you select one it puts a node with empty function and you select function by hand, but in godot 3.0.5 it shows a list of methods (better and very useful) , just select one and it is ready to go. 2) properties can be draged and droped from the inspector (easy get and set) and its better than show properties in list (when drag a node to visual script area) 3) the window ""search visual script"" and ""select methods"" window are small and not resizable.",1,visual script enhancement godot version dev calinou os device including version windows issue description in visual script when drag a node ex animated sprite to visual script area it shows a dialog to select properties and when you select one it puts a node with empty function and you select function by hand but in godot it shows a list of methods better and very useful just select one and it is ready to go properties can be draged and droped from the inspector easy get and set and its better than show properties in list when drag a node to visual script area the window search visual script and select methods window are small and not resizable ,1 226782,25006297497.0,IssuesEvent,2022-11-03 12:08:26,betterPeleg/WebGoat,https://api.github.com/repos/betterPeleg/WebGoat,opened,CVE-2021-39152 (High) detected in xstream-1.4.5.jar,security vulnerability,"## CVE-2021-39152 - High Severity Vulnerability
Vulnerable Library - xstream-1.4.5.jar

XStream is a serialization library from Java objects to XML and back.

Path to dependency file: /webgoat-integration-tests/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/com/thoughtworks/xstream/xstream/1.4.5/xstream-1.4.5.jar,/m2/repository/com/thoughtworks/xstream/xstream/1.4.5/xstream-1.4.5.jar,/home/wss-scanner/.m2/repository/com/thoughtworks/xstream/xstream/1.4.5/xstream-1.4.5.jar

Dependency Hierarchy: - :x: **xstream-1.4.5.jar** (Vulnerable Library)

Found in HEAD commit: 3f40aaa55b2c1a3432a061c27496ea82f484838a

Found in base branch: develop

Vulnerability Details

XStream is a simple library to serialize objects to XML and back again. In affected versions this vulnerability may allow a remote attacker to request data from internal resources that are not publicly available only by manipulating the processed input stream with a Java runtime version 14 to 8. No user is affected, who followed the recommendation to setup XStream's security framework with a whitelist limited to the minimal required types. If you rely on XStream's default blacklist of the [Security Framework](https://x-stream.github.io/security.html#framework), you will have to use at least version 1.4.18.

Publish Date: 2021-08-23

URL: CVE-2021-39152

CVSS 3 Score Details (8.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: Low - User Interaction: None - Scope: Changed - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/x-stream/xstream/security/advisories/GHSA-xw4p-crpj-vjx2

Release Date: 2021-08-23

Fix Resolution: 1.4.18

*** - [ ] Check this box to open an automated fix PR ",True,"CVE-2021-39152 (High) detected in xstream-1.4.5.jar - ## CVE-2021-39152 - High Severity Vulnerability
Vulnerable Library - xstream-1.4.5.jar

XStream is a serialization library from Java objects to XML and back.

Path to dependency file: /webgoat-integration-tests/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/com/thoughtworks/xstream/xstream/1.4.5/xstream-1.4.5.jar,/m2/repository/com/thoughtworks/xstream/xstream/1.4.5/xstream-1.4.5.jar,/home/wss-scanner/.m2/repository/com/thoughtworks/xstream/xstream/1.4.5/xstream-1.4.5.jar

Dependency Hierarchy: - :x: **xstream-1.4.5.jar** (Vulnerable Library)

Found in HEAD commit: 3f40aaa55b2c1a3432a061c27496ea82f484838a

Found in base branch: develop

Vulnerability Details

XStream is a simple library to serialize objects to XML and back again. In affected versions this vulnerability may allow a remote attacker to request data from internal resources that are not publicly available only by manipulating the processed input stream with a Java runtime version 14 to 8. No user is affected, who followed the recommendation to setup XStream's security framework with a whitelist limited to the minimal required types. If you rely on XStream's default blacklist of the [Security Framework](https://x-stream.github.io/security.html#framework), you will have to use at least version 1.4.18.

Publish Date: 2021-08-23

URL: CVE-2021-39152

CVSS 3 Score Details (8.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: Low - User Interaction: None - Scope: Changed - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/x-stream/xstream/security/advisories/GHSA-xw4p-crpj-vjx2

Release Date: 2021-08-23

Fix Resolution: 1.4.18

*** - [ ] Check this box to open an automated fix PR ",0,cve high detected in xstream jar cve high severity vulnerability vulnerable library xstream jar xstream is a serialization library from java objects to xml and back path to dependency file webgoat integration tests pom xml path to vulnerable library home wss scanner repository com thoughtworks xstream xstream xstream jar repository com thoughtworks xstream xstream xstream jar home wss scanner repository com thoughtworks xstream xstream xstream jar dependency hierarchy x xstream jar vulnerable library found in head commit a href found in base branch develop vulnerability details xstream is a simple library to serialize objects to xml and back again in affected versions this vulnerability may allow a remote attacker to request data from internal resources that are not publicly available only by manipulating the processed input stream with a java runtime version to no user is affected who followed the recommendation to setup xstream s security framework with a whitelist limited to the minimal required types if you rely on xstream s default blacklist of the you will have to use at least version publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity high privileges required low user interaction none scope changed impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution check this box to open an automated fix pr ,0 17876,12397566304.0,IssuesEvent,2020-05-20 23:05:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pool*Array.resize(x) causes old data from memory to leak into the array,enhancement topic:core usability,"When resizing Pool\*Array types, the Godot Engine reserves a continuous memory space and does not clear the old values from the memory cells when allocating memory to the Pool\*Array type. I was working with PoolIntArrays by printing their contents to the console after resizing them and each time the result was different. Mostly the array was filled with zeroes, but occasionally I would encounter some total gibberish values in the array which I had not assigned to them. I tried to replicate the issue with the regular Array type and all uninitialized values were of type null. I expected the PoolIntArray to be initialized to all zeroes when resizing, instead it was occasionally filled with gibberish, which was different every time the code was run. I think the Pool\*Array types should be initialized automatically to zero by the Godot Engine when they are resized and this should not be left in the hands of game developers, who are not expected to understand these kind of issues. P.S. @reduz ",True,"Pool*Array.resize(x) causes old data from memory to leak into the array - When resizing Pool\*Array types, the Godot Engine reserves a continuous memory space and does not clear the old values from the memory cells when allocating memory to the Pool\*Array type. I was working with PoolIntArrays by printing their contents to the console after resizing them and each time the result was different. Mostly the array was filled with zeroes, but occasionally I would encounter some total gibberish values in the array which I had not assigned to them. I tried to replicate the issue with the regular Array type and all uninitialized values were of type null. I expected the PoolIntArray to be initialized to all zeroes when resizing, instead it was occasionally filled with gibberish, which was different every time the code was run. I think the Pool\*Array types should be initialized automatically to zero by the Godot Engine when they are resized and this should not be left in the hands of game developers, who are not expected to understand these kind of issues. P.S. @reduz ",1,pool array resize x causes old data from memory to leak into the array when resizing pool array types the godot engine reserves a continuous memory space and does not clear the old values from the memory cells when allocating memory to the pool array type i was working with poolintarrays by printing their contents to the console after resizing them and each time the result was different mostly the array was filled with zeroes but occasionally i would encounter some total gibberish values in the array which i had not assigned to them i tried to replicate the issue with the regular array type and all uninitialized values were of type null i expected the poolintarray to be initialized to all zeroes when resizing instead it was occasionally filled with gibberish which was different every time the code was run i think the pool array types should be initialized automatically to zero by the godot engine when they are resized and this should not be left in the hands of game developers who are not expected to understand these kind of issues p s reduz ,1 16328,10779942106.0,IssuesEvent,2019-11-04 11:48:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Infinite mouse movement stops working if zoom in or out,bug topic:editor usability,"**Godot version:** cbdd410 but i think that it also happens in the stable version **OS/device including version:** Antergos, KDE **Issue description:** Infinite mouse moving stops working if middle mouse button is rotated, it was expected that the infinite mouse movement continued to work even when zooming in and out **Steps to reproduce:** Create a new project, this happens on 2d and 3d",True,"Infinite mouse movement stops working if zoom in or out - **Godot version:** cbdd410 but i think that it also happens in the stable version **OS/device including version:** Antergos, KDE **Issue description:** Infinite mouse moving stops working if middle mouse button is rotated, it was expected that the infinite mouse movement continued to work even when zooming in and out **Steps to reproduce:** Create a new project, this happens on 2d and 3d",1,infinite mouse movement stops working if zoom in or out godot version but i think that it also happens in the stable version os device including version antergos kde issue description infinite mouse moving stops working if middle mouse button is rotated it was expected that the infinite mouse movement continued to work even when zooming in and out steps to reproduce create a new project this happens on and ,1 524098,15195957071.0,IssuesEvent,2021-02-16 07:24:25,wso2/product-is,https://api.github.com/repos/wso2/product-is,closed,Handle login requests for multiple tenants in the same browser,Affected/5.7.0 Affected/5.8.0 Component/Auth Framework Priority/Highest Severity/Major task,"Consider the following scenario. In the IS there are two tenants, carbon.super and abc.com. Each tenant has Service Providers SP1 and SP2 (non-SaaS apps) corresponding order. Now a user logs in to SP1 app in super.tenant. In the same browser, a user tries to access SP2 in the abc.com tenant. What is the expected behaviour? As of now, we get the following error page. ![image](https://user-images.githubusercontent.com/5061791/58863978-876f0e80-86d1-11e9-91eb-1765195c1aed.png) And below error can be observed in the console of latests pack ``` [2019-04-24 10:51:11,749] ERROR {org.wso2.carbon.identity.application.authentication.framework.handler.request.impl.DefaultRequestCoordinator} - Exception in Authentication Framework org.wso2.carbon.identity.application.authentication.framework.exception.FrameworkException: Service Provider tenant domain must be equal to user tenant domain for non-SaaS applications at org.wso2.carbon.identity.application.authentication.framework.handler.request.impl.DefaultAuthenticationRequestHandler.concludeFlow(DefaultAuthenticationRequestHandler.java:289) at org.wso2.carbon.identity.application.authentication.framework.handler.request.impl.DefaultAuthenticationRequestHandler.handle(DefaultAuthenticationRequestHandler.java:145) ``` I think this is how we have implemented so far to, invalidate login requests from secondary tenant's SPs when there is already a logged in session for a particular tenant? However, once an application reaches the above state, the user is unable to recover from that state for the SPs in secondary tenants until log-out from the first tenant or the current session time outs. There can be situations where end users are not at all aware of tenancy behind the server and just trying to consume the applications. ",1.0,"Handle login requests for multiple tenants in the same browser - Consider the following scenario. In the IS there are two tenants, carbon.super and abc.com. Each tenant has Service Providers SP1 and SP2 (non-SaaS apps) corresponding order. Now a user logs in to SP1 app in super.tenant. In the same browser, a user tries to access SP2 in the abc.com tenant. What is the expected behaviour? As of now, we get the following error page. ![image](https://user-images.githubusercontent.com/5061791/58863978-876f0e80-86d1-11e9-91eb-1765195c1aed.png) And below error can be observed in the console of latests pack ``` [2019-04-24 10:51:11,749] ERROR {org.wso2.carbon.identity.application.authentication.framework.handler.request.impl.DefaultRequestCoordinator} - Exception in Authentication Framework org.wso2.carbon.identity.application.authentication.framework.exception.FrameworkException: Service Provider tenant domain must be equal to user tenant domain for non-SaaS applications at org.wso2.carbon.identity.application.authentication.framework.handler.request.impl.DefaultAuthenticationRequestHandler.concludeFlow(DefaultAuthenticationRequestHandler.java:289) at org.wso2.carbon.identity.application.authentication.framework.handler.request.impl.DefaultAuthenticationRequestHandler.handle(DefaultAuthenticationRequestHandler.java:145) ``` I think this is how we have implemented so far to, invalidate login requests from secondary tenant's SPs when there is already a logged in session for a particular tenant? However, once an application reaches the above state, the user is unable to recover from that state for the SPs in secondary tenants until log-out from the first tenant or the current session time outs. There can be situations where end users are not at all aware of tenancy behind the server and just trying to consume the applications. ",0,handle login requests for multiple tenants in the same browser consider the following scenario in the is there are two tenants carbon super and abc com each tenant has service providers and non saas apps corresponding order now a user logs in to app in super tenant in the same browser a user tries to access in the abc com tenant what is the expected behaviour as of now we get the following error page and below error can be observed in the console of latests pack error org carbon identity application authentication framework handler request impl defaultrequestcoordinator exception in authentication framework org carbon identity application authentication framework exception frameworkexception service provider tenant domain must be equal to user tenant domain for non saas applications at org carbon identity application authentication framework handler request impl defaultauthenticationrequesthandler concludeflow defaultauthenticationrequesthandler java at org carbon identity application authentication framework handler request impl defaultauthenticationrequesthandler handle defaultauthenticationrequesthandler java i think this is how we have implemented so far to invalidate login requests from secondary tenant s sps when there is already a logged in session for a particular tenant however once an application reaches the above state the user is unable to recover from that state for the sps in secondary tenants until log out from the first tenant or the current session time outs there can be situations where end users are not at all aware of tenancy behind the server and just trying to consume the applications ,0 23068,20961876096.0,IssuesEvent,2022-03-27 22:41:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Metadata editing does not work if multiple nodes are selected,bug topic:editor usability,"### Godot version 4.0.alpha (a5eed70fa2edcf755d6abea2077232e38381449b) ### System information Fedora 34, GeForce GTX 1080 (NVIDIA 495.46) ### Issue description Following the merge of https://github.com/godotengine/godot/pull/59452, it's not currently possible to add metadata to several nodes at once. This currently fails silently, so I'm labeling this as an usability bug (rather than an enhancement). ### Steps to reproduce - Select more than one node in the Scene tree dock. - Click **Add Metadata** at the bottom of the Inspector. - Specify a valid metadata name and value. - The dialog will allow you to click OK, which means that the name and value are valid. - Select nodes individually, and notice that none of the nodes will have the metadata associated to them. ### Minimal reproduction project N/A",True,"Metadata editing does not work if multiple nodes are selected - ### Godot version 4.0.alpha (a5eed70fa2edcf755d6abea2077232e38381449b) ### System information Fedora 34, GeForce GTX 1080 (NVIDIA 495.46) ### Issue description Following the merge of https://github.com/godotengine/godot/pull/59452, it's not currently possible to add metadata to several nodes at once. This currently fails silently, so I'm labeling this as an usability bug (rather than an enhancement). ### Steps to reproduce - Select more than one node in the Scene tree dock. - Click **Add Metadata** at the bottom of the Inspector. - Specify a valid metadata name and value. - The dialog will allow you to click OK, which means that the name and value are valid. - Select nodes individually, and notice that none of the nodes will have the metadata associated to them. ### Minimal reproduction project N/A",1,metadata editing does not work if multiple nodes are selected godot version alpha system information fedora geforce gtx nvidia issue description following the merge of it s not currently possible to add metadata to several nodes at once this currently fails silently so i m labeling this as an usability bug rather than an enhancement steps to reproduce select more than one node in the scene tree dock click add metadata at the bottom of the inspector specify a valid metadata name and value the dialog will allow you to click ok which means that the name and value are valid select nodes individually and notice that none of the nodes will have the metadata associated to them minimal reproduction project n a,1 18458,12959319030.0,IssuesEvent,2020-07-20 12:50:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Drop texture on Material slot,enhancement topic:editor usability," **Godot version:** 3.1 **Issue description:** Recently I got an idea that it would be really helpful to implicitly ""convert"" textures to materials. I mean, when we want a textured MeshInstance, we need to create a SpatialMaterial, open it and assign an albedo texture. My proposal is that dropping a texture on any (empty?) Material slot could automatically create a SpatialMaterial with this texture set as albedo.",True,"Drop texture on Material slot - **Godot version:** 3.1 **Issue description:** Recently I got an idea that it would be really helpful to implicitly ""convert"" textures to materials. I mean, when we want a textured MeshInstance, we need to create a SpatialMaterial, open it and assign an albedo texture. My proposal is that dropping a texture on any (empty?) Material slot could automatically create a SpatialMaterial with this texture set as albedo.",1,drop texture on material slot please search existing issues for potential duplicates before filing yours godot version issue description recently i got an idea that it would be really helpful to implicitly convert textures to materials i mean when we want a textured meshinstance we need to create a spatialmaterial open it and assign an albedo texture my proposal is that dropping a texture on any empty material slot could automatically create a spatialmaterial with this texture set as albedo ,1 17983,12465578139.0,IssuesEvent,2020-05-28 14:15:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add a clipboard history feature to the editor,feature proposal topic:editor usability,"Qt Creator has a nice feature where pressing Command + Shift + V (on macOS) brings up a clipboard history menu: So the most recently things you've copied in the editor will show up there, making it really easy to quickly paste in variables etc. you've recently been working with.",True,"Add a clipboard history feature to the editor - Qt Creator has a nice feature where pressing Command + Shift + V (on macOS) brings up a clipboard history menu: So the most recently things you've copied in the editor will show up there, making it really easy to quickly paste in variables etc. you've recently been working with.",1,add a clipboard history feature to the editor qt creator has a nice feature where pressing command shift v on macos brings up a clipboard history menu img width alt screen shot at pm src so the most recently things you ve copied in the editor will show up there making it really easy to quickly paste in variables etc you ve recently been working with ,1 819991,30757211354.0,IssuesEvent,2023-07-29 07:49:08,yugabyte/yugabyte-db,https://api.github.com/repos/yugabyte/yugabyte-db,closed,[YSQL] Investigate colocation + support for offset based key columns decoding,kind/bug area/ysql priority/medium status/awaiting-triage,"Jira Link: [DB-5762](https://yugabyte.atlassian.net/browse/DB-5762) ### Description Commit a4ed9a569e4fb50631a09cd70de4d478d0a5d405 is disabled by default now due to some concerns with colocated tables. This issue is used to track the investigation of colocation + support for offset based key column decoding. ### Warning: Please confirm that this issue does not contain any sensitive information - [X] I confirm this issue does not contain any sensitive information. [DB-5762]: https://yugabyte.atlassian.net/browse/DB-5762?atlOrigin=eyJpIjoiNWRkNTljNzYxNjVmNDY3MDlhMDU5Y2ZhYzA5YTRkZjUiLCJwIjoiZ2l0aHViLWNvbS1KU1cifQ",1.0,"[YSQL] Investigate colocation + support for offset based key columns decoding - Jira Link: [DB-5762](https://yugabyte.atlassian.net/browse/DB-5762) ### Description Commit a4ed9a569e4fb50631a09cd70de4d478d0a5d405 is disabled by default now due to some concerns with colocated tables. This issue is used to track the investigation of colocation + support for offset based key column decoding. ### Warning: Please confirm that this issue does not contain any sensitive information - [X] I confirm this issue does not contain any sensitive information. [DB-5762]: https://yugabyte.atlassian.net/browse/DB-5762?atlOrigin=eyJpIjoiNWRkNTljNzYxNjVmNDY3MDlhMDU5Y2ZhYzA5YTRkZjUiLCJwIjoiZ2l0aHViLWNvbS1KU1cifQ",0, investigate colocation support for offset based key columns decoding jira link description commit is disabled by default now due to some concerns with colocated tables this issue is used to track the investigation of colocation support for offset based key column decoding warning please confirm that this issue does not contain any sensitive information i confirm this issue does not contain any sensitive information ,0 22103,18673965531.0,IssuesEvent,2021-10-31 08:14:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,There is no way for a tilemap sprite list to add/remove sprites and it not delete the levels you have already created with it,topic:core usability," **Godot version:** 3.1 **OS/device including version:** Windows 10 **Issue description:** There is no way for a tilemap sprite list to add/remove sprites and it not delete the levels you have already created with it - If you turn merge on, your levels stay in place. Though with it on your sprite list gets messy with old sprites that you have edited or sprites that you removed but stick on the list. - If you turn merge off your levels get destroyed each time you update your tile set, but your sprite list gets updated correctly. **Steps to reproduce:** 1. Make changes to a tile set. Change a name of a tile and remove a tile. 2. Update a tile set by clicking Scene in the top left corner and then convert to... TileSet 3. a.) When updating with merge ON, you can see your sprite list with the tile map still has the older tiles you changed. Your levels you created with this tile map stay the how they were with no changes. b.) When updating with merge OFF, your sprite list with the tile map gets updated properly and removes the older tiles. The levels created with this tilemap before you updated it are now no longer there. You can see here the sprite list could get super messy if you were making a lot of changes or even when you're just testing things out. ![image](https://user-images.githubusercontent.com/9705020/57195439-1bee2180-6f18-11e9-8120-ded368f700ed.png) ",True,"There is no way for a tilemap sprite list to add/remove sprites and it not delete the levels you have already created with it - **Godot version:** 3.1 **OS/device including version:** Windows 10 **Issue description:** There is no way for a tilemap sprite list to add/remove sprites and it not delete the levels you have already created with it - If you turn merge on, your levels stay in place. Though with it on your sprite list gets messy with old sprites that you have edited or sprites that you removed but stick on the list. - If you turn merge off your levels get destroyed each time you update your tile set, but your sprite list gets updated correctly. **Steps to reproduce:** 1. Make changes to a tile set. Change a name of a tile and remove a tile. 2. Update a tile set by clicking Scene in the top left corner and then convert to... TileSet 3. a.) When updating with merge ON, you can see your sprite list with the tile map still has the older tiles you changed. Your levels you created with this tile map stay the how they were with no changes. b.) When updating with merge OFF, your sprite list with the tile map gets updated properly and removes the older tiles. The levels created with this tilemap before you updated it are now no longer there. You can see here the sprite list could get super messy if you were making a lot of changes or even when you're just testing things out. ![image](https://user-images.githubusercontent.com/9705020/57195439-1bee2180-6f18-11e9-8120-ded368f700ed.png) ",1,there is no way for a tilemap sprite list to add remove sprites and it not delete the levels you have already created with it godot version os device including version windows issue description there is no way for a tilemap sprite list to add remove sprites and it not delete the levels you have already created with it if you turn merge on your levels stay in place though with it on your sprite list gets messy with old sprites that you have edited or sprites that you removed but stick on the list if you turn merge off your levels get destroyed each time you update your tile set but your sprite list gets updated correctly steps to reproduce make changes to a tile set change a name of a tile and remove a tile update a tile set by clicking scene in the top left corner and then convert to tileset a when updating with merge on you can see your sprite list with the tile map still has the older tiles you changed your levels you created with this tile map stay the how they were with no changes b when updating with merge off your sprite list with the tile map gets updated properly and removes the older tiles the levels created with this tilemap before you updated it are now no longer there you can see here the sprite list could get super messy if you were making a lot of changes or even when you re just testing things out ,1 9561,6386612476.0,IssuesEvent,2017-08-03 11:37:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ctrl+left mouse click on filepath should open a resource,enhancement junior job topic:editor usability,"**Operating system or device - Godot version:** Ubuntu 17.04, 0ee47fefbe4f746d6e00e863e4523398365b4e47 **Issue description:** When holding control and hovering mouse cursor above filepath, it seems like it's possible to click. But clicking don't do anything. From console output it seems functionality is coded already but editor is getting only small part of the filepath: ![filepath_click](https://user-images.githubusercontent.com/6129594/28238452-c8077d62-6953-11e7-9448-5f694a53ea7e.gif) **Steps to reproduce:** 1. Open script editor. 2. Write full path to some scene (beginning with res://) 3. ctrl + left mouse button click on the path. ",True,"Ctrl+left mouse click on filepath should open a resource - **Operating system or device - Godot version:** Ubuntu 17.04, 0ee47fefbe4f746d6e00e863e4523398365b4e47 **Issue description:** When holding control and hovering mouse cursor above filepath, it seems like it's possible to click. But clicking don't do anything. From console output it seems functionality is coded already but editor is getting only small part of the filepath: ![filepath_click](https://user-images.githubusercontent.com/6129594/28238452-c8077d62-6953-11e7-9448-5f694a53ea7e.gif) **Steps to reproduce:** 1. Open script editor. 2. Write full path to some scene (beginning with res://) 3. ctrl + left mouse button click on the path. ",1,ctrl left mouse click on filepath should open a resource operating system or device godot version ubuntu issue description when holding control and hovering mouse cursor above filepath it seems like it s possible to click but clicking don t do anything from console output it seems functionality is coded already but editor is getting only small part of the filepath steps to reproduce open script editor write full path to some scene beginning with res ctrl left mouse button click on the path ,1 299867,25932273680.0,IssuesEvent,2022-12-16 11:02:54,stianst/keycloak,https://api.github.com/repos/stianst/keycloak,closed,Flaky test: MyFlakyTest,kind/bug area/ci flaky-test,"https://github.com/stianst/keycloak/actions/runs/3705522890 ``` ------------------------------------------------------------------------------- Test set: org.keycloak.testsuite.runonserver.MyFlakyTest ------------------------------------------------------------------------------- Tests run: 5, Failures: 4, Errors: 0, Skipped: 0, Time elapsed: 0.158 s <<< FAILURE! - in org.keycloak.testsuite.runonserver.MyFlakyTest org.keycloak.testsuite.runonserver.MyFlakyTest.failRandomly Time elapsed: 0.026 s <<< FAILURE! java.lang.AssertionError at org.junit.Assert.fail(Assert.java:87) at org.junit.Assert.assertTrue(Assert.java:42) at org.junit.Assert.assertTrue(Assert.java:53) at org.keycloak.testsuite.runonserver.MyFlakyTest.failRandomly(MyFlakyTest.java:15) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:566) at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:59) at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12) at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:56) at org.junit.internal.runners.statements.InvokeMethod.evaluate(InvokeMethod.java:17) at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306) at org.junit.runners.BlockJUnit4ClassRunner$1.evaluate(BlockJUnit4ClassRunner.java:100) at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:366) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:103) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:63) at org.junit.runners.ParentRunner$4.run(ParentRunner.java:331) at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:79) at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:329) at org.junit.runners.ParentRunner.access$100(ParentRunner.java:66) at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:293) at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306) at org.junit.runners.ParentRunner.run(ParentRunner.java:413) at org.apache.maven.surefire.junit4.JUnit4Provider.execute(JUnit4Provider.java:377) at org.apache.maven.surefire.junit4.JUnit4Provider.executeWithRerun(JUnit4Provider.java:284) at org.apache.maven.surefire.junit4.JUnit4Provider.executeTestSet(JUnit4Provider.java:248) at org.apache.maven.surefire.junit4.JUnit4Provider.invoke(JUnit4Provider.java:167) at org.apache.maven.surefire.booter.ForkedBooter.runSuitesInProcess(ForkedBooter.java:456) at org.apache.maven.surefire.booter.ForkedBooter.execute(ForkedBooter.java:169) at org.apache.maven.surefire.booter.ForkedBooter.run(ForkedBooter.java:595) at org.apache.maven.surefire.booter.ForkedBooter.main(ForkedBooter.java:581) org.keycloak.testsuite.runonserver.MyFlakyTest.failRandomly Time elapsed: 0.002 s <<< FAILURE! java.lang.AssertionError at org.junit.Assert.fail(Assert.java:87) at org.junit.Assert.assertTrue(Assert.java:42) at org.junit.Assert.assertTrue(Assert.java:53) at org.keycloak.testsuite.runonserver.MyFlakyTest.failRandomly(MyFlakyTest.java:15) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:566) at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:59) at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12) at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:56) at org.junit.internal.runners.statements.InvokeMethod.evaluate(InvokeMethod.java:17) at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306) at org.junit.runners.BlockJUnit4ClassRunner$1.evaluate(BlockJUnit4ClassRunner.java:100) at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:366) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:103) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:63) at org.junit.runners.ParentRunner$4.run(ParentRunner.java:331) at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:79) at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:329) at org.junit.runners.ParentRunner.access$100(ParentRunner.java:66) at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:293) at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306) at org.junit.runners.ParentRunner.run(ParentRunner.java:413) at org.apache.maven.surefire.junit4.JUnit4Provider.execute(JUnit4Provider.java:377) at org.apache.maven.surefire.junit4.JUnit4Provider.executeWithRerun(JUnit4Provider.java:302) at org.apache.maven.surefire.junit4.JUnit4Provider.executeTestSet(JUnit4Provider.java:248) at org.apache.maven.surefire.junit4.JUnit4Provider.invoke(JUnit4Provider.java:167) at org.apache.maven.surefire.booter.ForkedBooter.runSuitesInProcess(ForkedBooter.java:456) at org.apache.maven.surefire.booter.ForkedBooter.execute(ForkedBooter.java:169) at org.apache.maven.surefire.booter.ForkedBooter.run(ForkedBooter.java:595) at org.apache.maven.surefire.booter.ForkedBooter.main(ForkedBooter.java:581) org.keycloak.testsuite.runonserver.MyFlakyTest.failRandomly Time elapsed: 0.001 s <<< FAILURE! java.lang.AssertionError at org.junit.Assert.fail(Assert.java:87) at org.junit.Assert.assertTrue(Assert.java:42) at org.junit.Assert.assertTrue(Assert.java:53) at org.keycloak.testsuite.runonserver.MyFlakyTest.failRandomly(MyFlakyTest.java:15) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:566) at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:59) at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12) at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:56) at org.junit.internal.runners.statements.InvokeMethod.evaluate(InvokeMethod.java:17) at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306) at org.junit.runners.BlockJUnit4ClassRunner$1.evaluate(BlockJUnit4ClassRunner.java:100) at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:366) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:103) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:63) at org.junit.runners.ParentRunner$4.run(ParentRunner.java:331) at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:79) at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:329) at org.junit.runners.ParentRunner.access$100(ParentRunner.java:66) at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:293) at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306) at org.junit.runners.ParentRunner.run(ParentRunner.java:413) at org.apache.maven.surefire.junit4.JUnit4Provider.execute(JUnit4Provider.java:377) at org.apache.maven.surefire.junit4.JUnit4Provider.executeWithRerun(JUnit4Provider.java:302) at org.apache.maven.surefire.junit4.JUnit4Provider.executeTestSet(JUnit4Provider.java:248) at org.apache.maven.surefire.junit4.JUnit4Provider.invoke(JUnit4Provider.java:167) at org.apache.maven.surefire.booter.ForkedBooter.runSuitesInProcess(ForkedBooter.java:456) at org.apache.maven.surefire.booter.ForkedBooter.execute(ForkedBooter.java:169) at org.apache.maven.surefire.booter.ForkedBooter.run(ForkedBooter.java:595) at org.apache.maven.surefire.booter.ForkedBooter.main(ForkedBooter.java:581) org.keycloak.testsuite.runonserver.MyFlakyTest.failRandomly Time elapsed: 0.005 s <<< FAILURE! java.lang.AssertionError at org.junit.Assert.fail(Assert.java:87) at org.junit.Assert.assertTrue(Assert.java:42) at org.junit.Assert.assertTrue(Assert.java:53) at org.keycloak.testsuite.runonserver.MyFlakyTest.failRandomly(MyFlakyTest.java:15) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:566) at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:59) at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12) at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:56) at org.junit.internal.runners.statements.InvokeMethod.evaluate(InvokeMethod.java:17) at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306) at org.junit.runners.BlockJUnit4ClassRunner$1.evaluate(BlockJUnit4ClassRunner.java:100) at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:366) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:103) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:63) at org.junit.runners.ParentRunner$4.run(ParentRunner.java:331) at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:79) at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:329) at org.junit.runners.ParentRunner.access$100(ParentRunner.java:66) at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:293) at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306) at org.junit.runners.ParentRunner.run(ParentRunner.java:413) at org.apache.maven.surefire.junit4.JUnit4Provider.execute(JUnit4Provider.java:377) at org.apache.maven.surefire.junit4.JUnit4Provider.executeWithRerun(JUnit4Provider.java:302) at org.apache.maven.surefire.junit4.JUnit4Provider.executeTestSet(JUnit4Provider.java:248) at org.apache.maven.surefire.junit4.JUnit4Provider.invoke(JUnit4Provider.java:167) at org.apache.maven.surefire.booter.ForkedBooter.runSuitesInProcess(ForkedBooter.java:456) at org.apache.maven.surefire.booter.ForkedBooter.execute(ForkedBooter.java:169) at org.apache.maven.surefire.booter.ForkedBooter.run(ForkedBooter.java:595) at org.apache.maven.surefire.booter.ForkedBooter.main(ForkedBooter.java:581) ```",1.0,"Flaky test: MyFlakyTest - https://github.com/stianst/keycloak/actions/runs/3705522890 ``` ------------------------------------------------------------------------------- Test set: org.keycloak.testsuite.runonserver.MyFlakyTest ------------------------------------------------------------------------------- Tests run: 5, Failures: 4, Errors: 0, Skipped: 0, Time elapsed: 0.158 s <<< FAILURE! - in org.keycloak.testsuite.runonserver.MyFlakyTest org.keycloak.testsuite.runonserver.MyFlakyTest.failRandomly Time elapsed: 0.026 s <<< FAILURE! java.lang.AssertionError at org.junit.Assert.fail(Assert.java:87) at org.junit.Assert.assertTrue(Assert.java:42) at org.junit.Assert.assertTrue(Assert.java:53) at org.keycloak.testsuite.runonserver.MyFlakyTest.failRandomly(MyFlakyTest.java:15) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:566) at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:59) at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12) at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:56) at org.junit.internal.runners.statements.InvokeMethod.evaluate(InvokeMethod.java:17) at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306) at org.junit.runners.BlockJUnit4ClassRunner$1.evaluate(BlockJUnit4ClassRunner.java:100) at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:366) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:103) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:63) at org.junit.runners.ParentRunner$4.run(ParentRunner.java:331) at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:79) at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:329) at org.junit.runners.ParentRunner.access$100(ParentRunner.java:66) at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:293) at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306) at org.junit.runners.ParentRunner.run(ParentRunner.java:413) at org.apache.maven.surefire.junit4.JUnit4Provider.execute(JUnit4Provider.java:377) at org.apache.maven.surefire.junit4.JUnit4Provider.executeWithRerun(JUnit4Provider.java:284) at org.apache.maven.surefire.junit4.JUnit4Provider.executeTestSet(JUnit4Provider.java:248) at org.apache.maven.surefire.junit4.JUnit4Provider.invoke(JUnit4Provider.java:167) at org.apache.maven.surefire.booter.ForkedBooter.runSuitesInProcess(ForkedBooter.java:456) at org.apache.maven.surefire.booter.ForkedBooter.execute(ForkedBooter.java:169) at org.apache.maven.surefire.booter.ForkedBooter.run(ForkedBooter.java:595) at org.apache.maven.surefire.booter.ForkedBooter.main(ForkedBooter.java:581) org.keycloak.testsuite.runonserver.MyFlakyTest.failRandomly Time elapsed: 0.002 s <<< FAILURE! java.lang.AssertionError at org.junit.Assert.fail(Assert.java:87) at org.junit.Assert.assertTrue(Assert.java:42) at org.junit.Assert.assertTrue(Assert.java:53) at org.keycloak.testsuite.runonserver.MyFlakyTest.failRandomly(MyFlakyTest.java:15) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:566) at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:59) at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12) at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:56) at org.junit.internal.runners.statements.InvokeMethod.evaluate(InvokeMethod.java:17) at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306) at org.junit.runners.BlockJUnit4ClassRunner$1.evaluate(BlockJUnit4ClassRunner.java:100) at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:366) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:103) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:63) at org.junit.runners.ParentRunner$4.run(ParentRunner.java:331) at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:79) at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:329) at org.junit.runners.ParentRunner.access$100(ParentRunner.java:66) at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:293) at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306) at org.junit.runners.ParentRunner.run(ParentRunner.java:413) at org.apache.maven.surefire.junit4.JUnit4Provider.execute(JUnit4Provider.java:377) at org.apache.maven.surefire.junit4.JUnit4Provider.executeWithRerun(JUnit4Provider.java:302) at org.apache.maven.surefire.junit4.JUnit4Provider.executeTestSet(JUnit4Provider.java:248) at org.apache.maven.surefire.junit4.JUnit4Provider.invoke(JUnit4Provider.java:167) at org.apache.maven.surefire.booter.ForkedBooter.runSuitesInProcess(ForkedBooter.java:456) at org.apache.maven.surefire.booter.ForkedBooter.execute(ForkedBooter.java:169) at org.apache.maven.surefire.booter.ForkedBooter.run(ForkedBooter.java:595) at org.apache.maven.surefire.booter.ForkedBooter.main(ForkedBooter.java:581) org.keycloak.testsuite.runonserver.MyFlakyTest.failRandomly Time elapsed: 0.001 s <<< FAILURE! java.lang.AssertionError at org.junit.Assert.fail(Assert.java:87) at org.junit.Assert.assertTrue(Assert.java:42) at org.junit.Assert.assertTrue(Assert.java:53) at org.keycloak.testsuite.runonserver.MyFlakyTest.failRandomly(MyFlakyTest.java:15) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:566) at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:59) at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12) at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:56) at org.junit.internal.runners.statements.InvokeMethod.evaluate(InvokeMethod.java:17) at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306) at org.junit.runners.BlockJUnit4ClassRunner$1.evaluate(BlockJUnit4ClassRunner.java:100) at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:366) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:103) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:63) at org.junit.runners.ParentRunner$4.run(ParentRunner.java:331) at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:79) at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:329) at org.junit.runners.ParentRunner.access$100(ParentRunner.java:66) at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:293) at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306) at org.junit.runners.ParentRunner.run(ParentRunner.java:413) at org.apache.maven.surefire.junit4.JUnit4Provider.execute(JUnit4Provider.java:377) at org.apache.maven.surefire.junit4.JUnit4Provider.executeWithRerun(JUnit4Provider.java:302) at org.apache.maven.surefire.junit4.JUnit4Provider.executeTestSet(JUnit4Provider.java:248) at org.apache.maven.surefire.junit4.JUnit4Provider.invoke(JUnit4Provider.java:167) at org.apache.maven.surefire.booter.ForkedBooter.runSuitesInProcess(ForkedBooter.java:456) at org.apache.maven.surefire.booter.ForkedBooter.execute(ForkedBooter.java:169) at org.apache.maven.surefire.booter.ForkedBooter.run(ForkedBooter.java:595) at org.apache.maven.surefire.booter.ForkedBooter.main(ForkedBooter.java:581) org.keycloak.testsuite.runonserver.MyFlakyTest.failRandomly Time elapsed: 0.005 s <<< FAILURE! java.lang.AssertionError at org.junit.Assert.fail(Assert.java:87) at org.junit.Assert.assertTrue(Assert.java:42) at org.junit.Assert.assertTrue(Assert.java:53) at org.keycloak.testsuite.runonserver.MyFlakyTest.failRandomly(MyFlakyTest.java:15) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:566) at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:59) at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12) at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:56) at org.junit.internal.runners.statements.InvokeMethod.evaluate(InvokeMethod.java:17) at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306) at org.junit.runners.BlockJUnit4ClassRunner$1.evaluate(BlockJUnit4ClassRunner.java:100) at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:366) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:103) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:63) at org.junit.runners.ParentRunner$4.run(ParentRunner.java:331) at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:79) at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:329) at org.junit.runners.ParentRunner.access$100(ParentRunner.java:66) at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:293) at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306) at org.junit.runners.ParentRunner.run(ParentRunner.java:413) at org.apache.maven.surefire.junit4.JUnit4Provider.execute(JUnit4Provider.java:377) at org.apache.maven.surefire.junit4.JUnit4Provider.executeWithRerun(JUnit4Provider.java:302) at org.apache.maven.surefire.junit4.JUnit4Provider.executeTestSet(JUnit4Provider.java:248) at org.apache.maven.surefire.junit4.JUnit4Provider.invoke(JUnit4Provider.java:167) at org.apache.maven.surefire.booter.ForkedBooter.runSuitesInProcess(ForkedBooter.java:456) at org.apache.maven.surefire.booter.ForkedBooter.execute(ForkedBooter.java:169) at org.apache.maven.surefire.booter.ForkedBooter.run(ForkedBooter.java:595) at org.apache.maven.surefire.booter.ForkedBooter.main(ForkedBooter.java:581) ```",0,flaky test myflakytest test set org keycloak testsuite runonserver myflakytest tests run failures errors skipped time elapsed s failure in org keycloak testsuite runonserver myflakytest org keycloak testsuite runonserver myflakytest failrandomly time elapsed s failure java lang assertionerror at org junit assert fail assert java at org junit assert asserttrue assert java at org junit assert asserttrue assert java at org keycloak testsuite runonserver myflakytest failrandomly myflakytest java at java base jdk internal reflect nativemethodaccessorimpl native method at java base jdk internal reflect nativemethodaccessorimpl invoke nativemethodaccessorimpl java at java base jdk internal reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java base java lang reflect method invoke method java at org junit runners model frameworkmethod runreflectivecall frameworkmethod java at org junit internal runners model reflectivecallable run reflectivecallable java at org junit runners model frameworkmethod invokeexplosively frameworkmethod java at org junit internal runners statements invokemethod evaluate invokemethod java at org junit runners parentrunner evaluate parentrunner java at org junit runners evaluate java at org junit runners parentrunner runleaf parentrunner java at org junit runners runchild java at org junit runners runchild java at org junit runners parentrunner run parentrunner java at org junit runners parentrunner schedule parentrunner java at org junit runners parentrunner runchildren parentrunner java at org junit runners parentrunner access parentrunner java at org junit runners parentrunner evaluate parentrunner java at org junit runners parentrunner evaluate parentrunner java at org junit runners parentrunner run parentrunner java at org apache maven surefire execute java at org apache maven surefire executewithrerun java at org apache maven surefire executetestset java at org apache maven surefire invoke java at org apache maven surefire booter forkedbooter runsuitesinprocess forkedbooter java at org apache maven surefire booter forkedbooter execute forkedbooter java at org apache maven surefire booter forkedbooter run forkedbooter java at org apache maven surefire booter forkedbooter main forkedbooter java org keycloak testsuite runonserver myflakytest failrandomly time elapsed s failure java lang assertionerror at org junit assert fail assert java at org junit assert asserttrue assert java at org junit assert asserttrue assert java at org keycloak testsuite runonserver myflakytest failrandomly myflakytest java at java base jdk internal reflect nativemethodaccessorimpl native method at java base jdk internal reflect nativemethodaccessorimpl invoke nativemethodaccessorimpl java at java base jdk internal reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java base java lang reflect method invoke method java at org junit runners model frameworkmethod runreflectivecall frameworkmethod java at org junit internal runners model reflectivecallable run reflectivecallable java at org junit runners model frameworkmethod invokeexplosively frameworkmethod java at org junit internal runners statements invokemethod evaluate invokemethod java at org junit runners parentrunner evaluate parentrunner java at org junit runners evaluate java at org junit runners parentrunner runleaf parentrunner java at org junit runners runchild java at org junit runners runchild java at org junit runners parentrunner run parentrunner java at org junit runners parentrunner schedule parentrunner java at org junit runners parentrunner runchildren parentrunner java at org junit runners parentrunner access parentrunner java at org junit runners parentrunner evaluate parentrunner java at org junit runners parentrunner evaluate parentrunner java at org junit runners parentrunner run parentrunner java at org apache maven surefire execute java at org apache maven surefire executewithrerun java at org apache maven surefire executetestset java at org apache maven surefire invoke java at org apache maven surefire booter forkedbooter runsuitesinprocess forkedbooter java at org apache maven surefire booter forkedbooter execute forkedbooter java at org apache maven surefire booter forkedbooter run forkedbooter java at org apache maven surefire booter forkedbooter main forkedbooter java org keycloak testsuite runonserver myflakytest failrandomly time elapsed s failure java lang assertionerror at org junit assert fail assert java at org junit assert asserttrue assert java at org junit assert asserttrue assert java at org keycloak testsuite runonserver myflakytest failrandomly myflakytest java at java base jdk internal reflect nativemethodaccessorimpl native method at java base jdk internal reflect nativemethodaccessorimpl invoke nativemethodaccessorimpl java at java base jdk internal reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java base java lang reflect method invoke method java at org junit runners model frameworkmethod runreflectivecall frameworkmethod java at org junit internal runners model reflectivecallable run reflectivecallable java at org junit runners model frameworkmethod invokeexplosively frameworkmethod java at org junit internal runners statements invokemethod evaluate invokemethod java at org junit runners parentrunner evaluate parentrunner java at org junit runners evaluate java at org junit runners parentrunner runleaf parentrunner java at org junit runners runchild java at org junit runners runchild java at org junit runners parentrunner run parentrunner java at org junit runners parentrunner schedule parentrunner java at org junit runners parentrunner runchildren parentrunner java at org junit runners parentrunner access parentrunner java at org junit runners parentrunner evaluate parentrunner java at org junit runners parentrunner evaluate parentrunner java at org junit runners parentrunner run parentrunner java at org apache maven surefire execute java at org apache maven surefire executewithrerun java at org apache maven surefire executetestset java at org apache maven surefire invoke java at org apache maven surefire booter forkedbooter runsuitesinprocess forkedbooter java at org apache maven surefire booter forkedbooter execute forkedbooter java at org apache maven surefire booter forkedbooter run forkedbooter java at org apache maven surefire booter forkedbooter main forkedbooter java org keycloak testsuite runonserver myflakytest failrandomly time elapsed s failure java lang assertionerror at org junit assert fail assert java at org junit assert asserttrue assert java at org junit assert asserttrue assert java at org keycloak testsuite runonserver myflakytest failrandomly myflakytest java at java base jdk internal reflect nativemethodaccessorimpl native method at java base jdk internal reflect nativemethodaccessorimpl invoke nativemethodaccessorimpl java at java base jdk internal reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java base java lang reflect method invoke method java at org junit runners model frameworkmethod runreflectivecall frameworkmethod java at org junit internal runners model reflectivecallable run reflectivecallable java at org junit runners model frameworkmethod invokeexplosively frameworkmethod java at org junit internal runners statements invokemethod evaluate invokemethod java at org junit runners parentrunner evaluate parentrunner java at org junit runners evaluate java at org junit runners parentrunner runleaf parentrunner java at org junit runners runchild java at org junit runners runchild java at org junit runners parentrunner run parentrunner java at org junit runners parentrunner schedule parentrunner java at org junit runners parentrunner runchildren parentrunner java at org junit runners parentrunner access parentrunner java at org junit runners parentrunner evaluate parentrunner java at org junit runners parentrunner evaluate parentrunner java at org junit runners parentrunner run parentrunner java at org apache maven surefire execute java at org apache maven surefire executewithrerun java at org apache maven surefire executetestset java at org apache maven surefire invoke java at org apache maven surefire booter forkedbooter runsuitesinprocess forkedbooter java at org apache maven surefire booter forkedbooter execute forkedbooter java at org apache maven surefire booter forkedbooter run forkedbooter java at org apache maven surefire booter forkedbooter main forkedbooter java ,0 3185,3367674607.0,IssuesEvent,2015-11-22 11:31:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Search and/or filter for Project and Editor settings,feature request topic:editor usability,"The list size in the Project Settings panel is quite long and so it is in the Editor Settings too. It would be nice to have a way to filter and or search them. Pretty much the same reason as #2176.",True,"Search and/or filter for Project and Editor settings - The list size in the Project Settings panel is quite long and so it is in the Editor Settings too. It would be nice to have a way to filter and or search them. Pretty much the same reason as #2176.",1,search and or filter for project and editor settings the list size in the project settings panel is quite long and so it is in the editor settings too it would be nice to have a way to filter and or search them pretty much the same reason as ,1 14796,9530676040.0,IssuesEvent,2019-04-29 14:23:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Lock/Unlock node doesn't mark scene as unsaved,bug topic:editor usability,"**Godot version:** 3.1 stable **OS/device including version:** Windows 7 x64 **Relevant for:** - Lock/Unlock button, - ""Make sure children are not selectable"" on/off button, **Steps to reproduce:** Press buttons (see above) when some node is selected **_Result_**: scene is not marked as unsaved (it doesn't have * in the tab and when you close editor - godot won't tell you that there are something you probably would like to save) _**Expected**_: scene is marked as there are some unsaved changes ![bug3](https://user-images.githubusercontent.com/1552169/55684956-bd09ac80-5959-11e9-9fff-8cf468c5b3b9.gif) ",True,"Lock/Unlock node doesn't mark scene as unsaved - **Godot version:** 3.1 stable **OS/device including version:** Windows 7 x64 **Relevant for:** - Lock/Unlock button, - ""Make sure children are not selectable"" on/off button, **Steps to reproduce:** Press buttons (see above) when some node is selected **_Result_**: scene is not marked as unsaved (it doesn't have * in the tab and when you close editor - godot won't tell you that there are something you probably would like to save) _**Expected**_: scene is marked as there are some unsaved changes ![bug3](https://user-images.githubusercontent.com/1552169/55684956-bd09ac80-5959-11e9-9fff-8cf468c5b3b9.gif) ",1,lock unlock node doesn t mark scene as unsaved godot version stable os device including version windows relevant for lock unlock button make sure children are not selectable on off button steps to reproduce press buttons see above when some node is selected result scene is not marked as unsaved it doesn t have in the tab and when you close editor godot won t tell you that there are something you probably would like to save expected scene is marked as there are some unsaved changes ,1 45263,5707119911.0,IssuesEvent,2017-04-18 13:10:51,nkp-osf/VDK,https://api.github.com/repos/nkp-osf/VDK,closed,přidávání titulů do nabídky,K testovani,"Při přidávání titulů do nabídky skrze vyhledávání se nabízejí a lze i přidat tituly, které nejsou v knihovně vytvářející nabídku",1.0,"přidávání titulů do nabídky - Při přidávání titulů do nabídky skrze vyhledávání se nabízejí a lze i přidat tituly, které nejsou v knihovně vytvářející nabídku",0,přidávání titulů do nabídky při přidávání titulů do nabídky skrze vyhledávání se nabízejí a lze i přidat tituly které nejsou v knihovně vytvářející nabídku,0 164884,26040398835.0,IssuesEvent,2022-12-22 09:55:13,Tonomy-Foundation/Tonomy-ID,https://api.github.com/repos/Tonomy-Foundation/Tonomy-ID,opened,Rapid onboard designs,design,"In this task, we will identify places where we can streamline use onboarding by minimising the steps needed for the user until they are absolutely required. This will prior a designer to rethink the flows and requirements that applications wanting to sign in with Tonomy ID will take. The outcome of this task is to identify and document the new flows. Definition of done - [ ] user flow diagram is updated with flows in mind that minimise the amount of user steps needed for each activity the user takes Follow up: - Implement the designs in Figma",1.0,"Rapid onboard designs - In this task, we will identify places where we can streamline use onboarding by minimising the steps needed for the user until they are absolutely required. This will prior a designer to rethink the flows and requirements that applications wanting to sign in with Tonomy ID will take. The outcome of this task is to identify and document the new flows. Definition of done - [ ] user flow diagram is updated with flows in mind that minimise the amount of user steps needed for each activity the user takes Follow up: - Implement the designs in Figma",0,rapid onboard designs in this task we will identify places where we can streamline use onboarding by minimising the steps needed for the user until they are absolutely required this will prior a designer to rethink the flows and requirements that applications wanting to sign in with tonomy id will take the outcome of this task is to identify and document the new flows definition of done user flow diagram is updated with flows in mind that minimise the amount of user steps needed for each activity the user takes follow up implement the designs in figma,0 15529,10111552059.0,IssuesEvent,2019-07-30 13:00:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[AnimationPlayer] Cannot change the easing of multiple keyframes at a time,enhancement topic:editor usability,"**Godot version:** 3.1.1 **OS/device including version:** Ubuntu 18.04 **Issue description:** Basically if you select multiple key-frames at a time in the animation player, you cannot change their easing mode, thus making it a pain to batch change easing of some keyframes. ![image](https://user-images.githubusercontent.com/30960698/56854651-7563b880-693a-11e9-8d2c-a0fae8a37bc0.png) **Steps to reproduce:** 1. Make an animation 2. Select some key-frames 3. Try to change their easing in the inspector (you wont be able because there will be nothing like on the image I posted) ",True,"[AnimationPlayer] Cannot change the easing of multiple keyframes at a time - **Godot version:** 3.1.1 **OS/device including version:** Ubuntu 18.04 **Issue description:** Basically if you select multiple key-frames at a time in the animation player, you cannot change their easing mode, thus making it a pain to batch change easing of some keyframes. ![image](https://user-images.githubusercontent.com/30960698/56854651-7563b880-693a-11e9-8d2c-a0fae8a37bc0.png) **Steps to reproduce:** 1. Make an animation 2. Select some key-frames 3. Try to change their easing in the inspector (you wont be able because there will be nothing like on the image I posted) ",1, cannot change the easing of multiple keyframes at a time godot version os device including version ubuntu issue description basically if you select multiple key frames at a time in the animation player you cannot change their easing mode thus making it a pain to batch change easing of some keyframes steps to reproduce make an animation select some key frames try to change their easing in the inspector you wont be able because there will be nothing like on the image i posted ,1 332280,29202071324.0,IssuesEvent,2023-05-21 00:03:09,WordPress/gutenberg,https://api.github.com/repos/WordPress/gutenberg,closed,[Flaky Test] allows shift tabbing to the block toolbar from the first block,[Status] Stale [Type] Flaky Test," **Flaky test detected. This is an auto-generated issue by GitHub Actions. Please do NOT edit this manually.** ## Test title allows shift tabbing to the block toolbar from the first block ## Test path `/test/e2e/specs/site-editor/writing-flow.spec.js` ## Errors Test passed after 1 failed attempt on remove/lodash-set-core-data.
Test passed after 1 failed attempt on try/grid-layout.
Test passed after 1 failed attempt on tweak/latest-posts-panel-labels.
Test passed after 1 failed attempt on refactor/block-json-selectors-api.
Test passed after 1 failed attempt on refactor/ctx-get-styled-cn-lodash.
Test passed after 1 failed attempt on update/svg-filter-frontend-output.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on release/15.4.
Test passed after 1 failed attempt on add/position-label-to-block-title-in-list-view.
Test passed after 1 failed attempt on add/more-cover-block-unit-tests.
Test passed after 1 failed attempt on update/svg-filter-frontend-output.
Test passed after 1 failed attempt on add/more-cover-block-unit-tests.
Test passed after 1 failed attempt on try/affix-knob-angle-picker-control.
Test passed after 1 failed attempt on try/affix-knob-angle-picker-control.
Test passed after 1 failed attempt on update/no-store-double-register.
Test passed after 1 failed attempt on refactor/CustomGradientPicker-typescript.
Test passed after 1 failed attempt on fix/color-picker-updates-in-gradients.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on update/svg-filter-frontend-output.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on try/affix-knob-angle-picker-control.
Test passed after 1 failed attempt on remove/edit-navigation-leftovers.
Test passed after 1 failed attempt on fix/textarea-input-block.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on fix-39946.
Test passed after 1 failed attempt on add-caption-gs-ui-take2.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on fix/group-block-deprecation.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on rnmobile/add-reassure-pt-2.
Test passed after 1 failed attempt on update/consolidate-safari-scripts.
Test passed after 1 failed attempt on add/color-panel.
Test passed after 1 failed attempt on fix/48586.
Test passed after 1 failed attempt on try/resolution-not-image-size.
Test passed after 1 failed attempt on try/resolution-not-image-size.
Test passed after 1 failed attempt on try/grid-layout.
Test passed after 1 failed attempt on fix/image-dont-render-empty.
Test passed after 2 failed attempts on add/typography-support-to-time-to-read-block.
Test passed after 1 failed attempt on fonts-api/remove-parameter.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on move-filters-out-of-colors-section.
Test passed after 1 failed attempt on refactor/GradientPicker-typescript.
Test passed after 1 failed attempt on fix/48586.
Test passed after 1 failed attempt on add/more-cover-block-unit-tests.
Test passed after 1 failed attempt on try/grid-layout.
Test passed after 1 failed attempt on rnmobile/add-reassure-pt-2.
Test passed after 1 failed attempt on try/resolution-not-image-size.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on remove/mobile-custom-waitfor.
Test passed after 1 failed attempt on try/resolution-not-image-size.
Test passed after 1 failed attempt on try/use-dedicated-rest-to-get-nav-fallbacks.
Test passed after 1 failed attempt on refactor/ColorPicker-typescript.
Test passed after 1 failed attempt on update/preformatted-spacing.
Test passed after 1 failed attempt on fix/start-template-options-missing-focus-style.
Test passed after 1 failed attempt on fix/start-template-options-missing-focus-style.
Test passed after 1 failed attempt on schema/stiky-minheight.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on rnmobile/add-reassure-pt-2.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on fix/unstable-disable-layout-classnames-in-group-block.
Test passed after 1 failed attempt on fix/grid-in-classic-themes.
Test passed after 2 failed attempts on update/list-view-more-menu.
Test passed after 1 failed attempt on add/commands.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on add/commands.
Test passed after 1 failed attempt on try/block-tools-marry-document-tools.
Test passed after 1 failed attempt on refactor/perf-tests-tmp-folder.
Test passed after 1 failed attempt on try/block-tools-marry-document-tools.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on fix/show-ui-to-change-custom-links-on-sidebar-navigation.
Test passed after 1 failed attempt on update/block-supports-dependencies.
Test passed after 1 failed attempt on rnmobile/release_1.92.0.
Test passed after 1 failed attempt on try/use-dedicated-rest-to-get-nav-fallbacks.
Test passed after 1 failed attempt on update/file-block-text-formatting.
Test passed after 1 failed attempt on update/template-title-in-sidebar.
Test passed after 1 failed attempt on fix/selectors-api-use-in-duotone.
Test passed after 1 failed attempt on trunk.
Test passed after 2 failed attempts on add/color-options-to-time-to-read-block.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on try/list-view-allow-drag-to-parent-level.
Test passed after 2 failed attempts on add/details-summary-block.
Test passed after 1 failed attempt on add/details-summary-block.
Test passed after 1 failed attempt on add/commands.
Test passed after 1 failed attempt on columns/prevent-removal-column.
Test passed after 1 failed attempt on fix/build-comments.
Test passed after 1 failed attempt on media-text/fix-deprecation-v2.
Test passed after 1 failed attempt on try/minimal-margin.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on columns/prevent-removal-column.
Test passed after 1 failed attempt on fix/start-template-options-missing-focus-style.
Test passed after 1 failed attempt on fix/start-template-options-missing-focus-style.
Test passed after 1 failed attempt on rnmobile/support-post-request.
Test passed after 1 failed attempt on fix/avoid-empty-gallery-block-error.
Test passed after 1 failed attempt on tweak/simplify-remove-block-label.
Test passed after 1 failed attempt on add/details-summary-block.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on try/block-tools-marry-document-tools.
Test passed after 1 failed attempt on try/radix-dropdown.
Test passed after 1 failed attempt on chore/components-changelog.
Test passed after 1 failed attempt on update/remove-wp-block-level-preset-style-filters.
Test passed after 1 failed attempt on add/root-client-id-to-list-view.
Test passed after 1 failed attempt on add/root-client-id-to-list-view.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on add/commands.
Test passed after 1 failed attempt on update-boding-guidelines-experimental.
Test passed after 1 failed attempt on publish-plugin-types.
Test passed after 1 failed attempt on try/block-tools-invade-document-tools.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on add/image-drop-html.
Test passed after 1 failed attempt on component-changelog-check-exclude-mobile.
Test passed after 1 failed attempt on test-changelog-ci-changes.
Test passed after 1 failed attempt on test-changelog-ci-changes.
Test passed after 1 failed attempt on rnmobil/add-viewport-props-to-sandbox.
Test passed after 1 failed attempt on rnmobile/release_1.92.1.
Test passed after 1 failed attempt on rnmobile/release_1.92.1.
Test passed after 1 failed attempt on release/15.5.
Test passed after 1 failed attempt on fix/time-to-read-translate.
Test passed after 1 failed attempt on fix/refactor-group-duotone-output.
Test passed after 1 failed attempt on try/user-global-styles-revisions.
Test passed after 1 failed attempt on remove/smart-border-behavior.
Test passed after 1 failed attempt on update/html-api-updates-from-core-self-closing-flag.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on fix/block-toolbar-height.
Test passed after 1 failed attempt on try/block-tools-invade-document-tools.
Test passed after 1 failed attempt on fix/flaky-site-editor-writing-flow-tests.
Test passed after 1 failed attempt on add/site-icon-animation-in-frame.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on release/15.6.
Test passed after 1 failed attempt on release/15.6. ``` Error: Timed out 5000ms waiting for expect(received).toBeFocused() Call log: - expect.toBeFocused with timeout 5000ms - waiting for locator('role=toolbar[name=""Block tools""i]').locator('role=button[name=""Site Title""i]') - waiting for locator('role=toolbar[name=""Block tools""i]').locator('role=button[name=""Site Title""i]') at /home/runner/work/gutenberg/gutenberg/test/e2e/specs/site-editor/writing-flow.spec.js:40:38 ```
",1.0,"[Flaky Test] allows shift tabbing to the block toolbar from the first block - **Flaky test detected. This is an auto-generated issue by GitHub Actions. Please do NOT edit this manually.** ## Test title allows shift tabbing to the block toolbar from the first block ## Test path `/test/e2e/specs/site-editor/writing-flow.spec.js` ## Errors Test passed after 1 failed attempt on remove/lodash-set-core-data.
Test passed after 1 failed attempt on try/grid-layout.
Test passed after 1 failed attempt on tweak/latest-posts-panel-labels.
Test passed after 1 failed attempt on refactor/block-json-selectors-api.
Test passed after 1 failed attempt on refactor/ctx-get-styled-cn-lodash.
Test passed after 1 failed attempt on update/svg-filter-frontend-output.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on release/15.4.
Test passed after 1 failed attempt on add/position-label-to-block-title-in-list-view.
Test passed after 1 failed attempt on add/more-cover-block-unit-tests.
Test passed after 1 failed attempt on update/svg-filter-frontend-output.
Test passed after 1 failed attempt on add/more-cover-block-unit-tests.
Test passed after 1 failed attempt on try/affix-knob-angle-picker-control.
Test passed after 1 failed attempt on try/affix-knob-angle-picker-control.
Test passed after 1 failed attempt on update/no-store-double-register.
Test passed after 1 failed attempt on refactor/CustomGradientPicker-typescript.
Test passed after 1 failed attempt on fix/color-picker-updates-in-gradients.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on update/svg-filter-frontend-output.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on try/affix-knob-angle-picker-control.
Test passed after 1 failed attempt on remove/edit-navigation-leftovers.
Test passed after 1 failed attempt on fix/textarea-input-block.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on fix-39946.
Test passed after 1 failed attempt on add-caption-gs-ui-take2.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on fix/group-block-deprecation.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on rnmobile/add-reassure-pt-2.
Test passed after 1 failed attempt on update/consolidate-safari-scripts.
Test passed after 1 failed attempt on add/color-panel.
Test passed after 1 failed attempt on fix/48586.
Test passed after 1 failed attempt on try/resolution-not-image-size.
Test passed after 1 failed attempt on try/resolution-not-image-size.
Test passed after 1 failed attempt on try/grid-layout.
Test passed after 1 failed attempt on fix/image-dont-render-empty.
Test passed after 2 failed attempts on add/typography-support-to-time-to-read-block.
Test passed after 1 failed attempt on fonts-api/remove-parameter.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on move-filters-out-of-colors-section.
Test passed after 1 failed attempt on refactor/GradientPicker-typescript.
Test passed after 1 failed attempt on fix/48586.
Test passed after 1 failed attempt on add/more-cover-block-unit-tests.
Test passed after 1 failed attempt on try/grid-layout.
Test passed after 1 failed attempt on rnmobile/add-reassure-pt-2.
Test passed after 1 failed attempt on try/resolution-not-image-size.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on remove/mobile-custom-waitfor.
Test passed after 1 failed attempt on try/resolution-not-image-size.
Test passed after 1 failed attempt on try/use-dedicated-rest-to-get-nav-fallbacks.
Test passed after 1 failed attempt on refactor/ColorPicker-typescript.
Test passed after 1 failed attempt on update/preformatted-spacing.
Test passed after 1 failed attempt on fix/start-template-options-missing-focus-style.
Test passed after 1 failed attempt on fix/start-template-options-missing-focus-style.
Test passed after 1 failed attempt on schema/stiky-minheight.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on rnmobile/add-reassure-pt-2.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on fix/unstable-disable-layout-classnames-in-group-block.
Test passed after 1 failed attempt on fix/grid-in-classic-themes.
Test passed after 2 failed attempts on update/list-view-more-menu.
Test passed after 1 failed attempt on add/commands.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on add/commands.
Test passed after 1 failed attempt on try/block-tools-marry-document-tools.
Test passed after 1 failed attempt on refactor/perf-tests-tmp-folder.
Test passed after 1 failed attempt on try/block-tools-marry-document-tools.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on fix/show-ui-to-change-custom-links-on-sidebar-navigation.
Test passed after 1 failed attempt on update/block-supports-dependencies.
Test passed after 1 failed attempt on rnmobile/release_1.92.0.
Test passed after 1 failed attempt on try/use-dedicated-rest-to-get-nav-fallbacks.
Test passed after 1 failed attempt on update/file-block-text-formatting.
Test passed after 1 failed attempt on update/template-title-in-sidebar.
Test passed after 1 failed attempt on fix/selectors-api-use-in-duotone.
Test passed after 1 failed attempt on trunk.
Test passed after 2 failed attempts on add/color-options-to-time-to-read-block.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on try/list-view-allow-drag-to-parent-level.
Test passed after 2 failed attempts on add/details-summary-block.
Test passed after 1 failed attempt on add/details-summary-block.
Test passed after 1 failed attempt on add/commands.
Test passed after 1 failed attempt on columns/prevent-removal-column.
Test passed after 1 failed attempt on fix/build-comments.
Test passed after 1 failed attempt on media-text/fix-deprecation-v2.
Test passed after 1 failed attempt on try/minimal-margin.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on columns/prevent-removal-column.
Test passed after 1 failed attempt on fix/start-template-options-missing-focus-style.
Test passed after 1 failed attempt on fix/start-template-options-missing-focus-style.
Test passed after 1 failed attempt on rnmobile/support-post-request.
Test passed after 1 failed attempt on fix/avoid-empty-gallery-block-error.
Test passed after 1 failed attempt on tweak/simplify-remove-block-label.
Test passed after 1 failed attempt on add/details-summary-block.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on try/block-tools-marry-document-tools.
Test passed after 1 failed attempt on try/radix-dropdown.
Test passed after 1 failed attempt on chore/components-changelog.
Test passed after 1 failed attempt on update/remove-wp-block-level-preset-style-filters.
Test passed after 1 failed attempt on add/root-client-id-to-list-view.
Test passed after 1 failed attempt on add/root-client-id-to-list-view.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on add/commands.
Test passed after 1 failed attempt on update-boding-guidelines-experimental.
Test passed after 1 failed attempt on publish-plugin-types.
Test passed after 1 failed attempt on try/block-tools-invade-document-tools.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on add/image-drop-html.
Test passed after 1 failed attempt on component-changelog-check-exclude-mobile.
Test passed after 1 failed attempt on test-changelog-ci-changes.
Test passed after 1 failed attempt on test-changelog-ci-changes.
Test passed after 1 failed attempt on rnmobil/add-viewport-props-to-sandbox.
Test passed after 1 failed attempt on rnmobile/release_1.92.1.
Test passed after 1 failed attempt on rnmobile/release_1.92.1.
Test passed after 1 failed attempt on release/15.5.
Test passed after 1 failed attempt on fix/time-to-read-translate.
Test passed after 1 failed attempt on fix/refactor-group-duotone-output.
Test passed after 1 failed attempt on try/user-global-styles-revisions.
Test passed after 1 failed attempt on remove/smart-border-behavior.
Test passed after 1 failed attempt on update/html-api-updates-from-core-self-closing-flag.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on fix/block-toolbar-height.
Test passed after 1 failed attempt on try/block-tools-invade-document-tools.
Test passed after 1 failed attempt on fix/flaky-site-editor-writing-flow-tests.
Test passed after 1 failed attempt on add/site-icon-animation-in-frame.
Test passed after 1 failed attempt on trunk.
Test passed after 1 failed attempt on release/15.6.
Test passed after 1 failed attempt on release/15.6. ``` Error: Timed out 5000ms waiting for expect(received).toBeFocused() Call log: - expect.toBeFocused with timeout 5000ms - waiting for locator('role=toolbar[name=""Block tools""i]').locator('role=button[name=""Site Title""i]') - waiting for locator('role=toolbar[name=""Block tools""i]').locator('role=button[name=""Site Title""i]') at /home/runner/work/gutenberg/gutenberg/test/e2e/specs/site-editor/writing-flow.spec.js:40:38 ```
",0, allows shift tabbing to the block toolbar from the first block flaky test detected this is an auto generated issue by github actions please do not edit this manually test title allows shift tabbing to the block toolbar from the first block test path test specs site editor writing flow spec js errors test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempts on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempts on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempts on test passed after failed attempt on test passed after failed attempt on test passed after failed attempts on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on test passed after failed attempt on a href error timed out waiting for expect received tobefocused call log expect tobefocused with timeout waiting for locator role toolbar locator role button waiting for locator role toolbar locator role button at home runner work gutenberg gutenberg test specs site editor writing flow spec js ,0 17081,11644052724.0,IssuesEvent,2020-02-29 16:58:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Feature Proposal - Easier custom resource management in inspector,feature proposal topic:editor usability," **Godot version:** nighhtly: v3.2.dev.calinou.2c6daf73f **OS/device including version:** Windows 10 **Issue description:** Feature Proposal: Currently it is possible to define Resource-Scripts `extends Resource` and when defining `class_name MyResource` the custom resource will show up in the list of resources that show up, when you click on an empty `export (Resource) var resource` field in the inspector. Here i have the problem, that its bothersome to search for the right Resource in the big List of resources. So my proposal would be, to make it possible to define an export as: `export (MyResource) var resource` and when you now click on the empty export in the inspector, it will either show the `MyResource` alone or including all of its children. This way it would be easier (and more intuitive) to managing custom resources, speeding up the process. ",True,"Feature Proposal - Easier custom resource management in inspector - **Godot version:** nighhtly: v3.2.dev.calinou.2c6daf73f **OS/device including version:** Windows 10 **Issue description:** Feature Proposal: Currently it is possible to define Resource-Scripts `extends Resource` and when defining `class_name MyResource` the custom resource will show up in the list of resources that show up, when you click on an empty `export (Resource) var resource` field in the inspector. Here i have the problem, that its bothersome to search for the right Resource in the big List of resources. So my proposal would be, to make it possible to define an export as: `export (MyResource) var resource` and when you now click on the empty export in the inspector, it will either show the `MyResource` alone or including all of its children. This way it would be easier (and more intuitive) to managing custom resources, speeding up the process. ",1,feature proposal easier custom resource management in inspector please search existing issues for potential duplicates before filing yours godot version nighhtly dev calinou os device including version windows issue description feature proposal currently it is possible to define resource scripts extends resource and when defining class name myresource the custom resource will show up in the list of resources that show up when you click on an empty export resource var resource field in the inspector here i have the problem that its bothersome to search for the right resource in the big list of resources so my proposal would be to make it possible to define an export as export myresource var resource and when you now click on the empty export in the inspector it will either show the myresource alone or including all of its children this way it would be easier and more intuitive to managing custom resources speeding up the process ,1 26540,26932710225.0,IssuesEvent,2023-02-07 18:00:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Accent Color in Editor Settings makes console messages icons unreadable.,enhancement topic:editor usability,"### Godot version 4.0 dev 20211004 ### System information Windows 10 ### Issue description Changing Accent Color in editor theme setting affects icons in console. If you change it to red, then everything looks like a warning etc. It is confusing. That setting probably should not affect those icons. Before: ![Godot4 normal color](https://user-images.githubusercontent.com/62170071/147093331-1273a1f6-d953-408a-9dd7-9ea589103a42.jpg) After: ![Godot4 accent color](https://user-images.githubusercontent.com/62170071/147093329-4b513a04-ce78-4309-b2a3-db24c4401aa8.jpg) I think Accent Color should not affect icons for messages in console. ### Steps to reproduce Just change Accent Color to red and check Console. ### Minimal reproduction project _No response_",True,"Accent Color in Editor Settings makes console messages icons unreadable. - ### Godot version 4.0 dev 20211004 ### System information Windows 10 ### Issue description Changing Accent Color in editor theme setting affects icons in console. If you change it to red, then everything looks like a warning etc. It is confusing. That setting probably should not affect those icons. Before: ![Godot4 normal color](https://user-images.githubusercontent.com/62170071/147093331-1273a1f6-d953-408a-9dd7-9ea589103a42.jpg) After: ![Godot4 accent color](https://user-images.githubusercontent.com/62170071/147093329-4b513a04-ce78-4309-b2a3-db24c4401aa8.jpg) I think Accent Color should not affect icons for messages in console. ### Steps to reproduce Just change Accent Color to red and check Console. ### Minimal reproduction project _No response_",1,accent color in editor settings makes console messages icons unreadable godot version dev system information windows issue description changing accent color in editor theme setting affects icons in console if you change it to red then everything looks like a warning etc it is confusing that setting probably should not affect those icons before after i think accent color should not affect icons for messages in console steps to reproduce just change accent color to red and check console minimal reproduction project no response ,1 149911,23548555096.0,IssuesEvent,2022-08-21 13:39:39,eryar/PipeCAD,https://api.github.com/repos/eryar/PipeCAD,closed,Bolt data and spec definition,Paragon Design,Define bolt data in Paragon and calculation bolt length for piping isometrics.,1.0,Bolt data and spec definition - Define bolt data in Paragon and calculation bolt length for piping isometrics.,0,bolt data and spec definition define bolt data in paragon and calculation bolt length for piping isometrics ,0 26100,26417440169.0,IssuesEvent,2023-01-13 17:04:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Unfolding inspector sections doesn't work consistently,bug topic:editor usability,"### Godot version 28174d531b7128f0281fc2b88da2f4962fd3513e ### System information W10 ### Issue description This functionality was present in #41138 (see gif further down). Not sure what has changed since then. In the case of the video, I attempt to drop a ShaderMaterial on an unfolded Material tab. Inside is a material property that accepts this resource, but unfolding doesn't work. The problem is in editor_inspector.cpp:L1264. It checks whether any property can accept the dragged resource, but for some reason it doesn't detect it. https://user-images.githubusercontent.com/25907608/147367910-6bdca1f8-99f4-45e0-90e6-560d7dea5c5e.mp4 Not sure if this is something specific to ShaderMaterial, couldn't find other resources in folded sections. ### Steps to reproduce - Select Node2D (or any CanvasItem) - Create new ShaderMaterial resource. - Drag resource over Material tab. ### Minimal reproduction project _No response_",True,"Unfolding inspector sections doesn't work consistently - ### Godot version 28174d531b7128f0281fc2b88da2f4962fd3513e ### System information W10 ### Issue description This functionality was present in #41138 (see gif further down). Not sure what has changed since then. In the case of the video, I attempt to drop a ShaderMaterial on an unfolded Material tab. Inside is a material property that accepts this resource, but unfolding doesn't work. The problem is in editor_inspector.cpp:L1264. It checks whether any property can accept the dragged resource, but for some reason it doesn't detect it. https://user-images.githubusercontent.com/25907608/147367910-6bdca1f8-99f4-45e0-90e6-560d7dea5c5e.mp4 Not sure if this is something specific to ShaderMaterial, couldn't find other resources in folded sections. ### Steps to reproduce - Select Node2D (or any CanvasItem) - Create new ShaderMaterial resource. - Drag resource over Material tab. ### Minimal reproduction project _No response_",1,unfolding inspector sections doesn t work consistently godot version system information issue description this functionality was present in see gif further down not sure what has changed since then in the case of the video i attempt to drop a shadermaterial on an unfolded material tab inside is a material property that accepts this resource but unfolding doesn t work the problem is in editor inspector cpp it checks whether any property can accept the dragged resource but for some reason it doesn t detect it not sure if this is something specific to shadermaterial couldn t find other resources in folded sections steps to reproduce select or any canvasitem create new shadermaterial resource drag resource over material tab minimal reproduction project no response ,1 27989,30849231623.0,IssuesEvent,2023-08-02 15:34:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Occluder node polygon handles disappear after release click,bug topic:editor confirmed usability regression topic:3d,"### Godot version 3.5.2 RC2 ### System information Windows 10 ### Issue description When clicking/click-dragging points on Occluder node polygons, the points disappear after each click release, a different node must be clicked first and the Occluder node reclicked before they will return. ### Steps to reproduce * Add an occluder node * Add an occluder polygon * Click a parent node * Click the occluder node * Click and drag the polygon points to resize * Repeat above steps each time after releasing the click ### Minimal reproduction project N/A only an Occluder node is needed. https://github.com/godotengine/godot/assets/16231628/21dbface-14c8-46cd-818b-c9c81cc36ec9 ",True,"Occluder node polygon handles disappear after release click - ### Godot version 3.5.2 RC2 ### System information Windows 10 ### Issue description When clicking/click-dragging points on Occluder node polygons, the points disappear after each click release, a different node must be clicked first and the Occluder node reclicked before they will return. ### Steps to reproduce * Add an occluder node * Add an occluder polygon * Click a parent node * Click the occluder node * Click and drag the polygon points to resize * Repeat above steps each time after releasing the click ### Minimal reproduction project N/A only an Occluder node is needed. https://github.com/godotengine/godot/assets/16231628/21dbface-14c8-46cd-818b-c9c81cc36ec9 ",1,occluder node polygon handles disappear after release click godot version system information windows issue description when clicking click dragging points on occluder node polygons the points disappear after each click release a different node must be clicked first and the occluder node reclicked before they will return steps to reproduce add an occluder node add an occluder polygon click a parent node click the occluder node click and drag the polygon points to resize repeat above steps each time after releasing the click minimal reproduction project n a only an occluder node is needed ,1 526479,15293877432.0,IssuesEvent,2021-02-24 01:13:16,Couchers-org/couchers,https://api.github.com/repos/Couchers-org/couchers,closed,Advanced photo uploads,backend feature priority: normal,"~For the beta,~ photos should be able to be uploaded for the following: - Profile pic - Me - My home/couch - Hosting/surfing photos - Travel photos Or alternatively, just my home/couch and custom albums. Photos should be able to be ordered, deleted, and have captions (associated text).",1.0,"Advanced photo uploads - ~For the beta,~ photos should be able to be uploaded for the following: - Profile pic - Me - My home/couch - Hosting/surfing photos - Travel photos Or alternatively, just my home/couch and custom albums. Photos should be able to be ordered, deleted, and have captions (associated text).",0,advanced photo uploads for the beta photos should be able to be uploaded for the following profile pic me my home couch hosting surfing photos travel photos or alternatively just my home couch and custom albums photos should be able to be ordered deleted and have captions associated text ,0 3401,3440172061.0,IssuesEvent,2015-12-14 13:25:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Do not open scripts on external editor on scene tab switch,enhancement topic:editor usability,"If use external editor is enabled, when opening a scene, the editor will open all the scripts with the external editor. That's fine, the problem is that the editor will also open all these scripts when switching the scene tab, causing the external editor to steal the window focus, which is very annoying. ",True,"Do not open scripts on external editor on scene tab switch - If use external editor is enabled, when opening a scene, the editor will open all the scripts with the external editor. That's fine, the problem is that the editor will also open all these scripts when switching the scene tab, causing the external editor to steal the window focus, which is very annoying. ",1,do not open scripts on external editor on scene tab switch if use external editor is enabled when opening a scene the editor will open all the scripts with the external editor that s fine the problem is that the editor will also open all these scripts when switching the scene tab causing the external editor to steal the window focus which is very annoying ,1 201855,7037392712.0,IssuesEvent,2017-12-28 14:36:01,kubernetes/kubernetes,https://api.github.com/repos/kubernetes/kubernetes,closed,Simplify grace period related code in NodeController ,kind/cleanup lifecycle/stale priority/backlog sig/node,"The code is hard to understand and debug. Related issue: #14652. cc: @gmarek @davidopp @smarterclayton @fgrzadkowski @mikedanese ",1.0,"Simplify grace period related code in NodeController - The code is hard to understand and debug. Related issue: #14652. cc: @gmarek @davidopp @smarterclayton @fgrzadkowski @mikedanese ",0,simplify grace period related code in nodecontroller the code is hard to understand and debug related issue cc gmarek davidopp smarterclayton fgrzadkowski mikedanese ,0 26033,26326259576.0,IssuesEvent,2023-01-10 06:59:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Clicking and dragging animation length value clutters undo history,bug topic:editor usability,"**Godot version:** 3.2.1.stable.official **OS/device including version:** Windows 10 10.0.18363 Build 18363 **Issue description:** Clicking and dragging the animation length value in the animation editor (see image) produces one undo/redo action per frame (see other image). If you want to undo changing the animation length, you have to press ctrl+z once for each frame you changed the length. This might be hundreds of times, which makes it very hard to undo an action which was performed before the length was changed. ![image2](https://cdn.discordapp.com/attachments/364116949887746049/688813108877459653/unknown.png) ![image](https://cdn.discordapp.com/attachments/364116949887746049/688812814344781839/unknown.png) **Steps to reproduce:** - Add a AnimationPlayer to any scene - Create a new animation - Click and drag the animation length counter in the top right of the AnimationPlayer editor. **Minimal reproduction project:** Any project with an AnimationPlayer and an animation will do ",True,"Clicking and dragging animation length value clutters undo history - **Godot version:** 3.2.1.stable.official **OS/device including version:** Windows 10 10.0.18363 Build 18363 **Issue description:** Clicking and dragging the animation length value in the animation editor (see image) produces one undo/redo action per frame (see other image). If you want to undo changing the animation length, you have to press ctrl+z once for each frame you changed the length. This might be hundreds of times, which makes it very hard to undo an action which was performed before the length was changed. ![image2](https://cdn.discordapp.com/attachments/364116949887746049/688813108877459653/unknown.png) ![image](https://cdn.discordapp.com/attachments/364116949887746049/688812814344781839/unknown.png) **Steps to reproduce:** - Add a AnimationPlayer to any scene - Create a new animation - Click and drag the animation length counter in the top right of the AnimationPlayer editor. **Minimal reproduction project:** Any project with an AnimationPlayer and an animation will do ",1,clicking and dragging animation length value clutters undo history godot version stable official os device including version windows build issue description clicking and dragging the animation length value in the animation editor see image produces one undo redo action per frame see other image if you want to undo changing the animation length you have to press ctrl z once for each frame you changed the length this might be hundreds of times which makes it very hard to undo an action which was performed before the length was changed steps to reproduce add a animationplayer to any scene create a new animation click and drag the animation length counter in the top right of the animationplayer editor minimal reproduction project any project with an animationplayer and an animation will do ,1 406666,11900869383.0,IssuesEvent,2020-03-30 11:26:40,mozilla/addons-server,https://api.github.com/repos/mozilla/addons-server,closed,Split translations per locale in Elasticsearch instead of per analyzer,component: search priority: p2,"When storing translations in Elasticsearch, and then querying them, we store them per `analyzer`. We have different language analyzers enable, like one for english and one for french for instance, and so when an add-on has an `en-US` and a `fr` translation for its name, it's stored as `name_l10n_english` and `name_l10n_french`. We also have a field without analyzer for the translation in the default locale the developer chose for their add-on. The problem with that approach is that it merges translations for all english-based locales we support into a single field: `en-US`, `en-CA` and `en-GB` all end up in that `english` field. That is causing various issues with relevancy. We should have one field per locale instead. The drawback is, if an add-on only has translations in `en-US` and `fr`, and the default locale is `fr`, if I look for it in `en-GB` I might not find it at all. Maybe there should be a special case for languages like English and Portuguese where we support different variants - we could simply store a duplicate value if there is nothing, or better yet have a fallback for those locales (could be done with a `DisMax` looking in multiple locales for those languages).",1.0,"Split translations per locale in Elasticsearch instead of per analyzer - When storing translations in Elasticsearch, and then querying them, we store them per `analyzer`. We have different language analyzers enable, like one for english and one for french for instance, and so when an add-on has an `en-US` and a `fr` translation for its name, it's stored as `name_l10n_english` and `name_l10n_french`. We also have a field without analyzer for the translation in the default locale the developer chose for their add-on. The problem with that approach is that it merges translations for all english-based locales we support into a single field: `en-US`, `en-CA` and `en-GB` all end up in that `english` field. That is causing various issues with relevancy. We should have one field per locale instead. The drawback is, if an add-on only has translations in `en-US` and `fr`, and the default locale is `fr`, if I look for it in `en-GB` I might not find it at all. Maybe there should be a special case for languages like English and Portuguese where we support different variants - we could simply store a duplicate value if there is nothing, or better yet have a fallback for those locales (could be done with a `DisMax` looking in multiple locales for those languages).",0,split translations per locale in elasticsearch instead of per analyzer when storing translations in elasticsearch and then querying them we store them per analyzer we have different language analyzers enable like one for english and one for french for instance and so when an add on has an en us and a fr translation for its name it s stored as name english and name french we also have a field without analyzer for the translation in the default locale the developer chose for their add on the problem with that approach is that it merges translations for all english based locales we support into a single field en us en ca and en gb all end up in that english field that is causing various issues with relevancy we should have one field per locale instead the drawback is if an add on only has translations in en us and fr and the default locale is fr if i look for it in en gb i might not find it at all maybe there should be a special case for languages like english and portuguese where we support different variants we could simply store a duplicate value if there is nothing or better yet have a fallback for those locales could be done with a dismax looking in multiple locales for those languages ,0 12804,8122331510.0,IssuesEvent,2018-08-16 11:13:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Duplicate String Literal Added on Autocomplete Partial String,bug topic:editor usability,"Godot Version: 3.0.6-stable Current Behavior: - Open Editor - Enter `if Input.is_action_pressed(""ui_up""):` - Change `ui_up` to `ui_right` and select it from the autocomplete menu - An extra `""` gets added at the end Expected: - The extra `""` should not be added",True,"Duplicate String Literal Added on Autocomplete Partial String - Godot Version: 3.0.6-stable Current Behavior: - Open Editor - Enter `if Input.is_action_pressed(""ui_up""):` - Change `ui_up` to `ui_right` and select it from the autocomplete menu - An extra `""` gets added at the end Expected: - The extra `""` should not be added",1,duplicate string literal added on autocomplete partial string godot version stable current behavior open editor enter if input is action pressed ui up change ui up to ui right and select it from the autocomplete menu an extra gets added at the end expected the extra should not be added,1 12756,8067990829.0,IssuesEvent,2018-08-05 15:00:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,C# new export variables won't show in Inspector until restart,bug topic:editor topic:mono usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Linux Ubuntu 16.04 , 3.0.Alpha (3-4 day old i think), R7 250 **Issue description:** Script wont show references in Inspector if i dont restart Godot , and no support for Lists :( **Steps to reproduce:** Created new project, c# script whit export variable, added it to node [Export] public int ran = new int(); wont show in inspector, tryed switching nodes, starting stoping game, nothing worked until restarted godot. Possible cuz it was first added script, later adding more export variables, started showing after running game in editor ",True,"C# new export variables won't show in Inspector until restart - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Linux Ubuntu 16.04 , 3.0.Alpha (3-4 day old i think), R7 250 **Issue description:** Script wont show references in Inspector if i dont restart Godot , and no support for Lists :( **Steps to reproduce:** Created new project, c# script whit export variable, added it to node [Export] public int ran = new int(); wont show in inspector, tryed switching nodes, starting stoping game, nothing worked until restarted godot. Possible cuz it was first added script, later adding more export variables, started showing after running game in editor ",1,c new export variables won t show in inspector until restart operating system or device godot version gpu model and driver if graphics related linux ubuntu alpha day old i think issue description script wont show references in inspector if i dont restart godot and no support for lists steps to reproduce created new project c script whit export variable added it to node public int ran new int wont show in inspector tryed switching nodes starting stoping game nothing worked until restarted godot possible cuz it was first added script later adding more export variables started showing after running game in editor ,1 73642,7347468238.0,IssuesEvent,2018-03-08 01:46:42,rakudo/rakudo,https://api.github.com/repos/rakudo/rakudo,closed,LTA (elem) doesn't special case Range,tests committed,"```perl6 constant \𝒑 = 0xFFFFFFFFFFFFFFFFC90FDAA22168C234C4C6628B80DC1CD129024E088A67CC74020BBEA63B139B22514A08798E3404DDEF9519B3CD3A431B302B0A6DF25F14374FE1356D6D51C245E485B576625E7EC6F44C42E9A637ED6B0BFF5CB6F406B7EDEE386BFB5A899FA5AE9F24117C4B1FE649286651ECE45B3DC2007CB8A163BF0598DA48361C55D39A69163FA8FD24CF5F83655D23DCA3AD961C62F356208552BB9ED529077096966D670C354E4ABC9804F1746C08CA237327FFFFFFFFFFFFFFFF; constant \ℤ𝒑 = 1..𝒑; say 42 ∈ ℤ𝒑 # hangs forever ``` Obviously 42 is an element of the range, and you can just do `42 ~~ ℤ𝒑` instead but I think it should DWIM.",1.0,"LTA (elem) doesn't special case Range - ```perl6 constant \𝒑 = 0xFFFFFFFFFFFFFFFFC90FDAA22168C234C4C6628B80DC1CD129024E088A67CC74020BBEA63B139B22514A08798E3404DDEF9519B3CD3A431B302B0A6DF25F14374FE1356D6D51C245E485B576625E7EC6F44C42E9A637ED6B0BFF5CB6F406B7EDEE386BFB5A899FA5AE9F24117C4B1FE649286651ECE45B3DC2007CB8A163BF0598DA48361C55D39A69163FA8FD24CF5F83655D23DCA3AD961C62F356208552BB9ED529077096966D670C354E4ABC9804F1746C08CA237327FFFFFFFFFFFFFFFF; constant \ℤ𝒑 = 1..𝒑; say 42 ∈ ℤ𝒑 # hangs forever ``` Obviously 42 is an element of the range, and you can just do `42 ~~ ℤ𝒑` instead but I think it should DWIM.",0,lta elem doesn t special case range constant 𝒑 constant ℤ𝒑 𝒑 say ∈ ℤ𝒑 hangs forever obviously is an element of the range and you can just do ℤ𝒑 instead but i think it should dwim ,0 264397,28154407628.0,IssuesEvent,2023-04-03 06:02:10,portainer/portainer,https://api.github.com/repos/portainer/portainer,closed,Create a SECURITY.md file,kind/question security,"We need a mechanism to report a security vulnerability, please provide an email address or form on a SECURITY.md file.",True,"Create a SECURITY.md file - We need a mechanism to report a security vulnerability, please provide an email address or form on a SECURITY.md file.",0,create a security md file we need a mechanism to report a security vulnerability please provide an email address or form on a security md file ,0 22936,20680711640.0,IssuesEvent,2022-03-10 13:39:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Export should create parent directories,enhancement topic:editor topic:porting usability," **Godot version:** 3.2.2.stable.custom_build.bc8eea3e9 **OS/device including version:** Linux 5.8.8-arch1-1 **Issue description:** I wanted to get a clean export of my project for all OS's, so I wiped out my build directory and re-exported. The export failed because the target subdirectories no longer existed. It seems pretty normal to want to wipe out a build directory and rebuild, so I think Godot should create any necessary directories during export. **Steps to reproduce:** 1. Set up your exports to gitignore'd folders like `build/{linux,windows,mac}` 2. Run `git clean -xdf` (Note: this will wipe out all untracked/ignored files!) 3. Press ""Export All"" in the export dialog 4. Exports fail due to nonexistant folders **Minimal reproduction project:** ",True,"Export should create parent directories - **Godot version:** 3.2.2.stable.custom_build.bc8eea3e9 **OS/device including version:** Linux 5.8.8-arch1-1 **Issue description:** I wanted to get a clean export of my project for all OS's, so I wiped out my build directory and re-exported. The export failed because the target subdirectories no longer existed. It seems pretty normal to want to wipe out a build directory and rebuild, so I think Godot should create any necessary directories during export. **Steps to reproduce:** 1. Set up your exports to gitignore'd folders like `build/{linux,windows,mac}` 2. Run `git clean -xdf` (Note: this will wipe out all untracked/ignored files!) 3. Press ""Export All"" in the export dialog 4. Exports fail due to nonexistant folders **Minimal reproduction project:** ",1,export should create parent directories please search existing issues for potential duplicates before filing yours godot version stable custom build os device including version linux issue description i wanted to get a clean export of my project for all os s so i wiped out my build directory and re exported the export failed because the target subdirectories no longer existed it seems pretty normal to want to wipe out a build directory and rebuild so i think godot should create any necessary directories during export steps to reproduce set up your exports to gitignore d folders like build linux windows mac run git clean xdf note this will wipe out all untracked ignored files press export all in the export dialog exports fail due to nonexistant folders minimal reproduction project ,1 625157,19720281214.0,IssuesEvent,2022-01-13 14:47:28,oceanprotocol/contracts,https://api.github.com/repos/oceanprotocol/contracts,closed,Vesting & cap,Type: Bug Priority: Critical,"Looking at https://github.com/oceanprotocol/contracts/blob/v4main_postaudit/contracts/pools/ssContracts/SideStaking.sol#L319, I've found a bug. Potential attack: - publisherA creates an DT with a totalcap of 100 DT, sets vestingAmount = 10 , pool Spot Price = 1, base token = Ocean - creates the pool with initial liquidity 10 Ocean (and thus 10 DT added by SS) - malicious actor adds 90 Ocean (and thus 90DT are added by SS) - publisherA cannot get his vested amount, because we are reaching the cap in the previous step Fix: Make sure that we always have enough balance left for vesting when calling canStake ",1.0,"Vesting & cap - Looking at https://github.com/oceanprotocol/contracts/blob/v4main_postaudit/contracts/pools/ssContracts/SideStaking.sol#L319, I've found a bug. Potential attack: - publisherA creates an DT with a totalcap of 100 DT, sets vestingAmount = 10 , pool Spot Price = 1, base token = Ocean - creates the pool with initial liquidity 10 Ocean (and thus 10 DT added by SS) - malicious actor adds 90 Ocean (and thus 90DT are added by SS) - publisherA cannot get his vested amount, because we are reaching the cap in the previous step Fix: Make sure that we always have enough balance left for vesting when calling canStake ",0,vesting cap looking at i ve found a bug potential attack publishera creates an dt with a totalcap of dt sets vestingamount pool spot price base token ocean creates the pool with initial liquidity ocean and thus dt added by ss malicious actor adds ocean and thus are added by ss publishera cannot get his vested amount because we are reaching the cap in the previous step fix make sure that we always have enough balance left for vesting when calling canstake ,0 10870,6967573051.0,IssuesEvent,2017-12-10 10:59:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Drop-down menus not closing when clicked again,bug hero wanted! junior job topic:editor usability,"Godot 3.0, 10-27-17 build, Win x86-64, GTX 1060 After opening a drop-down menu (as in the menus at the top-left corner, or ones in the Inspector panel/dock), clicking the menu button again sometimes doesn't close the menu. This can be seen here: ![dropdownmenuissue](https://user-images.githubusercontent.com/15862731/32131804-5d4afe84-bb85-11e7-86e0-0b10f1d79daa.gif) It more consistently closes if the button is clicked in rapid succession, and more consistently doesn't close if the click is held down for a slightly longer than normal time. ",True,"Drop-down menus not closing when clicked again - Godot 3.0, 10-27-17 build, Win x86-64, GTX 1060 After opening a drop-down menu (as in the menus at the top-left corner, or ones in the Inspector panel/dock), clicking the menu button again sometimes doesn't close the menu. This can be seen here: ![dropdownmenuissue](https://user-images.githubusercontent.com/15862731/32131804-5d4afe84-bb85-11e7-86e0-0b10f1d79daa.gif) It more consistently closes if the button is clicked in rapid succession, and more consistently doesn't close if the click is held down for a slightly longer than normal time. ",1,drop down menus not closing when clicked again godot build win gtx after opening a drop down menu as in the menus at the top left corner or ones in the inspector panel dock clicking the menu button again sometimes doesn t close the menu this can be seen here it more consistently closes if the button is clicked in rapid succession and more consistently doesn t close if the click is held down for a slightly longer than normal time ,1 6426,4282805623.0,IssuesEvent,2016-07-15 10:42:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot Code Editor Parameter Info Display Obscures Current Line,bug topic:editor usability,"I'm using the Godot Beta build released most recently (05 February 2016 12:56 PM) and when using the code editor the parameter suggestion popup obscures part of the line currently being edited. ![godotapisuggestionsobscurecurrentline](https://cloud.githubusercontent.com/assets/17059062/12855482/b0da4b40-cc0d-11e5-88f3-82faba20a12a.png) ",True,"Godot Code Editor Parameter Info Display Obscures Current Line - I'm using the Godot Beta build released most recently (05 February 2016 12:56 PM) and when using the code editor the parameter suggestion popup obscures part of the line currently being edited. ![godotapisuggestionsobscurecurrentline](https://cloud.githubusercontent.com/assets/17059062/12855482/b0da4b40-cc0d-11e5-88f3-82faba20a12a.png) ",1,godot code editor parameter info display obscures current line i m using the godot beta build released most recently february pm and when using the code editor the parameter suggestion popup obscures part of the line currently being edited ,1 24645,24090694369.0,IssuesEvent,2022-09-19 14:32:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TileMap 4 : Unable to select or add a tile if zoom < 100%,bug topic:editor usability regression topic:2d,"### Godot version v4.0.beta1.mono.official [4ba934bf3] ### System information Windows 11, Vulkan ### Issue description Creating a tilemap (isometric), creating a tileset, creating an atlas, choosing to automatically create tiles After that, you can select tiles only in the upper left corner, the rest of the tiles cannot be selected. It is also not possible to place tiles on the map (it is possible place only several tiles from the upper-left corner of the tile map) ### Steps to reproduce - Open mini proj - Select a tilemap - Try to place a tile on the scene - you can only place 6 (from the upper left corner) of the 18 tiles. ### Minimal reproduction project [test_proj.zip](https://github.com/godotengine/godot/files/9587286/test_proj.zip) UPD: after several experiments, I found that the ability to select a tile appears if you zoom a tile map tab more than 100%. But if the zoom is less than 50%, you cannot select or add tile. ",True,"TileMap 4 : Unable to select or add a tile if zoom < 100% - ### Godot version v4.0.beta1.mono.official [4ba934bf3] ### System information Windows 11, Vulkan ### Issue description Creating a tilemap (isometric), creating a tileset, creating an atlas, choosing to automatically create tiles After that, you can select tiles only in the upper left corner, the rest of the tiles cannot be selected. It is also not possible to place tiles on the map (it is possible place only several tiles from the upper-left corner of the tile map) ### Steps to reproduce - Open mini proj - Select a tilemap - Try to place a tile on the scene - you can only place 6 (from the upper left corner) of the 18 tiles. ### Minimal reproduction project [test_proj.zip](https://github.com/godotengine/godot/files/9587286/test_proj.zip) UPD: after several experiments, I found that the ability to select a tile appears if you zoom a tile map tab more than 100%. But if the zoom is less than 50%, you cannot select or add tile. ",1,tilemap unable to select or add a tile if zoom godot version mono official system information windows vulkan issue description creating a tilemap isometric creating a tileset creating an atlas choosing to automatically create tiles after that you can select tiles only in the upper left corner the rest of the tiles cannot be selected it is also not possible to place tiles on the map it is possible place only several tiles from the upper left corner of the tile map steps to reproduce open mini proj select a tilemap try to place a tile on the scene you can only place from the upper left corner of the tiles minimal reproduction project upd after several experiments i found that the ability to select a tile appears if you zoom a tile map tab more than but if the zoom is less than you cannot select or add tile ,1 6464,4307552689.0,IssuesEvent,2016-07-21 09:26:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ctrl+Drag to rotate collides with Ctrl+Click to add point in Path2D,bug topic:editor usability,"Ctrl+Drag to rotate node, Ctrl+Click to add point in Path2D. They collide with each other, so when you want to rotate path2d node you add a new point instead, which is quite annoying.",True,"Ctrl+Drag to rotate collides with Ctrl+Click to add point in Path2D - Ctrl+Drag to rotate node, Ctrl+Click to add point in Path2D. They collide with each other, so when you want to rotate path2d node you add a new point instead, which is quite annoying.",1,ctrl drag to rotate collides with ctrl click to add point in ctrl drag to rotate node ctrl click to add point in they collide with each other so when you want to rotate node you add a new point instead which is quite annoying ,1 99636,8706639472.0,IssuesEvent,2018-12-06 03:50:22,phetsims/graphing-quadratics,https://api.github.com/repos/phetsims/graphing-quadratics,closed,"Overlap of eye button and ""point on parabola"" coordinates",status:fixed-pending-testing type:bug,"Test device: Found on both Macbook and iPad Operating System: OS 10.14.1 and iOS 11 Browser: Safari and Chrome Problem description: For https://github.com/phetsims/QA/issues/233 Eye button obscures point coordinates for a very small range of functions/points. Steps to reproduce: - Open ""focus and directrix"" screen - Enable ""point on parabola option"" - Create the function shown in the photo below - Drag the orange point all the way to the right Screenshots: ![img_0188](https://user-images.githubusercontent.com/42352972/49543197-c6441900-f894-11e8-8dd5-07f54df907b3.jpg) Troubleshooting information (do not edit): Name: ‪Graphing Quadratics‬ URL: https://phet-dev.colorado.edu/html/graphing-quadratics/1.0.0-rc.2/phet/graphing-quadratics_en_phet.html Version: 1.0.0-rc.2 2018-12-04 23:26:12 UTC Features missing: touch Flags: pixelRatioScaling User Agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_14_1) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/71.0.3578.80 Safari/537.36 Language: en-US Window: 1680x913 Pixel Ratio: 2/1 WebGL: WebGL 1.0 (OpenGL ES 2.0 Chromium) GLSL: WebGL GLSL ES 1.0 (OpenGL ES GLSL ES 1.0 Chromium) Vendor: WebKit (WebKit WebGL) Vertex: attribs: 16 varying: 31 uniform: 1024 Texture: size: 16384 imageUnits: 16 (vertex: 16, combined: 80) Max viewport: 16384x16384 OES_texture_float: true Dependencies JSON: {""assert"":{""sha"":""928741cf"",""branch"":""HEAD""},""axon"":{""sha"":""61dd41f7"",""branch"":""HEAD""},""brand"":{""sha"":""1fd6682e"",""branch"":""HEAD""},""chipper"":{""sha"":""0097c5ac"",""branch"":""HEAD""},""dot"":{""sha"":""266d3b7a"",""branch"":""HEAD""},""graphing-lines"":{""sha"":""bff7f97c"",""branch"":""HEAD""},""graphing-quadratics"":{""sha"":""475051cf"",""branch"":""HEAD""},""joist"":{""sha"":""88658dbb"",""branch"":""HEAD""},""kite"":{""sha"":""f3e96e5b"",""branch"":""HEAD""},""phet-core"":{""sha"":""2e54db08"",""branch"":""HEAD""},""phet-io"":{""sha"":""1acc6dc2"",""branch"":""HEAD""},""phet-io-wrapper-classroom-activity"":{""sha"":""5dea7f54"",""branch"":""HEAD""},""phet-io-wrapper-hookes-law-energy"":{""sha"":""b42eaef7"",""branch"":""HEAD""},""phet-io-wrapper-lab-book"":{""sha"":""b884e9c1"",""branch"":""HEAD""},""phet-io-wrappers"":{""sha"":""9d0c5205"",""branch"":""HEAD""},""phetcommon"":{""sha"":""869b2561"",""branch"":""HEAD""},""query-string-machine"":{""sha"":""c4d4a81e"",""branch"":""HEAD""},""scenery"":{""sha"":""4618d52a"",""branch"":""HEAD""},""scenery-phet"":{""sha"":""e5fa975a"",""branch"":""HEAD""},""sherpa"":{""sha"":""2134a0d1"",""branch"":""HEAD""},""sun"":{""sha"":""6887a29a"",""branch"":""HEAD""},""tambo"":{""sha"":""9b56e6cd"",""branch"":""HEAD""},""tandem"":{""sha"":""1b2824a0"",""branch"":""HEAD""}} ",1.0,"Overlap of eye button and ""point on parabola"" coordinates - Test device: Found on both Macbook and iPad Operating System: OS 10.14.1 and iOS 11 Browser: Safari and Chrome Problem description: For https://github.com/phetsims/QA/issues/233 Eye button obscures point coordinates for a very small range of functions/points. Steps to reproduce: - Open ""focus and directrix"" screen - Enable ""point on parabola option"" - Create the function shown in the photo below - Drag the orange point all the way to the right Screenshots: ![img_0188](https://user-images.githubusercontent.com/42352972/49543197-c6441900-f894-11e8-8dd5-07f54df907b3.jpg) Troubleshooting information (do not edit): Name: ‪Graphing Quadratics‬ URL: https://phet-dev.colorado.edu/html/graphing-quadratics/1.0.0-rc.2/phet/graphing-quadratics_en_phet.html Version: 1.0.0-rc.2 2018-12-04 23:26:12 UTC Features missing: touch Flags: pixelRatioScaling User Agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_14_1) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/71.0.3578.80 Safari/537.36 Language: en-US Window: 1680x913 Pixel Ratio: 2/1 WebGL: WebGL 1.0 (OpenGL ES 2.0 Chromium) GLSL: WebGL GLSL ES 1.0 (OpenGL ES GLSL ES 1.0 Chromium) Vendor: WebKit (WebKit WebGL) Vertex: attribs: 16 varying: 31 uniform: 1024 Texture: size: 16384 imageUnits: 16 (vertex: 16, combined: 80) Max viewport: 16384x16384 OES_texture_float: true Dependencies JSON: {""assert"":{""sha"":""928741cf"",""branch"":""HEAD""},""axon"":{""sha"":""61dd41f7"",""branch"":""HEAD""},""brand"":{""sha"":""1fd6682e"",""branch"":""HEAD""},""chipper"":{""sha"":""0097c5ac"",""branch"":""HEAD""},""dot"":{""sha"":""266d3b7a"",""branch"":""HEAD""},""graphing-lines"":{""sha"":""bff7f97c"",""branch"":""HEAD""},""graphing-quadratics"":{""sha"":""475051cf"",""branch"":""HEAD""},""joist"":{""sha"":""88658dbb"",""branch"":""HEAD""},""kite"":{""sha"":""f3e96e5b"",""branch"":""HEAD""},""phet-core"":{""sha"":""2e54db08"",""branch"":""HEAD""},""phet-io"":{""sha"":""1acc6dc2"",""branch"":""HEAD""},""phet-io-wrapper-classroom-activity"":{""sha"":""5dea7f54"",""branch"":""HEAD""},""phet-io-wrapper-hookes-law-energy"":{""sha"":""b42eaef7"",""branch"":""HEAD""},""phet-io-wrapper-lab-book"":{""sha"":""b884e9c1"",""branch"":""HEAD""},""phet-io-wrappers"":{""sha"":""9d0c5205"",""branch"":""HEAD""},""phetcommon"":{""sha"":""869b2561"",""branch"":""HEAD""},""query-string-machine"":{""sha"":""c4d4a81e"",""branch"":""HEAD""},""scenery"":{""sha"":""4618d52a"",""branch"":""HEAD""},""scenery-phet"":{""sha"":""e5fa975a"",""branch"":""HEAD""},""sherpa"":{""sha"":""2134a0d1"",""branch"":""HEAD""},""sun"":{""sha"":""6887a29a"",""branch"":""HEAD""},""tambo"":{""sha"":""9b56e6cd"",""branch"":""HEAD""},""tandem"":{""sha"":""1b2824a0"",""branch"":""HEAD""}} ",0,overlap of eye button and point on parabola coordinates test device found on both macbook and ipad operating system os and ios browser safari and chrome problem description for eye button obscures point coordinates for a very small range of functions points steps to reproduce open focus and directrix screen enable point on parabola option create the function shown in the photo below drag the orange point all the way to the right screenshots troubleshooting information do not edit name ‪graphing quadratics‬ url version rc utc features missing touch flags pixelratioscaling user agent mozilla macintosh intel mac os x applewebkit khtml like gecko chrome safari language en us window pixel ratio webgl webgl opengl es chromium glsl webgl glsl es opengl es glsl es chromium vendor webkit webkit webgl vertex attribs varying uniform texture size imageunits vertex combined max viewport oes texture float true dependencies json assert sha branch head axon sha branch head brand sha branch head chipper sha branch head dot sha branch head graphing lines sha branch head graphing quadratics sha branch head joist sha branch head kite sha branch head phet core sha branch head phet io sha branch head phet io wrapper classroom activity sha branch head phet io wrapper hookes law energy sha branch head phet io wrapper lab book sha branch head phet io wrappers sha branch head phetcommon sha branch head query string machine sha branch head scenery sha branch head scenery phet sha branch head sherpa sha branch head sun sha branch head tambo sha branch head tandem sha branch head ,0 135064,10961341470.0,IssuesEvent,2019-11-27 15:13:36,galasa-dev/projectmanagement,https://api.github.com/repos/galasa-dev/projectmanagement,opened,Run and enhance integration tests,testing,Start running integration tests in the Shared Environments in the pipeline,1.0,Run and enhance integration tests - Start running integration tests in the Shared Environments in the pipeline,0,run and enhance integration tests start running integration tests in the shared environments in the pipeline,0 481236,13882383097.0,IssuesEvent,2020-10-18 06:37:02,xmichelo/Beeftext,https://api.github.com/repos/xmichelo/Beeftext,closed,[Feature] Filter Groups on Combo Picker / Search only in specific group,feature request normal priority,"Is possible filter Groups by on combo picker by typing ? i.e JS : Map PY : Class SQL: Group When I write ""JS : Map"" in picker I would like to search ""Map"" only in ""JS"" groups ",1.0,"[Feature] Filter Groups on Combo Picker / Search only in specific group - Is possible filter Groups by on combo picker by typing ? i.e JS : Map PY : Class SQL: Group When I write ""JS : Map"" in picker I would like to search ""Map"" only in ""JS"" groups ",0, filter groups on combo picker search only in specific group is possible filter groups by on combo picker by typing i e js map py class sql group when i write js map in picker i would like to search map only in js groups ,0 4362,6553541344.0,IssuesEvent,2017-09-05 23:16:25,Microsoft/vscode-cpptools,https://api.github.com/repos/Microsoft/vscode-cpptools,closed,Command to update references/symbols,Feature Request fixed (release pending) Language Service,"Sometimes some references are missed because a file was deleted or git merge/rebase was executed. I looking for a command/feature to update ""browse.VC.db"" and fixed all references in my code. ",1.0,"Command to update references/symbols - Sometimes some references are missed because a file was deleted or git merge/rebase was executed. I looking for a command/feature to update ""browse.VC.db"" and fixed all references in my code. ",0,command to update references symbols sometimes some references are missed because a file was deleted or git merge rebase was executed i looking for a command feature to update browse vc db and fixed all references in my code ,0 291562,25155693549.0,IssuesEvent,2022-11-10 13:23:56,cockroachdb/cockroach,https://api.github.com/repos/cockroachdb/cockroach,opened,roachtest: sequelize failed,C-test-failure O-robot O-roachtest release-blocker branch-release-22.1,"roachtest.sequelize [failed](https://teamcity.cockroachdb.com/viewLog.html?buildId=7423835&tab=buildLog) with [artifacts](https://teamcity.cockroachdb.com/viewLog.html?buildId=7423835&tab=artifacts#/sequelize) on release-22.1 @ [cf70396e45073adad400f5858270741cdb6d8800](https://github.com/cockroachdb/cockroach/commits/cf70396e45073adad400f5858270741cdb6d8800): ``` | github.com/cockroachdb/cockroach/pkg/cmd/roachtest/tests/canary.go:138 | [...repeated from below...] Wraps: (2) all attempts failed for install dependencies Wraps: (3) attached stack trace -- stack trace: | main.(*clusterImpl).RunE | main/pkg/cmd/roachtest/cluster.go:1968 | github.com/cockroachdb/cockroach/pkg/cmd/roachtest/tests.repeatRunE | github.com/cockroachdb/cockroach/pkg/cmd/roachtest/tests/canary.go:131 | github.com/cockroachdb/cockroach/pkg/cmd/roachtest/tests.registerSequelize.func1 | github.com/cockroachdb/cockroach/pkg/cmd/roachtest/tests/sequelize.go:137 | github.com/cockroachdb/cockroach/pkg/cmd/roachtest/tests.registerSequelize.func2 | github.com/cockroachdb/cockroach/pkg/cmd/roachtest/tests/sequelize.go:161 | main.(*testRunner).runTest.func2 | main/pkg/cmd/roachtest/test_runner.go:883 | runtime.goexit | GOROOT/src/runtime/asm_amd64.s:1581 Wraps: (4) output in run_132340.421912465_n1_cd Wraps: (5) cd /mnt/data1/sequelize && sudo npm i returned | stderr: | ERROR: npm v9.1.1 is known not to run on Node.js v12.22.12. You'll need to | upgrade to a newer Node.js version in order to use this version of npm. This | version of npm supports the following node versions: ``^14.17.0 || ^16.13.0 || | >=18.0.0``. You can find the latest version at https://nodejs.org/. | | ERROR: | /usr/lib/node_modules/npm/lib/utils/exit-handler.js:22 | const hasLoadedNpm = npm?.config.loaded | ^ | | SyntaxError: Unexpected token '.' | at wrapSafe (internal/modules/cjs/loader.js:915:16) | at Module._compile (internal/modules/cjs/loader.js:963:27) | at Object.Module._extensions..js (internal/modules/cjs/loader.js:1027:10) | at Module.load (internal/modules/cjs/loader.js:863:32) | at Function.Module._load (internal/modules/cjs/loader.js:708:14) | at Module.require (internal/modules/cjs/loader.js:887:19) | at require (internal/modules/cjs/helpers.js:74:18) | at module.exports (/usr/lib/node_modules/npm/lib/cli.js:76:23) | at Object. (/usr/lib/node_modules/npm/bin/npm-cli.js:2:25) | at Module._compile (internal/modules/cjs/loader.js:999:30) | | stdout: Wraps: (6) COMMAND_PROBLEM Wraps: (7) Node 1. Command with error: | `````` | cd /mnt/data1/sequelize && sudo npm i | `````` Wraps: (8) exit status 1 Error types: (1) *withstack.withStack (2) *errutil.withPrefix (3) *withstack.withStack (4) *errutil.withPrefix (5) *cluster.WithCommandDetails (6) errors.Cmd (7) *hintdetail.withDetail (8) *exec.ExitError ```
Help

See: [roachtest README](https://github.com/cockroachdb/cockroach/blob/master/pkg/cmd/roachtest/README.md) See: [How To Investigate \(internal\)](https://cockroachlabs.atlassian.net/l/c/SSSBr8c7)

/cc @cockroachdb/sql-experience [This test on roachdash](https://roachdash.crdb.dev/?filter=status:open%20t:.*sequelize.*&sort=title+created&display=lastcommented+project) | [Improve this report!](https://github.com/cockroachdb/cockroach/tree/master/pkg/cmd/internal/issues) ",2.0,"roachtest: sequelize failed - roachtest.sequelize [failed](https://teamcity.cockroachdb.com/viewLog.html?buildId=7423835&tab=buildLog) with [artifacts](https://teamcity.cockroachdb.com/viewLog.html?buildId=7423835&tab=artifacts#/sequelize) on release-22.1 @ [cf70396e45073adad400f5858270741cdb6d8800](https://github.com/cockroachdb/cockroach/commits/cf70396e45073adad400f5858270741cdb6d8800): ``` | github.com/cockroachdb/cockroach/pkg/cmd/roachtest/tests/canary.go:138 | [...repeated from below...] Wraps: (2) all attempts failed for install dependencies Wraps: (3) attached stack trace -- stack trace: | main.(*clusterImpl).RunE | main/pkg/cmd/roachtest/cluster.go:1968 | github.com/cockroachdb/cockroach/pkg/cmd/roachtest/tests.repeatRunE | github.com/cockroachdb/cockroach/pkg/cmd/roachtest/tests/canary.go:131 | github.com/cockroachdb/cockroach/pkg/cmd/roachtest/tests.registerSequelize.func1 | github.com/cockroachdb/cockroach/pkg/cmd/roachtest/tests/sequelize.go:137 | github.com/cockroachdb/cockroach/pkg/cmd/roachtest/tests.registerSequelize.func2 | github.com/cockroachdb/cockroach/pkg/cmd/roachtest/tests/sequelize.go:161 | main.(*testRunner).runTest.func2 | main/pkg/cmd/roachtest/test_runner.go:883 | runtime.goexit | GOROOT/src/runtime/asm_amd64.s:1581 Wraps: (4) output in run_132340.421912465_n1_cd Wraps: (5) cd /mnt/data1/sequelize && sudo npm i returned | stderr: | ERROR: npm v9.1.1 is known not to run on Node.js v12.22.12. You'll need to | upgrade to a newer Node.js version in order to use this version of npm. This | version of npm supports the following node versions: ``^14.17.0 || ^16.13.0 || | >=18.0.0``. You can find the latest version at https://nodejs.org/. | | ERROR: | /usr/lib/node_modules/npm/lib/utils/exit-handler.js:22 | const hasLoadedNpm = npm?.config.loaded | ^ | | SyntaxError: Unexpected token '.' | at wrapSafe (internal/modules/cjs/loader.js:915:16) | at Module._compile (internal/modules/cjs/loader.js:963:27) | at Object.Module._extensions..js (internal/modules/cjs/loader.js:1027:10) | at Module.load (internal/modules/cjs/loader.js:863:32) | at Function.Module._load (internal/modules/cjs/loader.js:708:14) | at Module.require (internal/modules/cjs/loader.js:887:19) | at require (internal/modules/cjs/helpers.js:74:18) | at module.exports (/usr/lib/node_modules/npm/lib/cli.js:76:23) | at Object. (/usr/lib/node_modules/npm/bin/npm-cli.js:2:25) | at Module._compile (internal/modules/cjs/loader.js:999:30) | | stdout: Wraps: (6) COMMAND_PROBLEM Wraps: (7) Node 1. Command with error: | `````` | cd /mnt/data1/sequelize && sudo npm i | `````` Wraps: (8) exit status 1 Error types: (1) *withstack.withStack (2) *errutil.withPrefix (3) *withstack.withStack (4) *errutil.withPrefix (5) *cluster.WithCommandDetails (6) errors.Cmd (7) *hintdetail.withDetail (8) *exec.ExitError ```
Help

See: [roachtest README](https://github.com/cockroachdb/cockroach/blob/master/pkg/cmd/roachtest/README.md) See: [How To Investigate \(internal\)](https://cockroachlabs.atlassian.net/l/c/SSSBr8c7)

/cc @cockroachdb/sql-experience [This test on roachdash](https://roachdash.crdb.dev/?filter=status:open%20t:.*sequelize.*&sort=title+created&display=lastcommented+project) | [Improve this report!](https://github.com/cockroachdb/cockroach/tree/master/pkg/cmd/internal/issues) ",0,roachtest sequelize failed roachtest sequelize with on release github com cockroachdb cockroach pkg cmd roachtest tests canary go wraps all attempts failed for install dependencies wraps attached stack trace stack trace main clusterimpl rune main pkg cmd roachtest cluster go github com cockroachdb cockroach pkg cmd roachtest tests repeatrune github com cockroachdb cockroach pkg cmd roachtest tests canary go github com cockroachdb cockroach pkg cmd roachtest tests registersequelize github com cockroachdb cockroach pkg cmd roachtest tests sequelize go github com cockroachdb cockroach pkg cmd roachtest tests registersequelize github com cockroachdb cockroach pkg cmd roachtest tests sequelize go main testrunner runtest main pkg cmd roachtest test runner go runtime goexit goroot src runtime asm s wraps output in run cd wraps cd mnt sequelize sudo npm i returned stderr error npm is known not to run on node js you ll need to upgrade to a newer node js version in order to use this version of npm this version of npm supports the following node versions you can find the latest version at error usr lib node modules npm lib utils exit handler js const hasloadednpm npm config loaded syntaxerror unexpected token at wrapsafe internal modules cjs loader js at module compile internal modules cjs loader js at object module extensions js internal modules cjs loader js at module load internal modules cjs loader js at function module load internal modules cjs loader js at module require internal modules cjs loader js at require internal modules cjs helpers js at module exports usr lib node modules npm lib cli js at object usr lib node modules npm bin npm cli js at module compile internal modules cjs loader js stdout wraps command problem wraps node command with error cd mnt sequelize sudo npm i wraps exit status error types withstack withstack errutil withprefix withstack withstack errutil withprefix cluster withcommanddetails errors cmd hintdetail withdetail exec exiterror help see see cc cockroachdb sql experience ,0 21469,17112779343.0,IssuesEvent,2021-07-10 17:31:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimatedSprite - SpriteFrame Editor: Being able to replace existing frames by double-click or/and button,enhancement topic:editor usability,"Currently to replace the texture from a frame in SpriteFrames Editor needs to Delete said frame, then add the desired texture (Load Resource), and finally Move the new frame to the original position of the replaced frame. **Proposal** Would be useful to replace the texture by double-clicking its frame or/and via a button. **Use cases** -correct mistakes. -replace prototyping textures. -create new character graphics using existing SpriteFrames as template ",True,"AnimatedSprite - SpriteFrame Editor: Being able to replace existing frames by double-click or/and button - Currently to replace the texture from a frame in SpriteFrames Editor needs to Delete said frame, then add the desired texture (Load Resource), and finally Move the new frame to the original position of the replaced frame. **Proposal** Would be useful to replace the texture by double-clicking its frame or/and via a button. **Use cases** -correct mistakes. -replace prototyping textures. -create new character graphics using existing SpriteFrames as template ",1,animatedsprite spriteframe editor being able to replace existing frames by double click or and button currently to replace the texture from a frame in spriteframes editor needs to delete said frame then add the desired texture load resource and finally move the new frame to the original position of the replaced frame proposal would be useful to replace the texture by double clicking its frame or and via a button use cases correct mistakes replace prototyping textures create new character graphics using existing spriteframes as template ,1 10039,6548520793.0,IssuesEvent,2017-09-04 22:52:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dragging an image from the resource pane to the 2d workspace results in a bad resource link,bug topic:editor usability,"In the current revision in the repo, dragging any image from the resource pane to the 2d workspace (possibly any workspace) results in a resource path of for example; ""res://some_image.png"". It should be automatically be setting the resource to the ""res://.import/some_image-8234823498234.stex"" file behind the scenes but it doesn't. Manually creating a Sprite->Adding a streaming texture->Loading the ""some_image.png"" will create the right links on the scene. ",True,"Dragging an image from the resource pane to the 2d workspace results in a bad resource link - In the current revision in the repo, dragging any image from the resource pane to the 2d workspace (possibly any workspace) results in a resource path of for example; ""res://some_image.png"". It should be automatically be setting the resource to the ""res://.import/some_image-8234823498234.stex"" file behind the scenes but it doesn't. Manually creating a Sprite->Adding a streaming texture->Loading the ""some_image.png"" will create the right links on the scene. ",1,dragging an image from the resource pane to the workspace results in a bad resource link in the current revision in the repo dragging any image from the resource pane to the workspace possibly any workspace results in a resource path of for example res some image png it should be automatically be setting the resource to the res import some image stex file behind the scenes but it doesn t manually creating a sprite adding a streaming texture loading the some image png will create the right links on the scene ,1 23890,23111677345.0,IssuesEvent,2022-07-27 13:31:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual shader connections are very hard to work with,bug topic:editor usability topic:visualscript topic:shaders topic:gui,"### Godot version v4.0.alpha.custom_build [c4389f774] ### System information Linux Fedora, Radeon RX 590 ### Issue description Connecting pins in visual shaders is rather frustrating. When shaders become of small-medium size ( 5+ nodes) already the zoom level required to work with it makes the connections super hard to work with. ### Steps to reproduce Create a visual shader with some complexity, for example ![image](https://user-images.githubusercontent.com/7917475/181218785-641b9c68-35cd-4921-a426-273fe8d8fdf7.png) I am reporting this as a bug because the usability is so impaired that I think it should count as a bug. ### Minimal reproduction project This is the specific shader I'm working on ( License CC-BY-ND-NC 4.0 for now) [CrystalAoEShield.zip](https://github.com/godotengine/godot/files/9197195/CrystalAoEShield.zip) ",True,"Visual shader connections are very hard to work with - ### Godot version v4.0.alpha.custom_build [c4389f774] ### System information Linux Fedora, Radeon RX 590 ### Issue description Connecting pins in visual shaders is rather frustrating. When shaders become of small-medium size ( 5+ nodes) already the zoom level required to work with it makes the connections super hard to work with. ### Steps to reproduce Create a visual shader with some complexity, for example ![image](https://user-images.githubusercontent.com/7917475/181218785-641b9c68-35cd-4921-a426-273fe8d8fdf7.png) I am reporting this as a bug because the usability is so impaired that I think it should count as a bug. ### Minimal reproduction project This is the specific shader I'm working on ( License CC-BY-ND-NC 4.0 for now) [CrystalAoEShield.zip](https://github.com/godotengine/godot/files/9197195/CrystalAoEShield.zip) ",1,visual shader connections are very hard to work with godot version alpha custom build system information linux fedora radeon rx issue description connecting pins in visual shaders is rather frustrating when shaders become of small medium size nodes already the zoom level required to work with it makes the connections super hard to work with steps to reproduce create a visual shader with some complexity for example i am reporting this as a bug because the usability is so impaired that i think it should count as a bug minimal reproduction project this is the specific shader i m working on license cc by nd nc for now ,1 196779,14889632672.0,IssuesEvent,2021-01-20 21:44:00,pytorch/pytorch,https://api.github.com/repos/pytorch/pytorch,opened,DISABLED test_custom_stream_multi (__main__.TensorPipeTensorPipeAgentRpcTestWithSpawn),module: flaky-tests module: rpc oncall: distributed triaged,"https://app.circleci.com/pipelines/github/pytorch/pytorch/262044/workflows/b59d8f66-4081-46a9-83c6-ccba47867226/jobs/10274257/steps https://app.circleci.com/pipelines/github/pytorch/pytorch/262004/workflows/be1286ee-9dfd-4428-a358-9cf6d72cf677/jobs/10274202/steps https://app.circleci.com/pipelines/github/pytorch/pytorch/261991/workflows/8ee717cb-99ab-4470-b49f-2da2f3e8dc68/jobs/10274240/steps https://app.circleci.com/pipelines/github/pytorch/pytorch/261958/workflows/ea603c98-20ab-471d-8647-d92f350354ac/jobs/10272278/steps ``` Jan 20 21:35:02 ====================================================================== Jan 20 21:35:02 ERROR [100.125s]: test_custom_stream_multi (__main__.TensorPipeTensorPipeAgentRpcTestWithSpawn) Jan 20 21:35:02 ---------------------------------------------------------------------- Jan 20 21:35:02 Traceback (most recent call last): Jan 20 21:35:02 File ""/opt/conda/lib/python3.6/site-packages/torch/testing/_internal/common_distributed.py"", line 282, in wrapper Jan 20 21:35:02 self._join_processes(fn) Jan 20 21:35:02 File ""/opt/conda/lib/python3.6/site-packages/torch/testing/_internal/common_distributed.py"", line 399, in _join_processes Jan 20 21:35:02 self._check_return_codes(elapsed_time) Jan 20 21:35:02 File ""/opt/conda/lib/python3.6/site-packages/torch/testing/_internal/common_distributed.py"", line 440, in _check_return_codes Jan 20 21:35:02 raise RuntimeError('Process {} terminated or timed out after {} seconds'.format(i, elapsed_time)) Jan 20 21:35:02 RuntimeError: Process 0 terminated or timed out after 100.07110738754272 seconds ``` ``` Jan 20 21:28:49 test_custom_stream_multi (__main__.TensorPipeTensorPipeAgentRpcTestWithSpawn) ... [E thread_pool.cpp:112] Exception in thread pool task: CUDA error: invalid device ordinal Jan 20 21:28:49 Exception raised from exchangeDevice at /var/lib/jenkins/workspace/c10/cuda/impl/CUDAGuardImpl.h:31 (most recent call first): Jan 20 21:28:49 frame #0: c10::Error::Error(c10::SourceLocation, std::__cxx11::basic_string, std::allocator >) + 0x6b (0x7f2d42e7d50b in /opt/conda/lib/python3.6/site-packages/torch/lib/libc10.so) Jan 20 21:28:49 frame #1: c10::detail::torchCheckFail(char const*, char const*, unsigned int, std::__cxx11::basic_string, std::allocator > const&) + 0xce (0x7f2d42e6de8e in /opt/conda/lib/python3.6/site-packages/torch/lib/libc10.so) Jan 20 21:28:49 frame #2: + 0x547d21 (0x7f2d5c7d7d21 in /opt/conda/lib/python3.6/site-packages/torch/lib/libtorch_python.so) Jan 20 21:28:49 frame #3: std::_Function_handler)::{lambda()#1}>::_M_invoke(std::_Any_data const&) + 0x3c1 (0x7f2d5cd0aed1 in /opt/conda/lib/python3.6/site-packages/torch/lib/libtorch_python.so) Jan 20 21:28:49 frame #4: + 0xa6a661 (0x7f2d5ccfa661 in /opt/conda/lib/python3.6/site-packages/torch/lib/libtorch_python.so) Jan 20 21:28:49 frame #5: c10::ThreadPool::main_loop(unsigned long) + 0x2b3 (0x7f2d42e5a593 in /opt/conda/lib/python3.6/site-packages/torch/lib/libc10.so) Jan 20 21:28:49 frame #6: + 0xc819d (0x7f2d6016219d in /opt/conda/lib/libstdc++.so.6) Jan 20 21:28:49 frame #7: + 0x76ba (0x7f2d962f06ba in /lib/x86_64-linux-gnu/libpthread.so.0) Jan 20 21:28:49 frame #8: clone + 0x6d (0x7f2d960264dd in /lib/x86_64-linux-gnu/libc.so.6) Jan 20 21:28:49 Jan 20 21:30:08 Timing out after 100 seconds and killing subprocesses. Jan 20 21:30:08 ERROR (100.125s) ```",1.0,"DISABLED test_custom_stream_multi (__main__.TensorPipeTensorPipeAgentRpcTestWithSpawn) - https://app.circleci.com/pipelines/github/pytorch/pytorch/262044/workflows/b59d8f66-4081-46a9-83c6-ccba47867226/jobs/10274257/steps https://app.circleci.com/pipelines/github/pytorch/pytorch/262004/workflows/be1286ee-9dfd-4428-a358-9cf6d72cf677/jobs/10274202/steps https://app.circleci.com/pipelines/github/pytorch/pytorch/261991/workflows/8ee717cb-99ab-4470-b49f-2da2f3e8dc68/jobs/10274240/steps https://app.circleci.com/pipelines/github/pytorch/pytorch/261958/workflows/ea603c98-20ab-471d-8647-d92f350354ac/jobs/10272278/steps ``` Jan 20 21:35:02 ====================================================================== Jan 20 21:35:02 ERROR [100.125s]: test_custom_stream_multi (__main__.TensorPipeTensorPipeAgentRpcTestWithSpawn) Jan 20 21:35:02 ---------------------------------------------------------------------- Jan 20 21:35:02 Traceback (most recent call last): Jan 20 21:35:02 File ""/opt/conda/lib/python3.6/site-packages/torch/testing/_internal/common_distributed.py"", line 282, in wrapper Jan 20 21:35:02 self._join_processes(fn) Jan 20 21:35:02 File ""/opt/conda/lib/python3.6/site-packages/torch/testing/_internal/common_distributed.py"", line 399, in _join_processes Jan 20 21:35:02 self._check_return_codes(elapsed_time) Jan 20 21:35:02 File ""/opt/conda/lib/python3.6/site-packages/torch/testing/_internal/common_distributed.py"", line 440, in _check_return_codes Jan 20 21:35:02 raise RuntimeError('Process {} terminated or timed out after {} seconds'.format(i, elapsed_time)) Jan 20 21:35:02 RuntimeError: Process 0 terminated or timed out after 100.07110738754272 seconds ``` ``` Jan 20 21:28:49 test_custom_stream_multi (__main__.TensorPipeTensorPipeAgentRpcTestWithSpawn) ... [E thread_pool.cpp:112] Exception in thread pool task: CUDA error: invalid device ordinal Jan 20 21:28:49 Exception raised from exchangeDevice at /var/lib/jenkins/workspace/c10/cuda/impl/CUDAGuardImpl.h:31 (most recent call first): Jan 20 21:28:49 frame #0: c10::Error::Error(c10::SourceLocation, std::__cxx11::basic_string, std::allocator >) + 0x6b (0x7f2d42e7d50b in /opt/conda/lib/python3.6/site-packages/torch/lib/libc10.so) Jan 20 21:28:49 frame #1: c10::detail::torchCheckFail(char const*, char const*, unsigned int, std::__cxx11::basic_string, std::allocator > const&) + 0xce (0x7f2d42e6de8e in /opt/conda/lib/python3.6/site-packages/torch/lib/libc10.so) Jan 20 21:28:49 frame #2: + 0x547d21 (0x7f2d5c7d7d21 in /opt/conda/lib/python3.6/site-packages/torch/lib/libtorch_python.so) Jan 20 21:28:49 frame #3: std::_Function_handler)::{lambda()#1}>::_M_invoke(std::_Any_data const&) + 0x3c1 (0x7f2d5cd0aed1 in /opt/conda/lib/python3.6/site-packages/torch/lib/libtorch_python.so) Jan 20 21:28:49 frame #4: + 0xa6a661 (0x7f2d5ccfa661 in /opt/conda/lib/python3.6/site-packages/torch/lib/libtorch_python.so) Jan 20 21:28:49 frame #5: c10::ThreadPool::main_loop(unsigned long) + 0x2b3 (0x7f2d42e5a593 in /opt/conda/lib/python3.6/site-packages/torch/lib/libc10.so) Jan 20 21:28:49 frame #6: + 0xc819d (0x7f2d6016219d in /opt/conda/lib/libstdc++.so.6) Jan 20 21:28:49 frame #7: + 0x76ba (0x7f2d962f06ba in /lib/x86_64-linux-gnu/libpthread.so.0) Jan 20 21:28:49 frame #8: clone + 0x6d (0x7f2d960264dd in /lib/x86_64-linux-gnu/libc.so.6) Jan 20 21:28:49 Jan 20 21:30:08 Timing out after 100 seconds and killing subprocesses. Jan 20 21:30:08 ERROR (100.125s) ```",0,disabled test custom stream multi main tensorpipetensorpipeagentrpctestwithspawn jan jan error test custom stream multi main tensorpipetensorpipeagentrpctestwithspawn jan jan traceback most recent call last jan file opt conda lib site packages torch testing internal common distributed py line in wrapper jan self join processes fn jan file opt conda lib site packages torch testing internal common distributed py line in join processes jan self check return codes elapsed time jan file opt conda lib site packages torch testing internal common distributed py line in check return codes jan raise runtimeerror process terminated or timed out after seconds format i elapsed time jan runtimeerror process terminated or timed out after seconds jan test custom stream multi main tensorpipetensorpipeagentrpctestwithspawn exception in thread pool task cuda error invalid device ordinal jan exception raised from exchangedevice at var lib jenkins workspace cuda impl cudaguardimpl h most recent call first jan frame error error sourcelocation std basic string std allocator in opt conda lib site packages torch lib so jan frame detail torchcheckfail char const char const unsigned int std basic string std allocator const in opt conda lib site packages torch lib so jan frame in opt conda lib site packages torch lib libtorch python so jan frame std function handler lambda m invoke std any data const in opt conda lib site packages torch lib libtorch python so jan frame in opt conda lib site packages torch lib libtorch python so jan frame threadpool main loop unsigned long in opt conda lib site packages torch lib so jan frame in opt conda lib libstdc so jan frame in lib linux gnu libpthread so jan frame clone in lib linux gnu libc so jan jan timing out after seconds and killing subprocesses jan error ,0 18164,12620784837.0,IssuesEvent,2020-06-13 08:47:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,How to handle non-QWERTY keyboard layouts?,discussion topic:input usability,"Following up comments in #18020, I'm making this topic to get better understanding how to handle different keyboard layouts. Please, take a moment to look at following use cases and users, and answer few questions: --- ## Applications: ##### :large_blue_circle: Application A: **3D shooter.** Player movement is controlled with `WASD` keys, `I` key opens inventory. ##### :large_blue_circle: Application B: **Raster graphics editor.** Main menu use following shortcuts: `Ctrl(Command) + S` for “Save”, `Ctrl(Command) + A` for “Select all”. *Developer of both apps was using standard QWERTY keyboard to configure default input maps.* --- ## Users: ##### :large_blue_circle: User 1: Keyboard image: (Standard QWERTY keyboard) ![ibm_m](https://user-images.githubusercontent.com/7645683/43341897-8fc79530-91e9-11e8-86aa-e2983ff379db.jpg) Current selected system keyboard layout: “US English” ##### :large_blue_circle: User 2: Keyboard image: (Dvorak keyboard, Originally QWERTY keyboard with manually moved keycaps) ![dvrk](https://user-images.githubusercontent.com/7645683/43341905-95b55658-91e9-11e8-8142-95030e618da8.png) Current selected system keyboard layout: “Dvorak” ##### :large_blue_circle: User 3: Keyboard image: (Russian JCUKEN keyboard) ![rus](https://user-images.githubusercontent.com/7645683/43341912-9c5282d8-91e9-11e8-920e-527c1ea6aad4.jpg) Current selected system keyboard layout: “US English” ##### :large_blue_circle: User 4: Keyboard image: **Same as User 3** Current selected system keyboard layout: “Russian” ##### :large_blue_circle: User 5: Keyboard image: (Turkish F keyboard) ![turkf](https://user-images.githubusercontent.com/7645683/43341913-a040b126-91e9-11e8-882d-63a12f05d68d.jpg) Current selected system keyboard layout: “Turkish F” --- ## Questions: 1. What key-codes/scan-codes highlighted keys (with red border) on each users keyboard should produce? 2. Which physical keys on each users keyboard should move player in the *Application A*? 3. Which physical key on each users keyboard should open inventory in the *Application A*? 4. Which physical keys on each users keyboard should *“Save”* and *“Select”* in the *Application B*? 5. Which characters should be displayed in the menu shortcut for each user? ![menu_img](https://user-images.githubusercontent.com/7645683/43341919-a51b5c1e-91e9-11e8-9ab3-5c1d7468e046.png) 6. What should be correct return value of `OS.get_latin_keyboard_variant()` for each of the users? 7. If you believe different physical keys should be responsible for *moving backwards* in *Application A* and *saving* in *Application B*, how these cases should be distinguished in code? In Input Map? 8. In case you are using keyboard layout significantly different from layouts in this topic, please share image of your keyboard and desired handling for aforementioned use cases. --- Additionally if you are using non-QWERTY keyboard, please try building #18020 PR, and testing input map behaviour with your keyboard layout. I do not have any non-QWERTY physical keyboard and only tested it by switching OS keyboard layouts. ![map](https://user-images.githubusercontent.com/7645683/43360076-adb5711a-92b7-11e8-801a-ad36aa37ae24.png) Intended behaviour: * **Key (Remapped)** - respects keyboard layout (same as current Godot input). * **Key (Hardware)** - always acts like QWERTY keyboard with any layout.",True,"How to handle non-QWERTY keyboard layouts? - Following up comments in #18020, I'm making this topic to get better understanding how to handle different keyboard layouts. Please, take a moment to look at following use cases and users, and answer few questions: --- ## Applications: ##### :large_blue_circle: Application A: **3D shooter.** Player movement is controlled with `WASD` keys, `I` key opens inventory. ##### :large_blue_circle: Application B: **Raster graphics editor.** Main menu use following shortcuts: `Ctrl(Command) + S` for “Save”, `Ctrl(Command) + A` for “Select all”. *Developer of both apps was using standard QWERTY keyboard to configure default input maps.* --- ## Users: ##### :large_blue_circle: User 1: Keyboard image: (Standard QWERTY keyboard) ![ibm_m](https://user-images.githubusercontent.com/7645683/43341897-8fc79530-91e9-11e8-86aa-e2983ff379db.jpg) Current selected system keyboard layout: “US English” ##### :large_blue_circle: User 2: Keyboard image: (Dvorak keyboard, Originally QWERTY keyboard with manually moved keycaps) ![dvrk](https://user-images.githubusercontent.com/7645683/43341905-95b55658-91e9-11e8-8142-95030e618da8.png) Current selected system keyboard layout: “Dvorak” ##### :large_blue_circle: User 3: Keyboard image: (Russian JCUKEN keyboard) ![rus](https://user-images.githubusercontent.com/7645683/43341912-9c5282d8-91e9-11e8-920e-527c1ea6aad4.jpg) Current selected system keyboard layout: “US English” ##### :large_blue_circle: User 4: Keyboard image: **Same as User 3** Current selected system keyboard layout: “Russian” ##### :large_blue_circle: User 5: Keyboard image: (Turkish F keyboard) ![turkf](https://user-images.githubusercontent.com/7645683/43341913-a040b126-91e9-11e8-882d-63a12f05d68d.jpg) Current selected system keyboard layout: “Turkish F” --- ## Questions: 1. What key-codes/scan-codes highlighted keys (with red border) on each users keyboard should produce? 2. Which physical keys on each users keyboard should move player in the *Application A*? 3. Which physical key on each users keyboard should open inventory in the *Application A*? 4. Which physical keys on each users keyboard should *“Save”* and *“Select”* in the *Application B*? 5. Which characters should be displayed in the menu shortcut for each user? ![menu_img](https://user-images.githubusercontent.com/7645683/43341919-a51b5c1e-91e9-11e8-9ab3-5c1d7468e046.png) 6. What should be correct return value of `OS.get_latin_keyboard_variant()` for each of the users? 7. If you believe different physical keys should be responsible for *moving backwards* in *Application A* and *saving* in *Application B*, how these cases should be distinguished in code? In Input Map? 8. In case you are using keyboard layout significantly different from layouts in this topic, please share image of your keyboard and desired handling for aforementioned use cases. --- Additionally if you are using non-QWERTY keyboard, please try building #18020 PR, and testing input map behaviour with your keyboard layout. I do not have any non-QWERTY physical keyboard and only tested it by switching OS keyboard layouts. ![map](https://user-images.githubusercontent.com/7645683/43360076-adb5711a-92b7-11e8-801a-ad36aa37ae24.png) Intended behaviour: * **Key (Remapped)** - respects keyboard layout (same as current Godot input). * **Key (Hardware)** - always acts like QWERTY keyboard with any layout.",1,how to handle non qwerty keyboard layouts following up comments in i m making this topic to get better understanding how to handle different keyboard layouts please take a moment to look at following use cases and users and answer few questions applications large blue circle application a shooter player movement is controlled with wasd keys i key opens inventory large blue circle application b raster graphics editor main menu use following shortcuts ctrl command s for “save” ctrl command a for “select all” developer of both apps was using standard qwerty keyboard to configure default input maps users large blue circle user keyboard image standard qwerty keyboard current selected system keyboard layout “us english” large blue circle user keyboard image dvorak keyboard originally qwerty keyboard with manually moved keycaps current selected system keyboard layout “dvorak” large blue circle user keyboard image russian jcuken keyboard current selected system keyboard layout “us english” large blue circle user keyboard image same as user current selected system keyboard layout “russian” large blue circle user keyboard image turkish f keyboard current selected system keyboard layout “turkish f” questions what key codes scan codes highlighted keys with red border on each users keyboard should produce which physical keys on each users keyboard should move player in the application a which physical key on each users keyboard should open inventory in the application a which physical keys on each users keyboard should “save” and “select” in the application b which characters should be displayed in the menu shortcut for each user what should be correct return value of os get latin keyboard variant for each of the users if you believe different physical keys should be responsible for moving backwards in application a and saving in application b how these cases should be distinguished in code in input map in case you are using keyboard layout significantly different from layouts in this topic please share image of your keyboard and desired handling for aforementioned use cases additionally if you are using non qwerty keyboard please try building pr and testing input map behaviour with your keyboard layout i do not have any non qwerty physical keyboard and only tested it by switching os keyboard layouts intended behaviour key remapped respects keyboard layout same as current godot input key hardware always acts like qwerty keyboard with any layout ,1 24064,23290624604.0,IssuesEvent,2022-08-05 22:14:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Signal list isn't updated immediately after adding script,bug topic:editor usability,"**Godot version:** 3.2.1 **Steps to reproduce:** 1. Create a script with any signal 2. Select a node and go to signals tab 3. Attach the script to node 4. The signal won't appear until you re-select the node **Minimal reproduction project:** [ReproductionProject.zip](https://github.com/godotengine/godot/files/4463686/ReproductionProject.zip)",True,"Signal list isn't updated immediately after adding script - **Godot version:** 3.2.1 **Steps to reproduce:** 1. Create a script with any signal 2. Select a node and go to signals tab 3. Attach the script to node 4. The signal won't appear until you re-select the node **Minimal reproduction project:** [ReproductionProject.zip](https://github.com/godotengine/godot/files/4463686/ReproductionProject.zip)",1,signal list isn t updated immediately after adding script godot version steps to reproduce create a script with any signal select a node and go to signals tab attach the script to node the signal won t appear until you re select the node minimal reproduction project ,1 39643,2857882801.0,IssuesEvent,2015-06-02 21:59:27,openshift/origin,https://api.github.com/repos/openshift/origin,closed,Recreate deployment strategy should scale down before scaling up,component/deployments kind/bug priority/P2,"Today, the recreate deployment strategy scales up before scaling down, which makes it essentially same as a rolling deployment. Instead, the recreate strategy should scale down and then scale up. Punch list item for https://github.com/openshift/origin/issues/2628.",1.0,"Recreate deployment strategy should scale down before scaling up - Today, the recreate deployment strategy scales up before scaling down, which makes it essentially same as a rolling deployment. Instead, the recreate strategy should scale down and then scale up. Punch list item for https://github.com/openshift/origin/issues/2628.",0,recreate deployment strategy should scale down before scaling up today the recreate deployment strategy scales up before scaling down which makes it essentially same as a rolling deployment instead the recreate strategy should scale down and then scale up punch list item for ,0 137171,20085573314.0,IssuesEvent,2022-02-05 00:18:29,Azure/WALinuxAgent,https://api.github.com/repos/Azure/WALinuxAgent,closed,[BUG] System crash may cause waagent exception,by design,"**Describe the bug: A clear and concise description of what the bug is.** After system crash and reboot, sometimes there are exceptions in waagent.log: ``` 2022-01-06T14:07:06.202463Z ERROR TelemetryEventsCollector ExtHandler Event: name=WALinuxAgent, op=CollectEventErrors, message=DroppedEventsCount: 6 Reasons (first 5 errors): [EventError] Error parsing event: no element found: line 1, column 0: Traceback (most recent call last): File ""bin/WALinuxAgent-2.6.0.2-py2.7.egg/azurelinuxagent/common/event.py"", line 206, in parse_event return parse_json_event(data_str) File ""bin/WALinuxAgent-2.6.0.2-py2.7.egg/azurelinuxagent/common/event.py"", line 196, in parse_json_event data = json.loads(data_str) File ""/usr/lib64/python3.6/json/__init__.py"", line 354, in loads return _default_decoder.decode(s) File ""/usr/lib64/python3.6/json/decoder.py"", line 339, in decode obj, end = self.raw_decode(s, idx=_w(s, 0).end()) File ""/usr/lib64/python3.6/json/decoder.py"", line 357, in raw_decode raise JSONDecodeError(""Expecting value"", s, err.value) from None json.decoder.JSONDecodeError: Expecting value: line 1 column 1 (char 0) During handling of the above exception, another exception occurred: Traceback (most recent call last): File ""bin/WALinuxAgent-2.6.0.2-py2.7.egg/azurelinuxagent/common/event.py"", line 229, in parse_xml_event xml_doc = parse_doc(data_str) File ""bin/WALinuxAgent-2.6.0.2-py2.7.egg/azurelinuxagent/common/utils/textutil.py"", line 41, in parse_doc return minidom.parseString(xml_text) File ""/usr/lib64/python3.6/xml/dom/minidom.py"", line 1968, in parseString return expatbuilder.parseString(string) File ""/usr/lib64/python3.6/xml/dom/expatbuilder.py"", line 925, in parseString return builder.parseString(string) File ""/usr/lib64/python3.6/xml/dom/expatbuilder.py"", line 223, in parseString parser.Parse(string, True) xml.parsers.expat.ExpatError: no element found: line 1, column 0 During handling of the above exception, another exception occurred: Traceback (most recent call last): File ""bin/WALinuxAgent-2.6.0.2-py2.7.egg/azurelinuxagent/common/event.py"", line 208, in parse_event return parse_xml_event(data_str) File ""bin/WALinuxAgent-2.6.0.2-py2.7.egg/azurelinuxagent/common/event.py"", line 239, in parse_xml_event raise ValueError(ustr(e)) ValueError: no element found: line 1, column 0 During handling of the above exception, another exception occurred: Traceback (most recent call last): File ""bin/WALinuxAgent-2.6.0.2-py2.7.egg/azurelinuxagent/ga/collect_telemetry_events.py"", line 430, in process_events event = parse_event(event_data) File ""bin/WALinuxAgent-2.6.0.2-py2.7.egg/azurelinuxagent/common/event.py"", line 210, in parse_event raise EventError(""Error parsing event: {0}"".format(ustr(e))) azurelinuxagent.common.exception.EventError: [EventError] Error parsing event: no element found: line 1, column 0 , duration=0 ``` **Steps:** 1. Create a RHEL-8 VM on Azure. Enable kdump. 2. Trigger crash: `echo c > /proc/sysrq-trigger` 3. Wait for the VM reboot, check /var/log/waagent.log Usually trigger crash 2-3 times can see these exceptions. **Distro and WALinuxAgent details (please complete the following information):** - Distro and Version: RHEL-8.6 - WALinuxAgent version: WALinuxAgent-2.3.0.2 running on redhat 8.6 Python: 3.6.8 Goal state agent: 2.6.0.2 * If disable auto update, it also happens in WALinuxAgent-2.3.0.2 guest agent",1.0,"[BUG] System crash may cause waagent exception - **Describe the bug: A clear and concise description of what the bug is.** After system crash and reboot, sometimes there are exceptions in waagent.log: ``` 2022-01-06T14:07:06.202463Z ERROR TelemetryEventsCollector ExtHandler Event: name=WALinuxAgent, op=CollectEventErrors, message=DroppedEventsCount: 6 Reasons (first 5 errors): [EventError] Error parsing event: no element found: line 1, column 0: Traceback (most recent call last): File ""bin/WALinuxAgent-2.6.0.2-py2.7.egg/azurelinuxagent/common/event.py"", line 206, in parse_event return parse_json_event(data_str) File ""bin/WALinuxAgent-2.6.0.2-py2.7.egg/azurelinuxagent/common/event.py"", line 196, in parse_json_event data = json.loads(data_str) File ""/usr/lib64/python3.6/json/__init__.py"", line 354, in loads return _default_decoder.decode(s) File ""/usr/lib64/python3.6/json/decoder.py"", line 339, in decode obj, end = self.raw_decode(s, idx=_w(s, 0).end()) File ""/usr/lib64/python3.6/json/decoder.py"", line 357, in raw_decode raise JSONDecodeError(""Expecting value"", s, err.value) from None json.decoder.JSONDecodeError: Expecting value: line 1 column 1 (char 0) During handling of the above exception, another exception occurred: Traceback (most recent call last): File ""bin/WALinuxAgent-2.6.0.2-py2.7.egg/azurelinuxagent/common/event.py"", line 229, in parse_xml_event xml_doc = parse_doc(data_str) File ""bin/WALinuxAgent-2.6.0.2-py2.7.egg/azurelinuxagent/common/utils/textutil.py"", line 41, in parse_doc return minidom.parseString(xml_text) File ""/usr/lib64/python3.6/xml/dom/minidom.py"", line 1968, in parseString return expatbuilder.parseString(string) File ""/usr/lib64/python3.6/xml/dom/expatbuilder.py"", line 925, in parseString return builder.parseString(string) File ""/usr/lib64/python3.6/xml/dom/expatbuilder.py"", line 223, in parseString parser.Parse(string, True) xml.parsers.expat.ExpatError: no element found: line 1, column 0 During handling of the above exception, another exception occurred: Traceback (most recent call last): File ""bin/WALinuxAgent-2.6.0.2-py2.7.egg/azurelinuxagent/common/event.py"", line 208, in parse_event return parse_xml_event(data_str) File ""bin/WALinuxAgent-2.6.0.2-py2.7.egg/azurelinuxagent/common/event.py"", line 239, in parse_xml_event raise ValueError(ustr(e)) ValueError: no element found: line 1, column 0 During handling of the above exception, another exception occurred: Traceback (most recent call last): File ""bin/WALinuxAgent-2.6.0.2-py2.7.egg/azurelinuxagent/ga/collect_telemetry_events.py"", line 430, in process_events event = parse_event(event_data) File ""bin/WALinuxAgent-2.6.0.2-py2.7.egg/azurelinuxagent/common/event.py"", line 210, in parse_event raise EventError(""Error parsing event: {0}"".format(ustr(e))) azurelinuxagent.common.exception.EventError: [EventError] Error parsing event: no element found: line 1, column 0 , duration=0 ``` **Steps:** 1. Create a RHEL-8 VM on Azure. Enable kdump. 2. Trigger crash: `echo c > /proc/sysrq-trigger` 3. Wait for the VM reboot, check /var/log/waagent.log Usually trigger crash 2-3 times can see these exceptions. **Distro and WALinuxAgent details (please complete the following information):** - Distro and Version: RHEL-8.6 - WALinuxAgent version: WALinuxAgent-2.3.0.2 running on redhat 8.6 Python: 3.6.8 Goal state agent: 2.6.0.2 * If disable auto update, it also happens in WALinuxAgent-2.3.0.2 guest agent",0, system crash may cause waagent exception describe the bug a clear and concise description of what the bug is after system crash and reboot sometimes there are exceptions in waagent log error telemetryeventscollector exthandler event name walinuxagent op collecteventerrors message droppedeventscount reasons first errors error parsing event no element found line column traceback most recent call last file bin walinuxagent egg azurelinuxagent common event py line in parse event return parse json event data str file bin walinuxagent egg azurelinuxagent common event py line in parse json event data json loads data str file usr json init py line in loads return default decoder decode s file usr json decoder py line in decode obj end self raw decode s idx w s end file usr json decoder py line in raw decode raise jsondecodeerror expecting value s err value from none json decoder jsondecodeerror expecting value line column char during handling of the above exception another exception occurred traceback most recent call last file bin walinuxagent egg azurelinuxagent common event py line in parse xml event xml doc parse doc data str file bin walinuxagent egg azurelinuxagent common utils textutil py line in parse doc return minidom parsestring xml text file usr xml dom minidom py line in parsestring return expatbuilder parsestring string file usr xml dom expatbuilder py line in parsestring return builder parsestring string file usr xml dom expatbuilder py line in parsestring parser parse string true xml parsers expat expaterror no element found line column during handling of the above exception another exception occurred traceback most recent call last file bin walinuxagent egg azurelinuxagent common event py line in parse event return parse xml event data str file bin walinuxagent egg azurelinuxagent common event py line in parse xml event raise valueerror ustr e valueerror no element found line column during handling of the above exception another exception occurred traceback most recent call last file bin walinuxagent egg azurelinuxagent ga collect telemetry events py line in process events event parse event event data file bin walinuxagent egg azurelinuxagent common event py line in parse event raise eventerror error parsing event format ustr e azurelinuxagent common exception eventerror error parsing event no element found line column duration steps create a rhel vm on azure enable kdump trigger crash echo c proc sysrq trigger wait for the vm reboot check var log waagent log usually trigger crash times can see these exceptions distro and walinuxagent details please complete the following information distro and version rhel walinuxagent version walinuxagent running on redhat python goal state agent if disable auto update it also happens in walinuxagent guest agent,0 17406,10698530964.0,IssuesEvent,2019-10-23 18:53:38,Azure/azure-sdk-for-js,https://api.github.com/repos/Azure/azure-sdk-for-js,closed,Include Headers for uploadBrowserDataToBlockBlob(),Client Question Service Attention Storage customer-reported,"- **Package Name**: ""@azure/storage-blob"" - **Package Version**: ""^10.3.0"" - **Operating system**: - [ ] **nodejs** - **version**: - [x] **browser** - **name/version**: Modern Browsers (chrome) - [x] **typescript** - **version**: ""~3.4.3"" - Is the bug related to **documentation** in - [ ] README.md - [ ] source code documentation - [x] SDK API docs on https://docs.microsoft.com **Describe the bug** Not sure if it's a bug or a feature request but, I have storage account with CORS rules enabled and I'm not sure how to add headers using Azure Storage v10 SDK for JavaScript/HTML in the browser. I'm passing the `options` object in uploadBrowserDataToBlockBlob() method, but I get a `403 CORS not enabled or no matching rule found for this request`. **To Reproduce** 1. Set CORs Rule 'Allowed Headers' to 'x-ms-*' 2. set up options: ``` const options: IUploadToBlockBlobOptions = { blockSize: 4 * 1024 * 1024, progress: function (ev) { console.log((ev.loadedBytes * 100) / file.size); }, blobHTTPHeaders: { blobContentType: ""x-ms-blob-type"", } } ``` Not sure if I'm using blobHTTPHeaders correctly. 3. Upload File: ``` azureBlobStorage.uploadBrowserDataToBlockBlob(azureBlobStorage.Aborter.none, file, blockBlobURL, options) .then((data) => { console.log(data); }) .catch((error) => { console.log(error); }); ``` **Additional context** [Referencing Quickstart on Microsoft Docs](https://docs.microsoft.com/en-us/azure/storage/blobs/storage-quickstart-blobs-javascript-client-libraries-v10) `uploadBrowserDataToBlockBlob` works just fine if I have CORs setting to `*` for Allowed Headers. Otherwise setting Allowed Headers to include `x-ms-*` I get a 403 Error. Am I missing something? Or is Setting CORs not allowed when using '@azure/storage-blob' to upload files from the Browser (not NODEJS).",1.0,"Include Headers for uploadBrowserDataToBlockBlob() - - **Package Name**: ""@azure/storage-blob"" - **Package Version**: ""^10.3.0"" - **Operating system**: - [ ] **nodejs** - **version**: - [x] **browser** - **name/version**: Modern Browsers (chrome) - [x] **typescript** - **version**: ""~3.4.3"" - Is the bug related to **documentation** in - [ ] README.md - [ ] source code documentation - [x] SDK API docs on https://docs.microsoft.com **Describe the bug** Not sure if it's a bug or a feature request but, I have storage account with CORS rules enabled and I'm not sure how to add headers using Azure Storage v10 SDK for JavaScript/HTML in the browser. I'm passing the `options` object in uploadBrowserDataToBlockBlob() method, but I get a `403 CORS not enabled or no matching rule found for this request`. **To Reproduce** 1. Set CORs Rule 'Allowed Headers' to 'x-ms-*' 2. set up options: ``` const options: IUploadToBlockBlobOptions = { blockSize: 4 * 1024 * 1024, progress: function (ev) { console.log((ev.loadedBytes * 100) / file.size); }, blobHTTPHeaders: { blobContentType: ""x-ms-blob-type"", } } ``` Not sure if I'm using blobHTTPHeaders correctly. 3. Upload File: ``` azureBlobStorage.uploadBrowserDataToBlockBlob(azureBlobStorage.Aborter.none, file, blockBlobURL, options) .then((data) => { console.log(data); }) .catch((error) => { console.log(error); }); ``` **Additional context** [Referencing Quickstart on Microsoft Docs](https://docs.microsoft.com/en-us/azure/storage/blobs/storage-quickstart-blobs-javascript-client-libraries-v10) `uploadBrowserDataToBlockBlob` works just fine if I have CORs setting to `*` for Allowed Headers. Otherwise setting Allowed Headers to include `x-ms-*` I get a 403 Error. Am I missing something? Or is Setting CORs not allowed when using '@azure/storage-blob' to upload files from the Browser (not NODEJS).",0,include headers for uploadbrowserdatatoblockblob package name azure storage blob package version operating system nodejs version browser name version modern browsers chrome typescript version is the bug related to documentation in readme md source code documentation sdk api docs on describe the bug not sure if it s a bug or a feature request but i have storage account with cors rules enabled and i m not sure how to add headers using azure storage sdk for javascript html in the browser i m passing the options object in uploadbrowserdatatoblockblob method but i get a cors not enabled or no matching rule found for this request to reproduce set cors rule allowed headers to x ms set up options const options iuploadtoblockbloboptions blocksize progress function ev console log ev loadedbytes file size blobhttpheaders blobcontenttype x ms blob type not sure if i m using blobhttpheaders correctly upload file azureblobstorage uploadbrowserdatatoblockblob azureblobstorage aborter none file blockbloburl options then data console log data catch error console log error additional context uploadbrowserdatatoblockblob works just fine if i have cors setting to for allowed headers otherwise setting allowed headers to include x ms i get a error am i missing something or is setting cors not allowed when using azure storage blob to upload files from the browser not nodejs ,0 24583,23972214106.0,IssuesEvent,2022-09-13 08:42:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"You cannot click frames in ""Select Frames"" to remove from selection",bug topic:editor usability regression,"### Godot version 3.4.4.stable ### System information Win10 ### Issue description (I'm brand new to Godot.) Clicking to deselect frames in the ""Select Frames"" window doesn't work. After more experimentation I can drag from frame 1 to frame 2 to keep frame 1 selected, but unselect frame 2. I'd expect that clicking on a single frame would toggle its state and that dragging would either toggle the states of the frames dragged over or the toggled state of the clicked frame to be applied to all dragged over frames. https://user-images.githubusercontent.com/43559/182316711-84084ecb-d695-4cf8-8338-9a76903f4bb7.mp4 ### Steps to reproduce 1. Create Node 1. Add AnimatedSprite child 1. find the Frames property in the Inspector and click ""[empty]"" -> ""New SpriteFrames"". Click again to open the ""SpriteFrames"" panel. 1. Click the grid icon 1. Open a spritesheet. 1. Select the correct row/column sizes. 1. Click on some of the spritesheet frames to select them. 1. Click on some of the selected spritesheet frames to unselect them. ## Expected They are unselected. ## Actual Nothing happens when you click on a selected sprite. ### Minimal reproduction project _No response_",True,"You cannot click frames in ""Select Frames"" to remove from selection - ### Godot version 3.4.4.stable ### System information Win10 ### Issue description (I'm brand new to Godot.) Clicking to deselect frames in the ""Select Frames"" window doesn't work. After more experimentation I can drag from frame 1 to frame 2 to keep frame 1 selected, but unselect frame 2. I'd expect that clicking on a single frame would toggle its state and that dragging would either toggle the states of the frames dragged over or the toggled state of the clicked frame to be applied to all dragged over frames. https://user-images.githubusercontent.com/43559/182316711-84084ecb-d695-4cf8-8338-9a76903f4bb7.mp4 ### Steps to reproduce 1. Create Node 1. Add AnimatedSprite child 1. find the Frames property in the Inspector and click ""[empty]"" -> ""New SpriteFrames"". Click again to open the ""SpriteFrames"" panel. 1. Click the grid icon 1. Open a spritesheet. 1. Select the correct row/column sizes. 1. Click on some of the spritesheet frames to select them. 1. Click on some of the selected spritesheet frames to unselect them. ## Expected They are unselected. ## Actual Nothing happens when you click on a selected sprite. ### Minimal reproduction project _No response_",1,you cannot click frames in select frames to remove from selection godot version stable system information issue description i m brand new to godot clicking to deselect frames in the select frames window doesn t work after more experimentation i can drag from frame to frame to keep frame selected but unselect frame i d expect that clicking on a single frame would toggle its state and that dragging would either toggle the states of the frames dragged over or the toggled state of the clicked frame to be applied to all dragged over frames steps to reproduce create node add animatedsprite child find the frames property in the inspector and click new spriteframes click again to open the spriteframes panel click the grid icon open a spritesheet select the correct row column sizes click on some of the spritesheet frames to select them click on some of the selected spritesheet frames to unselect them expected they are unselected actual nothing happens when you click on a selected sprite minimal reproduction project no response ,1 194396,15422339438.0,IssuesEvent,2021-03-05 14:16:38,epam/Indigo,https://api.github.com/repos/epam/Indigo,closed,Fix max number for elements for Atom List in Ket format,Documentation Enhancement,"**Acceptance criteria:** Fix max number for elements for Atom List in Ket format. The max number of elements in list should be infinity ",1.0,"Fix max number for elements for Atom List in Ket format - **Acceptance criteria:** Fix max number for elements for Atom List in Ket format. The max number of elements in list should be infinity ",0,fix max number for elements for atom list in ket format acceptance criteria fix max number for elements for atom list in ket format the max number of elements in list should be infinity ,0 9189,6155148277.0,IssuesEvent,2017-06-28 14:14:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cant hide CanvasModulate ,enhancement topic:editor usability,"It seems like there is some problem with all CanvasItem options in CanvasModulate. 'Visible' checkbox doesn't work, so as all other options there. In order to hide it, you need to delete it basically. ",True,"Cant hide CanvasModulate - It seems like there is some problem with all CanvasItem options in CanvasModulate. 'Visible' checkbox doesn't work, so as all other options there. In order to hide it, you need to delete it basically. ",1,cant hide canvasmodulate it seems like there is some problem with all canvasitem options in canvasmodulate visible checkbox doesn t work so as all other options there in order to hide it you need to delete it basically ,1 27888,30604600486.0,IssuesEvent,2023-07-22 21:00:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"C# tools menu size bug after using ""Create C# solution""",enhancement topic:editor good first issue usability topic:dotnet,"**Godot version:** 3.2.4 RC 1 **OS/device including version:** Linux **Issue description:** When creating a new project, you can use Project > Tools > C# > Create C# solution to generate the solution: ![Screenshot_20210128_143406](https://user-images.githubusercontent.com/4701338/106145530-f1c1a600-6175-11eb-9a55-9cade0e93969.png) After that, if you access the same menu, the ""Create C# solution"" entry is removed (as it should) but there's a blank space in instead: ![Screenshot_20210128_143058](https://user-images.githubusercontent.com/4701338/106145412-ce96f680-6175-11eb-9a9c-4bad96c2407b.png) Restarting the editor fixes it so it's really a super low priority nitpick. **Steps to reproduce:** See above. **Minimal reproduction project:** n/a ",True,"C# tools menu size bug after using ""Create C# solution"" - **Godot version:** 3.2.4 RC 1 **OS/device including version:** Linux **Issue description:** When creating a new project, you can use Project > Tools > C# > Create C# solution to generate the solution: ![Screenshot_20210128_143406](https://user-images.githubusercontent.com/4701338/106145530-f1c1a600-6175-11eb-9a55-9cade0e93969.png) After that, if you access the same menu, the ""Create C# solution"" entry is removed (as it should) but there's a blank space in instead: ![Screenshot_20210128_143058](https://user-images.githubusercontent.com/4701338/106145412-ce96f680-6175-11eb-9a9c-4bad96c2407b.png) Restarting the editor fixes it so it's really a super low priority nitpick. **Steps to reproduce:** See above. **Minimal reproduction project:** n/a ",1,c tools menu size bug after using create c solution godot version rc os device including version linux issue description when creating a new project you can use project tools c create c solution to generate the solution after that if you access the same menu the create c solution entry is removed as it should but there s a blank space in instead restarting the editor fixes it so it s really a super low priority nitpick steps to reproduce see above minimal reproduction project n a ,1 153335,13503385623.0,IssuesEvent,2020-09-13 13:19:31,knoxite/website,https://api.github.com/repos/knoxite/website,opened,List all cloud providers that support WebDAV and sFTP and reference their docs,documentation,I think our users could really benefit from a list of cloud providers supporting WebDAV and sFTP with references to their docs. It's also great for SEO.,1.0,List all cloud providers that support WebDAV and sFTP and reference their docs - I think our users could really benefit from a list of cloud providers supporting WebDAV and sFTP with references to their docs. It's also great for SEO.,0,list all cloud providers that support webdav and sftp and reference their docs i think our users could really benefit from a list of cloud providers supporting webdav and sftp with references to their docs it s also great for seo ,0 46285,5794444865.0,IssuesEvent,2017-05-02 14:56:13,openshift/origin,https://api.github.com/repos/openshift/origin,opened,3.6 Upgrade Failure: 50 k8s e2e tests fail,component/kubernetes kind/post-rebase kind/test-flake,"When installing Origin 1.5 and upgrading to Origin 3.6, we see 50 k8s tests fail on the e2e suite: - Extended.[k8s.io] ConfigMap optional updates should be reflected in volume [Conformance] [Volume] 7 min 0 sec 17 - Extended.[k8s.io] ConfigMap should be consumable via the environment [Conformance] 9.5 sec 17 - Extended.[k8s.io] Daemon set [Serial] Should adopt or recreate existing pods when creating a RollingUpdate DaemonSet with matching or mismatching templateGeneration 20 sec 17 - Extended.[k8s.io] Daemon set [Serial] Should not update pod when spec was updated and update strategy is OnDelete 20 sec 17 - Extended.[k8s.io] Daemon set [Serial] Should update pod when spec was updated and update strategy is RollingUpdate 20 sec 17 - Extended.[k8s.io] Daemon set [Serial] should run and stop complex daemon with node affinity 5 min 18 sec 17 - Extended.[k8s.io] InitContainer should invoke init containers on a RestartAlways pod 35 sec 17 - Extended.[k8s.io] InitContainer should invoke init containers on a RestartNever pod 8.2 sec 17 - Extended.[k8s.io] InitContainer should not start app containers and fail the pod if init containers fail on a RestartNever pod 10 sec 17 - Extended.[k8s.io] InitContainer should not start app containers if init containers fail on a RestartAlways pod 25 sec 17 - Extended.[k8s.io] Kubectl client [k8s.io] Kubectl taint [Serial] should remove all the taints with the same key off a node 10 sec 17 - Extended.[k8s.io] Kubectl client [k8s.io] Kubectl taint [Serial] should update the taint on a node 10 sec 17 - Extended.[k8s.io] Projected optional updates should be reflected in volume [Conformance] [Volume] 4 min 16 sec 17 - Extended.[k8s.io] Projected should be consumable from pods in volume [Conformance] [Volume] 9.5 sec 17 - Extended.[k8s.io] Projected should be consumable from pods in volume as non-root [Conformance] [Volume] 9.4 sec 17 - Extended.[k8s.io] Projected should be consumable from pods in volume as non-root with defaultMode and fsGroup set [Conformance] [Volume] 9.5 sec 17 - Extended.[k8s.io] Projected should be consumable from pods in volume with defaultMode set [Conformance] [Volume] 16 sec 17 - Extended.[k8s.io] Projected should be consumable from pods in volume with mappings [Conformance] [Volume] 9.4 sec 17 - Extended.[k8s.io] Projected should be consumable from pods in volume with mappings and Item Mode set [Conformance] [Volume] 9.5 sec 17 - Extended.[k8s.io] Projected should be consumable from pods in volume with mappings and Item mode set[Conformance] [Volume] 9.8 sec 17 - Extended.[k8s.io] Projected should be consumable from pods in volume with mappings as non-root [Conformance] [Volume] 9.6 sec 17 - Extended.[k8s.io] Projected should be consumable in multiple volumes in a pod [Conformance] [Volume] 9.6 sec 17 - Extended.[k8s.io] Projected should be consumable in multiple volumes in the same pod [Conformance] [Volume] 9.7 sec 17 - Extended.[k8s.io] Projected should project all components that make up the projection API [Conformance] [Volume] [Projection] 9.5 sec 17 - Extended.[k8s.io] Projected should set DefaultMode on files [Conformance] [Volume] 9.4 sec 17 - Extended.[k8s.io] Projected should set mode on item file [Conformance] [Volume] 16 sec 17 - Extended.[k8s.io] Projected should update annotations on modification [Conformance] [Volume] 2 min 14 sec 17 - Extended.[k8s.io] Projected should update labels on modification [Conformance] [Volume] 2 min 14 sec 17 - Extended.[k8s.io] Projected updates should be reflected in volume [Conformance] [Volume] 5 min 14 sec 17 - Extended.[k8s.io] ResourceQuota should create a ResourceQuota and capture the life of a configMap. 7.5 sec 17 - Extended.[k8s.io] ResourceQuota should create a ResourceQuota and capture the life of a persistent volume claim with a storage class. [Volume] 40 sec 17 - Extended.[k8s.io] ResourceQuota should create a ResourceQuota and capture the life of a persistent volume claim. [Volume] 7.5 sec 17 - Extended.[k8s.io] ResourceQuota should create a ResourceQuota and capture the life of a pod. 7.5 sec 17 - Extended.[k8s.io] ResourceQuota should create a ResourceQuota and capture the life of a replication controller. 7.3 sec 17 - Extended.[k8s.io] ResourceQuota should create a ResourceQuota and capture the life of a secret. 18 sec 17 - Extended.[k8s.io] ResourceQuota should create a ResourceQuota and capture the life of a service. 7.7 sec 17 - Extended.[k8s.io] SchedulerPredicates [Serial] validates that Inter-pod-Affinity is respected if not matching 2 min 25 sec 17 - Extended.[k8s.io] SchedulerPredicates [Serial] validates that NodeAffinity is respected if not matching 2 min 25 sec 17 - Extended.[k8s.io] SchedulerPredicates [Serial] validates that a pod with an invalid NodeAffinity is rejected 25 sec 17 - Extended.[k8s.io] SchedulerPredicates [Serial] validates that a pod with an invalid podAffinity is rejected because of the LabelSelectorRequirement is invalid 25 sec 17 - Extended.[k8s.io] SchedulerPredicates [Serial] validates that taints-tolerations is respected if matching 9.4 sec 17 - Extended.[k8s.io] SchedulerPredicates [Serial] validates that taints-tolerations is respected if not matching 9.5 sec 17 - Extended.[k8s.io] Secrets optional updates should be reflected in volume [Conformance] [Volume] 7 min 5 sec 17 - Extended.[k8s.io] Secrets should be consumable via the environment [Conformance] 18 sec 17 - Extended.[k8s.io] StatefulSet [k8s.io] Basic StatefulSet functionality [StatefulSetBasic] Scaling down before scale up is finished should wait until current pod will be running and ready before it will be removed 10 min 17 - Extended.[k8s.io] StatefulSet [k8s.io] Basic StatefulSet functionality [StatefulSetBasic] Scaling should happen in predictable order and halt if any stateful pod is unhealthy 11 min 17 - Extended.[k8s.io] StatefulSet [k8s.io] Basic StatefulSet functionality [StatefulSetBasic] Should recreate evicted statefulset 32 sec 17 - Extended.[k8s.io] StatefulSet [k8s.io] Basic StatefulSet functionality [StatefulSetBasic] should adopt matching orphans and release non-matching pods 31 sec 17 - Extended.[k8s.io] StatefulSet [k8s.io] Basic StatefulSet functionality [StatefulSetBasic] should allow template updates 40 sec 17 - Extended.[k8s.io] StatefulSet [k8s.io] Basic StatefulSet functionality [StatefulSetBasic] should not deadlock when a pod's predecessor fails Seen in `test_branch_origin_extended_conformance_install_update` jobs [279](https://ci.openshift.redhat.com/jenkins/job/test_branch_origin_extended_conformance_install_update/279/)-[299](https://ci.openshift.redhat.com/jenkins/job/test_branch_origin_extended_conformance_install_update/299/).",1.0,"3.6 Upgrade Failure: 50 k8s e2e tests fail - When installing Origin 1.5 and upgrading to Origin 3.6, we see 50 k8s tests fail on the e2e suite: - Extended.[k8s.io] ConfigMap optional updates should be reflected in volume [Conformance] [Volume] 7 min 0 sec 17 - Extended.[k8s.io] ConfigMap should be consumable via the environment [Conformance] 9.5 sec 17 - Extended.[k8s.io] Daemon set [Serial] Should adopt or recreate existing pods when creating a RollingUpdate DaemonSet with matching or mismatching templateGeneration 20 sec 17 - Extended.[k8s.io] Daemon set [Serial] Should not update pod when spec was updated and update strategy is OnDelete 20 sec 17 - Extended.[k8s.io] Daemon set [Serial] Should update pod when spec was updated and update strategy is RollingUpdate 20 sec 17 - Extended.[k8s.io] Daemon set [Serial] should run and stop complex daemon with node affinity 5 min 18 sec 17 - Extended.[k8s.io] InitContainer should invoke init containers on a RestartAlways pod 35 sec 17 - Extended.[k8s.io] InitContainer should invoke init containers on a RestartNever pod 8.2 sec 17 - Extended.[k8s.io] InitContainer should not start app containers and fail the pod if init containers fail on a RestartNever pod 10 sec 17 - Extended.[k8s.io] InitContainer should not start app containers if init containers fail on a RestartAlways pod 25 sec 17 - Extended.[k8s.io] Kubectl client [k8s.io] Kubectl taint [Serial] should remove all the taints with the same key off a node 10 sec 17 - Extended.[k8s.io] Kubectl client [k8s.io] Kubectl taint [Serial] should update the taint on a node 10 sec 17 - Extended.[k8s.io] Projected optional updates should be reflected in volume [Conformance] [Volume] 4 min 16 sec 17 - Extended.[k8s.io] Projected should be consumable from pods in volume [Conformance] [Volume] 9.5 sec 17 - Extended.[k8s.io] Projected should be consumable from pods in volume as non-root [Conformance] [Volume] 9.4 sec 17 - Extended.[k8s.io] Projected should be consumable from pods in volume as non-root with defaultMode and fsGroup set [Conformance] [Volume] 9.5 sec 17 - Extended.[k8s.io] Projected should be consumable from pods in volume with defaultMode set [Conformance] [Volume] 16 sec 17 - Extended.[k8s.io] Projected should be consumable from pods in volume with mappings [Conformance] [Volume] 9.4 sec 17 - Extended.[k8s.io] Projected should be consumable from pods in volume with mappings and Item Mode set [Conformance] [Volume] 9.5 sec 17 - Extended.[k8s.io] Projected should be consumable from pods in volume with mappings and Item mode set[Conformance] [Volume] 9.8 sec 17 - Extended.[k8s.io] Projected should be consumable from pods in volume with mappings as non-root [Conformance] [Volume] 9.6 sec 17 - Extended.[k8s.io] Projected should be consumable in multiple volumes in a pod [Conformance] [Volume] 9.6 sec 17 - Extended.[k8s.io] Projected should be consumable in multiple volumes in the same pod [Conformance] [Volume] 9.7 sec 17 - Extended.[k8s.io] Projected should project all components that make up the projection API [Conformance] [Volume] [Projection] 9.5 sec 17 - Extended.[k8s.io] Projected should set DefaultMode on files [Conformance] [Volume] 9.4 sec 17 - Extended.[k8s.io] Projected should set mode on item file [Conformance] [Volume] 16 sec 17 - Extended.[k8s.io] Projected should update annotations on modification [Conformance] [Volume] 2 min 14 sec 17 - Extended.[k8s.io] Projected should update labels on modification [Conformance] [Volume] 2 min 14 sec 17 - Extended.[k8s.io] Projected updates should be reflected in volume [Conformance] [Volume] 5 min 14 sec 17 - Extended.[k8s.io] ResourceQuota should create a ResourceQuota and capture the life of a configMap. 7.5 sec 17 - Extended.[k8s.io] ResourceQuota should create a ResourceQuota and capture the life of a persistent volume claim with a storage class. [Volume] 40 sec 17 - Extended.[k8s.io] ResourceQuota should create a ResourceQuota and capture the life of a persistent volume claim. [Volume] 7.5 sec 17 - Extended.[k8s.io] ResourceQuota should create a ResourceQuota and capture the life of a pod. 7.5 sec 17 - Extended.[k8s.io] ResourceQuota should create a ResourceQuota and capture the life of a replication controller. 7.3 sec 17 - Extended.[k8s.io] ResourceQuota should create a ResourceQuota and capture the life of a secret. 18 sec 17 - Extended.[k8s.io] ResourceQuota should create a ResourceQuota and capture the life of a service. 7.7 sec 17 - Extended.[k8s.io] SchedulerPredicates [Serial] validates that Inter-pod-Affinity is respected if not matching 2 min 25 sec 17 - Extended.[k8s.io] SchedulerPredicates [Serial] validates that NodeAffinity is respected if not matching 2 min 25 sec 17 - Extended.[k8s.io] SchedulerPredicates [Serial] validates that a pod with an invalid NodeAffinity is rejected 25 sec 17 - Extended.[k8s.io] SchedulerPredicates [Serial] validates that a pod with an invalid podAffinity is rejected because of the LabelSelectorRequirement is invalid 25 sec 17 - Extended.[k8s.io] SchedulerPredicates [Serial] validates that taints-tolerations is respected if matching 9.4 sec 17 - Extended.[k8s.io] SchedulerPredicates [Serial] validates that taints-tolerations is respected if not matching 9.5 sec 17 - Extended.[k8s.io] Secrets optional updates should be reflected in volume [Conformance] [Volume] 7 min 5 sec 17 - Extended.[k8s.io] Secrets should be consumable via the environment [Conformance] 18 sec 17 - Extended.[k8s.io] StatefulSet [k8s.io] Basic StatefulSet functionality [StatefulSetBasic] Scaling down before scale up is finished should wait until current pod will be running and ready before it will be removed 10 min 17 - Extended.[k8s.io] StatefulSet [k8s.io] Basic StatefulSet functionality [StatefulSetBasic] Scaling should happen in predictable order and halt if any stateful pod is unhealthy 11 min 17 - Extended.[k8s.io] StatefulSet [k8s.io] Basic StatefulSet functionality [StatefulSetBasic] Should recreate evicted statefulset 32 sec 17 - Extended.[k8s.io] StatefulSet [k8s.io] Basic StatefulSet functionality [StatefulSetBasic] should adopt matching orphans and release non-matching pods 31 sec 17 - Extended.[k8s.io] StatefulSet [k8s.io] Basic StatefulSet functionality [StatefulSetBasic] should allow template updates 40 sec 17 - Extended.[k8s.io] StatefulSet [k8s.io] Basic StatefulSet functionality [StatefulSetBasic] should not deadlock when a pod's predecessor fails Seen in `test_branch_origin_extended_conformance_install_update` jobs [279](https://ci.openshift.redhat.com/jenkins/job/test_branch_origin_extended_conformance_install_update/279/)-[299](https://ci.openshift.redhat.com/jenkins/job/test_branch_origin_extended_conformance_install_update/299/).",0, upgrade failure tests fail when installing origin and upgrading to origin we see tests fail on the suite extended configmap optional updates should be reflected in volume min sec extended configmap should be consumable via the environment sec extended daemon set should adopt or recreate existing pods when creating a rollingupdate daemonset with matching or mismatching templategeneration sec extended daemon set should not update pod when spec was updated and update strategy is ondelete sec extended daemon set should update pod when spec was updated and update strategy is rollingupdate sec extended daemon set should run and stop complex daemon with node affinity min sec extended initcontainer should invoke init containers on a restartalways pod sec extended initcontainer should invoke init containers on a restartnever pod sec extended initcontainer should not start app containers and fail the pod if init containers fail on a restartnever pod sec extended initcontainer should not start app containers if init containers fail on a restartalways pod sec extended kubectl client kubectl taint should remove all the taints with the same key off a node sec extended kubectl client kubectl taint should update the taint on a node sec extended projected optional updates should be reflected in volume min sec extended projected should be consumable from pods in volume sec extended projected should be consumable from pods in volume as non root sec extended projected should be consumable from pods in volume as non root with defaultmode and fsgroup set sec extended projected should be consumable from pods in volume with defaultmode set sec extended projected should be consumable from pods in volume with mappings sec extended projected should be consumable from pods in volume with mappings and item mode set sec extended projected should be consumable from pods in volume with mappings and item mode set sec extended projected should be consumable from pods in volume with mappings as non root sec extended projected should be consumable in multiple volumes in a pod sec extended projected should be consumable in multiple volumes in the same pod sec extended projected should project all components that make up the projection api sec extended projected should set defaultmode on files sec extended projected should set mode on item file sec extended projected should update annotations on modification min sec extended projected should update labels on modification min sec extended projected updates should be reflected in volume min sec extended resourcequota should create a resourcequota and capture the life of a configmap sec extended resourcequota should create a resourcequota and capture the life of a persistent volume claim with a storage class sec extended resourcequota should create a resourcequota and capture the life of a persistent volume claim sec extended resourcequota should create a resourcequota and capture the life of a pod sec extended resourcequota should create a resourcequota and capture the life of a replication controller sec extended resourcequota should create a resourcequota and capture the life of a secret sec extended resourcequota should create a resourcequota and capture the life of a service sec extended schedulerpredicates validates that inter pod affinity is respected if not matching min sec extended schedulerpredicates validates that nodeaffinity is respected if not matching min sec extended schedulerpredicates validates that a pod with an invalid nodeaffinity is rejected sec extended schedulerpredicates validates that a pod with an invalid podaffinity is rejected because of the labelselectorrequirement is invalid sec extended schedulerpredicates validates that taints tolerations is respected if matching sec extended schedulerpredicates validates that taints tolerations is respected if not matching sec extended secrets optional updates should be reflected in volume min sec extended secrets should be consumable via the environment sec extended statefulset basic statefulset functionality scaling down before scale up is finished should wait until current pod will be running and ready before it will be removed min extended statefulset basic statefulset functionality scaling should happen in predictable order and halt if any stateful pod is unhealthy min extended statefulset basic statefulset functionality should recreate evicted statefulset sec extended statefulset basic statefulset functionality should adopt matching orphans and release non matching pods sec extended statefulset basic statefulset functionality should allow template updates sec extended statefulset basic statefulset functionality should not deadlock when a pod s predecessor fails seen in test branch origin extended conformance install update jobs ,0 141298,5434646771.0,IssuesEvent,2017-03-05 09:25:19,JuliaDocs/Documenter.jl,https://api.github.com/repos/JuliaDocs/Documenter.jl,closed,LatexWriter cannot find images generated from examples,Priority: Medium Status: Available Type: Bug,"I have a few `@example` sections in the documentation, which generate a PNG using Gadfly. That PNG is then referenced in the doc in markdown: `![](generated.png)` This works fine for HTML documents. However, when using the LatexWriter, the images are not found during pdf generation. I believe this is due to the generation happening in a temporary directory : https://github.com/JuliaDocs/Documenter.jl/blob/3e5e4792e6de672df4378d7d91ee1f376fc66aff/src/Writers/LaTeXWriter.jl#L46 When I manually run `latexmk` in the build directory (copying documenter.sty), everything works. Not sure what is the best way to fix this? ",1.0,"LatexWriter cannot find images generated from examples - I have a few `@example` sections in the documentation, which generate a PNG using Gadfly. That PNG is then referenced in the doc in markdown: `![](generated.png)` This works fine for HTML documents. However, when using the LatexWriter, the images are not found during pdf generation. I believe this is due to the generation happening in a temporary directory : https://github.com/JuliaDocs/Documenter.jl/blob/3e5e4792e6de672df4378d7d91ee1f376fc66aff/src/Writers/LaTeXWriter.jl#L46 When I manually run `latexmk` in the build directory (copying documenter.sty), everything works. Not sure what is the best way to fix this? ",0,latexwriter cannot find images generated from examples i have a few example sections in the documentation which generate a png using gadfly that png is then referenced in the doc in markdown generated png this works fine for html documents however when using the latexwriter the images are not found during pdf generation i believe this is due to the generation happening in a temporary directory when i manually run latexmk in the build directory copying documenter sty everything works not sure what is the best way to fix this ,0 36650,8135192635.0,IssuesEvent,2018-08-20 00:59:15,rust-lang-nursery/rust-bindgen,https://api.github.com/repos/rust-lang-nursery/rust-bindgen,closed,variadic function must have C or cdecl calling convention,A-spe E-less-easy I-ABI-bug I-bogus-codegen bug,"I am using this script https://gist.github.com/fitzgen/187381e358f60efa8194d0b276b4d11a. The hashtag for my bindgen version is 4dd4ac7 . $ ./b.sh bindgen abc.h ``` clang-4.0: warning: treating 'c-header' input as 'c++-header' when in C++ mode, this behavior is deprecated [-Wdeprecated] error[E0045]: variadic function must have C or cdecl calling convention --> /tmp/bindings-CLx7tG.rs:5:2 | 5 | pub fn a ( arg1 : :: std :: os :: raw :: c_char , ... ) -> :: std :: os :: raw :: c_char ; | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ variadics require C or cdecl calling convention error: aborting due to previous error Interesting: bindgen emitted Rust code that won't compile! ``` $ cat abc.h ``` char __attribute__((ms_abi)) a(char, ...); ```",1.0,"variadic function must have C or cdecl calling convention - I am using this script https://gist.github.com/fitzgen/187381e358f60efa8194d0b276b4d11a. The hashtag for my bindgen version is 4dd4ac7 . $ ./b.sh bindgen abc.h ``` clang-4.0: warning: treating 'c-header' input as 'c++-header' when in C++ mode, this behavior is deprecated [-Wdeprecated] error[E0045]: variadic function must have C or cdecl calling convention --> /tmp/bindings-CLx7tG.rs:5:2 | 5 | pub fn a ( arg1 : :: std :: os :: raw :: c_char , ... ) -> :: std :: os :: raw :: c_char ; | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ variadics require C or cdecl calling convention error: aborting due to previous error Interesting: bindgen emitted Rust code that won't compile! ``` $ cat abc.h ``` char __attribute__((ms_abi)) a(char, ...); ```",0,variadic function must have c or cdecl calling convention i am using this script the hashtag for my bindgen version is b sh bindgen abc h clang warning treating c header input as c header when in c mode this behavior is deprecated error variadic function must have c or cdecl calling convention tmp bindings rs pub fn a std os raw c char std os raw c char variadics require c or cdecl calling convention error aborting due to previous error interesting bindgen emitted rust code that won t compile cat abc h char attribute ms abi a char ,0 581812,17332471049.0,IssuesEvent,2021-07-28 05:37:17,f-lab-edu/conference-reservation,https://api.github.com/repos/f-lab-edu/conference-reservation,closed,[유저]로그아웃 기능 구현,Priority: Medium Type: Feature/Function,"- 추가 / 개선 요소 유저의 로그아웃 기능을 구현한다. - 구현 이슈 UserController에 로그아웃 API 생성 (/users/logout) 해당 Session 삭제하기 로그아웃 테스트 코드 작성 ",1.0,"[유저]로그아웃 기능 구현 - - 추가 / 개선 요소 유저의 로그아웃 기능을 구현한다. - 구현 이슈 UserController에 로그아웃 API 생성 (/users/logout) 해당 Session 삭제하기 로그아웃 테스트 코드 작성 ",0, 로그아웃 기능 구현 추가 개선 요소 유저의 로그아웃 기능을 구현한다 구현 이슈 usercontroller에 로그아웃 api 생성 users logout 해당 session 삭제하기 로그아웃 테스트 코드 작성 ,0 22658,19900307505.0,IssuesEvent,2022-01-25 06:58:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimationTree -> OneShot node don't have the UI to change parameters,enhancement topic:editor usability,"**Godot version:** 72db3000a56a6f85d348c218437d1a1dfc0953bf **OS/device including version:** Ubuntu 18.04, GTX 1060, 64bit **Issue description:** 'One shot' graph node in the new Animation Tree (not the depreciated AnimationTreePlayer), don't have any UI to change: - mix mode - fade in time - fade out time ![one_shot](https://user-images.githubusercontent.com/6129594/47930148-5de7cd80-decb-11e8-840a-2c5bb9b1be84.png) From the API I can see that those functionalities are implemented but they are not exposed to the graph (there are functions `set_mix_mode`, `set_fadein_time`, `set_fadeout_time` inside `AnimationNodeOneShot`. For comparison old version looked like that: ![one_shot_old](https://user-images.githubusercontent.com/6129594/47930579-a81d7e80-decc-11e8-87fd-c6b558dd856c.png) **Steps to reproduce:** 1. Add `OneShot` node to the animation graph of the `AnimationTree` node. 2. Try to find any way to change the mix mode of this node.",True,"AnimationTree -> OneShot node don't have the UI to change parameters - **Godot version:** 72db3000a56a6f85d348c218437d1a1dfc0953bf **OS/device including version:** Ubuntu 18.04, GTX 1060, 64bit **Issue description:** 'One shot' graph node in the new Animation Tree (not the depreciated AnimationTreePlayer), don't have any UI to change: - mix mode - fade in time - fade out time ![one_shot](https://user-images.githubusercontent.com/6129594/47930148-5de7cd80-decb-11e8-840a-2c5bb9b1be84.png) From the API I can see that those functionalities are implemented but they are not exposed to the graph (there are functions `set_mix_mode`, `set_fadein_time`, `set_fadeout_time` inside `AnimationNodeOneShot`. For comparison old version looked like that: ![one_shot_old](https://user-images.githubusercontent.com/6129594/47930579-a81d7e80-decc-11e8-87fd-c6b558dd856c.png) **Steps to reproduce:** 1. Add `OneShot` node to the animation graph of the `AnimationTree` node. 2. Try to find any way to change the mix mode of this node.",1,animationtree oneshot node don t have the ui to change parameters godot version os device including version ubuntu gtx issue description one shot graph node in the new animation tree not the depreciated animationtreeplayer don t have any ui to change mix mode fade in time fade out time from the api i can see that those functionalities are implemented but they are not exposed to the graph there are functions set mix mode set fadein time set fadeout time inside animationnodeoneshot for comparison old version looked like that steps to reproduce add oneshot node to the animation graph of the animationtree node try to find any way to change the mix mode of this node ,1 3788,3561565426.0,IssuesEvent,2016-01-23 21:50:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't click tab when a graph node dialog is behind it,bug topic:editor usability,"The graph node dialog is capturing the mouse click: ![GIF](https://cloud.githubusercontent.com/assets/7718100/12530535/fcfa27a6-c1e1-11e5-8a23-67d89d1facbe.gif) ",True,"Can't click tab when a graph node dialog is behind it - The graph node dialog is capturing the mouse click: ![GIF](https://cloud.githubusercontent.com/assets/7718100/12530535/fcfa27a6-c1e1-11e5-8a23-67d89d1facbe.gif) ",1,can t click tab when a graph node dialog is behind it the graph node dialog is capturing the mouse click ,1 24681,6558889346.0,IssuesEvent,2017-09-06 23:56:46,bcgov/api-specs,https://api.github.com/repos/bcgov/api-specs,reopened,Duplicate addresses with odd civicNumbers,bug GEOCODER high priority,"Is this due to a data prep script or address range generator problem or is it purely a source data problem? 6l Elasgenze Dr, Dease Lake, BC - civicNumber=6, civicNumberSuffix=1 - should be 16 Elasgenze Dr given neighbouring civic numbers - address appears twice in sites with different site ids 7l Elasgenze Dr, Dease Lake, BC - civicNumber=7, civicNumberSuffix=1 - should be 17 Elasgenze Dr given neighbouring civic numbers - address appears twice in sites with different site ids ",1.0,"Duplicate addresses with odd civicNumbers - Is this due to a data prep script or address range generator problem or is it purely a source data problem? 6l Elasgenze Dr, Dease Lake, BC - civicNumber=6, civicNumberSuffix=1 - should be 16 Elasgenze Dr given neighbouring civic numbers - address appears twice in sites with different site ids 7l Elasgenze Dr, Dease Lake, BC - civicNumber=7, civicNumberSuffix=1 - should be 17 Elasgenze Dr given neighbouring civic numbers - address appears twice in sites with different site ids ",0,duplicate addresses with odd civicnumbers is this due to a data prep script or address range generator problem or is it purely a source data problem elasgenze dr dease lake bc civicnumber civicnumbersuffix should be elasgenze dr given neighbouring civic numbers address appears twice in sites with different site ids elasgenze dr dease lake bc civicnumber civicnumbersuffix should be elasgenze dr given neighbouring civic numbers address appears twice in sites with different site ids ,0 26173,26517260860.0,IssuesEvent,2023-01-18 21:57:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The default dock width is too small,bug topic:editor usability regression,"### Godot version 4.0 beta4 ### System information Windows 10 x64 ### Issue description After the SplitContainer changes some time ago, the default dock width is too small: ![image](https://user-images.githubusercontent.com/2223172/199782714-7ba2916e-1433-4a19-a2d7-f31f9ae4fa80.png) It's smaller than before, because the size is calculated differently, so we just need some new default. ### Steps to reproduce 1. Create new project 2. Open it 3. Look at the docks ### Minimal reproduction project _No response_",True,"The default dock width is too small - ### Godot version 4.0 beta4 ### System information Windows 10 x64 ### Issue description After the SplitContainer changes some time ago, the default dock width is too small: ![image](https://user-images.githubusercontent.com/2223172/199782714-7ba2916e-1433-4a19-a2d7-f31f9ae4fa80.png) It's smaller than before, because the size is calculated differently, so we just need some new default. ### Steps to reproduce 1. Create new project 2. Open it 3. Look at the docks ### Minimal reproduction project _No response_",1,the default dock width is too small godot version system information windows issue description after the splitcontainer changes some time ago the default dock width is too small it s smaller than before because the size is calculated differently so we just need some new default steps to reproduce create new project open it look at the docks minimal reproduction project no response ,1 12607,7976483849.0,IssuesEvent,2018-07-17 12:50:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Double clicking on linked signal should open that function in the editor,bug confirmed topic:editor usability,"**Godot version:** 3.0.2 stable **OS/device including version:** MacBook Air (13-inch, Early 2014) (1,4 GHz Intel Core i5) MacOS High Sierra 10.13.3 **Issue description:** When connecting a signal from the *Node* panel, the code editor opens in that new function. However, when the signal is already connected, double clicking on the connection doesn't open the editor in the referenced function. ![](https://i.imgur.com/liF18sC.png) **Steps to reproduce:** 1. Click on a node 2. Connect a signal 3. Double-click the newly created connection 4. Nothing happens, it should open the editor in that function",True,"Double clicking on linked signal should open that function in the editor - **Godot version:** 3.0.2 stable **OS/device including version:** MacBook Air (13-inch, Early 2014) (1,4 GHz Intel Core i5) MacOS High Sierra 10.13.3 **Issue description:** When connecting a signal from the *Node* panel, the code editor opens in that new function. However, when the signal is already connected, double clicking on the connection doesn't open the editor in the referenced function. ![](https://i.imgur.com/liF18sC.png) **Steps to reproduce:** 1. Click on a node 2. Connect a signal 3. Double-click the newly created connection 4. Nothing happens, it should open the editor in that function",1,double clicking on linked signal should open that function in the editor godot version stable os device including version macbook air inch early ghz intel core macos high sierra issue description when connecting a signal from the node panel the code editor opens in that new function however when the signal is already connected double clicking on the connection doesn t open the editor in the referenced function steps to reproduce click on a node connect a signal double click the newly created connection nothing happens it should open the editor in that function,1 460848,13219078223.0,IssuesEvent,2020-08-17 09:50:38,MyDataTaiwan/logboard,https://api.github.com/repos/MyDataTaiwan/logboard,opened,Remove pop-up window when user click data icon,QA priority-high,"**Steps to Reproduce** 1. User upload data to LogBoard 2. User select a specific data icon on LogBoard **Results** The position of pop-up window is weird, and the content is not readable. User have no idea what the pop-up windows for. ![螢幕快照 2020-08-17 下午4 51 37](https://user-images.githubusercontent.com/12252921/90382839-dffdb200-e0b1-11ea-8a9c-7a8c0c482562.png) ![螢幕快照 2020-08-17 下午4 51 55](https://user-images.githubusercontent.com/12252921/90382843-e1c77580-e0b1-11ea-897d-2baf2a640bd3.png) * Expected: If #50 is fixed, then the pop-up windows is no need for now. * Actual: See results **Logs** * **Environment** * mylog14-dashboard: v0.5.2-beta5 ",1.0,"Remove pop-up window when user click data icon - **Steps to Reproduce** 1. User upload data to LogBoard 2. User select a specific data icon on LogBoard **Results** The position of pop-up window is weird, and the content is not readable. User have no idea what the pop-up windows for. ![螢幕快照 2020-08-17 下午4 51 37](https://user-images.githubusercontent.com/12252921/90382839-dffdb200-e0b1-11ea-8a9c-7a8c0c482562.png) ![螢幕快照 2020-08-17 下午4 51 55](https://user-images.githubusercontent.com/12252921/90382843-e1c77580-e0b1-11ea-897d-2baf2a640bd3.png) * Expected: If #50 is fixed, then the pop-up windows is no need for now. * Actual: See results **Logs** * **Environment** * mylog14-dashboard: v0.5.2-beta5 ",0,remove pop up window when user click data icon steps to reproduce user upload data to logboard user select a specific data icon on logboard results the position of pop up window is weird and the content is not readable user have no idea what the pop up windows for expected if is fixed then the pop up windows is no need for now actual see results logs environment dashboard ,0 8621,5870646292.0,IssuesEvent,2017-05-15 05:54:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Browse for file dialog - incorrect ordering,enhancement junior job topic:core topic:editor usability,"**Operating system or device - Godot version:** Godot_v2.1.3-stable_win64 **Issue description:** When importing a large number of files (textures in my case) the browse for file dialog does not order the file list correctly, which makes it difficult for building SpriteFrames because I must click individually through the files to have the correct frames loaded in order. As you can see from the screenshot the order is 0, 1, 10, 1000. Note that when I open up a folder in Windows I do get the correct order, so this behaviour is a bit surprising. **Steps to reproduce:** Import -> Texture -> Click the '...' button next to source textures, and browse to a folder with a large list of numbered images. **Link to minimal example project:** ![screen](https://cloud.githubusercontent.com/assets/1334173/25900578/cec40590-358b-11e7-903b-25b0f8b0a93d.png) Additional information: I am guessing the offending line is below which uses a NoCaseComparator: https://github.com/godotengine/godot/blob/df61dc4b2bd54a5a40c515493c76f5a458e5b541/scene/gui/file_dialog.cpp#L340 The link below shows a sorting implementation for this: https://psycodedeveloper.wordpress.com/2013/04/11/numeric-sort-file-system-names-in-c-like-windows-explorer/",True,"Browse for file dialog - incorrect ordering - **Operating system or device - Godot version:** Godot_v2.1.3-stable_win64 **Issue description:** When importing a large number of files (textures in my case) the browse for file dialog does not order the file list correctly, which makes it difficult for building SpriteFrames because I must click individually through the files to have the correct frames loaded in order. As you can see from the screenshot the order is 0, 1, 10, 1000. Note that when I open up a folder in Windows I do get the correct order, so this behaviour is a bit surprising. **Steps to reproduce:** Import -> Texture -> Click the '...' button next to source textures, and browse to a folder with a large list of numbered images. **Link to minimal example project:** ![screen](https://cloud.githubusercontent.com/assets/1334173/25900578/cec40590-358b-11e7-903b-25b0f8b0a93d.png) Additional information: I am guessing the offending line is below which uses a NoCaseComparator: https://github.com/godotengine/godot/blob/df61dc4b2bd54a5a40c515493c76f5a458e5b541/scene/gui/file_dialog.cpp#L340 The link below shows a sorting implementation for this: https://psycodedeveloper.wordpress.com/2013/04/11/numeric-sort-file-system-names-in-c-like-windows-explorer/",1,browse for file dialog incorrect ordering operating system or device godot version godot stable issue description when importing a large number of files textures in my case the browse for file dialog does not order the file list correctly which makes it difficult for building spriteframes because i must click individually through the files to have the correct frames loaded in order as you can see from the screenshot the order is note that when i open up a folder in windows i do get the correct order so this behaviour is a bit surprising steps to reproduce import texture click the button next to source textures and browse to a folder with a large list of numbered images link to minimal example project additional information i am guessing the offending line is below which uses a nocasecomparator the link below shows a sorting implementation for this ,1 10369,6689215104.0,IssuesEvent,2017-10-08 23:30:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Mono doesn't provide a way to define custom signals,enhancement topic:mono usability,"To mirror [this issue](https://github.com/neikeq/GodotSharp/issues/5) here, at some point this was possible through `add_user_signal` but that function has been removed, and AFAIK there is no alternative way to define a signal.",True,"Mono doesn't provide a way to define custom signals - To mirror [this issue](https://github.com/neikeq/GodotSharp/issues/5) here, at some point this was possible through `add_user_signal` but that function has been removed, and AFAIK there is no alternative way to define a signal.",1,mono doesn t provide a way to define custom signals to mirror here at some point this was possible through add user signal but that function has been removed and afaik there is no alternative way to define a signal ,1 20955,16360353775.0,IssuesEvent,2021-05-14 08:30:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Infinite error message when plugin has error in code,bug junior job topic:editor topic:plugin usability," **Godot version:** b5e4d63 (and possibly 3.3) **Issue description:** When you have an addon with error in code, you get this message on startup ![image](https://user-images.githubusercontent.com/2223172/116991604-137e7c00-acd5-11eb-8873-0c6c80273339.png) The only way to get rid of this message is either fixing the error or manually deleting the plugin from `project.godot` (or somehow triggering project save). If you ignore the message, it will appear again on next startup. You can't toggle the plugin in Project Settings dialog, because it's disabled and you will get the same error when trying to enable it. Project Settings are saved just after checking plugins (since #47385) so we should just make sure that any errored plugin gets disabled in the settings. **Minimal reproduction project:** [Repro.zip](https://github.com/godotengine/godot/files/6420465/Repro.zip) ",True,"Infinite error message when plugin has error in code - **Godot version:** b5e4d63 (and possibly 3.3) **Issue description:** When you have an addon with error in code, you get this message on startup ![image](https://user-images.githubusercontent.com/2223172/116991604-137e7c00-acd5-11eb-8873-0c6c80273339.png) The only way to get rid of this message is either fixing the error or manually deleting the plugin from `project.godot` (or somehow triggering project save). If you ignore the message, it will appear again on next startup. You can't toggle the plugin in Project Settings dialog, because it's disabled and you will get the same error when trying to enable it. Project Settings are saved just after checking plugins (since #47385) so we should just make sure that any errored plugin gets disabled in the settings. **Minimal reproduction project:** [Repro.zip](https://github.com/godotengine/godot/files/6420465/Repro.zip) ",1,infinite error message when plugin has error in code please search existing issues for potential duplicates before filing yours godot version and possibly issue description when you have an addon with error in code you get this message on startup the only way to get rid of this message is either fixing the error or manually deleting the plugin from project godot or somehow triggering project save if you ignore the message it will appear again on next startup you can t toggle the plugin in project settings dialog because it s disabled and you will get the same error when trying to enable it project settings are saved just after checking plugins since so we should just make sure that any errored plugin gets disabled in the settings minimal reproduction project ,1 301930,26110608755.0,IssuesEvent,2022-12-27 19:13:25,rapidsai/cuml,https://api.github.com/repos/rapidsai/cuml,closed,[TRACKER] Improve CI build/test times,feature request tests inactive-30d inactive-90d,"**Short term:** * [ ] Investigate cause of recent 1/2 hour regression (#2998 ) * [ ] Speed up top single GPU tests * [ ] Speed up top Dask tests **Longer term:** * [ ] Support tests running in parallel * [ ] Ensure no CI test requires more than 4GB GPU memory ",1.0,"[TRACKER] Improve CI build/test times - **Short term:** * [ ] Investigate cause of recent 1/2 hour regression (#2998 ) * [ ] Speed up top single GPU tests * [ ] Speed up top Dask tests **Longer term:** * [ ] Support tests running in parallel * [ ] Ensure no CI test requires more than 4GB GPU memory ",0, improve ci build test times short term investigate cause of recent hour regression speed up top single gpu tests speed up top dask tests longer term support tests running in parallel ensure no ci test requires more than gpu memory ,0 9875,6487994091.0,IssuesEvent,2017-08-20 13:25:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add script editor shortcut to delete current line,feature proposal junior job topic:editor usability,"**Operating system or device - Godot version:** Godot 3 - Any platform May also be applied to godot 2.1.4 while still in beta (i hope) **Issue description:** Must code editors have shortcut to delete the current where the cursor is and moving all lines below that line up. By default: Notepad++: ctrl-l Visual Studio: ctrl-l Eclipse: ctrl-d VS Code: ctrl-shift-k Atom: ctrl-shift-k Vanilla notepad: none (can be emulated with Home, Shift-End, Del) **Steps to reproduce:** In the editor settings, in the shortcuts tab there is no option to bind a key to delete the current line. Note that ctrl-x may look as a possible solution, but you loose the clipboard content that way. **Suggestion:** Because by default ctrl-l is go-to-line, you can use ctrl-d or just leave it blank so the users can choose one. ",True,"Add script editor shortcut to delete current line - **Operating system or device - Godot version:** Godot 3 - Any platform May also be applied to godot 2.1.4 while still in beta (i hope) **Issue description:** Must code editors have shortcut to delete the current where the cursor is and moving all lines below that line up. By default: Notepad++: ctrl-l Visual Studio: ctrl-l Eclipse: ctrl-d VS Code: ctrl-shift-k Atom: ctrl-shift-k Vanilla notepad: none (can be emulated with Home, Shift-End, Del) **Steps to reproduce:** In the editor settings, in the shortcuts tab there is no option to bind a key to delete the current line. Note that ctrl-x may look as a possible solution, but you loose the clipboard content that way. **Suggestion:** Because by default ctrl-l is go-to-line, you can use ctrl-d or just leave it blank so the users can choose one. ",1,add script editor shortcut to delete current line operating system or device godot version godot any platform may also be applied to godot while still in beta i hope issue description must code editors have shortcut to delete the current where the cursor is and moving all lines below that line up by default notepad ctrl l visual studio ctrl l eclipse ctrl d vs code ctrl shift k atom ctrl shift k vanilla notepad none can be emulated with home shift end del steps to reproduce in the editor settings in the shortcuts tab there is no option to bind a key to delete the current line note that ctrl x may look as a possible solution but you loose the clipboard content that way suggestion because by default ctrl l is go to line you can use ctrl d or just leave it blank so the users can choose one ,1 21907,18060076966.0,IssuesEvent,2021-09-20 13:06:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Warn or open editor if project.godot in $pwd can't be run,enhancement topic:core usability,"Hi there Double click on Godot 3.0.3 on windows, it closes without showing Godot project list.",True,"Warn or open editor if project.godot in $pwd can't be run - Hi there Double click on Godot 3.0.3 on windows, it closes without showing Godot project list.",1,warn or open editor if project godot in pwd can t be run hi there double click on godot on windows it closes without showing godot project list ,1 16534,11035722743.0,IssuesEvent,2019-12-07 15:42:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Commented rows do not respect text indent when inserting a new line below them.,discussion enhancement topic:editor usability,"**Operating system or device - Godot version:** Windows - Godot 2+ **Issue description:** There is an annoying usability issue in the code editor: ``` func example(): var answer = 42 # var foobar = make_foobar() var baz = foobar.baz ``` Imagine that the caret is located at the end of the commented line. Now, create a new line, and the caret jumps back to the very beginning of the new line - which is quite impractical and annoying. So, I'd suggest to make the caret respect the previous row's indent - whether the row is commented out or not.",True,"Commented rows do not respect text indent when inserting a new line below them. - **Operating system or device - Godot version:** Windows - Godot 2+ **Issue description:** There is an annoying usability issue in the code editor: ``` func example(): var answer = 42 # var foobar = make_foobar() var baz = foobar.baz ``` Imagine that the caret is located at the end of the commented line. Now, create a new line, and the caret jumps back to the very beginning of the new line - which is quite impractical and annoying. So, I'd suggest to make the caret respect the previous row's indent - whether the row is commented out or not.",1,commented rows do not respect text indent when inserting a new line below them operating system or device godot version windows godot issue description there is an annoying usability issue in the code editor func example var answer var foobar make foobar var baz foobar baz imagine that the caret is located at the end of the commented line now create a new line and the caret jumps back to the very beginning of the new line which is quite impractical and annoying so i d suggest to make the caret respect the previous row s indent whether the row is commented out or not ,1 88876,3786605617.0,IssuesEvent,2016-03-21 04:35:49,Solinea/goldstone-server,https://api.github.com/repos/Solinea/goldstone-server,closed,verify that docker login during enterprise RPM install works,component: installer priority 2: high,"The way it is today, the enterprise systemd startup script does the `docker login` and depends on 3 environment variables to succeed. We should either: a) document the mechanism to set those variables (possibly in the output from yum install) so they are available to systemd b) move the docker login command to the RPM install (should only need to be done once anyway), and force user to set the env vars for install to succeed c) document the docker login as a prerequisite to RPM installation Options b) or c) seem most appropriate to me, but any is acceptable for 1.0.",1.0,"verify that docker login during enterprise RPM install works - The way it is today, the enterprise systemd startup script does the `docker login` and depends on 3 environment variables to succeed. We should either: a) document the mechanism to set those variables (possibly in the output from yum install) so they are available to systemd b) move the docker login command to the RPM install (should only need to be done once anyway), and force user to set the env vars for install to succeed c) document the docker login as a prerequisite to RPM installation Options b) or c) seem most appropriate to me, but any is acceptable for 1.0.",0,verify that docker login during enterprise rpm install works the way it is today the enterprise systemd startup script does the docker login and depends on environment variables to succeed we should either a document the mechanism to set those variables possibly in the output from yum install so they are available to systemd b move the docker login command to the rpm install should only need to be done once anyway and force user to set the env vars for install to succeed c document the docker login as a prerequisite to rpm installation options b or c seem most appropriate to me but any is acceptable for ,0 18836,13300379754.0,IssuesEvent,2020-08-25 11:15:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Open inspector tabs by hovering over them during drag and drop,enhancement topic:editor usability,"**Godot version:** 3.2.1 **OS/device including version:** Linux Mint 19.3 **Issue description:** It's been a few times now that I've tried to drag a script onto an object only to realize that the script area is folded. Then I have to stop dragging the script, unfold the tab, then drag the script again. ![2dcc9b45](https://user-images.githubusercontent.com/14253836/78265697-6da58000-74ca-11ea-8b9f-4a34a02983da.gif) While it is a small thing to complain about, it can break the flow of work **Steps to reproduce:** **Minimal reproduction project:** ",True,"Open inspector tabs by hovering over them during drag and drop - **Godot version:** 3.2.1 **OS/device including version:** Linux Mint 19.3 **Issue description:** It's been a few times now that I've tried to drag a script onto an object only to realize that the script area is folded. Then I have to stop dragging the script, unfold the tab, then drag the script again. ![2dcc9b45](https://user-images.githubusercontent.com/14253836/78265697-6da58000-74ca-11ea-8b9f-4a34a02983da.gif) While it is a small thing to complain about, it can break the flow of work **Steps to reproduce:** **Minimal reproduction project:** ",1,open inspector tabs by hovering over them during drag and drop godot version os device including version linux mint issue description it s been a few times now that i ve tried to drag a script onto an object only to realize that the script area is folded then i have to stop dragging the script unfold the tab then drag the script again while it is a small thing to complain about it can break the flow of work steps to reproduce minimal reproduction project ,1 26840,27238665226.0,IssuesEvent,2023-02-21 18:20:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Create Script Dialog is bigger then my screen,bug topic:editor usability,"### Godot version v4.0.rc2.mono.official [d2699dc7a] ### System information Windows 10 ### Issue description I created a new Project an the wanted to create a script. The create dialog extends above and Below my screen. ![grafik](https://user-images.githubusercontent.com/6023976/219855184-6a70fc21-539a-4f21-a558-5c4aa7e9a5ae.png) I have an 2560x1440 Screen. ### Steps to reproduce 1. Create a new Project 2. Create a new Scene with a spatial node for example 3. add a new script to the node ### Minimal reproduction project N/A",True,"Create Script Dialog is bigger then my screen - ### Godot version v4.0.rc2.mono.official [d2699dc7a] ### System information Windows 10 ### Issue description I created a new Project an the wanted to create a script. The create dialog extends above and Below my screen. ![grafik](https://user-images.githubusercontent.com/6023976/219855184-6a70fc21-539a-4f21-a558-5c4aa7e9a5ae.png) I have an 2560x1440 Screen. ### Steps to reproduce 1. Create a new Project 2. Create a new Scene with a spatial node for example 3. add a new script to the node ### Minimal reproduction project N/A",1,create script dialog is bigger then my screen godot version mono official system information windows issue description i created a new project an the wanted to create a script the create dialog extends above and below my screen i have an screen steps to reproduce create a new project create a new scene with a spatial node for example add a new script to the node minimal reproduction project n a,1 135509,5253636984.0,IssuesEvent,2017-02-02 10:15:06,lakshmantgld/LetsMeetUp,https://api.github.com/repos/lakshmantgld/LetsMeetUp,closed,calendar bug in desktop in event registration page,bug High Priority," In that img, the dates 30 and 31 cannot be clicked. ",1.0,"calendar bug in desktop in event registration page - In that img, the dates 30 and 31 cannot be clicked. ",0,calendar bug in desktop in event registration page img width alt screen shot at pm src in that img the dates and cannot be clicked ,0 464765,13339473368.0,IssuesEvent,2020-08-28 12:57:22,webcompat/web-bugs,https://api.github.com/repos/webcompat/web-bugs,closed,m.youtube.com - see bug description,browser-focus-geckoview engine-gecko priority-critical," **URL**: https://m.youtube.com/watch?v=MdMSviGsfL0 **Browser / Version**: Firefox Mobile 80.0 **Operating System**: Android 8.0.0 **Tested Another Browser**: Yes Chrome **Problem type**: Something else **Description**: Ads not blocked **Steps to Reproduce**:
Browser Configuration
  • None
_From [webcompat.com](https://webcompat.com/) with ❤️_",1.0,"m.youtube.com - see bug description - **URL**: https://m.youtube.com/watch?v=MdMSviGsfL0 **Browser / Version**: Firefox Mobile 80.0 **Operating System**: Android 8.0.0 **Tested Another Browser**: Yes Chrome **Problem type**: Something else **Description**: Ads not blocked **Steps to Reproduce**:
Browser Configuration
  • None
_From [webcompat.com](https://webcompat.com/) with ❤️_",0,m youtube com see bug description url browser version firefox mobile operating system android tested another browser yes chrome problem type something else description ads not blocked steps to reproduce browser configuration none from with ❤️ ,0 155087,19765664862.0,IssuesEvent,2022-01-17 01:41:19,tuanducdesign/view-book,https://api.github.com/repos/tuanducdesign/view-book,closed,"CVE-2021-23382 (Medium) detected in postcss-7.0.21.tgz, postcss-7.0.35.tgz - autoclosed",security vulnerability,"## CVE-2021-23382 - Medium Severity Vulnerability
Vulnerable Libraries - postcss-7.0.21.tgz, postcss-7.0.35.tgz

postcss-7.0.21.tgz

Tool for transforming styles with JS plugins

Library home page: https://registry.npmjs.org/postcss/-/postcss-7.0.21.tgz

Path to dependency file: /client/package.json

Path to vulnerable library: /client/node_modules/resolve-url-loader/node_modules/postcss/package.json

Dependency Hierarchy: - react-scripts-3.4.3.tgz (Root Library) - resolve-url-loader-3.1.1.tgz - :x: **postcss-7.0.21.tgz** (Vulnerable Library)

postcss-7.0.35.tgz

Tool for transforming styles with JS plugins

Library home page: https://registry.npmjs.org/postcss/-/postcss-7.0.35.tgz

Path to dependency file: /client/package.json

Path to vulnerable library: /client/node_modules/postcss/package.json

Dependency Hierarchy: - react-scripts-3.4.3.tgz (Root Library) - postcss-safe-parser-4.0.1.tgz - :x: **postcss-7.0.35.tgz** (Vulnerable Library)

Found in HEAD commit: 9ded07d0a086810334dca905dcd662e3ac24c7ba

Found in base branch: master

Vulnerability Details

The package postcss before 8.2.13 are vulnerable to Regular Expression Denial of Service (ReDoS) via getAnnotationURL() and loadAnnotation() in lib/previous-map.js. The vulnerable regexes are caused mainly by the sub-pattern \/\*\s* sourceMappingURL=(.*).

Publish Date: 2021-04-26

URL: CVE-2021-23382

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-23382

Release Date: 2021-04-26

Fix Resolution: postcss - 8.2.13

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2021-23382 (Medium) detected in postcss-7.0.21.tgz, postcss-7.0.35.tgz - autoclosed - ## CVE-2021-23382 - Medium Severity Vulnerability
Vulnerable Libraries - postcss-7.0.21.tgz, postcss-7.0.35.tgz

postcss-7.0.21.tgz

Tool for transforming styles with JS plugins

Library home page: https://registry.npmjs.org/postcss/-/postcss-7.0.21.tgz

Path to dependency file: /client/package.json

Path to vulnerable library: /client/node_modules/resolve-url-loader/node_modules/postcss/package.json

Dependency Hierarchy: - react-scripts-3.4.3.tgz (Root Library) - resolve-url-loader-3.1.1.tgz - :x: **postcss-7.0.21.tgz** (Vulnerable Library)

postcss-7.0.35.tgz

Tool for transforming styles with JS plugins

Library home page: https://registry.npmjs.org/postcss/-/postcss-7.0.35.tgz

Path to dependency file: /client/package.json

Path to vulnerable library: /client/node_modules/postcss/package.json

Dependency Hierarchy: - react-scripts-3.4.3.tgz (Root Library) - postcss-safe-parser-4.0.1.tgz - :x: **postcss-7.0.35.tgz** (Vulnerable Library)

Found in HEAD commit: 9ded07d0a086810334dca905dcd662e3ac24c7ba

Found in base branch: master

Vulnerability Details

The package postcss before 8.2.13 are vulnerable to Regular Expression Denial of Service (ReDoS) via getAnnotationURL() and loadAnnotation() in lib/previous-map.js. The vulnerable regexes are caused mainly by the sub-pattern \/\*\s* sourceMappingURL=(.*).

Publish Date: 2021-04-26

URL: CVE-2021-23382

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-23382

Release Date: 2021-04-26

Fix Resolution: postcss - 8.2.13

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in postcss tgz postcss tgz autoclosed cve medium severity vulnerability vulnerable libraries postcss tgz postcss tgz postcss tgz tool for transforming styles with js plugins library home page a href path to dependency file client package json path to vulnerable library client node modules resolve url loader node modules postcss package json dependency hierarchy react scripts tgz root library resolve url loader tgz x postcss tgz vulnerable library postcss tgz tool for transforming styles with js plugins library home page a href path to dependency file client package json path to vulnerable library client node modules postcss package json dependency hierarchy react scripts tgz root library postcss safe parser tgz x postcss tgz vulnerable library found in head commit a href found in base branch master vulnerability details the package postcss before are vulnerable to regular expression denial of service redos via getannotationurl and loadannotation in lib previous map js the vulnerable regexes are caused mainly by the sub pattern s sourcemappingurl publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact low for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution postcss step up your open source security game with whitesource ,0 16061,10544230658.0,IssuesEvent,2019-10-02 16:28:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Selectable text in dialog windows,enhancement feature proposal usability," **Operating system or device - Godot version:** Windows 10, 2.1.2-stable **Issue description:** I don't know if it's in progress for 3.0 or is a Windows issue, but would be great if was possible to select text on dialog windows, it's a small detail that would improve usability and help search for thrown errors. ",True,"Selectable text in dialog windows - **Operating system or device - Godot version:** Windows 10, 2.1.2-stable **Issue description:** I don't know if it's in progress for 3.0 or is a Windows issue, but would be great if was possible to select text on dialog windows, it's a small detail that would improve usability and help search for thrown errors. ",1,selectable text in dialog windows readme incompatibilities and broken features in the current master branch alpha are known and expected due to important refactoring work so no need to report them for now thanks operating system or device godot version windows stable issue description i don t know if it s in progress for or is a windows issue but would be great if was possible to select text on dialog windows it s a small detail that would improve usability and help search for thrown errors ,1 99196,8693128768.0,IssuesEvent,2018-12-04 08:57:29,kubernetes/kubeadm,https://api.github.com/repos/kubernetes/kubeadm,reopened,Certify kubeadm v1.13 as a Conformant Kubernetes deployment,area/ecosystem area/releasing area/testing lifecycle/active priority/important-soon,"We should do this ASAP after v1.13 is cut to kick off the v1.13 programme. xref: https://github.com/kubernetes/kubeadm/issues/1061 /assign @stealthybox @timothysc @fabriziopandini @stealthybox (to certify kubeadm if you have time) @timothysc (to make sure sonobuoy is able to handle v1.13) @fabriziopandini (as backup if @stealthybox is unavailable) ",1.0,"Certify kubeadm v1.13 as a Conformant Kubernetes deployment - We should do this ASAP after v1.13 is cut to kick off the v1.13 programme. xref: https://github.com/kubernetes/kubeadm/issues/1061 /assign @stealthybox @timothysc @fabriziopandini @stealthybox (to certify kubeadm if you have time) @timothysc (to make sure sonobuoy is able to handle v1.13) @fabriziopandini (as backup if @stealthybox is unavailable) ",0,certify kubeadm as a conformant kubernetes deployment we should do this asap after is cut to kick off the programme xref assign stealthybox timothysc fabriziopandini stealthybox to certify kubeadm if you have time timothysc to make sure sonobuoy is able to handle fabriziopandini as backup if stealthybox is unavailable ,0 89562,25836899316.0,IssuesEvent,2022-12-12 20:24:42,xamarin/xamarin-android,https://api.github.com/repos/xamarin/xamarin-android,closed,Xamarin.Android project build fails after upgrading to Visual Studio 17.3.5 (from 17.2.5) due to missing .dll in AOT folder and aapt_rules.txt,Area: App+Library Build,"### Android application type Classic Xamarin.Android (MonoAndroid12.0, etc.) ### Affected platform version VS 17.3.5 ### Description Not a single change in our project or CI script, just VS got update to the currently latest one and we experience 2 strange and blocker side-effect during AOT apk build, that can be strangely workaround if we get rid of those packages, but still nothing change on our side at all aside the VS update: First: It looks like some .dll is not getting copied/generated into the target folder anymore like Humanizer or PublicHoliday give us this error at the very end of the AOT process when it tries to zip the aot files into a zip: `""X.Android.csproj"" (SignAndroidPackage target) (1) -> (_BuildApkEmbed target) -> C:\Program Files\Microsoft Visual Studio\2022\Professional\MSBuild\Xamarin\Android\Xamarin.Android.Common.targets(2049,3): error XABLD7028: Sy [MissingDllDuringAOT.zip](https://github.com/xamarin/xamarin-android/files/9745881/MissingDllDuringAOT.zip) stem.IO.FileNotFoundException: Could not find file 'X.Android\obj\DEV-Release\110\aot\arm64-v8a\libaot-PublicHoliday.dll.so'. [X.Android.csproj] C:\Program Files\Microsoft Visual Studio\2022\Professional\MSBuild\Xamarin\Android\Xamarin.Android.Common.targets(2049,3): error XABLD7028: File name: 'X.Android\obj\DEV-Release\110\aot\arm64-v8a\libaot-PublicHoliday.dll.so' ` Second error that even if we get those things fixed, we get now these errors during the ""startup"" phase of the build that we have no idea so far why and can't even workaround it: `MSBUILD : java.exe error JAVA0000: Error in obj\Release\110\aapt_rules.txt at line 289, column 1: [C:\Jenkins\workspace\Demo\Demo.Android\Demo.Android.csproj] MSBUILD : java.exe error JAVA0000: Expected char '-' at obj\Release\110\aapt_rules.txt:289:1 [C:\Jenkins\workspace\Demo\Demo.Android\Demo.Android.csproj] MSBUILD : java.exe error JAVA0000: nit>(...); } [C:\Jenkins\workspace\Demo\Demo.Android\Demo.Android.csproj] MSBUILD : java.exe error JAVA0000: Compilation failed` I hope someone can help why these now happen and some possible workaround to fix these issues ### Steps to Reproduce I can reproduce the error by trying to build the attached [MissingDllDuringAOT.zip](https://github.com/xamarin/xamarin-android/files/9745893/MissingDllDuringAOT.zip) in Release mode. ### Did you find any workaround? _No response_ ### Relevant log output `Severity Code Description Project File Line Suppression State Error XABBA7028: System.IO.FileNotFoundException: Could not find file 'C:\Users\Charlie\Downloads\MissingDllDuringAOT\MissingDllDuringAOT\MissingDllDuringAOT\obj\Release\110\aot\armeabi-v7a\libaot-Humanizer.dll.so'. File name: 'C:\Users\Charlie\Downloads\MissingDllDuringAOT\MissingDllDuringAOT\MissingDllDuringAOT\obj\Release\110\aot\armeabi-v7a\libaot-Humanizer.dll.so' at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.File.GetAttributes(String path) at Xamarin.Tools.Zip.WindowsPlatformServices.IsDirectory(ZipArchive archive, String path, Boolean& result) in /Users/runner/work/1/s/LibZipSharp/Xamarin.Tools.Zip/WindowsPlatformServices.cs:line 47 at Xamarin.Tools.Zip.PlatformServices.CallServices(Func`2 code) in /Users/runner/work/1/s/LibZipSharp/Xamarin.Tools.Zip/PlatformServices.cs:line 166 at Xamarin.Tools.Zip.PlatformServices.IsDirectory(ZipArchive archive, String path) in /Users/runner/work/1/s/LibZipSharp/Xamarin.Tools.Zip/PlatformServices.cs:line 74 at Xamarin.Tools.Zip.ZipArchive.AddFile(String sourcePath, String archivePath, EntryPermissions permissions, CompressionMethod compressionMethod, Boolean overwriteExisting) in /Users/runner/work/1/s/LibZipSharp/Xamarin.Tools.Zip/ZipArchive.cs:line 406 at Xamarin.Android.Tasks.BuildApk.ExecuteWithAbi(String[] supportedAbis, String apkInputPath, String apkOutputPath, Boolean debug, Boolean compress, IDictionary`2 compressedAssembliesInfo, String assemblyStoreApkName) at Xamarin.Android.Tasks.BuildApk.RunTask() at Microsoft.Android.Build.Tasks.AndroidTask.Execute() in /Users/runner/work/1/s/xamarin-android/external/xamarin-android-tools/src/Microsoft.Android.Build.BaseTasks/AndroidTask.cs:line 17 0 _No response_`",1.0,"Xamarin.Android project build fails after upgrading to Visual Studio 17.3.5 (from 17.2.5) due to missing .dll in AOT folder and aapt_rules.txt - ### Android application type Classic Xamarin.Android (MonoAndroid12.0, etc.) ### Affected platform version VS 17.3.5 ### Description Not a single change in our project or CI script, just VS got update to the currently latest one and we experience 2 strange and blocker side-effect during AOT apk build, that can be strangely workaround if we get rid of those packages, but still nothing change on our side at all aside the VS update: First: It looks like some .dll is not getting copied/generated into the target folder anymore like Humanizer or PublicHoliday give us this error at the very end of the AOT process when it tries to zip the aot files into a zip: `""X.Android.csproj"" (SignAndroidPackage target) (1) -> (_BuildApkEmbed target) -> C:\Program Files\Microsoft Visual Studio\2022\Professional\MSBuild\Xamarin\Android\Xamarin.Android.Common.targets(2049,3): error XABLD7028: Sy [MissingDllDuringAOT.zip](https://github.com/xamarin/xamarin-android/files/9745881/MissingDllDuringAOT.zip) stem.IO.FileNotFoundException: Could not find file 'X.Android\obj\DEV-Release\110\aot\arm64-v8a\libaot-PublicHoliday.dll.so'. [X.Android.csproj] C:\Program Files\Microsoft Visual Studio\2022\Professional\MSBuild\Xamarin\Android\Xamarin.Android.Common.targets(2049,3): error XABLD7028: File name: 'X.Android\obj\DEV-Release\110\aot\arm64-v8a\libaot-PublicHoliday.dll.so' ` Second error that even if we get those things fixed, we get now these errors during the ""startup"" phase of the build that we have no idea so far why and can't even workaround it: `MSBUILD : java.exe error JAVA0000: Error in obj\Release\110\aapt_rules.txt at line 289, column 1: [C:\Jenkins\workspace\Demo\Demo.Android\Demo.Android.csproj] MSBUILD : java.exe error JAVA0000: Expected char '-' at obj\Release\110\aapt_rules.txt:289:1 [C:\Jenkins\workspace\Demo\Demo.Android\Demo.Android.csproj] MSBUILD : java.exe error JAVA0000: nit>(...); } [C:\Jenkins\workspace\Demo\Demo.Android\Demo.Android.csproj] MSBUILD : java.exe error JAVA0000: Compilation failed` I hope someone can help why these now happen and some possible workaround to fix these issues ### Steps to Reproduce I can reproduce the error by trying to build the attached [MissingDllDuringAOT.zip](https://github.com/xamarin/xamarin-android/files/9745893/MissingDllDuringAOT.zip) in Release mode. ### Did you find any workaround? _No response_ ### Relevant log output `Severity Code Description Project File Line Suppression State Error XABBA7028: System.IO.FileNotFoundException: Could not find file 'C:\Users\Charlie\Downloads\MissingDllDuringAOT\MissingDllDuringAOT\MissingDllDuringAOT\obj\Release\110\aot\armeabi-v7a\libaot-Humanizer.dll.so'. File name: 'C:\Users\Charlie\Downloads\MissingDllDuringAOT\MissingDllDuringAOT\MissingDllDuringAOT\obj\Release\110\aot\armeabi-v7a\libaot-Humanizer.dll.so' at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.File.GetAttributes(String path) at Xamarin.Tools.Zip.WindowsPlatformServices.IsDirectory(ZipArchive archive, String path, Boolean& result) in /Users/runner/work/1/s/LibZipSharp/Xamarin.Tools.Zip/WindowsPlatformServices.cs:line 47 at Xamarin.Tools.Zip.PlatformServices.CallServices(Func`2 code) in /Users/runner/work/1/s/LibZipSharp/Xamarin.Tools.Zip/PlatformServices.cs:line 166 at Xamarin.Tools.Zip.PlatformServices.IsDirectory(ZipArchive archive, String path) in /Users/runner/work/1/s/LibZipSharp/Xamarin.Tools.Zip/PlatformServices.cs:line 74 at Xamarin.Tools.Zip.ZipArchive.AddFile(String sourcePath, String archivePath, EntryPermissions permissions, CompressionMethod compressionMethod, Boolean overwriteExisting) in /Users/runner/work/1/s/LibZipSharp/Xamarin.Tools.Zip/ZipArchive.cs:line 406 at Xamarin.Android.Tasks.BuildApk.ExecuteWithAbi(String[] supportedAbis, String apkInputPath, String apkOutputPath, Boolean debug, Boolean compress, IDictionary`2 compressedAssembliesInfo, String assemblyStoreApkName) at Xamarin.Android.Tasks.BuildApk.RunTask() at Microsoft.Android.Build.Tasks.AndroidTask.Execute() in /Users/runner/work/1/s/xamarin-android/external/xamarin-android-tools/src/Microsoft.Android.Build.BaseTasks/AndroidTask.cs:line 17 0 _No response_`",0,xamarin android project build fails after upgrading to visual studio from due to missing dll in aot folder and aapt rules txt android application type classic xamarin android etc affected platform version vs description not a single change in our project or ci script just vs got update to the currently latest one and we experience strange and blocker side effect during aot apk build that can be strangely workaround if we get rid of those packages but still nothing change on our side at all aside the vs update first it looks like some dll is not getting copied generated into the target folder anymore like humanizer or publicholiday give us this error at the very end of the aot process when it tries to zip the aot files into a zip x android csproj signandroidpackage target buildapkembed target c program files microsoft visual studio professional msbuild xamarin android xamarin android common targets error sy stem io filenotfoundexception could not find file x android obj dev release aot libaot publicholiday dll so c program files microsoft visual studio professional msbuild xamarin android xamarin android common targets error file name x android obj dev release aot libaot publicholiday dll so second error that even if we get those things fixed we get now these errors during the startup phase of the build that we have no idea so far why and can t even workaround it msbuild java exe error error in obj release aapt rules txt at line column msbuild java exe error expected char at obj release aapt rules txt msbuild java exe error nit msbuild java exe error compilation failed i hope someone can help why these now happen and some possible workaround to fix these issues steps to reproduce i can reproduce the error by trying to build the attached in release mode did you find any workaround no response relevant log output severity code description project file line suppression state error system io filenotfoundexception could not find file c users charlie downloads missingdllduringaot missingdllduringaot missingdllduringaot obj release aot armeabi libaot humanizer dll so file name c users charlie downloads missingdllduringaot missingdllduringaot missingdllduringaot obj release aot armeabi libaot humanizer dll so at system io error winioerror errorcode string maybefullpath at system io file getattributes string path at xamarin tools zip windowsplatformservices isdirectory ziparchive archive string path boolean result in users runner work s libzipsharp xamarin tools zip windowsplatformservices cs line at xamarin tools zip platformservices callservices func code in users runner work s libzipsharp xamarin tools zip platformservices cs line at xamarin tools zip platformservices isdirectory ziparchive archive string path in users runner work s libzipsharp xamarin tools zip platformservices cs line at xamarin tools zip ziparchive addfile string sourcepath string archivepath entrypermissions permissions compressionmethod compressionmethod boolean overwriteexisting in users runner work s libzipsharp xamarin tools zip ziparchive cs line at xamarin android tasks buildapk executewithabi string supportedabis string apkinputpath string apkoutputpath boolean debug boolean compress idictionary compressedassembliesinfo string assemblystoreapkname at xamarin android tasks buildapk runtask at microsoft android build tasks androidtask execute in users runner work s xamarin android external xamarin android tools src microsoft android build basetasks androidtask cs line no response ,0 10428,6718924724.0,IssuesEvent,2017-10-15 18:23:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Give the option to clear recent scenes like in the Scrip Editor,enhancement hacktoberfest topic:editor usability,The Script Editor has the option to clear the list of recent scripts. Such option would also be appreciated for the list of recent scenes.,True,Give the option to clear recent scenes like in the Scrip Editor - The Script Editor has the option to clear the list of recent scripts. Such option would also be appreciated for the list of recent scenes.,1,give the option to clear recent scenes like in the scrip editor the script editor has the option to clear the list of recent scripts such option would also be appreciated for the list of recent scenes ,1 69933,3316316454.0,IssuesEvent,2015-11-06 16:24:13,TeselaGen/Peony-Issue-Tracking,https://api.github.com/repos/TeselaGen/Peony-Issue-Tracking,opened,See AA translation for part of sequence only,Customer: DAS Phase I Priority: Medium Status: Active Type: Enhancement,"_From @afero on July 20, 2015 17:46_ User should be able to select part of the sequence and get the translation for that part only _Copied from original issue: TeselaGen/ve#1193_",1.0,"See AA translation for part of sequence only - _From @afero on July 20, 2015 17:46_ User should be able to select part of the sequence and get the translation for that part only _Copied from original issue: TeselaGen/ve#1193_",0,see aa translation for part of sequence only from afero on july user should be able to select part of the sequence and get the translation for that part only copied from original issue teselagen ve ,0 13049,8223996324.0,IssuesEvent,2018-09-06 12:29:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Exported NodePath behavior in the Inspector,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Windows 10 x64, Godot Master build 0aa4765 **Issue description:** When clicking on the resource menu button for an exported NodePath variable in the Inspector (the little rectangle icon), it does not behave as expected in every case where the value is not currently Null. If the variable was initialized as an empty string instead of Null, then opening the menu will show a LineEdit labelled ""string:"" instead of the expected button menu, which simply copies its contents to the value field when you hit enter. Even if you change the variable's value through this misfit LineEdit, the resource icon will only bring up this LineEdit again on click, UNLESS you select the value field itself with your mouse before clicking on the icon, in which case it brings up the expected button menu with `Assign`, `Clear` and a third option named `Select Node` that does not seem to do anything and extends out of the box. This third option always appears, no matter how the node was initialized, if the value is anything other than Null when clicking the menu icon. The only time it does not is when it is set to Null. Lastly, if the Node *is* initialized as Null (eg by doing `export(NodePath) var test`, then clicking on the `Clear` button in the icon menu will reset it to an empty string instead of setting it back to Null. Oddly enough the behavior I described above won't show for this variable, even though it's now set to an empty string just like that one. Visuals to make it easier to wrap your head around: ![reducedsize](https://user-images.githubusercontent.com/20242421/33052107-8ea50042-ce6d-11e7-913b-f84ac1fbde00.gif) **Steps to reproduce:** Either: 1. Export a NodePath variable and initialize it as an empty string (`Test` in the GIF above). 2. Click on its menu button. Instead of buttons, the ""string:"" LineEdit opens. 2. Select the value field, then click on the menu button. The button menu opens, but there will now be a third option, `Select Node`, that does nothing as far as I can tell. Or: 1. Export a NodePath variable without initialization (`Test 2` in the GIF above). 2. Click on ""Clear"" in its menu. The value will be set to an empty string instead of Null. 3. When clicking on its menu again, `Select Node` appears again. ",True,"Exported NodePath behavior in the Inspector - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Windows 10 x64, Godot Master build 0aa4765 **Issue description:** When clicking on the resource menu button for an exported NodePath variable in the Inspector (the little rectangle icon), it does not behave as expected in every case where the value is not currently Null. If the variable was initialized as an empty string instead of Null, then opening the menu will show a LineEdit labelled ""string:"" instead of the expected button menu, which simply copies its contents to the value field when you hit enter. Even if you change the variable's value through this misfit LineEdit, the resource icon will only bring up this LineEdit again on click, UNLESS you select the value field itself with your mouse before clicking on the icon, in which case it brings up the expected button menu with `Assign`, `Clear` and a third option named `Select Node` that does not seem to do anything and extends out of the box. This third option always appears, no matter how the node was initialized, if the value is anything other than Null when clicking the menu icon. The only time it does not is when it is set to Null. Lastly, if the Node *is* initialized as Null (eg by doing `export(NodePath) var test`, then clicking on the `Clear` button in the icon menu will reset it to an empty string instead of setting it back to Null. Oddly enough the behavior I described above won't show for this variable, even though it's now set to an empty string just like that one. Visuals to make it easier to wrap your head around: ![reducedsize](https://user-images.githubusercontent.com/20242421/33052107-8ea50042-ce6d-11e7-913b-f84ac1fbde00.gif) **Steps to reproduce:** Either: 1. Export a NodePath variable and initialize it as an empty string (`Test` in the GIF above). 2. Click on its menu button. Instead of buttons, the ""string:"" LineEdit opens. 2. Select the value field, then click on the menu button. The button menu opens, but there will now be a third option, `Select Node`, that does nothing as far as I can tell. Or: 1. Export a NodePath variable without initialization (`Test 2` in the GIF above). 2. Click on ""Clear"" in its menu. The value will be set to an empty string instead of Null. 3. When clicking on its menu again, `Select Node` appears again. ",1,exported nodepath behavior in the inspector operating system or device godot version gpu model and driver if graphics related windows godot master build issue description when clicking on the resource menu button for an exported nodepath variable in the inspector the little rectangle icon it does not behave as expected in every case where the value is not currently null if the variable was initialized as an empty string instead of null then opening the menu will show a lineedit labelled string instead of the expected button menu which simply copies its contents to the value field when you hit enter even if you change the variable s value through this misfit lineedit the resource icon will only bring up this lineedit again on click unless you select the value field itself with your mouse before clicking on the icon in which case it brings up the expected button menu with assign clear and a third option named select node that does not seem to do anything and extends out of the box this third option always appears no matter how the node was initialized if the value is anything other than null when clicking the menu icon the only time it does not is when it is set to null lastly if the node is initialized as null eg by doing export nodepath var test then clicking on the clear button in the icon menu will reset it to an empty string instead of setting it back to null oddly enough the behavior i described above won t show for this variable even though it s now set to an empty string just like that one visuals to make it easier to wrap your head around steps to reproduce either export a nodepath variable and initialize it as an empty string test in the gif above click on its menu button instead of buttons the string lineedit opens select the value field then click on the menu button the button menu opens but there will now be a third option select node that does nothing as far as i can tell or export a nodepath variable without initialization test in the gif above click on clear in its menu the value will be set to an empty string instead of null when clicking on its menu again select node appears again ,1 9804,6420820843.0,IssuesEvent,2017-08-09 01:47:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scene Hierarchy Panel cropped when selecting a Tilemap Node,bug junior job topic:editor usability,"**Operating system or device - Godot version:** Macbook Pro Retina 13 - El Capitain 10.11.6 Godot 2.1 **Issue description** (what happened, and what was expected): When selecting a Tilemap node, the Scene view splits into 2 panels: 1 to select the tile and 1 to show the scene. Creating this Tiles Panel 'pushes' the Scene Hierarchy Panel (along with Inspector Panel) to the right, off-screen. Also, I can't resize back to what it was, like the tilemap editor has a minimum width that it has to respect. It's expected not to be pushed / resized and be able to resize the panel. I've took a screenshot to show how it looks on my notebook: http://imgur.com/CUJfu1O **Steps to reproduce:** Open any project with a Tilemap and select the Tilemap node. **Link to minimal example project** (optional but very welcome): I'm using the Kinematic Character Demo ",True,"Scene Hierarchy Panel cropped when selecting a Tilemap Node - **Operating system or device - Godot version:** Macbook Pro Retina 13 - El Capitain 10.11.6 Godot 2.1 **Issue description** (what happened, and what was expected): When selecting a Tilemap node, the Scene view splits into 2 panels: 1 to select the tile and 1 to show the scene. Creating this Tiles Panel 'pushes' the Scene Hierarchy Panel (along with Inspector Panel) to the right, off-screen. Also, I can't resize back to what it was, like the tilemap editor has a minimum width that it has to respect. It's expected not to be pushed / resized and be able to resize the panel. I've took a screenshot to show how it looks on my notebook: http://imgur.com/CUJfu1O **Steps to reproduce:** Open any project with a Tilemap and select the Tilemap node. **Link to minimal example project** (optional but very welcome): I'm using the Kinematic Character Demo ",1,scene hierarchy panel cropped when selecting a tilemap node operating system or device godot version macbook pro retina el capitain godot issue description what happened and what was expected when selecting a tilemap node the scene view splits into panels to select the tile and to show the scene creating this tiles panel pushes the scene hierarchy panel along with inspector panel to the right off screen also i can t resize back to what it was like the tilemap editor has a minimum width that it has to respect it s expected not to be pushed resized and be able to resize the panel i ve took a screenshot to show how it looks on my notebook steps to reproduce open any project with a tilemap and select the tilemap node link to minimal example project optional but very welcome i m using the kinematic character demo ,1 98665,8683756480.0,IssuesEvent,2018-12-02 20:52:56,payara/Payara,https://api.github.com/repos/payara/Payara,closed,NPE in ConnectorXAResource.getResourceHandle causes connection pool problems,Test Case Required,"# Description # ---------- I run very often into similar issues as described in #769, especially the situation described in issue #2310 seems to be the same as the one in my server.log file: ``` Caused by: javax.transaction.xa.XAException: com.sun.appserv.connectors.internal.api.PoolingException: java.lang.NullPointerException at com.sun.enterprise.resource.ConnectorXAResource.handleResourceException(ConnectorXAResource.java:116) at com.sun.enterprise.resource.ConnectorXAResource.end(ConnectorXAResource.java:175) ``` Reproduction is very difficult but I can reproduce it often when: - I make a large number of Remote stateless bean calls using a standalone client. - The Remote stateless beans make a large number of calls internally to other stateless beans, which make a large number of calls to the database. - Most methods are annotated using SUPPORTS or REQUIRES, not REQUIRES_NEW. - Problem occurs on both Oracle 12.2.1.2 and Postgresql 9.2 using jdbc type 4 driver, it does not seem to be database version related. ## Expected Outcome No NPEs. Remote bean calls that keep working. ## Current Outcome NPEs and the exception: ``` Caused by: javax.transaction.xa.XAException: com.sun.appserv.connectors.internal.api.PoolingException: java.lang.NullPointerException at com.sun.enterprise.resource.ConnectorXAResource.handleResourceException(ConnectorXAResource.java:116) at com.sun.enterprise.resource.ConnectorXAResource.end(ConnectorXAResource.java:175) ``` ## Steps to reproduce (Only for bug reports) I debugged Payara and added a breakpoint on NPE. This eventually shows a NPE occurs in com.sun.enterprise.resource.ConnectorXAResource on line 255 https://github.com/payara/Payara/blob/189529b7fb3b00f282ab7c3315ce53f96a6f93a7/appserver/connectors/connectors-runtime/src/main/java/com/sun/enterprise/resource/ConnectorXAResource.java#L255 In my case the values are: - beginTxIfNeeded = true - j2eetran = (JavaEETransactionImpl) 389 JavaEETransactionImpl: txId=25612 nonXAResource=null jtsTx=null localTxStatus=0 syncs=[com.sun.ejb.containers.ContainerSynchronization@447ec6a1, com.sun.ejb.containers.SimpleEjbResourceHandlerImpl@626aa694] - j2eetran.getNonXAResource() = null - h = null - localHandle_ is available and localHandle_.isShareable() is true The handling of the 'h == null' situation is missing: ``` private ResourceHandle getResourceHandle(boolean beginTxIfNeeded) throws PoolingException { try { ResourceHandle h = null; JavaEETransaction j2eetran = getCurrentTransaction(); if (j2eetran == null) { //Only if some thing is wrong with tx manager. h = localHandle_; //Just return the local handle. } else { h = (ResourceHandle)j2eetran.getNonXAResource(); //make sure that if local-tx resource is set as 'unshareable', only one resource //can be acquired. If the resource in question is not the one in transaction, fail if (!localHandle_.isShareable()){ if(h != localHandle_){ throw new ResourceAllocationException(""Cannot use more than one local-tx resource in unshareable scope""); } } } if (beginTxIfNeeded && h.getResourceState().isUnenlisted()) { ManagedConnection mc = (ManagedConnection) h.getResource(); // begin the local transaction if first time // this ManagedConnection is used in this JTA transaction mc.getLocalTransaction().begin(); } return h; } catch (Exception ex) { _logger.log(Level.SEVERE, ""poolmgr.system_exception"", ex); throw new PoolingException(ex.toString(), ex); } } ``` As far as I can see this line of code was introduced in the fix for #769 https://github.com/payara/Payara/blame/189529b7fb3b00f282ab7c3315ce53f96a6f93a7/appserver/connectors/connectors-runtime/src/main/java/com/sun/enterprise/resource/ConnectorXAResource.java#L255 Perhaps the code should be: ``` if (j2eetran == null || j2eetran.getNonXAResource() == null) { //Only if some thing is wrong with tx manager. h = localHandle_; //Just return the local handle. } else { h = (ResourceHandle)j2eetran.getNonXAResource(); ``` To make it null pointer safe? But I do not have enough knowledge to understand why there would not be a j2eetran.getNonXAResource() is some cases. EJB Pool or database pool limit reached in an earlier stage? The stacktrace at the moment the NPE occurs is: ``` ""orb-thread-pool-1 (pool #1): worker-3"" at com.sun.enterprise.resource.ConnectorXAResource.getResourceHandle(ConnectorXAResource.java:255) at com.sun.enterprise.resource.ConnectorXAResource.getResourceHandleAndBeginTxIfNeeded(ConnectorXAResource.java:232) at com.sun.enterprise.resource.ConnectorXAResource.end(ConnectorXAResource.java:160) at com.sun.enterprise.transaction.JavaEETransactionManagerSimplified.delistResource(JavaEETransactionManagerSimplified.java:545) at com.sun.enterprise.resource.rm.ResourceManagerImpl.unregisterResource(ResourceManagerImpl.java:277) at com.sun.enterprise.resource.rm.ResourceManagerImpl.delistResource(ResourceManagerImpl.java:235) at com.sun.enterprise.resource.pool.PoolManagerImpl.resourceClosed(PoolManagerImpl.java:378) at com.sun.enterprise.resource.listener.LocalTxConnectionEventListener.connectionClosed(LocalTxConnectionEventListener.java:77) at com.sun.gjc.spi.ManagedConnectionImpl.connectionClosed(ManagedConnectionImpl.java:860) at com.sun.gjc.spi.base.ConnectionHolder.close(ConnectionHolder.java:217) at com.sun.gjc.spi.jdbc40.ConnectionHolder40.close(ConnectionHolder40.java:608) at com.mycompany.database.settings.dbbase.MycompanySettingDbBase.getMycompanySetting(MycompanySettingDbBase.java:128) at sun.reflect.GeneratedMethodAccessor247.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at org.glassfish.ejb.security.application.EJBSecurityManager.runMethod(EJBSecurityManager.java:1081) at org.glassfish.ejb.security.application.EJBSecurityManager.invoke(EJBSecurityManager.java:1153) at com.sun.ejb.containers.BaseContainer.invokeBeanMethod(BaseContainer.java:4867) at com.sun.ejb.EjbInvocation.invokeBeanMethod(EjbInvocation.java:656) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:836) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.doCall(SystemInterceptorProxy.java:163) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.aroundInvoke(SystemInterceptorProxy.java:140) at sun.reflect.GeneratedMethodAccessor132.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at org.jboss.weld.module.ejb.AbstractEJBRequestScopeActivationInterceptor.aroundInvoke(AbstractEJBRequestScopeActivationInterceptor.java:72) at org.jboss.weld.module.ejb.SessionBeanInterceptor.aroundInvoke(SessionBeanInterceptor.java:52) at sun.reflect.GeneratedMethodAccessor124.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.containers.interceptors.InterceptorManager.intercept(InterceptorManager.java:374) at com.sun.ejb.containers.BaseContainer.__intercept(BaseContainer.java:4839) at com.sun.ejb.containers.BaseContainer.intercept(BaseContainer.java:4827) at com.sun.ejb.containers.EJBLocalObjectInvocationHandler.invoke(EJBLocalObjectInvocationHandler.java:212) at com.sun.ejb.containers.EJBLocalObjectInvocationHandlerDelegate.invoke(EJBLocalObjectInvocationHandlerDelegate.java:90) at com.sun.proxy.$Proxy308.getMycompanySetting at com.mycompany.settings.MycompanySettingInf.fillMycompanySettingValue(MycompanySettingInf.java:524) at com.mycompany.settings.MycompanySettingInf.fillMycompanySettingValue(MycompanySettingInf.java:508) at com.mycompany.settings.MycompanySettingInf.fillMycompanySetting(MycompanySettingInf.java:392) at sun.reflect.GeneratedMethodAccessor429.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at org.glassfish.ejb.security.application.EJBSecurityManager.runMethod(EJBSecurityManager.java:1081) at org.glassfish.ejb.security.application.EJBSecurityManager.invoke(EJBSecurityManager.java:1153) at com.sun.ejb.containers.BaseContainer.invokeBeanMethod(BaseContainer.java:4867) at com.sun.ejb.EjbInvocation.invokeBeanMethod(EjbInvocation.java:656) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:836) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.doCall(SystemInterceptorProxy.java:163) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.aroundInvoke(SystemInterceptorProxy.java:140) at sun.reflect.GeneratedMethodAccessor132.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at org.jboss.weld.module.ejb.AbstractEJBRequestScopeActivationInterceptor.aroundInvoke(AbstractEJBRequestScopeActivationInterceptor.java:72) at org.jboss.weld.module.ejb.SessionBeanInterceptor.aroundInvoke(SessionBeanInterceptor.java:52) at sun.reflect.GeneratedMethodAccessor124.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.containers.interceptors.InterceptorManager.intercept(InterceptorManager.java:374) at com.sun.ejb.containers.BaseContainer.__intercept(BaseContainer.java:4839) at com.sun.ejb.containers.BaseContainer.intercept(BaseContainer.java:4827) at com.sun.ejb.containers.EJBLocalObjectInvocationHandler.invoke(EJBLocalObjectInvocationHandler.java:212) at com.sun.ejb.containers.EJBLocalObjectInvocationHandlerDelegate.invoke(EJBLocalObjectInvocationHandlerDelegate.java:90) at com.sun.proxy.$Proxy398.fillMycompanySetting at com.mycompany.settings.__EJB31_Generated__MycompanySettingInf__Intf____Bean__.fillMycompanySetting at com.mycompany.settings.SettingsBean.fillMycompanyConfiguration(SettingsBean.java:356) at com.mycompany.settings.SettingsBean.getDeviceAdapterConfiguration(SettingsBean.java:142) at sun.reflect.GeneratedMethodAccessor473.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at org.glassfish.ejb.security.application.EJBSecurityManager.runMethod(EJBSecurityManager.java:1081) at org.glassfish.ejb.security.application.EJBSecurityManager.invoke(EJBSecurityManager.java:1153) at com.sun.ejb.containers.BaseContainer.invokeBeanMethod(BaseContainer.java:4867) at com.sun.ejb.EjbInvocation.invokeBeanMethod(EjbInvocation.java:656) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:836) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.doCall(SystemInterceptorProxy.java:163) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.aroundInvoke(SystemInterceptorProxy.java:140) at sun.reflect.GeneratedMethodAccessor132.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at org.jboss.weld.module.ejb.AbstractEJBRequestScopeActivationInterceptor.aroundInvoke(AbstractEJBRequestScopeActivationInterceptor.java:72) at org.jboss.weld.module.ejb.SessionBeanInterceptor.aroundInvoke(SessionBeanInterceptor.java:52) at sun.reflect.GeneratedMethodAccessor124.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.containers.interceptors.InterceptorManager.intercept(InterceptorManager.java:374) at com.sun.ejb.containers.BaseContainer.__intercept(BaseContainer.java:4839) at com.sun.ejb.containers.BaseContainer.intercept(BaseContainer.java:4827) at com.sun.ejb.containers.EJBLocalObjectInvocationHandler.invoke(EJBLocalObjectInvocationHandler.java:212) at com.sun.ejb.containers.EJBLocalObjectInvocationHandlerDelegate.invoke(EJBLocalObjectInvocationHandlerDelegate.java:90) at com.sun.proxy.$Proxy400.getDeviceAdapterConfiguration at com.mycompany.clientremote.platform.PlatformServiceBean.getDeviceAdapterConfiguration(PlatformServiceBean.java:262) at sun.reflect.GeneratedMethodAccessor472.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at org.glassfish.ejb.security.application.EJBSecurityManager.runMethod(EJBSecurityManager.java:1081) at org.glassfish.ejb.security.application.EJBSecurityManager.invoke(EJBSecurityManager.java:1153) at com.sun.ejb.containers.BaseContainer.invokeBeanMethod(BaseContainer.java:4867) at com.sun.ejb.EjbInvocation.invokeBeanMethod(EjbInvocation.java:656) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:836) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.mycompany.clientremote.common.abstractclasses.MycompanyClientRemoteBase.intercept(MycompanyClientRemoteBase.java:101) at sun.reflect.GeneratedMethodAccessor466.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.BeanAroundInvokeInterceptor.intercept(InterceptorManager.java:936) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.doCall(SystemInterceptorProxy.java:163) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.aroundInvoke(SystemInterceptorProxy.java:140) at sun.reflect.GeneratedMethodAccessor132.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at org.jboss.weld.module.ejb.AbstractEJBRequestScopeActivationInterceptor.aroundInvoke(AbstractEJBRequestScopeActivationInterceptor.java:81) at org.jboss.weld.module.ejb.SessionBeanInterceptor.aroundInvoke(SessionBeanInterceptor.java:52) at sun.reflect.GeneratedMethodAccessor124.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.containers.interceptors.InterceptorManager.intercept(InterceptorManager.java:374) at com.sun.ejb.containers.BaseContainer.__intercept(BaseContainer.java:4839) at com.sun.ejb.containers.BaseContainer.intercept(BaseContainer.java:4827) at com.sun.ejb.containers.EJBObjectInvocationHandler.invoke(EJBObjectInvocationHandler.java:205) at com.sun.ejb.containers.EJBObjectInvocationHandlerDelegate.invoke(EJBObjectInvocationHandlerDelegate.java:79) at com.sun.proxy.$Proxy568.getDeviceAdapterConfiguration at sun.reflect.GeneratedMethodAccessor471.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.corba.ee.impl.presentation.rmi.ReflectiveTie.dispatchToMethod(ReflectiveTie.java:143) at com.sun.corba.ee.impl.presentation.rmi.ReflectiveTie._invoke(ReflectiveTie.java:173) at com.sun.corba.ee.impl.protocol.ServerRequestDispatcherImpl.dispatchToServant(ServerRequestDispatcherImpl.java:528) at com.sun.corba.ee.impl.protocol.ServerRequestDispatcherImpl.dispatch(ServerRequestDispatcherImpl.java:199) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.handleRequestRequest(MessageMediatorImpl.java:1565) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.handleRequest(MessageMediatorImpl.java:1441) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.handleInput(MessageMediatorImpl.java:946) at com.sun.corba.ee.impl.protocol.giopmsgheaders.RequestMessage_1_2.callback(RequestMessage_1_2.java:213) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.handleRequest(MessageMediatorImpl.java:710) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.dispatch(MessageMediatorImpl.java:509) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.doWork(MessageMediatorImpl.java:2238) at com.sun.corba.ee.impl.threadpool.ThreadPoolImpl$TaskRunner.run(ThreadPoolImpl.java:189) at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511) at java.util.concurrent.FutureTask.run(FutureTask.java:266) at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149) at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624) at java.lang.Thread.run(Thread.java:748) ``` Eventually this NPE is handled in handleResourceException and the server.log shows the PoolingException: java.lang.NullPointerException: ``` javax.ejb.EJBException at com.sun.ejb.containers.EJBContainerTransactionManager.processSystemException(EJBContainerTransactionManager.java:750) at com.sun.ejb.containers.EJBContainerTransactionManager.completeNewTx(EJBContainerTransactionManager.java:700) at com.sun.ejb.containers.EJBContainerTransactionManager.postInvokeTx(EJBContainerTransactionManager.java:505) at com.sun.ejb.containers.BaseContainer.postInvokeTx(BaseContainer.java:4647) at com.sun.ejb.containers.BaseContainer.postInvoke(BaseContainer.java:2123) at com.sun.ejb.containers.BaseContainer.postInvoke(BaseContainer.java:2093) at com.sun.ejb.containers.EJBLocalObjectInvocationHandler.invoke(EJBLocalObjectInvocationHandler.java:220) at com.sun.ejb.containers.EJBLocalObjectInvocationHandlerDelegate.invoke(EJBLocalObjectInvocationHandlerDelegate.java:90) at com.sun.proxy.$Proxy308.getMycompanySetting(Unknown Source) at com.mycompany.settings.MycompanySettingInf.fillMycompanySettingValue(MycompanySettingInf.java:524) at com.mycompany.settings.MycompanySettingInf.fillMycompanySettingValue(MycompanySettingInf.java:508) at com.mycompany.settings.MycompanySettingInf.fillMycompanySetting(MycompanySettingInf.java:392) at sun.reflect.GeneratedMethodAccessor429.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at org.glassfish.ejb.security.application.EJBSecurityManager.runMethod(EJBSecurityManager.java:1081) at org.glassfish.ejb.security.application.EJBSecurityManager.invoke(EJBSecurityManager.java:1153) at com.sun.ejb.containers.BaseContainer.invokeBeanMethod(BaseContainer.java:4867) at com.sun.ejb.EjbInvocation.invokeBeanMethod(EjbInvocation.java:656) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:836) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.doCall(SystemInterceptorProxy.java:163) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.aroundInvoke(SystemInterceptorProxy.java:140) at sun.reflect.GeneratedMethodAccessor132.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at org.jboss.weld.module.ejb.AbstractEJBRequestScopeActivationInterceptor.aroundInvoke(AbstractEJBRequestScopeActivationInterceptor.java:72) at org.jboss.weld.module.ejb.SessionBeanInterceptor.aroundInvoke(SessionBeanInterceptor.java:52) at sun.reflect.GeneratedMethodAccessor124.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.containers.interceptors.InterceptorManager.intercept(InterceptorManager.java:374) at com.sun.ejb.containers.BaseContainer.__intercept(BaseContainer.java:4839) at com.sun.ejb.containers.BaseContainer.intercept(BaseContainer.java:4827) at com.sun.ejb.containers.EJBLocalObjectInvocationHandler.invoke(EJBLocalObjectInvocationHandler.java:212) at com.sun.ejb.containers.EJBLocalObjectInvocationHandlerDelegate.invoke(EJBLocalObjectInvocationHandlerDelegate.java:90) at com.sun.proxy.$Proxy398.fillMycompanySetting(Unknown Source) at com.mycompany.settings.__EJB31_Generated__MycompanySettingInf__Intf____Bean__.fillMycompanySetting(Unknown Source) at com.mycompany.settings.SettingsBean.fillMycompanyConfiguration(SettingsBean.java:356) at com.mycompany.settings.SettingsBean.getDeviceAdapterConfiguration(SettingsBean.java:142) at sun.reflect.GeneratedMethodAccessor473.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at org.glassfish.ejb.security.application.EJBSecurityManager.runMethod(EJBSecurityManager.java:1081) at org.glassfish.ejb.security.application.EJBSecurityManager.invoke(EJBSecurityManager.java:1153) at com.sun.ejb.containers.BaseContainer.invokeBeanMethod(BaseContainer.java:4867) at com.sun.ejb.EjbInvocation.invokeBeanMethod(EjbInvocation.java:656) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:836) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.doCall(SystemInterceptorProxy.java:163) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.aroundInvoke(SystemInterceptorProxy.java:140) at sun.reflect.GeneratedMethodAccessor132.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at org.jboss.weld.module.ejb.AbstractEJBRequestScopeActivationInterceptor.aroundInvoke(AbstractEJBRequestScopeActivationInterceptor.java:72) at org.jboss.weld.module.ejb.SessionBeanInterceptor.aroundInvoke(SessionBeanInterceptor.java:52) at sun.reflect.GeneratedMethodAccessor124.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.containers.interceptors.InterceptorManager.intercept(InterceptorManager.java:374) at com.sun.ejb.containers.BaseContainer.__intercept(BaseContainer.java:4839) at com.sun.ejb.containers.BaseContainer.intercept(BaseContainer.java:4827) at com.sun.ejb.containers.EJBLocalObjectInvocationHandler.invoke(EJBLocalObjectInvocationHandler.java:212) at com.sun.ejb.containers.EJBLocalObjectInvocationHandlerDelegate.invoke(EJBLocalObjectInvocationHandlerDelegate.java:90) at com.sun.proxy.$Proxy400.getDeviceAdapterConfiguration(Unknown Source) at com.mycompany.clientremote.platform.PlatformServiceBean.getDeviceAdapterConfiguration(PlatformServiceBean.java:262) at sun.reflect.GeneratedMethodAccessor472.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at org.glassfish.ejb.security.application.EJBSecurityManager.runMethod(EJBSecurityManager.java:1081) at org.glassfish.ejb.security.application.EJBSecurityManager.invoke(EJBSecurityManager.java:1153) at com.sun.ejb.containers.BaseContainer.invokeBeanMethod(BaseContainer.java:4867) at com.sun.ejb.EjbInvocation.invokeBeanMethod(EjbInvocation.java:656) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:836) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.mycompany.clientremote.common.abstractclasses.MycompanyClientRemoteBase.intercept(MycompanyClientRemoteBase.java:101) at sun.reflect.GeneratedMethodAccessor466.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.BeanAroundInvokeInterceptor.intercept(InterceptorManager.java:936) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.doCall(SystemInterceptorProxy.java:163) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.aroundInvoke(SystemInterceptorProxy.java:140) at sun.reflect.GeneratedMethodAccessor132.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at org.jboss.weld.module.ejb.AbstractEJBRequestScopeActivationInterceptor.aroundInvoke(AbstractEJBRequestScopeActivationInterceptor.java:81) at org.jboss.weld.module.ejb.SessionBeanInterceptor.aroundInvoke(SessionBeanInterceptor.java:52) at sun.reflect.GeneratedMethodAccessor124.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.containers.interceptors.InterceptorManager.intercept(InterceptorManager.java:374) at com.sun.ejb.containers.BaseContainer.__intercept(BaseContainer.java:4839) at com.sun.ejb.containers.BaseContainer.intercept(BaseContainer.java:4827) at com.sun.ejb.containers.EJBObjectInvocationHandler.invoke(EJBObjectInvocationHandler.java:205) at com.sun.ejb.containers.EJBObjectInvocationHandlerDelegate.invoke(EJBObjectInvocationHandlerDelegate.java:79) at com.sun.proxy.$Proxy568.getDeviceAdapterConfiguration(Unknown Source) at sun.reflect.GeneratedMethodAccessor471.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.corba.ee.impl.presentation.rmi.ReflectiveTie.dispatchToMethod(ReflectiveTie.java:143) at com.sun.corba.ee.impl.presentation.rmi.ReflectiveTie._invoke(ReflectiveTie.java:173) at com.sun.corba.ee.impl.protocol.ServerRequestDispatcherImpl.dispatchToServant(ServerRequestDispatcherImpl.java:528) at com.sun.corba.ee.impl.protocol.ServerRequestDispatcherImpl.dispatch(ServerRequestDispatcherImpl.java:199) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.handleRequestRequest(MessageMediatorImpl.java:1565) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.handleRequest(MessageMediatorImpl.java:1441) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.handleInput(MessageMediatorImpl.java:946) at com.sun.corba.ee.impl.protocol.giopmsgheaders.RequestMessage_1_2.callback(RequestMessage_1_2.java:213) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.handleRequest(MessageMediatorImpl.java:710) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.dispatch(MessageMediatorImpl.java:509) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.doWork(MessageMediatorImpl.java:2238) at com.sun.corba.ee.impl.threadpool.ThreadPoolImpl$TaskRunner.run(ThreadPoolImpl.java:189) at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511) at java.util.concurrent.FutureTask.run(FutureTask.java:266) at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149) at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624) at java.lang.Thread.run(Thread.java:748) Caused by: java.lang.RuntimeException: Got exception during XAResource.end: javax.transaction.xa.XAException: com.sun.appserv.connectors.internal.api.PoolingException: java.lang.NullPointerException at com.sun.enterprise.transaction.JavaEETransactionManagerSimplified.delistResource(JavaEETransactionManagerSimplified.java:547) at com.sun.enterprise.resource.rm.ResourceManagerImpl.unregisterResource(ResourceManagerImpl.java:277) at com.sun.enterprise.resource.rm.ResourceManagerImpl.delistResource(ResourceManagerImpl.java:235) at com.sun.enterprise.resource.pool.PoolManagerImpl.resourceClosed(PoolManagerImpl.java:378) at com.sun.enterprise.resource.listener.LocalTxConnectionEventListener.connectionClosed(LocalTxConnectionEventListener.java:77) at com.sun.gjc.spi.ManagedConnectionImpl.connectionClosed(ManagedConnectionImpl.java:860) at com.sun.gjc.spi.base.ConnectionHolder.close(ConnectionHolder.java:217) at com.sun.gjc.spi.jdbc40.ConnectionHolder40.close(ConnectionHolder40.java:608) at com.mycompany.database.settings.dbbase.MycompanySettingDbBase.getMycompanySetting(MycompanySettingDbBase.java:128) at sun.reflect.GeneratedMethodAccessor247.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at org.glassfish.ejb.security.application.EJBSecurityManager.runMethod(EJBSecurityManager.java:1081) at org.glassfish.ejb.security.application.EJBSecurityManager.invoke(EJBSecurityManager.java:1153) at com.sun.ejb.containers.BaseContainer.invokeBeanMethod(BaseContainer.java:4867) at com.sun.ejb.EjbInvocation.invokeBeanMethod(EjbInvocation.java:656) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:836) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.doCall(SystemInterceptorProxy.java:163) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.aroundInvoke(SystemInterceptorProxy.java:140) at sun.reflect.GeneratedMethodAccessor132.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at org.jboss.weld.module.ejb.AbstractEJBRequestScopeActivationInterceptor.aroundInvoke(AbstractEJBRequestScopeActivationInterceptor.java:72) at org.jboss.weld.module.ejb.SessionBeanInterceptor.aroundInvoke(SessionBeanInterceptor.java:52) at sun.reflect.GeneratedMethodAccessor124.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.containers.interceptors.InterceptorManager.intercept(InterceptorManager.java:374) at com.sun.ejb.containers.BaseContainer.__intercept(BaseContainer.java:4839) at com.sun.ejb.containers.BaseContainer.intercept(BaseContainer.java:4827) at com.sun.ejb.containers.EJBLocalObjectInvocationHandler.invoke(EJBLocalObjectInvocationHandler.java:212) ... 126 more Caused by: javax.transaction.xa.XAException: com.sun.appserv.connectors.internal.api.PoolingException: java.lang.NullPointerException at com.sun.enterprise.resource.ConnectorXAResource.handleResourceException(ConnectorXAResource.java:116) at com.sun.enterprise.resource.ConnectorXAResource.end(ConnectorXAResource.java:175) at com.sun.enterprise.transaction.JavaEETransactionManagerSimplified.delistResource(JavaEETransactionManagerSimplified.java:545) ... 162 more ``` ## Environment ## - **Payara Version**: 5.182 - **Edition**: Full - **JDK Version**: 1.8.0.182_64bit - **Operating System**: Windows 10 - **Database**: Oracle 12.2.1.2 and Postgresql 9.2 using jdbc type 4 driver.",1.0,"NPE in ConnectorXAResource.getResourceHandle causes connection pool problems - # Description # ---------- I run very often into similar issues as described in #769, especially the situation described in issue #2310 seems to be the same as the one in my server.log file: ``` Caused by: javax.transaction.xa.XAException: com.sun.appserv.connectors.internal.api.PoolingException: java.lang.NullPointerException at com.sun.enterprise.resource.ConnectorXAResource.handleResourceException(ConnectorXAResource.java:116) at com.sun.enterprise.resource.ConnectorXAResource.end(ConnectorXAResource.java:175) ``` Reproduction is very difficult but I can reproduce it often when: - I make a large number of Remote stateless bean calls using a standalone client. - The Remote stateless beans make a large number of calls internally to other stateless beans, which make a large number of calls to the database. - Most methods are annotated using SUPPORTS or REQUIRES, not REQUIRES_NEW. - Problem occurs on both Oracle 12.2.1.2 and Postgresql 9.2 using jdbc type 4 driver, it does not seem to be database version related. ## Expected Outcome No NPEs. Remote bean calls that keep working. ## Current Outcome NPEs and the exception: ``` Caused by: javax.transaction.xa.XAException: com.sun.appserv.connectors.internal.api.PoolingException: java.lang.NullPointerException at com.sun.enterprise.resource.ConnectorXAResource.handleResourceException(ConnectorXAResource.java:116) at com.sun.enterprise.resource.ConnectorXAResource.end(ConnectorXAResource.java:175) ``` ## Steps to reproduce (Only for bug reports) I debugged Payara and added a breakpoint on NPE. This eventually shows a NPE occurs in com.sun.enterprise.resource.ConnectorXAResource on line 255 https://github.com/payara/Payara/blob/189529b7fb3b00f282ab7c3315ce53f96a6f93a7/appserver/connectors/connectors-runtime/src/main/java/com/sun/enterprise/resource/ConnectorXAResource.java#L255 In my case the values are: - beginTxIfNeeded = true - j2eetran = (JavaEETransactionImpl) 389 JavaEETransactionImpl: txId=25612 nonXAResource=null jtsTx=null localTxStatus=0 syncs=[com.sun.ejb.containers.ContainerSynchronization@447ec6a1, com.sun.ejb.containers.SimpleEjbResourceHandlerImpl@626aa694] - j2eetran.getNonXAResource() = null - h = null - localHandle_ is available and localHandle_.isShareable() is true The handling of the 'h == null' situation is missing: ``` private ResourceHandle getResourceHandle(boolean beginTxIfNeeded) throws PoolingException { try { ResourceHandle h = null; JavaEETransaction j2eetran = getCurrentTransaction(); if (j2eetran == null) { //Only if some thing is wrong with tx manager. h = localHandle_; //Just return the local handle. } else { h = (ResourceHandle)j2eetran.getNonXAResource(); //make sure that if local-tx resource is set as 'unshareable', only one resource //can be acquired. If the resource in question is not the one in transaction, fail if (!localHandle_.isShareable()){ if(h != localHandle_){ throw new ResourceAllocationException(""Cannot use more than one local-tx resource in unshareable scope""); } } } if (beginTxIfNeeded && h.getResourceState().isUnenlisted()) { ManagedConnection mc = (ManagedConnection) h.getResource(); // begin the local transaction if first time // this ManagedConnection is used in this JTA transaction mc.getLocalTransaction().begin(); } return h; } catch (Exception ex) { _logger.log(Level.SEVERE, ""poolmgr.system_exception"", ex); throw new PoolingException(ex.toString(), ex); } } ``` As far as I can see this line of code was introduced in the fix for #769 https://github.com/payara/Payara/blame/189529b7fb3b00f282ab7c3315ce53f96a6f93a7/appserver/connectors/connectors-runtime/src/main/java/com/sun/enterprise/resource/ConnectorXAResource.java#L255 Perhaps the code should be: ``` if (j2eetran == null || j2eetran.getNonXAResource() == null) { //Only if some thing is wrong with tx manager. h = localHandle_; //Just return the local handle. } else { h = (ResourceHandle)j2eetran.getNonXAResource(); ``` To make it null pointer safe? But I do not have enough knowledge to understand why there would not be a j2eetran.getNonXAResource() is some cases. EJB Pool or database pool limit reached in an earlier stage? The stacktrace at the moment the NPE occurs is: ``` ""orb-thread-pool-1 (pool #1): worker-3"" at com.sun.enterprise.resource.ConnectorXAResource.getResourceHandle(ConnectorXAResource.java:255) at com.sun.enterprise.resource.ConnectorXAResource.getResourceHandleAndBeginTxIfNeeded(ConnectorXAResource.java:232) at com.sun.enterprise.resource.ConnectorXAResource.end(ConnectorXAResource.java:160) at com.sun.enterprise.transaction.JavaEETransactionManagerSimplified.delistResource(JavaEETransactionManagerSimplified.java:545) at com.sun.enterprise.resource.rm.ResourceManagerImpl.unregisterResource(ResourceManagerImpl.java:277) at com.sun.enterprise.resource.rm.ResourceManagerImpl.delistResource(ResourceManagerImpl.java:235) at com.sun.enterprise.resource.pool.PoolManagerImpl.resourceClosed(PoolManagerImpl.java:378) at com.sun.enterprise.resource.listener.LocalTxConnectionEventListener.connectionClosed(LocalTxConnectionEventListener.java:77) at com.sun.gjc.spi.ManagedConnectionImpl.connectionClosed(ManagedConnectionImpl.java:860) at com.sun.gjc.spi.base.ConnectionHolder.close(ConnectionHolder.java:217) at com.sun.gjc.spi.jdbc40.ConnectionHolder40.close(ConnectionHolder40.java:608) at com.mycompany.database.settings.dbbase.MycompanySettingDbBase.getMycompanySetting(MycompanySettingDbBase.java:128) at sun.reflect.GeneratedMethodAccessor247.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at org.glassfish.ejb.security.application.EJBSecurityManager.runMethod(EJBSecurityManager.java:1081) at org.glassfish.ejb.security.application.EJBSecurityManager.invoke(EJBSecurityManager.java:1153) at com.sun.ejb.containers.BaseContainer.invokeBeanMethod(BaseContainer.java:4867) at com.sun.ejb.EjbInvocation.invokeBeanMethod(EjbInvocation.java:656) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:836) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.doCall(SystemInterceptorProxy.java:163) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.aroundInvoke(SystemInterceptorProxy.java:140) at sun.reflect.GeneratedMethodAccessor132.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at org.jboss.weld.module.ejb.AbstractEJBRequestScopeActivationInterceptor.aroundInvoke(AbstractEJBRequestScopeActivationInterceptor.java:72) at org.jboss.weld.module.ejb.SessionBeanInterceptor.aroundInvoke(SessionBeanInterceptor.java:52) at sun.reflect.GeneratedMethodAccessor124.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.containers.interceptors.InterceptorManager.intercept(InterceptorManager.java:374) at com.sun.ejb.containers.BaseContainer.__intercept(BaseContainer.java:4839) at com.sun.ejb.containers.BaseContainer.intercept(BaseContainer.java:4827) at com.sun.ejb.containers.EJBLocalObjectInvocationHandler.invoke(EJBLocalObjectInvocationHandler.java:212) at com.sun.ejb.containers.EJBLocalObjectInvocationHandlerDelegate.invoke(EJBLocalObjectInvocationHandlerDelegate.java:90) at com.sun.proxy.$Proxy308.getMycompanySetting at com.mycompany.settings.MycompanySettingInf.fillMycompanySettingValue(MycompanySettingInf.java:524) at com.mycompany.settings.MycompanySettingInf.fillMycompanySettingValue(MycompanySettingInf.java:508) at com.mycompany.settings.MycompanySettingInf.fillMycompanySetting(MycompanySettingInf.java:392) at sun.reflect.GeneratedMethodAccessor429.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at org.glassfish.ejb.security.application.EJBSecurityManager.runMethod(EJBSecurityManager.java:1081) at org.glassfish.ejb.security.application.EJBSecurityManager.invoke(EJBSecurityManager.java:1153) at com.sun.ejb.containers.BaseContainer.invokeBeanMethod(BaseContainer.java:4867) at com.sun.ejb.EjbInvocation.invokeBeanMethod(EjbInvocation.java:656) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:836) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.doCall(SystemInterceptorProxy.java:163) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.aroundInvoke(SystemInterceptorProxy.java:140) at sun.reflect.GeneratedMethodAccessor132.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at org.jboss.weld.module.ejb.AbstractEJBRequestScopeActivationInterceptor.aroundInvoke(AbstractEJBRequestScopeActivationInterceptor.java:72) at org.jboss.weld.module.ejb.SessionBeanInterceptor.aroundInvoke(SessionBeanInterceptor.java:52) at sun.reflect.GeneratedMethodAccessor124.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.containers.interceptors.InterceptorManager.intercept(InterceptorManager.java:374) at com.sun.ejb.containers.BaseContainer.__intercept(BaseContainer.java:4839) at com.sun.ejb.containers.BaseContainer.intercept(BaseContainer.java:4827) at com.sun.ejb.containers.EJBLocalObjectInvocationHandler.invoke(EJBLocalObjectInvocationHandler.java:212) at com.sun.ejb.containers.EJBLocalObjectInvocationHandlerDelegate.invoke(EJBLocalObjectInvocationHandlerDelegate.java:90) at com.sun.proxy.$Proxy398.fillMycompanySetting at com.mycompany.settings.__EJB31_Generated__MycompanySettingInf__Intf____Bean__.fillMycompanySetting at com.mycompany.settings.SettingsBean.fillMycompanyConfiguration(SettingsBean.java:356) at com.mycompany.settings.SettingsBean.getDeviceAdapterConfiguration(SettingsBean.java:142) at sun.reflect.GeneratedMethodAccessor473.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at org.glassfish.ejb.security.application.EJBSecurityManager.runMethod(EJBSecurityManager.java:1081) at org.glassfish.ejb.security.application.EJBSecurityManager.invoke(EJBSecurityManager.java:1153) at com.sun.ejb.containers.BaseContainer.invokeBeanMethod(BaseContainer.java:4867) at com.sun.ejb.EjbInvocation.invokeBeanMethod(EjbInvocation.java:656) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:836) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.doCall(SystemInterceptorProxy.java:163) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.aroundInvoke(SystemInterceptorProxy.java:140) at sun.reflect.GeneratedMethodAccessor132.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at org.jboss.weld.module.ejb.AbstractEJBRequestScopeActivationInterceptor.aroundInvoke(AbstractEJBRequestScopeActivationInterceptor.java:72) at org.jboss.weld.module.ejb.SessionBeanInterceptor.aroundInvoke(SessionBeanInterceptor.java:52) at sun.reflect.GeneratedMethodAccessor124.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.containers.interceptors.InterceptorManager.intercept(InterceptorManager.java:374) at com.sun.ejb.containers.BaseContainer.__intercept(BaseContainer.java:4839) at com.sun.ejb.containers.BaseContainer.intercept(BaseContainer.java:4827) at com.sun.ejb.containers.EJBLocalObjectInvocationHandler.invoke(EJBLocalObjectInvocationHandler.java:212) at com.sun.ejb.containers.EJBLocalObjectInvocationHandlerDelegate.invoke(EJBLocalObjectInvocationHandlerDelegate.java:90) at com.sun.proxy.$Proxy400.getDeviceAdapterConfiguration at com.mycompany.clientremote.platform.PlatformServiceBean.getDeviceAdapterConfiguration(PlatformServiceBean.java:262) at sun.reflect.GeneratedMethodAccessor472.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at org.glassfish.ejb.security.application.EJBSecurityManager.runMethod(EJBSecurityManager.java:1081) at org.glassfish.ejb.security.application.EJBSecurityManager.invoke(EJBSecurityManager.java:1153) at com.sun.ejb.containers.BaseContainer.invokeBeanMethod(BaseContainer.java:4867) at com.sun.ejb.EjbInvocation.invokeBeanMethod(EjbInvocation.java:656) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:836) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.mycompany.clientremote.common.abstractclasses.MycompanyClientRemoteBase.intercept(MycompanyClientRemoteBase.java:101) at sun.reflect.GeneratedMethodAccessor466.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.BeanAroundInvokeInterceptor.intercept(InterceptorManager.java:936) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.doCall(SystemInterceptorProxy.java:163) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.aroundInvoke(SystemInterceptorProxy.java:140) at sun.reflect.GeneratedMethodAccessor132.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at org.jboss.weld.module.ejb.AbstractEJBRequestScopeActivationInterceptor.aroundInvoke(AbstractEJBRequestScopeActivationInterceptor.java:81) at org.jboss.weld.module.ejb.SessionBeanInterceptor.aroundInvoke(SessionBeanInterceptor.java:52) at sun.reflect.GeneratedMethodAccessor124.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.containers.interceptors.InterceptorManager.intercept(InterceptorManager.java:374) at com.sun.ejb.containers.BaseContainer.__intercept(BaseContainer.java:4839) at com.sun.ejb.containers.BaseContainer.intercept(BaseContainer.java:4827) at com.sun.ejb.containers.EJBObjectInvocationHandler.invoke(EJBObjectInvocationHandler.java:205) at com.sun.ejb.containers.EJBObjectInvocationHandlerDelegate.invoke(EJBObjectInvocationHandlerDelegate.java:79) at com.sun.proxy.$Proxy568.getDeviceAdapterConfiguration at sun.reflect.GeneratedMethodAccessor471.invoke at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.corba.ee.impl.presentation.rmi.ReflectiveTie.dispatchToMethod(ReflectiveTie.java:143) at com.sun.corba.ee.impl.presentation.rmi.ReflectiveTie._invoke(ReflectiveTie.java:173) at com.sun.corba.ee.impl.protocol.ServerRequestDispatcherImpl.dispatchToServant(ServerRequestDispatcherImpl.java:528) at com.sun.corba.ee.impl.protocol.ServerRequestDispatcherImpl.dispatch(ServerRequestDispatcherImpl.java:199) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.handleRequestRequest(MessageMediatorImpl.java:1565) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.handleRequest(MessageMediatorImpl.java:1441) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.handleInput(MessageMediatorImpl.java:946) at com.sun.corba.ee.impl.protocol.giopmsgheaders.RequestMessage_1_2.callback(RequestMessage_1_2.java:213) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.handleRequest(MessageMediatorImpl.java:710) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.dispatch(MessageMediatorImpl.java:509) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.doWork(MessageMediatorImpl.java:2238) at com.sun.corba.ee.impl.threadpool.ThreadPoolImpl$TaskRunner.run(ThreadPoolImpl.java:189) at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511) at java.util.concurrent.FutureTask.run(FutureTask.java:266) at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149) at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624) at java.lang.Thread.run(Thread.java:748) ``` Eventually this NPE is handled in handleResourceException and the server.log shows the PoolingException: java.lang.NullPointerException: ``` javax.ejb.EJBException at com.sun.ejb.containers.EJBContainerTransactionManager.processSystemException(EJBContainerTransactionManager.java:750) at com.sun.ejb.containers.EJBContainerTransactionManager.completeNewTx(EJBContainerTransactionManager.java:700) at com.sun.ejb.containers.EJBContainerTransactionManager.postInvokeTx(EJBContainerTransactionManager.java:505) at com.sun.ejb.containers.BaseContainer.postInvokeTx(BaseContainer.java:4647) at com.sun.ejb.containers.BaseContainer.postInvoke(BaseContainer.java:2123) at com.sun.ejb.containers.BaseContainer.postInvoke(BaseContainer.java:2093) at com.sun.ejb.containers.EJBLocalObjectInvocationHandler.invoke(EJBLocalObjectInvocationHandler.java:220) at com.sun.ejb.containers.EJBLocalObjectInvocationHandlerDelegate.invoke(EJBLocalObjectInvocationHandlerDelegate.java:90) at com.sun.proxy.$Proxy308.getMycompanySetting(Unknown Source) at com.mycompany.settings.MycompanySettingInf.fillMycompanySettingValue(MycompanySettingInf.java:524) at com.mycompany.settings.MycompanySettingInf.fillMycompanySettingValue(MycompanySettingInf.java:508) at com.mycompany.settings.MycompanySettingInf.fillMycompanySetting(MycompanySettingInf.java:392) at sun.reflect.GeneratedMethodAccessor429.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at org.glassfish.ejb.security.application.EJBSecurityManager.runMethod(EJBSecurityManager.java:1081) at org.glassfish.ejb.security.application.EJBSecurityManager.invoke(EJBSecurityManager.java:1153) at com.sun.ejb.containers.BaseContainer.invokeBeanMethod(BaseContainer.java:4867) at com.sun.ejb.EjbInvocation.invokeBeanMethod(EjbInvocation.java:656) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:836) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.doCall(SystemInterceptorProxy.java:163) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.aroundInvoke(SystemInterceptorProxy.java:140) at sun.reflect.GeneratedMethodAccessor132.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at org.jboss.weld.module.ejb.AbstractEJBRequestScopeActivationInterceptor.aroundInvoke(AbstractEJBRequestScopeActivationInterceptor.java:72) at org.jboss.weld.module.ejb.SessionBeanInterceptor.aroundInvoke(SessionBeanInterceptor.java:52) at sun.reflect.GeneratedMethodAccessor124.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.containers.interceptors.InterceptorManager.intercept(InterceptorManager.java:374) at com.sun.ejb.containers.BaseContainer.__intercept(BaseContainer.java:4839) at com.sun.ejb.containers.BaseContainer.intercept(BaseContainer.java:4827) at com.sun.ejb.containers.EJBLocalObjectInvocationHandler.invoke(EJBLocalObjectInvocationHandler.java:212) at com.sun.ejb.containers.EJBLocalObjectInvocationHandlerDelegate.invoke(EJBLocalObjectInvocationHandlerDelegate.java:90) at com.sun.proxy.$Proxy398.fillMycompanySetting(Unknown Source) at com.mycompany.settings.__EJB31_Generated__MycompanySettingInf__Intf____Bean__.fillMycompanySetting(Unknown Source) at com.mycompany.settings.SettingsBean.fillMycompanyConfiguration(SettingsBean.java:356) at com.mycompany.settings.SettingsBean.getDeviceAdapterConfiguration(SettingsBean.java:142) at sun.reflect.GeneratedMethodAccessor473.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at org.glassfish.ejb.security.application.EJBSecurityManager.runMethod(EJBSecurityManager.java:1081) at org.glassfish.ejb.security.application.EJBSecurityManager.invoke(EJBSecurityManager.java:1153) at com.sun.ejb.containers.BaseContainer.invokeBeanMethod(BaseContainer.java:4867) at com.sun.ejb.EjbInvocation.invokeBeanMethod(EjbInvocation.java:656) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:836) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.doCall(SystemInterceptorProxy.java:163) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.aroundInvoke(SystemInterceptorProxy.java:140) at sun.reflect.GeneratedMethodAccessor132.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at org.jboss.weld.module.ejb.AbstractEJBRequestScopeActivationInterceptor.aroundInvoke(AbstractEJBRequestScopeActivationInterceptor.java:72) at org.jboss.weld.module.ejb.SessionBeanInterceptor.aroundInvoke(SessionBeanInterceptor.java:52) at sun.reflect.GeneratedMethodAccessor124.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.containers.interceptors.InterceptorManager.intercept(InterceptorManager.java:374) at com.sun.ejb.containers.BaseContainer.__intercept(BaseContainer.java:4839) at com.sun.ejb.containers.BaseContainer.intercept(BaseContainer.java:4827) at com.sun.ejb.containers.EJBLocalObjectInvocationHandler.invoke(EJBLocalObjectInvocationHandler.java:212) at com.sun.ejb.containers.EJBLocalObjectInvocationHandlerDelegate.invoke(EJBLocalObjectInvocationHandlerDelegate.java:90) at com.sun.proxy.$Proxy400.getDeviceAdapterConfiguration(Unknown Source) at com.mycompany.clientremote.platform.PlatformServiceBean.getDeviceAdapterConfiguration(PlatformServiceBean.java:262) at sun.reflect.GeneratedMethodAccessor472.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at org.glassfish.ejb.security.application.EJBSecurityManager.runMethod(EJBSecurityManager.java:1081) at org.glassfish.ejb.security.application.EJBSecurityManager.invoke(EJBSecurityManager.java:1153) at com.sun.ejb.containers.BaseContainer.invokeBeanMethod(BaseContainer.java:4867) at com.sun.ejb.EjbInvocation.invokeBeanMethod(EjbInvocation.java:656) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:836) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.mycompany.clientremote.common.abstractclasses.MycompanyClientRemoteBase.intercept(MycompanyClientRemoteBase.java:101) at sun.reflect.GeneratedMethodAccessor466.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.BeanAroundInvokeInterceptor.intercept(InterceptorManager.java:936) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.doCall(SystemInterceptorProxy.java:163) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.aroundInvoke(SystemInterceptorProxy.java:140) at sun.reflect.GeneratedMethodAccessor132.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at org.jboss.weld.module.ejb.AbstractEJBRequestScopeActivationInterceptor.aroundInvoke(AbstractEJBRequestScopeActivationInterceptor.java:81) at org.jboss.weld.module.ejb.SessionBeanInterceptor.aroundInvoke(SessionBeanInterceptor.java:52) at sun.reflect.GeneratedMethodAccessor124.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.containers.interceptors.InterceptorManager.intercept(InterceptorManager.java:374) at com.sun.ejb.containers.BaseContainer.__intercept(BaseContainer.java:4839) at com.sun.ejb.containers.BaseContainer.intercept(BaseContainer.java:4827) at com.sun.ejb.containers.EJBObjectInvocationHandler.invoke(EJBObjectInvocationHandler.java:205) at com.sun.ejb.containers.EJBObjectInvocationHandlerDelegate.invoke(EJBObjectInvocationHandlerDelegate.java:79) at com.sun.proxy.$Proxy568.getDeviceAdapterConfiguration(Unknown Source) at sun.reflect.GeneratedMethodAccessor471.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.corba.ee.impl.presentation.rmi.ReflectiveTie.dispatchToMethod(ReflectiveTie.java:143) at com.sun.corba.ee.impl.presentation.rmi.ReflectiveTie._invoke(ReflectiveTie.java:173) at com.sun.corba.ee.impl.protocol.ServerRequestDispatcherImpl.dispatchToServant(ServerRequestDispatcherImpl.java:528) at com.sun.corba.ee.impl.protocol.ServerRequestDispatcherImpl.dispatch(ServerRequestDispatcherImpl.java:199) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.handleRequestRequest(MessageMediatorImpl.java:1565) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.handleRequest(MessageMediatorImpl.java:1441) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.handleInput(MessageMediatorImpl.java:946) at com.sun.corba.ee.impl.protocol.giopmsgheaders.RequestMessage_1_2.callback(RequestMessage_1_2.java:213) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.handleRequest(MessageMediatorImpl.java:710) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.dispatch(MessageMediatorImpl.java:509) at com.sun.corba.ee.impl.protocol.MessageMediatorImpl.doWork(MessageMediatorImpl.java:2238) at com.sun.corba.ee.impl.threadpool.ThreadPoolImpl$TaskRunner.run(ThreadPoolImpl.java:189) at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511) at java.util.concurrent.FutureTask.run(FutureTask.java:266) at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149) at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624) at java.lang.Thread.run(Thread.java:748) Caused by: java.lang.RuntimeException: Got exception during XAResource.end: javax.transaction.xa.XAException: com.sun.appserv.connectors.internal.api.PoolingException: java.lang.NullPointerException at com.sun.enterprise.transaction.JavaEETransactionManagerSimplified.delistResource(JavaEETransactionManagerSimplified.java:547) at com.sun.enterprise.resource.rm.ResourceManagerImpl.unregisterResource(ResourceManagerImpl.java:277) at com.sun.enterprise.resource.rm.ResourceManagerImpl.delistResource(ResourceManagerImpl.java:235) at com.sun.enterprise.resource.pool.PoolManagerImpl.resourceClosed(PoolManagerImpl.java:378) at com.sun.enterprise.resource.listener.LocalTxConnectionEventListener.connectionClosed(LocalTxConnectionEventListener.java:77) at com.sun.gjc.spi.ManagedConnectionImpl.connectionClosed(ManagedConnectionImpl.java:860) at com.sun.gjc.spi.base.ConnectionHolder.close(ConnectionHolder.java:217) at com.sun.gjc.spi.jdbc40.ConnectionHolder40.close(ConnectionHolder40.java:608) at com.mycompany.database.settings.dbbase.MycompanySettingDbBase.getMycompanySetting(MycompanySettingDbBase.java:128) at sun.reflect.GeneratedMethodAccessor247.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at org.glassfish.ejb.security.application.EJBSecurityManager.runMethod(EJBSecurityManager.java:1081) at org.glassfish.ejb.security.application.EJBSecurityManager.invoke(EJBSecurityManager.java:1153) at com.sun.ejb.containers.BaseContainer.invokeBeanMethod(BaseContainer.java:4867) at com.sun.ejb.EjbInvocation.invokeBeanMethod(EjbInvocation.java:656) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:836) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.doCall(SystemInterceptorProxy.java:163) at com.sun.ejb.containers.interceptors.SystemInterceptorProxy.aroundInvoke(SystemInterceptorProxy.java:140) at sun.reflect.GeneratedMethodAccessor132.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.EjbInvocation.proceed(EjbInvocation.java:608) at org.jboss.weld.module.ejb.AbstractEJBRequestScopeActivationInterceptor.aroundInvoke(AbstractEJBRequestScopeActivationInterceptor.java:72) at org.jboss.weld.module.ejb.SessionBeanInterceptor.aroundInvoke(SessionBeanInterceptor.java:52) at sun.reflect.GeneratedMethodAccessor124.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.sun.ejb.containers.interceptors.AroundInvokeInterceptor.intercept(InterceptorManager.java:895) at com.sun.ejb.containers.interceptors.AroundInvokeChainImpl.invokeNext(InterceptorManager.java:835) at com.sun.ejb.containers.interceptors.InterceptorManager.intercept(InterceptorManager.java:374) at com.sun.ejb.containers.BaseContainer.__intercept(BaseContainer.java:4839) at com.sun.ejb.containers.BaseContainer.intercept(BaseContainer.java:4827) at com.sun.ejb.containers.EJBLocalObjectInvocationHandler.invoke(EJBLocalObjectInvocationHandler.java:212) ... 126 more Caused by: javax.transaction.xa.XAException: com.sun.appserv.connectors.internal.api.PoolingException: java.lang.NullPointerException at com.sun.enterprise.resource.ConnectorXAResource.handleResourceException(ConnectorXAResource.java:116) at com.sun.enterprise.resource.ConnectorXAResource.end(ConnectorXAResource.java:175) at com.sun.enterprise.transaction.JavaEETransactionManagerSimplified.delistResource(JavaEETransactionManagerSimplified.java:545) ... 162 more ``` ## Environment ## - **Payara Version**: 5.182 - **Edition**: Full - **JDK Version**: 1.8.0.182_64bit - **Operating System**: Windows 10 - **Database**: Oracle 12.2.1.2 and Postgresql 9.2 using jdbc type 4 driver.",0,npe in connectorxaresource getresourcehandle causes connection pool problems description i run very often into similar issues as described in especially the situation described in issue seems to be the same as the one in my server log file caused by javax transaction xa xaexception com sun appserv connectors internal api poolingexception java lang nullpointerexception at com sun enterprise resource connectorxaresource handleresourceexception connectorxaresource java at com sun enterprise resource connectorxaresource end connectorxaresource java reproduction is very difficult but i can reproduce it often when i make a large number of remote stateless bean calls using a standalone client the remote stateless beans make a large number of calls internally to other stateless beans which make a large number of calls to the database most methods are annotated using supports or requires not requires new problem occurs on both oracle and postgresql using jdbc type driver it does not seem to be database version related expected outcome no npes remote bean calls that keep working current outcome npes and the exception caused by javax transaction xa xaexception com sun appserv connectors internal api poolingexception java lang nullpointerexception at com sun enterprise resource connectorxaresource handleresourceexception connectorxaresource java at com sun enterprise resource connectorxaresource end connectorxaresource java steps to reproduce only for bug reports i debugged payara and added a breakpoint on npe this eventually shows a npe occurs in com sun enterprise resource connectorxaresource on line in my case the values are begintxifneeded true javaeetransactionimpl javaeetransactionimpl txid nonxaresource null jtstx null localtxstatus syncs getnonxaresource null h null localhandle is available and localhandle isshareable is true the handling of the h null situation is missing private resourcehandle getresourcehandle boolean begintxifneeded throws poolingexception try resourcehandle h null javaeetransaction getcurrenttransaction if null only if some thing is wrong with tx manager h localhandle just return the local handle else h resourcehandle getnonxaresource make sure that if local tx resource is set as unshareable only one resource can be acquired if the resource in question is not the one in transaction fail if localhandle isshareable if h localhandle throw new resourceallocationexception cannot use more than one local tx resource in unshareable scope if begintxifneeded h getresourcestate isunenlisted managedconnection mc managedconnection h getresource begin the local transaction if first time this managedconnection is used in this jta transaction mc getlocaltransaction begin return h catch exception ex logger log level severe poolmgr system exception ex throw new poolingexception ex tostring ex as far as i can see this line of code was introduced in the fix for perhaps the code should be if null getnonxaresource null only if some thing is wrong with tx manager h localhandle just return the local handle else h resourcehandle getnonxaresource to make it null pointer safe but i do not have enough knowledge to understand why there would not be a getnonxaresource is some cases ejb pool or database pool limit reached in an earlier stage the stacktrace at the moment the npe occurs is orb thread pool pool worker at com sun enterprise resource connectorxaresource getresourcehandle connectorxaresource java at com sun enterprise resource connectorxaresource getresourcehandleandbegintxifneeded connectorxaresource java at com sun enterprise resource connectorxaresource end connectorxaresource java at com sun enterprise transaction javaeetransactionmanagersimplified delistresource javaeetransactionmanagersimplified java at com sun enterprise resource rm resourcemanagerimpl unregisterresource resourcemanagerimpl java at com sun enterprise resource rm resourcemanagerimpl delistresource resourcemanagerimpl java at com sun enterprise resource pool poolmanagerimpl resourceclosed poolmanagerimpl java at com sun enterprise resource listener localtxconnectioneventlistener connectionclosed localtxconnectioneventlistener java at com sun gjc spi managedconnectionimpl connectionclosed managedconnectionimpl java at com sun gjc spi base connectionholder close connectionholder java at com sun gjc spi close java at com mycompany database settings dbbase mycompanysettingdbbase getmycompanysetting mycompanysettingdbbase java at sun reflect invoke at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at org glassfish ejb security application ejbsecuritymanager runmethod ejbsecuritymanager java at org glassfish ejb security application ejbsecuritymanager invoke ejbsecuritymanager java at com sun ejb containers basecontainer invokebeanmethod basecontainer java at com sun ejb ejbinvocation invokebeanmethod ejbinvocation java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb ejbinvocation proceed ejbinvocation java at com sun ejb containers interceptors systeminterceptorproxy docall systeminterceptorproxy java at com sun ejb containers interceptors systeminterceptorproxy aroundinvoke systeminterceptorproxy java at sun reflect invoke at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun ejb containers interceptors aroundinvokeinterceptor intercept interceptormanager java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb ejbinvocation proceed ejbinvocation java at org jboss weld module ejb abstractejbrequestscopeactivationinterceptor aroundinvoke abstractejbrequestscopeactivationinterceptor java at org jboss weld module ejb sessionbeaninterceptor aroundinvoke sessionbeaninterceptor java at sun reflect invoke at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun ejb containers interceptors aroundinvokeinterceptor intercept interceptormanager java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb containers interceptors interceptormanager intercept interceptormanager java at com sun ejb containers basecontainer intercept basecontainer java at com sun ejb containers basecontainer intercept basecontainer java at com sun ejb containers ejblocalobjectinvocationhandler invoke ejblocalobjectinvocationhandler java at com sun ejb containers ejblocalobjectinvocationhandlerdelegate invoke ejblocalobjectinvocationhandlerdelegate java at com sun proxy getmycompanysetting at com mycompany settings mycompanysettinginf fillmycompanysettingvalue mycompanysettinginf java at com mycompany settings mycompanysettinginf fillmycompanysettingvalue mycompanysettinginf java at com mycompany settings mycompanysettinginf fillmycompanysetting mycompanysettinginf java at sun reflect invoke at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at org glassfish ejb security application ejbsecuritymanager runmethod ejbsecuritymanager java at org glassfish ejb security application ejbsecuritymanager invoke ejbsecuritymanager java at com sun ejb containers basecontainer invokebeanmethod basecontainer java at com sun ejb ejbinvocation invokebeanmethod ejbinvocation java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb ejbinvocation proceed ejbinvocation java at com sun ejb containers interceptors systeminterceptorproxy docall systeminterceptorproxy java at com sun ejb containers interceptors systeminterceptorproxy aroundinvoke systeminterceptorproxy java at sun reflect invoke at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun ejb containers interceptors aroundinvokeinterceptor intercept interceptormanager java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb ejbinvocation proceed ejbinvocation java at org jboss weld module ejb abstractejbrequestscopeactivationinterceptor aroundinvoke abstractejbrequestscopeactivationinterceptor java at org jboss weld module ejb sessionbeaninterceptor aroundinvoke sessionbeaninterceptor java at sun reflect invoke at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun ejb containers interceptors aroundinvokeinterceptor intercept interceptormanager java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb containers interceptors interceptormanager intercept interceptormanager java at com sun ejb containers basecontainer intercept basecontainer java at com sun ejb containers basecontainer intercept basecontainer java at com sun ejb containers ejblocalobjectinvocationhandler invoke ejblocalobjectinvocationhandler java at com sun ejb containers ejblocalobjectinvocationhandlerdelegate invoke ejblocalobjectinvocationhandlerdelegate java at com sun proxy fillmycompanysetting at com mycompany settings generated mycompanysettinginf intf bean fillmycompanysetting at com mycompany settings settingsbean fillmycompanyconfiguration settingsbean java at com mycompany settings settingsbean getdeviceadapterconfiguration settingsbean java at sun reflect invoke at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at org glassfish ejb security application ejbsecuritymanager runmethod ejbsecuritymanager java at org glassfish ejb security application ejbsecuritymanager invoke ejbsecuritymanager java at com sun ejb containers basecontainer invokebeanmethod basecontainer java at com sun ejb ejbinvocation invokebeanmethod ejbinvocation java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb ejbinvocation proceed ejbinvocation java at com sun ejb containers interceptors systeminterceptorproxy docall systeminterceptorproxy java at com sun ejb containers interceptors systeminterceptorproxy aroundinvoke systeminterceptorproxy java at sun reflect invoke at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun ejb containers interceptors aroundinvokeinterceptor intercept interceptormanager java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb ejbinvocation proceed ejbinvocation java at org jboss weld module ejb abstractejbrequestscopeactivationinterceptor aroundinvoke abstractejbrequestscopeactivationinterceptor java at org jboss weld module ejb sessionbeaninterceptor aroundinvoke sessionbeaninterceptor java at sun reflect invoke at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun ejb containers interceptors aroundinvokeinterceptor intercept interceptormanager java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb containers interceptors interceptormanager intercept interceptormanager java at com sun ejb containers basecontainer intercept basecontainer java at com sun ejb containers basecontainer intercept basecontainer java at com sun ejb containers ejblocalobjectinvocationhandler invoke ejblocalobjectinvocationhandler java at com sun ejb containers ejblocalobjectinvocationhandlerdelegate invoke ejblocalobjectinvocationhandlerdelegate java at com sun proxy getdeviceadapterconfiguration at com mycompany clientremote platform platformservicebean getdeviceadapterconfiguration platformservicebean java at sun reflect invoke at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at org glassfish ejb security application ejbsecuritymanager runmethod ejbsecuritymanager java at org glassfish ejb security application ejbsecuritymanager invoke ejbsecuritymanager java at com sun ejb containers basecontainer invokebeanmethod basecontainer java at com sun ejb ejbinvocation invokebeanmethod ejbinvocation java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb ejbinvocation proceed ejbinvocation java at com mycompany clientremote common abstractclasses mycompanyclientremotebase intercept mycompanyclientremotebase java at sun reflect invoke at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun ejb containers interceptors beanaroundinvokeinterceptor intercept interceptormanager java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb ejbinvocation proceed ejbinvocation java at com sun ejb containers interceptors systeminterceptorproxy docall systeminterceptorproxy java at com sun ejb containers interceptors systeminterceptorproxy aroundinvoke systeminterceptorproxy java at sun reflect invoke at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun ejb containers interceptors aroundinvokeinterceptor intercept interceptormanager java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb ejbinvocation proceed ejbinvocation java at org jboss weld module ejb abstractejbrequestscopeactivationinterceptor aroundinvoke abstractejbrequestscopeactivationinterceptor java at org jboss weld module ejb sessionbeaninterceptor aroundinvoke sessionbeaninterceptor java at sun reflect invoke at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun ejb containers interceptors aroundinvokeinterceptor intercept interceptormanager java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb containers interceptors interceptormanager intercept interceptormanager java at com sun ejb containers basecontainer intercept basecontainer java at com sun ejb containers basecontainer intercept basecontainer java at com sun ejb containers ejbobjectinvocationhandler invoke ejbobjectinvocationhandler java at com sun ejb containers ejbobjectinvocationhandlerdelegate invoke ejbobjectinvocationhandlerdelegate java at com sun proxy getdeviceadapterconfiguration at sun reflect invoke at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun corba ee impl presentation rmi reflectivetie dispatchtomethod reflectivetie java at com sun corba ee impl presentation rmi reflectivetie invoke reflectivetie java at com sun corba ee impl protocol serverrequestdispatcherimpl dispatchtoservant serverrequestdispatcherimpl java at com sun corba ee impl protocol serverrequestdispatcherimpl dispatch serverrequestdispatcherimpl java at com sun corba ee impl protocol messagemediatorimpl handlerequestrequest messagemediatorimpl java at com sun corba ee impl protocol messagemediatorimpl handlerequest messagemediatorimpl java at com sun corba ee impl protocol messagemediatorimpl handleinput messagemediatorimpl java at com sun corba ee impl protocol giopmsgheaders requestmessage callback requestmessage java at com sun corba ee impl protocol messagemediatorimpl handlerequest messagemediatorimpl java at com sun corba ee impl protocol messagemediatorimpl dispatch messagemediatorimpl java at com sun corba ee impl protocol messagemediatorimpl dowork messagemediatorimpl java at com sun corba ee impl threadpool threadpoolimpl taskrunner run threadpoolimpl java at java util concurrent executors runnableadapter call executors java at java util concurrent futuretask run futuretask java at java util concurrent threadpoolexecutor runworker threadpoolexecutor java at java util concurrent threadpoolexecutor worker run threadpoolexecutor java at java lang thread run thread java eventually this npe is handled in handleresourceexception and the server log shows the poolingexception java lang nullpointerexception javax ejb ejbexception at com sun ejb containers ejbcontainertransactionmanager processsystemexception ejbcontainertransactionmanager java at com sun ejb containers ejbcontainertransactionmanager completenewtx ejbcontainertransactionmanager java at com sun ejb containers ejbcontainertransactionmanager postinvoketx ejbcontainertransactionmanager java at com sun ejb containers basecontainer postinvoketx basecontainer java at com sun ejb containers basecontainer postinvoke basecontainer java at com sun ejb containers basecontainer postinvoke basecontainer java at com sun ejb containers ejblocalobjectinvocationhandler invoke ejblocalobjectinvocationhandler java at com sun ejb containers ejblocalobjectinvocationhandlerdelegate invoke ejblocalobjectinvocationhandlerdelegate java at com sun proxy getmycompanysetting unknown source at com mycompany settings mycompanysettinginf fillmycompanysettingvalue mycompanysettinginf java at com mycompany settings mycompanysettinginf fillmycompanysettingvalue mycompanysettinginf java at com mycompany settings mycompanysettinginf fillmycompanysetting mycompanysettinginf java at sun reflect invoke unknown source at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at org glassfish ejb security application ejbsecuritymanager runmethod ejbsecuritymanager java at org glassfish ejb security application ejbsecuritymanager invoke ejbsecuritymanager java at com sun ejb containers basecontainer invokebeanmethod basecontainer java at com sun ejb ejbinvocation invokebeanmethod ejbinvocation java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb ejbinvocation proceed ejbinvocation java at com sun ejb containers interceptors systeminterceptorproxy docall systeminterceptorproxy java at com sun ejb containers interceptors systeminterceptorproxy aroundinvoke systeminterceptorproxy java at sun reflect invoke unknown source at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun ejb containers interceptors aroundinvokeinterceptor intercept interceptormanager java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb ejbinvocation proceed ejbinvocation java at org jboss weld module ejb abstractejbrequestscopeactivationinterceptor aroundinvoke abstractejbrequestscopeactivationinterceptor java at org jboss weld module ejb sessionbeaninterceptor aroundinvoke sessionbeaninterceptor java at sun reflect invoke unknown source at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun ejb containers interceptors aroundinvokeinterceptor intercept interceptormanager java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb containers interceptors interceptormanager intercept interceptormanager java at com sun ejb containers basecontainer intercept basecontainer java at com sun ejb containers basecontainer intercept basecontainer java at com sun ejb containers ejblocalobjectinvocationhandler invoke ejblocalobjectinvocationhandler java at com sun ejb containers ejblocalobjectinvocationhandlerdelegate invoke ejblocalobjectinvocationhandlerdelegate java at com sun proxy fillmycompanysetting unknown source at com mycompany settings generated mycompanysettinginf intf bean fillmycompanysetting unknown source at com mycompany settings settingsbean fillmycompanyconfiguration settingsbean java at com mycompany settings settingsbean getdeviceadapterconfiguration settingsbean java at sun reflect invoke unknown source at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at org glassfish ejb security application ejbsecuritymanager runmethod ejbsecuritymanager java at org glassfish ejb security application ejbsecuritymanager invoke ejbsecuritymanager java at com sun ejb containers basecontainer invokebeanmethod basecontainer java at com sun ejb ejbinvocation invokebeanmethod ejbinvocation java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb ejbinvocation proceed ejbinvocation java at com sun ejb containers interceptors systeminterceptorproxy docall systeminterceptorproxy java at com sun ejb containers interceptors systeminterceptorproxy aroundinvoke systeminterceptorproxy java at sun reflect invoke unknown source at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun ejb containers interceptors aroundinvokeinterceptor intercept interceptormanager java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb ejbinvocation proceed ejbinvocation java at org jboss weld module ejb abstractejbrequestscopeactivationinterceptor aroundinvoke abstractejbrequestscopeactivationinterceptor java at org jboss weld module ejb sessionbeaninterceptor aroundinvoke sessionbeaninterceptor java at sun reflect invoke unknown source at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun ejb containers interceptors aroundinvokeinterceptor intercept interceptormanager java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb containers interceptors interceptormanager intercept interceptormanager java at com sun ejb containers basecontainer intercept basecontainer java at com sun ejb containers basecontainer intercept basecontainer java at com sun ejb containers ejblocalobjectinvocationhandler invoke ejblocalobjectinvocationhandler java at com sun ejb containers ejblocalobjectinvocationhandlerdelegate invoke ejblocalobjectinvocationhandlerdelegate java at com sun proxy getdeviceadapterconfiguration unknown source at com mycompany clientremote platform platformservicebean getdeviceadapterconfiguration platformservicebean java at sun reflect invoke unknown source at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at org glassfish ejb security application ejbsecuritymanager runmethod ejbsecuritymanager java at org glassfish ejb security application ejbsecuritymanager invoke ejbsecuritymanager java at com sun ejb containers basecontainer invokebeanmethod basecontainer java at com sun ejb ejbinvocation invokebeanmethod ejbinvocation java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb ejbinvocation proceed ejbinvocation java at com mycompany clientremote common abstractclasses mycompanyclientremotebase intercept mycompanyclientremotebase java at sun reflect invoke unknown source at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun ejb containers interceptors beanaroundinvokeinterceptor intercept interceptormanager java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb ejbinvocation proceed ejbinvocation java at com sun ejb containers interceptors systeminterceptorproxy docall systeminterceptorproxy java at com sun ejb containers interceptors systeminterceptorproxy aroundinvoke systeminterceptorproxy java at sun reflect invoke unknown source at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun ejb containers interceptors aroundinvokeinterceptor intercept interceptormanager java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb ejbinvocation proceed ejbinvocation java at org jboss weld module ejb abstractejbrequestscopeactivationinterceptor aroundinvoke abstractejbrequestscopeactivationinterceptor java at org jboss weld module ejb sessionbeaninterceptor aroundinvoke sessionbeaninterceptor java at sun reflect invoke unknown source at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun ejb containers interceptors aroundinvokeinterceptor intercept interceptormanager java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb containers interceptors interceptormanager intercept interceptormanager java at com sun ejb containers basecontainer intercept basecontainer java at com sun ejb containers basecontainer intercept basecontainer java at com sun ejb containers ejbobjectinvocationhandler invoke ejbobjectinvocationhandler java at com sun ejb containers ejbobjectinvocationhandlerdelegate invoke ejbobjectinvocationhandlerdelegate java at com sun proxy getdeviceadapterconfiguration unknown source at sun reflect invoke unknown source at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun corba ee impl presentation rmi reflectivetie dispatchtomethod reflectivetie java at com sun corba ee impl presentation rmi reflectivetie invoke reflectivetie java at com sun corba ee impl protocol serverrequestdispatcherimpl dispatchtoservant serverrequestdispatcherimpl java at com sun corba ee impl protocol serverrequestdispatcherimpl dispatch serverrequestdispatcherimpl java at com sun corba ee impl protocol messagemediatorimpl handlerequestrequest messagemediatorimpl java at com sun corba ee impl protocol messagemediatorimpl handlerequest messagemediatorimpl java at com sun corba ee impl protocol messagemediatorimpl handleinput messagemediatorimpl java at com sun corba ee impl protocol giopmsgheaders requestmessage callback requestmessage java at com sun corba ee impl protocol messagemediatorimpl handlerequest messagemediatorimpl java at com sun corba ee impl protocol messagemediatorimpl dispatch messagemediatorimpl java at com sun corba ee impl protocol messagemediatorimpl dowork messagemediatorimpl java at com sun corba ee impl threadpool threadpoolimpl taskrunner run threadpoolimpl java at java util concurrent executors runnableadapter call executors java at java util concurrent futuretask run futuretask java at java util concurrent threadpoolexecutor runworker threadpoolexecutor java at java util concurrent threadpoolexecutor worker run threadpoolexecutor java at java lang thread run thread java caused by java lang runtimeexception got exception during xaresource end javax transaction xa xaexception com sun appserv connectors internal api poolingexception java lang nullpointerexception at com sun enterprise transaction javaeetransactionmanagersimplified delistresource javaeetransactionmanagersimplified java at com sun enterprise resource rm resourcemanagerimpl unregisterresource resourcemanagerimpl java at com sun enterprise resource rm resourcemanagerimpl delistresource resourcemanagerimpl java at com sun enterprise resource pool poolmanagerimpl resourceclosed poolmanagerimpl java at com sun enterprise resource listener localtxconnectioneventlistener connectionclosed localtxconnectioneventlistener java at com sun gjc spi managedconnectionimpl connectionclosed managedconnectionimpl java at com sun gjc spi base connectionholder close connectionholder java at com sun gjc spi close java at com mycompany database settings dbbase mycompanysettingdbbase getmycompanysetting mycompanysettingdbbase java at sun reflect invoke unknown source at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at org glassfish ejb security application ejbsecuritymanager runmethod ejbsecuritymanager java at org glassfish ejb security application ejbsecuritymanager invoke ejbsecuritymanager java at com sun ejb containers basecontainer invokebeanmethod basecontainer java at com sun ejb ejbinvocation invokebeanmethod ejbinvocation java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb ejbinvocation proceed ejbinvocation java at com sun ejb containers interceptors systeminterceptorproxy docall systeminterceptorproxy java at com sun ejb containers interceptors systeminterceptorproxy aroundinvoke systeminterceptorproxy java at sun reflect invoke unknown source at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun ejb containers interceptors aroundinvokeinterceptor intercept interceptormanager java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb ejbinvocation proceed ejbinvocation java at org jboss weld module ejb abstractejbrequestscopeactivationinterceptor aroundinvoke abstractejbrequestscopeactivationinterceptor java at org jboss weld module ejb sessionbeaninterceptor aroundinvoke sessionbeaninterceptor java at sun reflect invoke unknown source at sun reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java lang reflect method invoke method java at com sun ejb containers interceptors aroundinvokeinterceptor intercept interceptormanager java at com sun ejb containers interceptors aroundinvokechainimpl invokenext interceptormanager java at com sun ejb containers interceptors interceptormanager intercept interceptormanager java at com sun ejb containers basecontainer intercept basecontainer java at com sun ejb containers basecontainer intercept basecontainer java at com sun ejb containers ejblocalobjectinvocationhandler invoke ejblocalobjectinvocationhandler java more caused by javax transaction xa xaexception com sun appserv connectors internal api poolingexception java lang nullpointerexception at com sun enterprise resource connectorxaresource handleresourceexception connectorxaresource java at com sun enterprise resource connectorxaresource end connectorxaresource java at com sun enterprise transaction javaeetransactionmanagersimplified delistresource javaeetransactionmanagersimplified java more environment payara version edition full jdk version operating system windows database oracle and postgresql using jdbc type driver ,0 12612,7977691730.0,IssuesEvent,2018-07-17 15:59:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Topmost(root?) node not editable after creation.,enhancement topic:editor usability,"Maybe this has been discussed before, but it was not clear in the docs, and it does annoy me a bit at times. By topmost i mean the very first node/whatever-item you create, i called it root, but so many different things get named root in godot that i'm not sure it is the correct name for it. So, after you create the very first item, nothing can be done to it, the only way to alter it is by deletion, which in practice means that i end up creating an empty node to start and then re-organize everything bellow it as i see fit. If this is intended, and a design choice, it should be explicitly mentioned in the docs, preferably in the sceneTree docs, in the basics section. I'm guessing that it is because its a pretty considerable thing to be a bug, or a unintended side-effect of whatnot. Either way this issue is either a feature request, or a docs request. ",True,"Topmost(root?) node not editable after creation. - Maybe this has been discussed before, but it was not clear in the docs, and it does annoy me a bit at times. By topmost i mean the very first node/whatever-item you create, i called it root, but so many different things get named root in godot that i'm not sure it is the correct name for it. So, after you create the very first item, nothing can be done to it, the only way to alter it is by deletion, which in practice means that i end up creating an empty node to start and then re-organize everything bellow it as i see fit. If this is intended, and a design choice, it should be explicitly mentioned in the docs, preferably in the sceneTree docs, in the basics section. I'm guessing that it is because its a pretty considerable thing to be a bug, or a unintended side-effect of whatnot. Either way this issue is either a feature request, or a docs request. ",1,topmost root node not editable after creation maybe this has been discussed before but it was not clear in the docs and it does annoy me a bit at times by topmost i mean the very first node whatever item you create i called it root but so many different things get named root in godot that i m not sure it is the correct name for it so after you create the very first item nothing can be done to it the only way to alter it is by deletion which in practice means that i end up creating an empty node to start and then re organize everything bellow it as i see fit if this is intended and a design choice it should be explicitly mentioned in the docs preferably in the scenetree docs in the basics section i m guessing that it is because its a pretty considerable thing to be a bug or a unintended side effect of whatnot either way this issue is either a feature request or a docs request ,1 11160,7089686736.0,IssuesEvent,2018-01-12 04:29:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Better Math functions,feature proposal topic:gdscript usability,"Just wondering if there is anyway we could introduce some of these math functions into the classes in godot https://github.com/kermado/M3D/tree/master/source/M3D It's MIT and I think in godot 3d we could really use some of the functions that are in here to make it easier ",True,"Better Math functions - Just wondering if there is anyway we could introduce some of these math functions into the classes in godot https://github.com/kermado/M3D/tree/master/source/M3D It's MIT and I think in godot 3d we could really use some of the functions that are in here to make it easier ",1,better math functions just wondering if there is anyway we could introduce some of these math functions into the classes in godot it s mit and i think in godot we could really use some of the functions that are in here to make it easier ,1 4408,3851975207.0,IssuesEvent,2016-04-06 06:15:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Moving around in the 3D viewport,enhancement topic:editor usability,"Hi, I just lunched your editor for the first time. Here are some UI things that will make it more easy to understand. - I do not understand how to move. I open the 3D Platformer project. And I wanted to see how the scene looks like. I was only been able to zoom in and zoom out, I wasn't been able to modify my camera view to move on the x or the y coordination. Even checked the right mouse button. - Where do I see the animation editor? I clicked on the player icon, and I found it on screen. Than I wanted to see how you made it. All I been able to find is a scrip. May be it was your animation, but I was expecting to see resources. If you have a script animation you need to tell me some how that it's a script. Hope it helps. Ilya",True,"Moving around in the 3D viewport - Hi, I just lunched your editor for the first time. Here are some UI things that will make it more easy to understand. - I do not understand how to move. I open the 3D Platformer project. And I wanted to see how the scene looks like. I was only been able to zoom in and zoom out, I wasn't been able to modify my camera view to move on the x or the y coordination. Even checked the right mouse button. - Where do I see the animation editor? I clicked on the player icon, and I found it on screen. Than I wanted to see how you made it. All I been able to find is a scrip. May be it was your animation, but I was expecting to see resources. If you have a script animation you need to tell me some how that it's a script. Hope it helps. Ilya",1,moving around in the viewport hi i just lunched your editor for the first time here are some ui things that will make it more easy to understand i do not understand how to move i open the platformer project and i wanted to see how the scene looks like i was only been able to zoom in and zoom out i wasn t been able to modify my camera view to move on the x or the y coordination even checked the right mouse button where do i see the animation editor i clicked on the player icon and i found it on screen than i wanted to see how you made it all i been able to find is a scrip may be it was your animation but i was expecting to see resources if you have a script animation you need to tell me some how that it s a script hope it helps ilya,1 11087,7054416492.0,IssuesEvent,2018-01-04 00:35:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Horizontal scrolling with Shift,enhancement topic:editor usability,"**Godot/OS version:** 3.0 beta2, X11 Linux **Issue description:** In many other applications we can scroll horizontally by holding Shift while scrolling. It would be nice to have such functionality in the script editor. - [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. ",True,"Horizontal scrolling with Shift - **Godot/OS version:** 3.0 beta2, X11 Linux **Issue description:** In many other applications we can scroll horizontally by holding Shift while scrolling. It would be nice to have such functionality in the script editor. - [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. ",1,horizontal scrolling with shift godot os version linux issue description in many other applications we can scroll horizontally by holding shift while scrolling it would be nice to have such functionality in the script editor i searched the existing for potential duplicates ,1 137807,20242870735.0,IssuesEvent,2022-02-14 10:55:53,Regalis11/Barotrauma,https://api.github.com/repos/Regalis11/Barotrauma,closed,Misaligned items in Herja and Winterhalter,Bug Design Low prio,"*Sent by WordPress (issue@barotraumagame.com). Created by [fire](https://fire.fundersclub.com/).* --- From: EnclaveSolo **Description** Incorrect distance between objects. **Steps To Reproduce** **Version** V.0.16.4.0 **Operating System** Windows --- *Attachments:* 1. [20220212073029_1.jpg](https://firebot-prod-media.s3.amazonaws.com:443/email-attachments/3b389f42-8953-48eb-8803-51bad52eeb97/20220212073029_1.jpg) 1. [20220212081047_1.jpg](https://firebot-prod-media.s3.amazonaws.com:443/email-attachments/3b389f42-8953-48eb-8803-51bad52eeb97/20220212081047_1.jpg) 1. [20220212073219_1.jpg](https://firebot-prod-media.s3.amazonaws.com:443/email-attachments/3b389f42-8953-48eb-8803-51bad52eeb97/20220212073219_1.jpg) 1. [20220212073004_1.jpg](https://firebot-prod-media.s3.amazonaws.com:443/email-attachments/3b389f42-8953-48eb-8803-51bad52eeb97/20220212073004_1.jpg) 1. [20220212072946_1.jpg](https://firebot-prod-media.s3.amazonaws.com:443/email-attachments/3b389f42-8953-48eb-8803-51bad52eeb97/20220212072946_1.jpg) 1. [20220212073248_1.jpg](https://firebot-prod-media.s3.amazonaws.com:443/email-attachments/3b389f42-8953-48eb-8803-51bad52eeb97/20220212073248_1.jpg) ",1.0,"Misaligned items in Herja and Winterhalter - *Sent by WordPress (issue@barotraumagame.com). Created by [fire](https://fire.fundersclub.com/).* --- From: EnclaveSolo **Description** Incorrect distance between objects. **Steps To Reproduce** **Version** V.0.16.4.0 **Operating System** Windows --- *Attachments:* 1. [20220212073029_1.jpg](https://firebot-prod-media.s3.amazonaws.com:443/email-attachments/3b389f42-8953-48eb-8803-51bad52eeb97/20220212073029_1.jpg) 1. [20220212081047_1.jpg](https://firebot-prod-media.s3.amazonaws.com:443/email-attachments/3b389f42-8953-48eb-8803-51bad52eeb97/20220212081047_1.jpg) 1. [20220212073219_1.jpg](https://firebot-prod-media.s3.amazonaws.com:443/email-attachments/3b389f42-8953-48eb-8803-51bad52eeb97/20220212073219_1.jpg) 1. [20220212073004_1.jpg](https://firebot-prod-media.s3.amazonaws.com:443/email-attachments/3b389f42-8953-48eb-8803-51bad52eeb97/20220212073004_1.jpg) 1. [20220212072946_1.jpg](https://firebot-prod-media.s3.amazonaws.com:443/email-attachments/3b389f42-8953-48eb-8803-51bad52eeb97/20220212072946_1.jpg) 1. [20220212073248_1.jpg](https://firebot-prod-media.s3.amazonaws.com:443/email-attachments/3b389f42-8953-48eb-8803-51bad52eeb97/20220212073248_1.jpg) ",0,misaligned items in herja and winterhalter sent by wordpress issue barotraumagame com created by from enclavesolo description incorrect distance between objects steps to reproduce version v operating system windows attachments ,0 17132,11712819761.0,IssuesEvent,2020-03-09 09:09:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Axis caption in spatial editor,enhancement topic:editor usability,"**Issue description:** Maybe this is not a big issue for people with a lot of experience in 3d applications but when working in the spatial editor, I still often get confused/disoriented about which axis is which and from what direction exactly I'm looking. When working in blender, I find the little widget in the bottom left corner very helpful to quickly orient myself and know where in 3d space I am positioned and on which axes (an in what direction) i'm currently working. ![axis](https://user-images.githubusercontent.com/7927471/30238750-adcc03ac-954d-11e7-9967-b5c05eeac7b8.png) I think something similar would be very nice to have in godot's viewport as well.",True,"Axis caption in spatial editor - **Issue description:** Maybe this is not a big issue for people with a lot of experience in 3d applications but when working in the spatial editor, I still often get confused/disoriented about which axis is which and from what direction exactly I'm looking. When working in blender, I find the little widget in the bottom left corner very helpful to quickly orient myself and know where in 3d space I am positioned and on which axes (an in what direction) i'm currently working. ![axis](https://user-images.githubusercontent.com/7927471/30238750-adcc03ac-954d-11e7-9967-b5c05eeac7b8.png) I think something similar would be very nice to have in godot's viewport as well.",1,axis caption in spatial editor issue description maybe this is not a big issue for people with a lot of experience in applications but when working in the spatial editor i still often get confused disoriented about which axis is which and from what direction exactly i m looking when working in blender i find the little widget in the bottom left corner very helpful to quickly orient myself and know where in space i am positioned and on which axes an in what direction i m currently working i think something similar would be very nice to have in godot s viewport as well ,1 21156,16598395543.0,IssuesEvent,2021-06-01 15:58:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Starting to type action name fails due to missing quotes,enhancement topic:editor usability,"So uh... ![screen_recorder_plus_video_2018_30_11_02_15_51](https://user-images.githubusercontent.com/2223172/49262376-6e498480-f446-11e8-8e98-3a61bff652ce.gif) Not sure how this should be fixed. One idea would be automatically insert the quotation mark on auto-complete, since you more often need it than not. I know I could just start writing with "", but since the actions appear, I wouldn't expect them to disappear. (similar thing I think happened with load)",True,"Starting to type action name fails due to missing quotes - So uh... ![screen_recorder_plus_video_2018_30_11_02_15_51](https://user-images.githubusercontent.com/2223172/49262376-6e498480-f446-11e8-8e98-3a61bff652ce.gif) Not sure how this should be fixed. One idea would be automatically insert the quotation mark on auto-complete, since you more often need it than not. I know I could just start writing with "", but since the actions appear, I wouldn't expect them to disappear. (similar thing I think happened with load)",1,starting to type action name fails due to missing quotes so uh not sure how this should be fixed one idea would be automatically insert the quotation mark on auto complete since you more often need it than not i know i could just start writing with but since the actions appear i wouldn t expect them to disappear similar thing i think happened with load ,1 27608,29801972350.0,IssuesEvent,2023-06-16 08:47:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Unwarranted value incremented in text boxes on focus,bug topic:editor usability regression,"### Godot version 4.1 beta1, 4.1.beta2 ### System information Windows 11 ### Issue description Whenever you try to select an editable field like Scale.X and Scale.Y. The value is changed as soon as the focus is on. This is random behavior but consistently reproducible throughout the editor. https://github.com/godotengine/godot/assets/84369217/2773c297-bf4b-4dd7-86f7-0c837b8d4a12 **It is not reproducible in 4.0.3** ### Steps to reproduce Reproducible in most of the editable text fields with floating point values. It is random but consistent ### Minimal reproduction project N.A",True,"Unwarranted value incremented in text boxes on focus - ### Godot version 4.1 beta1, 4.1.beta2 ### System information Windows 11 ### Issue description Whenever you try to select an editable field like Scale.X and Scale.Y. The value is changed as soon as the focus is on. This is random behavior but consistently reproducible throughout the editor. https://github.com/godotengine/godot/assets/84369217/2773c297-bf4b-4dd7-86f7-0c837b8d4a12 **It is not reproducible in 4.0.3** ### Steps to reproduce Reproducible in most of the editable text fields with floating point values. It is random but consistent ### Minimal reproduction project N.A",1,unwarranted value incremented in text boxes on focus godot version system information windows issue description whenever you try to select an editable field like scale x and scale y the value is changed as soon as the focus is on this is random behavior but consistently reproducible throughout the editor it is not reproducible in steps to reproduce reproducible in most of the editable text fields with floating point values it is random but consistent minimal reproduction project n a,1 25624,25510302046.0,IssuesEvent,2022-11-28 12:37:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The InputMap event configuration dialog fails to setup analog axes when the input strength is too low,bug topic:editor usability topic:input topic:gui,"### Godot version 4.0.beta5 ### System information linux ### Issue description The even configuration dialog allows to press a key or move a joystick to automatically configure the action. The dialog does detect the input but the actual action is not selected if the joystick/analog trigger strength is too low (it seems that ""too low"" is ""<1.0"", but I'm not sure). https://user-images.githubusercontent.com/71937306/202348201-e20b69ab-9d4d-4e16-8c29-8262fcd849e2.mp4 Such low values happens on the controllers I own even when pressed at max strength, making it impossible for me to configure these actions automatically (my xbox 360 controller's joystick value are usually around .95). A fix should be to add a very low deadzone. ### Steps to reproduce Try associating an analog event to an action and notice how the correct event isn't select by the dialog unless the action strength is close to 1. ### Minimal reproduction project _No response_",True,"The InputMap event configuration dialog fails to setup analog axes when the input strength is too low - ### Godot version 4.0.beta5 ### System information linux ### Issue description The even configuration dialog allows to press a key or move a joystick to automatically configure the action. The dialog does detect the input but the actual action is not selected if the joystick/analog trigger strength is too low (it seems that ""too low"" is ""<1.0"", but I'm not sure). https://user-images.githubusercontent.com/71937306/202348201-e20b69ab-9d4d-4e16-8c29-8262fcd849e2.mp4 Such low values happens on the controllers I own even when pressed at max strength, making it impossible for me to configure these actions automatically (my xbox 360 controller's joystick value are usually around .95). A fix should be to add a very low deadzone. ### Steps to reproduce Try associating an analog event to an action and notice how the correct event isn't select by the dialog unless the action strength is close to 1. ### Minimal reproduction project _No response_",1,the inputmap event configuration dialog fails to setup analog axes when the input strength is too low godot version system information linux issue description the even configuration dialog allows to press a key or move a joystick to automatically configure the action the dialog does detect the input but the actual action is not selected if the joystick analog trigger strength is too low it seems that too low is but i m not sure such low values happens on the controllers i own even when pressed at max strength making it impossible for me to configure these actions automatically my xbox controller s joystick value are usually around a fix should be to add a very low deadzone steps to reproduce try associating an analog event to an action and notice how the correct event isn t select by the dialog unless the action strength is close to minimal reproduction project no response ,1 3187,3367796265.0,IssuesEvent,2015-11-22 13:53:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Bug with side scroll bar in the script tab of the editor,bug topic:editor usability,"Built on 07 April 2015 OS: Fedora 21 The side scroll bar within the script tab of the editor seems to have a limit at 70 columns even when the code line is longer. You can only access columns > 70 if you mark and drag the code with the mouse or by maximizing the window. When maximizing, the side-scroll bar disappears completely. If the code line is bigger then the screen, you have to use above mentioned method with the mouse. Little demo video: https://youtu.be/eaTYeD1iIws",True,"Bug with side scroll bar in the script tab of the editor - Built on 07 April 2015 OS: Fedora 21 The side scroll bar within the script tab of the editor seems to have a limit at 70 columns even when the code line is longer. You can only access columns > 70 if you mark and drag the code with the mouse or by maximizing the window. When maximizing, the side-scroll bar disappears completely. If the code line is bigger then the screen, you have to use above mentioned method with the mouse. Little demo video: https://youtu.be/eaTYeD1iIws",1,bug with side scroll bar in the script tab of the editor built on april os fedora the side scroll bar within the script tab of the editor seems to have a limit at columns even when the code line is longer you can only access columns if you mark and drag the code with the mouse or by maximizing the window when maximizing the side scroll bar disappears completely if the code line is bigger then the screen you have to use above mentioned method with the mouse little demo video ,1 15753,10277013783.0,IssuesEvent,2019-08-24 23:16:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Scene tabs don't expand on window maximize,bug topic:editor usability," **Godot version:** 89bcfa4b3 **Steps to reproduce:** 1. You need to open lots of scenes ![image](https://user-images.githubusercontent.com/2223172/63643628-d88d0e00-c6d4-11e9-9430-18692d1b2aca.png) 2. Make sure you aren't in the script editor 3. Shrink the window somehow and make it fullscreen again (on Windows 10 you can just drag the header down and up again) 4. This happens ![image](https://user-images.githubusercontent.com/2223172/63643643-3f122c00-c6d5-11e9-8d9d-6d0f5ffb2e0b.png) New Scene button moves to the left and tabs don't take full space. It returns to normal when you press the small round arrow to the right until you move to the first scene, but the New Scene button won't move until something forces it. ",True,"Scene tabs don't expand on window maximize - **Godot version:** 89bcfa4b3 **Steps to reproduce:** 1. You need to open lots of scenes ![image](https://user-images.githubusercontent.com/2223172/63643628-d88d0e00-c6d4-11e9-9430-18692d1b2aca.png) 2. Make sure you aren't in the script editor 3. Shrink the window somehow and make it fullscreen again (on Windows 10 you can just drag the header down and up again) 4. This happens ![image](https://user-images.githubusercontent.com/2223172/63643643-3f122c00-c6d5-11e9-8d9d-6d0f5ffb2e0b.png) New Scene button moves to the left and tabs don't take full space. It returns to normal when you press the small round arrow to the right until you move to the first scene, but the New Scene button won't move until something forces it. ",1,scene tabs don t expand on window maximize please search existing issues for potential duplicates before filing yours godot version steps to reproduce you need to open lots of scenes make sure you aren t in the script editor shrink the window somehow and make it fullscreen again on windows you can just drag the header down and up again this happens new scene button moves to the left and tabs don t take full space it returns to normal when you press the small round arrow to the right until you move to the first scene but the new scene button won t move until something forces it ,1 413413,12066876505.0,IssuesEvent,2020-04-16 12:31:42,strapi/strapi,https://api.github.com/repos/strapi/strapi,closed,Add progress indicator for file upload,priority: low type: feature request,"- [ ] **I have created my request on the Product Board before I submitted this issue** - [X] **I have looked at all the other requests on the Product Board before I submitted this issue** _I didn't put this on the product board since this is a small UX improvement_ **Please describe your feature request:** When uploading files, you don't see the progress. This is okay for small files, but with larger files you click save and then it uploads, but the UI doesn't show anything. Also it maye be cool to start uploading the file right away when dropping it, not only on saving the new content entry. Of course on cancellation it should then stop the upload and delete the file.",1.0,"Add progress indicator for file upload - - [ ] **I have created my request on the Product Board before I submitted this issue** - [X] **I have looked at all the other requests on the Product Board before I submitted this issue** _I didn't put this on the product board since this is a small UX improvement_ **Please describe your feature request:** When uploading files, you don't see the progress. This is okay for small files, but with larger files you click save and then it uploads, but the UI doesn't show anything. Also it maye be cool to start uploading the file right away when dropping it, not only on saving the new content entry. Of course on cancellation it should then stop the upload and delete the file.",0,add progress indicator for file upload i have created my request on the product board before i submitted this issue i have looked at all the other requests on the product board before i submitted this issue i didn t put this on the product board since this is a small ux improvement please describe your feature request when uploading files you don t see the progress this is okay for small files but with larger files you click save and then it uploads but the ui doesn t show anything also it maye be cool to start uploading the file right away when dropping it not only on saving the new content entry of course on cancellation it should then stop the upload and delete the file ,0 5990,4110647796.0,IssuesEvent,2016-06-07 00:27:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,GUI framework,discussion topic:editor usability,"How about using a gui framework like [electron,](http://electron.atom.io/) for the editor. I think most of the godot usability problems are related to the editor ui, and the editor has problems with the ui because of its implementation using a custom ui framework, the godot gui framework is well suited for a game (uis in games are very simple or should be) but not for a complex application like an editor, using html, and css would be very beneficial for future editor modifications.",True,"GUI framework - How about using a gui framework like [electron,](http://electron.atom.io/) for the editor. I think most of the godot usability problems are related to the editor ui, and the editor has problems with the ui because of its implementation using a custom ui framework, the godot gui framework is well suited for a game (uis in games are very simple or should be) but not for a complex application like an editor, using html, and css would be very beneficial for future editor modifications.",1,gui framework how about using a gui framework like for the editor i think most of the godot usability problems are related to the editor ui and the editor has problems with the ui because of its implementation using a custom ui framework the godot gui framework is well suited for a game uis in games are very simple or should be but not for a complex application like an editor using html and css would be very beneficial for future editor modifications ,1 67839,14891976535.0,IssuesEvent,2021-01-21 01:43:59,kenferrara/imhotep,https://api.github.com/repos/kenferrara/imhotep,opened,CVE-2020-36185 (Medium) detected in jackson-databind-2.2.3.jar,security vulnerability,"## CVE-2020-36185 - Medium Severity Vulnerability
Vulnerable Library - jackson-databind-2.2.3.jar

General data-binding functionality for Jackson: works on core streaming API

Path to dependency file: imhotep/imhotep-archive/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.2.3/jackson-databind-2.2.3.jar

Dependency Hierarchy: - hadoop-client-2.6.0-cdh5.4.11.jar (Root Library) - hadoop-aws-2.6.0-cdh5.4.11.jar - :x: **jackson-databind-2.2.3.jar** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

FasterXML jackson-databind 2.x before 2.9.10.8 mishandles the interaction between serialization gadgets and typing, related to org.apache.tomcat.dbcp.dbcp2.datasources.SharedPoolDataSource.

Publish Date: 2021-01-06

URL: CVE-2020-36185

CVSS 2 Score Details (6.8)

Base Score Metrics not available

",True,"CVE-2020-36185 (Medium) detected in jackson-databind-2.2.3.jar - ## CVE-2020-36185 - Medium Severity Vulnerability
Vulnerable Library - jackson-databind-2.2.3.jar

General data-binding functionality for Jackson: works on core streaming API

Path to dependency file: imhotep/imhotep-archive/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.2.3/jackson-databind-2.2.3.jar

Dependency Hierarchy: - hadoop-client-2.6.0-cdh5.4.11.jar (Root Library) - hadoop-aws-2.6.0-cdh5.4.11.jar - :x: **jackson-databind-2.2.3.jar** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

FasterXML jackson-databind 2.x before 2.9.10.8 mishandles the interaction between serialization gadgets and typing, related to org.apache.tomcat.dbcp.dbcp2.datasources.SharedPoolDataSource.

Publish Date: 2021-01-06

URL: CVE-2020-36185

CVSS 2 Score Details (6.8)

Base Score Metrics not available

",0,cve medium detected in jackson databind jar cve medium severity vulnerability vulnerable library jackson databind jar general data binding functionality for jackson works on core streaming api path to dependency file imhotep imhotep archive pom xml path to vulnerable library home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar dependency hierarchy hadoop client jar root library hadoop aws jar x jackson databind jar vulnerable library found in base branch master vulnerability details fasterxml jackson databind x before mishandles the interaction between serialization gadgets and typing related to org apache tomcat dbcp datasources sharedpooldatasource publish date url a href cvss score details base score metrics not available isopenpronvulnerability true ispackagebased true isdefaultbranch true packages vulnerabilityidentifier cve vulnerabilitydetails fasterxml jackson databind x before mishandles the interaction between serialization gadgets and typing related to org apache tomcat dbcp datasources sharedpooldatasource vulnerabilityurl ,0 17984,12465887749.0,IssuesEvent,2020-05-28 14:41:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add warnings when unused VisualScript nodes exist,feature proposal topic:editor topic:visualscript usability,"**Godot version:** 3.1.1 **Issue description:** There is are useful errors for when code isn't reachable in GDscript, that should also exist for VisualScript. ",True,"Add warnings when unused VisualScript nodes exist - **Godot version:** 3.1.1 **Issue description:** There is are useful errors for when code isn't reachable in GDscript, that should also exist for VisualScript. ",1,add warnings when unused visualscript nodes exist godot version issue description there is are useful errors for when code isn t reachable in gdscript that should also exist for visualscript ,1 25631,25512064849.0,IssuesEvent,2022-11-28 13:50:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Skeleton3DEditor doesn't make animation track with unique path,enhancement topic:editor usability topic:animation topic:3d,"### Godot version 4.0.dev ### System information any ### Issue description Skeleton3DEditor keying does not generate tracks with unique paths, even if the Skeleton is a unique Node. This is inconvenient when sharing animations. ### Steps to reproduce Make animation from Skeleton3DEditor with the unique node Skeleton3D. ### Minimal reproduction project nothing",True,"Skeleton3DEditor doesn't make animation track with unique path - ### Godot version 4.0.dev ### System information any ### Issue description Skeleton3DEditor keying does not generate tracks with unique paths, even if the Skeleton is a unique Node. This is inconvenient when sharing animations. ### Steps to reproduce Make animation from Skeleton3DEditor with the unique node Skeleton3D. ### Minimal reproduction project nothing",1, doesn t make animation track with unique path godot version dev system information any issue description keying does not generate tracks with unique paths even if the skeleton is a unique node this is inconvenient when sharing animations steps to reproduce make animation from with the unique node minimal reproduction project nothing,1 3584,3489439187.0,IssuesEvent,2016-01-03 21:56:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shaders are not autosaving when pressing Play,bug topic:editor usability,Shaders are not autosaving when pressing Play ( F5 ).,True,Shaders are not autosaving when pressing Play - Shaders are not autosaving when pressing Play ( F5 ).,1,shaders are not autosaving when pressing play shaders are not autosaving when pressing play ,1 12043,7645039255.0,IssuesEvent,2018-05-08 17:18:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Better find in documentation,enhancement topic:editor usability,"The current find function in the documentation is not convenient. It's a popup, it hides part of the doc, and the doc is hard to read because it's darkened, there's no Find next/Find previous shortcut. If possible the find function should be the same as when editing scripts, which has a much better design.",True,"Better find in documentation - The current find function in the documentation is not convenient. It's a popup, it hides part of the doc, and the doc is hard to read because it's darkened, there's no Find next/Find previous shortcut. If possible the find function should be the same as when editing scripts, which has a much better design.",1,better find in documentation the current find function in the documentation is not convenient it s a popup it hides part of the doc and the doc is hard to read because it s darkened there s no find next find previous shortcut if possible the find function should be the same as when editing scripts which has a much better design ,1 99102,11114635786.0,IssuesEvent,2019-12-18 09:06:50,bigbangcore/BigBang,https://api.github.com/repos/bigbangcore/BigBang,opened,检查点(CheckPoints)调研方案,documentation,"# BTC 检查点(CheckPoint)调研报告 ## BTC源码 BTC官方源码是C++写的,但是有一个官方认可的全节点是golang写的,叫btcd。 此调研报告是基于btcd源码的调研。毕竟golang的源码可读性高太多了,C++短期一下子可能搞不明白。 ## BTCD检查点的实现 ### 检查点的组织结构 检查点的实现源码文件叫checkpoints.go,在blockchain目录下。 CheckPoint被描述为一个块高度和块Hash的二元组结构体: ```go type Checkpoint struct { Height int32 Hash *chainhash.Hash } ``` 该结构体对象出现在BlockChain结构体中,为该类的一个属性,从目录结构和代码组织结构上看,CheckPoint就是主链的固有属性。 ```go type BlockChain struct { // The following fields are set when the instance is created and can't // be changed afterwards, so there is no need to protect them with a // separate mutex. checkpoints []chaincfg.Checkpoint checkpointsByHeight map[int32]*chaincfg.Checkpoint //配置初始化的时候,构造map,key是高度,value是CheckPoint结构体,按高度查找检查点 // there are more field of this struct ... } ``` 注意看checkpoint的类型,是在chaincfg模块里面的,跳转过去是params.go里面实现的,配置的参数大部分硬编码在这文件里: 硬编码在Params的结构体里: ```go type Params struct { // there are more field of this struct ... // Checkpoints ordered from oldest to newest. Checkpoints []Checkpoint // there are more field of this struct ... } ``` 从上面可以看到,是个CheckPoint的结构体数组,已排好序的,按照最老的到最新的区块排序。 这个配置参数结构体的值,是被硬编码设置的,主网,测试网都分别硬编码了属于自己的配置,下面只看主网的配置,重点看CheckPoint的配置: ```go // MainNetParams defines the network parameters for the main Bitcoin network. var MainNetParams = Params{ Name: ""mainnet"", Net: wire.MainNet, DefaultPort: ""8333"", DNSSeeds: []DNSSeed{ {""seed.bitcoin.sipa.be"", true}, {""dnsseed.bluematt.me"", true}, {""dnsseed.bitcoin.dashjr.org"", false}, {""seed.bitcoinstats.com"", true}, {""seed.bitnodes.io"", false}, {""seed.bitcoin.jonasschnelli.ch"", true}, }, // Chain parameters GenesisBlock: &genesisBlock, GenesisHash: &genesisHash, PowLimit: mainPowLimit, PowLimitBits: 0x1d00ffff, BIP0034Height: 227931, // 000000000000024b89b42a942fe0d9fea3bb44ab7bd1b19115dd6a759c0808b8 BIP0065Height: 388381, // 000000000000000004c2b624ed5d7756c508d90fd0da2c7c679febfa6c4735f0 BIP0066Height: 363725, // 00000000000000000379eaa19dce8c9b722d46ae6a57c2f1a988119488b50931 CoinbaseMaturity: 100, SubsidyReductionInterval: 210000, TargetTimespan: time.Hour * 24 * 14, // 14 days TargetTimePerBlock: time.Minute * 10, // 10 minutes RetargetAdjustmentFactor: 4, // 25% less, 400% more ReduceMinDifficulty: false, MinDiffReductionTime: 0, GenerateSupported: false, // Checkpoints ordered from oldest to newest. Checkpoints: []Checkpoint{ {11111, newHashFromStr(""0000000069e244f73d78e8fd29ba2fd2ed618bd6fa2ee92559f542fdb26e7c1d"")}, {33333, newHashFromStr(""000000002dd5588a74784eaa7ab0507a18ad16a236e7b1ce69f00d7ddfb5d0a6"")}, {74000, newHashFromStr(""0000000000573993a3c9e41ce34471c079dcf5f52a0e824a81e7f953b8661a20"")}, {105000, newHashFromStr(""00000000000291ce28027faea320c8d2b054b2e0fe44a773f3eefb151d6bdc97"")}, {134444, newHashFromStr(""00000000000005b12ffd4cd315cd34ffd4a594f430ac814c91184a0d42d2b0fe"")}, {168000, newHashFromStr(""000000000000099e61ea72015e79632f216fe6cb33d7899acb35b75c8303b763"")}, {193000, newHashFromStr(""000000000000059f452a5f7340de6682a977387c17010ff6e6c3bd83ca8b1317"")}, {210000, newHashFromStr(""000000000000048b95347e83192f69cf0366076336c639f9b7228e9ba171342e"")}, {216116, newHashFromStr(""00000000000001b4f4b433e81ee46494af945cf96014816a4e2370f11b23df4e"")}, {225430, newHashFromStr(""00000000000001c108384350f74090433e7fcf79a606b8e797f065b130575932"")}, {250000, newHashFromStr(""000000000000003887df1f29024b06fc2200b55f8af8f35453d7be294df2d214"")}, {267300, newHashFromStr(""000000000000000a83fbd660e918f218bf37edd92b748ad940483c7c116179ac"")}, {279000, newHashFromStr(""0000000000000001ae8c72a0b0c301f67e3afca10e819efa9041e458e9bd7e40"")}, {300255, newHashFromStr(""0000000000000000162804527c6e9b9f0563a280525f9d08c12041def0a0f3b2"")}, {319400, newHashFromStr(""000000000000000021c6052e9becade189495d1c539aa37c58917305fd15f13b"")}, {343185, newHashFromStr(""0000000000000000072b8bf361d01a6ba7d445dd024203fafc78768ed4368554"")}, {352940, newHashFromStr(""000000000000000010755df42dba556bb72be6a32f3ce0b6941ce4430152c9ff"")}, {382320, newHashFromStr(""00000000000000000a8dc6ed5b133d0eb2fd6af56203e4159789b092defd8ab2"")}, {400000, newHashFromStr(""000000000000000004ec466ce4732fe6f1ed1cddc2ed4b328fff5224276e3f6f"")}, {430000, newHashFromStr(""000000000000000001868b2bb3a285f3cc6b33ea234eb70facf4dcdf22186b87"")}, {460000, newHashFromStr(""000000000000000000ef751bbce8e744ad303c47ece06c8d863e4d417efc258c"")}, {490000, newHashFromStr(""000000000000000000de069137b17b8d5a3dfbd5b145b2dcfb203f15d0c4de90"")}, {520000, newHashFromStr(""0000000000000000000d26984c0229c9f6962dc74db0a6d525f2f1640396f69c"")}, {550000, newHashFromStr(""000000000000000000223b7a2298fb1c6c75fb0efc28a4c56853ff4112ec6bc9"")}, {560000, newHashFromStr(""0000000000000000002c7b276daf6efb2b6aa68e2ce3be67ef925b3264ae7122"")}, }, // 下面还有很多配置项,就不罗列了 } ``` 所以从以上知道,节点在运行起来的初始化的时候,检查点列表就被固定了,用高度作为map索引,加快检查点的查找。所有逻辑都是围绕这个两个数据结构来的。 下面我们来看checkpoints.go里面实现了检查点相关的什么函数。 ```go // 返回检查点的列表,大部分被检查点模块内部调用 Checkpoints(); // 返回最新的一个检查点,非关注的,先不管 LatestCheckpoint(); // 校验检查点,看看特定高度的块的Hash是否与检查点相同,不一样就返回false,其他都为true verifyCheckpoint(height int32, hash *chainhash.Hash) bool; // 找到最近的检查点关联的区块实体,该区块实体包括,timestamp, nonce,version, merkle root等。如果找不到对应的区块实体就返回nil findPreviousCheckpoint() (*blockNode, error); // 判断传递进去的一个块是否可以作为一个检查点的候选,通过这个函数筛选了,如果返回true,就说明该块适合作为检查点,每到一定的阶段运行这个函数的脚本,把检查点筛选出来添加进配置并硬编码进去,因为我发现这个函数只有一个工具程序的main函数调用了 IsCheckpointCandidate(block *btcutil.Block) (bool, error); ``` 接下来我们再继续分析这些检查点相关的函数的调用栈,也就是说被哪些模块调用了,哪些模块会需要检查点,以及业务上如何处理的: - Checkpoints(); 该函数基本受checkpoints内部的函数(LatestCheckpoint,verifyCheckpoint,findPreviousCheckpoint)调用。不是重要关注点。 - LatestCheckpoint(); BlockChain::isCurrent() -> LatestCheckpoint() 当前链的最高高度与块检查点最高的高度比较,如果小,isCurrent就返回false,暂时不是我们的关注点 BlockChain::checkConnectBlock() -> LatestCheckpoint() 如果当前链的最高高度的块与块检查点最高的高度比较,如果小于等于就关闭BTC里面的运行脚本(runscript),显然也不是我们的关注点 - verifyCheckpoint() BlockChain::ProcessBlock -> BlockChain::maybeAcceptBlock -> BlockChain::checkBlockContext -> BlockChain::checkBlockHeaderContext -> BlockChain::verifyCheckpoint() 首先来说下上面的调用栈,ProcessBlock可以认为是P2P网络同步过来的区块,就进入到ProcessBlock方法里面。经过一些上下文独立的检验后,认为可能可以接受这个块进入链了,就会调用maybeAcceptBlock,而该函数里面还会有一些校验,比如校验该块的前序块,校验通过才会继续调用checkBlockContext继续往下校验。checkBlockContext首先会调用checkBlockHeaderContext来校验“块头部”上下文,如果校验出错,直接返回错误,checkBlockHeaderContext函数从块头拿到块的Hash,并拿到校验块的高度,调用verifyCheckpoint函数校验检查点的Hash是否匹配,如果不匹配就返回错误,如果找不到,就返回正确,继往下走。 以下是该函数调用后的所做的相关业务逻辑处理的代码: ```go // Ensure chain matches up to predetermined checkpoints. blockHash := header.BlockHash() if !b.verifyCheckpoint(blockHeight, &blockHash) { str := fmt.Sprintf(""block at height %d does not match ""+ ""checkpoint hash"", blockHeight) return ruleError(ErrBadCheckpoint, str) } ``` verifyCheckPoint实现: ```go // verifyCheckpoint returns whether the passed block height and hash combination // match the checkpoint data. It also returns true if there is no checkpoint // data for the passed block height. func (b *BlockChain) verifyCheckpoint(height int32, hash *chainhash.Hash) bool { if !b.HasCheckpoints() { return true } // Nothing to check if there is no checkpoint data for the block height. checkpoint, exists := b.checkpointsByHeight[height] if !exists { return true } if !checkpoint.Hash.IsEqual(hash) { return false } log.Infof(""Verified checkpoint at height %d/block %s"", checkpoint.Height, checkpoint.Hash) return true } ``` 看以上代码就知道,几乎是很简单的检查点匹配判断,然后报错。 - findPreviousCheckpoint() (*blockNode, error); BlockChain::ProcessBlock -> BlockChain::findPreviousCheckpoint() BlockChain::verifyCheckpoint() -> BlockChain::findPreviousCheckpoint() 以下就是各个函数调用findPreviousCheckPoint的业务处理 ```go checkpointNode, err := b.findPreviousCheckpoint() if err != nil { return false, false, err } if checkpointNode != nil { // Ensure the block timestamp is after the checkpoint timestamp. checkpointTime := time.Unix(checkpointNode.timestamp, 0) if blockHeader.Timestamp.Before(checkpointTime) { str := fmt.Sprintf(""block %v has timestamp %v before ""+ ""last checkpoint timestamp %v"", blockHash, blockHeader.Timestamp, checkpointTime) return false, false, ruleError(ErrCheckpointTimeTooOld, str) } } ``` 意思是这样,如果找不到前序检查点关联的块实体那么肯定是错的,因为没有检查点关联的块,你的链就相当于不是我这条链了,错误。 找到前序检查点关联的块实体,还要确定当前块的时间戳是大于前序检查点的时间戳的,不然也有问题,我作为后续的块的时间戳不应该比前序的时间戳小。这样不符合逻辑。 ### 检查点的选取规则 根据之前的小节分析,检查点是通过一个额外的工具分析出来的,然后选取出来再逐步添加进主链中硬编码,随着版本的发布新增检查点硬编码, 以下是btcd的注释文档: ```go // IsCheckpointCandidate returns whether or not the passed block is a good // checkpoint candidate. // // The factors used to determine a good checkpoint are: // - The block must be in the main chain // - The block must be at least 'CheckpointConfirmations' blocks prior to the // current end of the main chain // - The timestamps for the blocks before and after the checkpoint must have // timestamps which are also before and after the checkpoint, respectively // (due to the median time allowance this is not always the case) // - The block must not contain any strange transaction such as those with // nonstandard scripts // // The intent is that candidates are reviewed by a developer to make the final // decision and then manually added to the list of checkpoints for a network. ``` 这里主要理解检查点选取的逻辑。主要是IsCheckpointCandidate(block *btcutil.Block) (bool, error)这个函数判断的,然后我们逐步分析它的调用栈。 先看它的实现,实现代码暂时不贴了,主要分析作为候选检查点的区块的必要条件: - 检查点必须在主链上,因为链会硬分叉,说通俗点就是检查点必须在当前最长链上 - 检查点的高度必须与检查点所对应的Hash的块高一致 - 检查点的块必须要至少有一定的确认数,btcd里面是**至少**2016次确认数的块才能入选 ```go // CheckpointConfirmations is the number of blocks before the end of the current // best block chain that a good checkpoint candidate must be. const CheckpointConfirmations = 2016 // A checkpoint must be at least CheckpointConfirmations blocks // before the end of the main chain. mainChainHeight := b.bestChain.Tip().height if node.height > (mainChainHeight - CheckpointConfirmations) { return false, nil } ``` - 检查点块的时间戳必须在夹在前一个块和后一个块的中间。 main() -> findCandidates() -> IsCheckpointCandidate() 以上就是IsCheckpointCandidate的调用栈,用工具筛选出,然后再公布出来大家一起讨论筛选出检查点,最后再硬编码进主链的代码里。 ### BigbangCore的检查点方案 - 筛选检查点的方法为了方便,暂时可以不用做成额外的工具,可以做成RPC列出来,然后人工筛选。或者初期主链高度不高,手工筛选都可以,反正高度都是跳着来的,也不多,人力可以完成。 - 检查点列表也硬编码进代码里。 - 仿照BTCD,主要检查点检查的调用也只处理P2P的块,就不用检查已同步的块的了,因为最新的检查点的块的Hash和高度确定,就代表它之前的所有区块的Hash,Timestamp确定了。也就是说,最终如果不匹配还是会报错 ## 参考资料 - https://www.zuocoin.com/a/news/experience/2018/1126/7976.html - https://github.com/btcsuite/btcd.git (BTC的官方源码协议中有对这个golang版的全节点进行支持,之前对比了一些模块的实现,智整体思想算法甚至参数与BTC的源码一致) ",1.0,"检查点(CheckPoints)调研方案 - # BTC 检查点(CheckPoint)调研报告 ## BTC源码 BTC官方源码是C++写的,但是有一个官方认可的全节点是golang写的,叫btcd。 此调研报告是基于btcd源码的调研。毕竟golang的源码可读性高太多了,C++短期一下子可能搞不明白。 ## BTCD检查点的实现 ### 检查点的组织结构 检查点的实现源码文件叫checkpoints.go,在blockchain目录下。 CheckPoint被描述为一个块高度和块Hash的二元组结构体: ```go type Checkpoint struct { Height int32 Hash *chainhash.Hash } ``` 该结构体对象出现在BlockChain结构体中,为该类的一个属性,从目录结构和代码组织结构上看,CheckPoint就是主链的固有属性。 ```go type BlockChain struct { // The following fields are set when the instance is created and can't // be changed afterwards, so there is no need to protect them with a // separate mutex. checkpoints []chaincfg.Checkpoint checkpointsByHeight map[int32]*chaincfg.Checkpoint //配置初始化的时候,构造map,key是高度,value是CheckPoint结构体,按高度查找检查点 // there are more field of this struct ... } ``` 注意看checkpoint的类型,是在chaincfg模块里面的,跳转过去是params.go里面实现的,配置的参数大部分硬编码在这文件里: 硬编码在Params的结构体里: ```go type Params struct { // there are more field of this struct ... // Checkpoints ordered from oldest to newest. Checkpoints []Checkpoint // there are more field of this struct ... } ``` 从上面可以看到,是个CheckPoint的结构体数组,已排好序的,按照最老的到最新的区块排序。 这个配置参数结构体的值,是被硬编码设置的,主网,测试网都分别硬编码了属于自己的配置,下面只看主网的配置,重点看CheckPoint的配置: ```go // MainNetParams defines the network parameters for the main Bitcoin network. var MainNetParams = Params{ Name: ""mainnet"", Net: wire.MainNet, DefaultPort: ""8333"", DNSSeeds: []DNSSeed{ {""seed.bitcoin.sipa.be"", true}, {""dnsseed.bluematt.me"", true}, {""dnsseed.bitcoin.dashjr.org"", false}, {""seed.bitcoinstats.com"", true}, {""seed.bitnodes.io"", false}, {""seed.bitcoin.jonasschnelli.ch"", true}, }, // Chain parameters GenesisBlock: &genesisBlock, GenesisHash: &genesisHash, PowLimit: mainPowLimit, PowLimitBits: 0x1d00ffff, BIP0034Height: 227931, // 000000000000024b89b42a942fe0d9fea3bb44ab7bd1b19115dd6a759c0808b8 BIP0065Height: 388381, // 000000000000000004c2b624ed5d7756c508d90fd0da2c7c679febfa6c4735f0 BIP0066Height: 363725, // 00000000000000000379eaa19dce8c9b722d46ae6a57c2f1a988119488b50931 CoinbaseMaturity: 100, SubsidyReductionInterval: 210000, TargetTimespan: time.Hour * 24 * 14, // 14 days TargetTimePerBlock: time.Minute * 10, // 10 minutes RetargetAdjustmentFactor: 4, // 25% less, 400% more ReduceMinDifficulty: false, MinDiffReductionTime: 0, GenerateSupported: false, // Checkpoints ordered from oldest to newest. Checkpoints: []Checkpoint{ {11111, newHashFromStr(""0000000069e244f73d78e8fd29ba2fd2ed618bd6fa2ee92559f542fdb26e7c1d"")}, {33333, newHashFromStr(""000000002dd5588a74784eaa7ab0507a18ad16a236e7b1ce69f00d7ddfb5d0a6"")}, {74000, newHashFromStr(""0000000000573993a3c9e41ce34471c079dcf5f52a0e824a81e7f953b8661a20"")}, {105000, newHashFromStr(""00000000000291ce28027faea320c8d2b054b2e0fe44a773f3eefb151d6bdc97"")}, {134444, newHashFromStr(""00000000000005b12ffd4cd315cd34ffd4a594f430ac814c91184a0d42d2b0fe"")}, {168000, newHashFromStr(""000000000000099e61ea72015e79632f216fe6cb33d7899acb35b75c8303b763"")}, {193000, newHashFromStr(""000000000000059f452a5f7340de6682a977387c17010ff6e6c3bd83ca8b1317"")}, {210000, newHashFromStr(""000000000000048b95347e83192f69cf0366076336c639f9b7228e9ba171342e"")}, {216116, newHashFromStr(""00000000000001b4f4b433e81ee46494af945cf96014816a4e2370f11b23df4e"")}, {225430, newHashFromStr(""00000000000001c108384350f74090433e7fcf79a606b8e797f065b130575932"")}, {250000, newHashFromStr(""000000000000003887df1f29024b06fc2200b55f8af8f35453d7be294df2d214"")}, {267300, newHashFromStr(""000000000000000a83fbd660e918f218bf37edd92b748ad940483c7c116179ac"")}, {279000, newHashFromStr(""0000000000000001ae8c72a0b0c301f67e3afca10e819efa9041e458e9bd7e40"")}, {300255, newHashFromStr(""0000000000000000162804527c6e9b9f0563a280525f9d08c12041def0a0f3b2"")}, {319400, newHashFromStr(""000000000000000021c6052e9becade189495d1c539aa37c58917305fd15f13b"")}, {343185, newHashFromStr(""0000000000000000072b8bf361d01a6ba7d445dd024203fafc78768ed4368554"")}, {352940, newHashFromStr(""000000000000000010755df42dba556bb72be6a32f3ce0b6941ce4430152c9ff"")}, {382320, newHashFromStr(""00000000000000000a8dc6ed5b133d0eb2fd6af56203e4159789b092defd8ab2"")}, {400000, newHashFromStr(""000000000000000004ec466ce4732fe6f1ed1cddc2ed4b328fff5224276e3f6f"")}, {430000, newHashFromStr(""000000000000000001868b2bb3a285f3cc6b33ea234eb70facf4dcdf22186b87"")}, {460000, newHashFromStr(""000000000000000000ef751bbce8e744ad303c47ece06c8d863e4d417efc258c"")}, {490000, newHashFromStr(""000000000000000000de069137b17b8d5a3dfbd5b145b2dcfb203f15d0c4de90"")}, {520000, newHashFromStr(""0000000000000000000d26984c0229c9f6962dc74db0a6d525f2f1640396f69c"")}, {550000, newHashFromStr(""000000000000000000223b7a2298fb1c6c75fb0efc28a4c56853ff4112ec6bc9"")}, {560000, newHashFromStr(""0000000000000000002c7b276daf6efb2b6aa68e2ce3be67ef925b3264ae7122"")}, }, // 下面还有很多配置项,就不罗列了 } ``` 所以从以上知道,节点在运行起来的初始化的时候,检查点列表就被固定了,用高度作为map索引,加快检查点的查找。所有逻辑都是围绕这个两个数据结构来的。 下面我们来看checkpoints.go里面实现了检查点相关的什么函数。 ```go // 返回检查点的列表,大部分被检查点模块内部调用 Checkpoints(); // 返回最新的一个检查点,非关注的,先不管 LatestCheckpoint(); // 校验检查点,看看特定高度的块的Hash是否与检查点相同,不一样就返回false,其他都为true verifyCheckpoint(height int32, hash *chainhash.Hash) bool; // 找到最近的检查点关联的区块实体,该区块实体包括,timestamp, nonce,version, merkle root等。如果找不到对应的区块实体就返回nil findPreviousCheckpoint() (*blockNode, error); // 判断传递进去的一个块是否可以作为一个检查点的候选,通过这个函数筛选了,如果返回true,就说明该块适合作为检查点,每到一定的阶段运行这个函数的脚本,把检查点筛选出来添加进配置并硬编码进去,因为我发现这个函数只有一个工具程序的main函数调用了 IsCheckpointCandidate(block *btcutil.Block) (bool, error); ``` 接下来我们再继续分析这些检查点相关的函数的调用栈,也就是说被哪些模块调用了,哪些模块会需要检查点,以及业务上如何处理的: - Checkpoints(); 该函数基本受checkpoints内部的函数(LatestCheckpoint,verifyCheckpoint,findPreviousCheckpoint)调用。不是重要关注点。 - LatestCheckpoint(); BlockChain::isCurrent() -> LatestCheckpoint() 当前链的最高高度与块检查点最高的高度比较,如果小,isCurrent就返回false,暂时不是我们的关注点 BlockChain::checkConnectBlock() -> LatestCheckpoint() 如果当前链的最高高度的块与块检查点最高的高度比较,如果小于等于就关闭BTC里面的运行脚本(runscript),显然也不是我们的关注点 - verifyCheckpoint() BlockChain::ProcessBlock -> BlockChain::maybeAcceptBlock -> BlockChain::checkBlockContext -> BlockChain::checkBlockHeaderContext -> BlockChain::verifyCheckpoint() 首先来说下上面的调用栈,ProcessBlock可以认为是P2P网络同步过来的区块,就进入到ProcessBlock方法里面。经过一些上下文独立的检验后,认为可能可以接受这个块进入链了,就会调用maybeAcceptBlock,而该函数里面还会有一些校验,比如校验该块的前序块,校验通过才会继续调用checkBlockContext继续往下校验。checkBlockContext首先会调用checkBlockHeaderContext来校验“块头部”上下文,如果校验出错,直接返回错误,checkBlockHeaderContext函数从块头拿到块的Hash,并拿到校验块的高度,调用verifyCheckpoint函数校验检查点的Hash是否匹配,如果不匹配就返回错误,如果找不到,就返回正确,继往下走。 以下是该函数调用后的所做的相关业务逻辑处理的代码: ```go // Ensure chain matches up to predetermined checkpoints. blockHash := header.BlockHash() if !b.verifyCheckpoint(blockHeight, &blockHash) { str := fmt.Sprintf(""block at height %d does not match ""+ ""checkpoint hash"", blockHeight) return ruleError(ErrBadCheckpoint, str) } ``` verifyCheckPoint实现: ```go // verifyCheckpoint returns whether the passed block height and hash combination // match the checkpoint data. It also returns true if there is no checkpoint // data for the passed block height. func (b *BlockChain) verifyCheckpoint(height int32, hash *chainhash.Hash) bool { if !b.HasCheckpoints() { return true } // Nothing to check if there is no checkpoint data for the block height. checkpoint, exists := b.checkpointsByHeight[height] if !exists { return true } if !checkpoint.Hash.IsEqual(hash) { return false } log.Infof(""Verified checkpoint at height %d/block %s"", checkpoint.Height, checkpoint.Hash) return true } ``` 看以上代码就知道,几乎是很简单的检查点匹配判断,然后报错。 - findPreviousCheckpoint() (*blockNode, error); BlockChain::ProcessBlock -> BlockChain::findPreviousCheckpoint() BlockChain::verifyCheckpoint() -> BlockChain::findPreviousCheckpoint() 以下就是各个函数调用findPreviousCheckPoint的业务处理 ```go checkpointNode, err := b.findPreviousCheckpoint() if err != nil { return false, false, err } if checkpointNode != nil { // Ensure the block timestamp is after the checkpoint timestamp. checkpointTime := time.Unix(checkpointNode.timestamp, 0) if blockHeader.Timestamp.Before(checkpointTime) { str := fmt.Sprintf(""block %v has timestamp %v before ""+ ""last checkpoint timestamp %v"", blockHash, blockHeader.Timestamp, checkpointTime) return false, false, ruleError(ErrCheckpointTimeTooOld, str) } } ``` 意思是这样,如果找不到前序检查点关联的块实体那么肯定是错的,因为没有检查点关联的块,你的链就相当于不是我这条链了,错误。 找到前序检查点关联的块实体,还要确定当前块的时间戳是大于前序检查点的时间戳的,不然也有问题,我作为后续的块的时间戳不应该比前序的时间戳小。这样不符合逻辑。 ### 检查点的选取规则 根据之前的小节分析,检查点是通过一个额外的工具分析出来的,然后选取出来再逐步添加进主链中硬编码,随着版本的发布新增检查点硬编码, 以下是btcd的注释文档: ```go // IsCheckpointCandidate returns whether or not the passed block is a good // checkpoint candidate. // // The factors used to determine a good checkpoint are: // - The block must be in the main chain // - The block must be at least 'CheckpointConfirmations' blocks prior to the // current end of the main chain // - The timestamps for the blocks before and after the checkpoint must have // timestamps which are also before and after the checkpoint, respectively // (due to the median time allowance this is not always the case) // - The block must not contain any strange transaction such as those with // nonstandard scripts // // The intent is that candidates are reviewed by a developer to make the final // decision and then manually added to the list of checkpoints for a network. ``` 这里主要理解检查点选取的逻辑。主要是IsCheckpointCandidate(block *btcutil.Block) (bool, error)这个函数判断的,然后我们逐步分析它的调用栈。 先看它的实现,实现代码暂时不贴了,主要分析作为候选检查点的区块的必要条件: - 检查点必须在主链上,因为链会硬分叉,说通俗点就是检查点必须在当前最长链上 - 检查点的高度必须与检查点所对应的Hash的块高一致 - 检查点的块必须要至少有一定的确认数,btcd里面是**至少**2016次确认数的块才能入选 ```go // CheckpointConfirmations is the number of blocks before the end of the current // best block chain that a good checkpoint candidate must be. const CheckpointConfirmations = 2016 // A checkpoint must be at least CheckpointConfirmations blocks // before the end of the main chain. mainChainHeight := b.bestChain.Tip().height if node.height > (mainChainHeight - CheckpointConfirmations) { return false, nil } ``` - 检查点块的时间戳必须在夹在前一个块和后一个块的中间。 main() -> findCandidates() -> IsCheckpointCandidate() 以上就是IsCheckpointCandidate的调用栈,用工具筛选出,然后再公布出来大家一起讨论筛选出检查点,最后再硬编码进主链的代码里。 ### BigbangCore的检查点方案 - 筛选检查点的方法为了方便,暂时可以不用做成额外的工具,可以做成RPC列出来,然后人工筛选。或者初期主链高度不高,手工筛选都可以,反正高度都是跳着来的,也不多,人力可以完成。 - 检查点列表也硬编码进代码里。 - 仿照BTCD,主要检查点检查的调用也只处理P2P的块,就不用检查已同步的块的了,因为最新的检查点的块的Hash和高度确定,就代表它之前的所有区块的Hash,Timestamp确定了。也就是说,最终如果不匹配还是会报错 ## 参考资料 - https://www.zuocoin.com/a/news/experience/2018/1126/7976.html - https://github.com/btcsuite/btcd.git (BTC的官方源码协议中有对这个golang版的全节点进行支持,之前对比了一些模块的实现,智整体思想算法甚至参数与BTC的源码一致) ",0,检查点 checkpoints 调研方案 btc 检查点(checkpoint)调研报告 btc源码 btc官方源码是c 写的,但是有一个官方认可的全节点是golang写的,叫btcd。 此调研报告是基于btcd源码的调研。毕竟golang的源码可读性高太多了,c 短期一下子可能搞不明白。 btcd检查点的实现 检查点的组织结构 检查点的实现源码文件叫checkpoints go 在blockchain目录下。 checkpoint被描述为一个块高度和块hash的二元组结构体 go type checkpoint struct height hash chainhash hash 该结构体对象出现在blockchain结构体中,为该类的一个属性,从目录结构和代码组织结构上看,checkpoint就是主链的固有属性。 go type blockchain struct the following fields are set when the instance is created and can t be changed afterwards so there is no need to protect them with a separate mutex checkpoints chaincfg checkpoint checkpointsbyheight map chaincfg checkpoint 配置初始化的时候,构造map,key是高度,value是checkpoint结构体,按高度查找检查点 there are more field of this struct 注意看checkpoint的类型,是在chaincfg模块里面的,跳转过去是params go里面实现的,配置的参数大部分硬编码在这文件里: 硬编码在params的结构体里 go type params struct there are more field of this struct checkpoints ordered from oldest to newest checkpoints checkpoint there are more field of this struct 从上面可以看到,是个checkpoint的结构体数组,已排好序的,按照最老的到最新的区块排序。 这个配置参数结构体的值,是被硬编码设置的,主网,测试网都分别硬编码了属于自己的配置,下面只看主网的配置,重点看checkpoint的配置 go mainnetparams defines the network parameters for the main bitcoin network var mainnetparams params name mainnet net wire mainnet defaultport dnsseeds dnsseed seed bitcoin sipa be true dnsseed bluematt me true dnsseed bitcoin dashjr org false seed bitcoinstats com true seed bitnodes io false seed bitcoin jonasschnelli ch true chain parameters genesisblock genesisblock genesishash genesishash powlimit mainpowlimit powlimitbits coinbasematurity subsidyreductioninterval targettimespan time hour days targettimeperblock time minute minutes retargetadjustmentfactor less more reducemindifficulty false mindiffreductiontime generatesupported false checkpoints ordered from oldest to newest checkpoints checkpoint newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr newhashfromstr 下面还有很多配置项,就不罗列了 所以从以上知道,节点在运行起来的初始化的时候,检查点列表就被固定了,用高度作为map索引,加快检查点的查找。所有逻辑都是围绕这个两个数据结构来的。 下面我们来看checkpoints go里面实现了检查点相关的什么函数。 go 返回检查点的列表,大部分被检查点模块内部调用 checkpoints 返回最新的一个检查点,非关注的,先不管 latestcheckpoint ; 校验检查点,看看特定高度的块的hash是否与检查点相同,不一样就返回false,其他都为true verifycheckpoint height hash chainhash hash bool; 找到最近的检查点关联的区块实体,该区块实体包括,timestamp, nonce,version, merkle root等。如果找不到对应的区块实体就返回nil findpreviouscheckpoint blocknode error ; 判断传递进去的一个块是否可以作为一个检查点的候选,通过这个函数筛选了,如果返回true,就说明该块适合作为检查点,每到一定的阶段运行这个函数的脚本,把检查点筛选出来添加进配置并硬编码进去,因为我发现这个函数只有一个工具程序的main函数调用了 ischeckpointcandidate block btcutil block bool error ; 接下来我们再继续分析这些检查点相关的函数的调用栈,也就是说被哪些模块调用了,哪些模块会需要检查点,以及业务上如何处理的: checkpoints 该函数基本受checkpoints内部的函数(latestcheckpoint,verifycheckpoint,findpreviouscheckpoint)调用。不是重要关注点。 latestcheckpoint ; blockchain iscurrent latestcheckpoint 当前链的最高高度与块检查点最高的高度比较,如果小,iscurrent就返回false,暂时不是我们的关注点 blockchain checkconnectblock latestcheckpoint 如果当前链的最高高度的块与块检查点最高的高度比较,如果小于等于就关闭btc里面的运行脚本(runscript),显然也不是我们的关注点 verifycheckpoint blockchain processblock blockchain maybeacceptblock blockchain checkblockcontext blockchain checkblockheadercontext blockchain verifycheckpoint 首先来说下上面的调用栈, ,就进入到processblock方法里面。经过一些上下文独立的检验后,认为可能可以接受这个块进入链了,就会调用maybeacceptblock,而该函数里面还会有一些校验,比如校验该块的前序块,校验通过才会继续调用checkblockcontext继续往下校验。checkblockcontext首先会调用checkblockheadercontext来校验“块头部”上下文,如果校验出错,直接返回错误,checkblockheadercontext函数从块头拿到块的hash,并拿到校验块的高度,调用verifycheckpoint函数校验检查点的hash是否匹配,如果不匹配就返回错误,如果找不到,就返回正确,继往下走。 以下是该函数调用后的所做的相关业务逻辑处理的代码 go ensure chain matches up to predetermined checkpoints blockhash header blockhash if b verifycheckpoint blockheight blockhash str fmt sprintf block at height d does not match checkpoint hash blockheight return ruleerror errbadcheckpoint str verifycheckpoint实现: go verifycheckpoint returns whether the passed block height and hash combination match the checkpoint data it also returns true if there is no checkpoint data for the passed block height func b blockchain verifycheckpoint height hash chainhash hash bool if b hascheckpoints return true nothing to check if there is no checkpoint data for the block height checkpoint exists b checkpointsbyheight if exists return true if checkpoint hash isequal hash return false log infof verified checkpoint at height d block s checkpoint height checkpoint hash return true 看以上代码就知道,几乎是很简单的检查点匹配判断,然后报错。 findpreviouscheckpoint blocknode error ; blockchain processblock blockchain findpreviouscheckpoint blockchain verifycheckpoint blockchain findpreviouscheckpoint 以下就是各个函数调用findpreviouscheckpoint的业务处理 go checkpointnode err b findpreviouscheckpoint if err nil return false false err if checkpointnode nil ensure the block timestamp is after the checkpoint timestamp checkpointtime time unix checkpointnode timestamp if blockheader timestamp before checkpointtime str fmt sprintf block v has timestamp v before last checkpoint timestamp v blockhash blockheader timestamp checkpointtime return false false ruleerror errcheckpointtimetooold str 意思是这样,如果找不到前序检查点关联的块实体那么肯定是错的,因为没有检查点关联的块,你的链就相当于不是我这条链了,错误。 找到前序检查点关联的块实体,还要确定当前块的时间戳是大于前序检查点的时间戳的,不然也有问题,我作为后续的块的时间戳不应该比前序的时间戳小。这样不符合逻辑。 检查点的选取规则 根据之前的小节分析,检查点是通过一个额外的工具分析出来的,然后选取出来再逐步添加进主链中硬编码,随着版本的发布新增检查点硬编码, 以下是btcd的注释文档 go ischeckpointcandidate returns whether or not the passed block is a good checkpoint candidate the factors used to determine a good checkpoint are the block must be in the main chain the block must be at least checkpointconfirmations blocks prior to the current end of the main chain the timestamps for the blocks before and after the checkpoint must have timestamps which are also before and after the checkpoint respectively due to the median time allowance this is not always the case the block must not contain any strange transaction such as those with nonstandard scripts the intent is that candidates are reviewed by a developer to make the final decision and then manually added to the list of checkpoints for a network 这里主要理解检查点选取的逻辑。主要是ischeckpointcandidate block btcutil block bool error 这个函数判断的,然后我们逐步分析它的调用栈。 先看它的实现,实现代码暂时不贴了,主要分析作为候选检查点的区块的必要条件: 检查点必须在主链上,因为链会硬分叉,说通俗点就是检查点必须在当前最长链上 检查点的高度必须与检查点所对应的hash的块高一致 检查点的块必须要至少有一定的确认数,btcd里面是 至少 go checkpointconfirmations is the number of blocks before the end of the current best block chain that a good checkpoint candidate must be const checkpointconfirmations a checkpoint must be at least checkpointconfirmations blocks before the end of the main chain mainchainheight b bestchain tip height if node height mainchainheight checkpointconfirmations return false nil 检查点块的时间戳必须在夹在前一个块和后一个块的中间。 main findcandidates ischeckpointcandidate 以上就是ischeckpointcandidate的调用栈,用工具筛选出,然后再公布出来大家一起讨论筛选出检查点,最后再硬编码进主链的代码里。 bigbangcore的检查点方案 筛选检查点的方法为了方便,暂时可以不用做成额外的工具,可以做成rpc列出来,然后人工筛选。或者初期主链高度不高,手工筛选都可以,反正高度都是跳着来的,也不多,人力可以完成。 检查点列表也硬编码进代码里。 仿照btcd, ,就不用检查已同步的块的了,因为最新的检查点的块的hash和高度确定,就代表它之前的所有区块的hash,timestamp确定了。也就是说,最终如果不匹配还是会报错 参考资料 (btc的官方源码协议中有对这个golang版的全节点进行支持,之前对比了一些模块的实现,智整体思想算法甚至参数与btc的源码一致) ,0 8992,6085353910.0,IssuesEvent,2017-06-17 14:03:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,No option to *not* save the scene when played,bug junior job topic:editor usability,"**Operating system or device - Godot version:** Godot `master`, but also applies to 2.1. **Issue description:** There isn't a ""No"" option in the alert that asks you whether to save the scene you try to run it before saving. ![godot windows opt tools 64 3 0_2017-06-16_21-49-53](https://user-images.githubusercontent.com/5599796/27248831-73699090-52df-11e7-8883-1fc428bf68d4.png) Of course, you can just close the alert, but it smells like bad usability for me.",True,"No option to *not* save the scene when played - **Operating system or device - Godot version:** Godot `master`, but also applies to 2.1. **Issue description:** There isn't a ""No"" option in the alert that asks you whether to save the scene you try to run it before saving. ![godot windows opt tools 64 3 0_2017-06-16_21-49-53](https://user-images.githubusercontent.com/5599796/27248831-73699090-52df-11e7-8883-1fc428bf68d4.png) Of course, you can just close the alert, but it smells like bad usability for me.",1,no option to not save the scene when played operating system or device godot version godot master but also applies to issue description there isn t a no option in the alert that asks you whether to save the scene you try to run it before saving of course you can just close the alert but it smells like bad usability for me ,1 17933,12438932829.0,IssuesEvent,2020-05-26 09:15:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Automatic paths resolver.,feature proposal topic:editor usability,"I wonder what you think about a kind of paths database system to allow folder reorganization without breaking dependencies. The editor already displays the folder tree into the ""Filesystem""dock maybe it is possible to save these informations into some location or a text file at the project's root. This database file will be updated at every scene saving or scene running. Or simply when the Filesystem dock is updated. To use this, a function, exposed to GDScript, must be designed to pull paths strings from the database. This function takes the file name key as argument, and tries to returns the string who is necessary in various places where a file path is needed. `var myScene = preload(get_file_path(""my_scene.scn""))` `extends get_file_path(""base_class.gd"")` Maybe it's uglier to read, but such a function allows you to rearrange the folders, move the files when you want without worriying about broken dependancies. It prevents you to type long paths in your scripts if your file system becomes huge. If a kind C++ programmer found this useful for his needs, and if it's possible to implement with not much sweat, I guess he could helps a lot of other developers. If an easy workaround is already avalaible I apologize for this useless proposal. ",True,"Automatic paths resolver. - I wonder what you think about a kind of paths database system to allow folder reorganization without breaking dependencies. The editor already displays the folder tree into the ""Filesystem""dock maybe it is possible to save these informations into some location or a text file at the project's root. This database file will be updated at every scene saving or scene running. Or simply when the Filesystem dock is updated. To use this, a function, exposed to GDScript, must be designed to pull paths strings from the database. This function takes the file name key as argument, and tries to returns the string who is necessary in various places where a file path is needed. `var myScene = preload(get_file_path(""my_scene.scn""))` `extends get_file_path(""base_class.gd"")` Maybe it's uglier to read, but such a function allows you to rearrange the folders, move the files when you want without worriying about broken dependancies. It prevents you to type long paths in your scripts if your file system becomes huge. If a kind C++ programmer found this useful for his needs, and if it's possible to implement with not much sweat, I guess he could helps a lot of other developers. If an easy workaround is already avalaible I apologize for this useless proposal. ",1,automatic paths resolver i wonder what you think about a kind of paths database system to allow folder reorganization without breaking dependencies the editor already displays the folder tree into the filesystem dock maybe it is possible to save these informations into some location or a text file at the project s root this database file will be updated at every scene saving or scene running or simply when the filesystem dock is updated to use this a function exposed to gdscript must be designed to pull paths strings from the database this function takes the file name key as argument and tries to returns the string who is necessary in various places where a file path is needed var myscene preload get file path my scene scn extends get file path base class gd maybe it s uglier to read but such a function allows you to rearrange the folders move the files when you want without worriying about broken dependancies it prevents you to type long paths in your scripts if your file system becomes huge if a kind c programmer found this useful for his needs and if it s possible to implement with not much sweat i guess he could helps a lot of other developers if an easy workaround is already avalaible i apologize for this useless proposal ,1 160477,25169906440.0,IssuesEvent,2022-11-11 01:36:53,primefaces/primereact,https://api.github.com/repos/primefaces/primereact,closed,MenuBar: Add prop to disable responsive,Resolution: Workaround Resolution: By Design Component: Theme,"### Describe the feature you would like to see added The MenuBar by default collapses into a hamburger menu when the screen width is 960px or less. However, sometimes you don't want to allow the menu to collapse at all. Here is a [request from PrimeVue](https://forum.primefaces.org/viewtopic.php?t=72635) asking for the same thing that was left unanswered. ### Describe the solution you'd like A prop such as `responsive={false}` that prevents the MenuBar from automatically resizing OR a prop that let's you set the width when it will collapse. ",1.0,"MenuBar: Add prop to disable responsive - ### Describe the feature you would like to see added The MenuBar by default collapses into a hamburger menu when the screen width is 960px or less. However, sometimes you don't want to allow the menu to collapse at all. Here is a [request from PrimeVue](https://forum.primefaces.org/viewtopic.php?t=72635) asking for the same thing that was left unanswered. ### Describe the solution you'd like A prop such as `responsive={false}` that prevents the MenuBar from automatically resizing OR a prop that let's you set the width when it will collapse. ",0,menubar add prop to disable responsive describe the feature you would like to see added the menubar by default collapses into a hamburger menu when the screen width is or less however sometimes you don t want to allow the menu to collapse at all here is a asking for the same thing that was left unanswered describe the solution you d like a prop such as responsive false that prevents the menubar from automatically resizing or a prop that let s you set the width when it will collapse ,0 19813,14593018122.0,IssuesEvent,2020-12-19 20:29:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Remove default commit message in VCS commit dock,enhancement junior job topic:editor usability,"Current commit message should be a placeholder (instead of default message). ![image](https://user-images.githubusercontent.com/23405122/102286976-b0649680-3f39-11eb-929c-416c6216e13d.png) like ![image](https://user-images.githubusercontent.com/23405122/102287037-ddb14480-3f39-11eb-8639-ffa3d042f3bd.png) ![image](https://user-images.githubusercontent.com/23405122/102287127-09ccc580-3f3a-11eb-9185-d863f199d9f0.png) Also without a placeholder, after a commit, the text box of commit message is emptied and unhinted about its use. Suggested solution: TextEdit implements placeholder functionnality",True,"Remove default commit message in VCS commit dock - Current commit message should be a placeholder (instead of default message). ![image](https://user-images.githubusercontent.com/23405122/102286976-b0649680-3f39-11eb-929c-416c6216e13d.png) like ![image](https://user-images.githubusercontent.com/23405122/102287037-ddb14480-3f39-11eb-8639-ffa3d042f3bd.png) ![image](https://user-images.githubusercontent.com/23405122/102287127-09ccc580-3f3a-11eb-9185-d863f199d9f0.png) Also without a placeholder, after a commit, the text box of commit message is emptied and unhinted about its use. Suggested solution: TextEdit implements placeholder functionnality",1,remove default commit message in vcs commit dock current commit message should be a placeholder instead of default message like also without a placeholder after a commit the text box of commit message is emptied and unhinted about its use suggested solution textedit implements placeholder functionnality,1 7808,3106082341.0,IssuesEvent,2015-09-01 01:23:11,california-civic-data-coalition/django-calaccess-raw-data,https://api.github.com/repos/california-civic-data-coalition/django-calaccess-raw-data,closed,Add documentation for the ``report_num`` field on the ``CvrCampaignDisclosureCd`` database model,documentation enhancement small," ## Your mission Add documentation for the ``report_num`` field on the ``CvrCampaignDisclosureCd`` database model. ## Here's how **Step 1**: Claim this ticket by leaving a comment below. Tell everyone you're ON IT! **Step 2**: Open up the file that contains this model. It should be in calaccess_raw.models.campaign.py. **Step 3**: Hit the little pencil button in the upper-right corner of the code box to begin editing the file. ![Edit](https://dl.dropboxusercontent.com/u/3640647/ScreenCloud/1440367320.67.png) **Step 4**: Find this model and field in the file. (Clicking into the box and searching with CTRL-F can help you here.) Once you find it, we expect the field to lack the ``help_text`` field typically used in Django to explain what a field contains. ```python effect_dt = fields.DateField( null=True, db_column=""EFFECT_DT"" ) ``` **Step 5**: In a separate tab, open up the official state documentation and find the page that defines all the fields in this model. ![The docs](https://dl.dropboxusercontent.com/u/3640647/ScreenCloud/1440367001.08.png) **Step 6**: Find the row in that table's definition table that spells out what this field contains. If it lacks documentation. Note that in the ticket and close it now. ![The definition](https://dl.dropboxusercontent.com/u/3640647/ScreenCloud/1440367068.59.png) **Step 7**: Return to the GitHub tab. **Step 8**: Add the state's label explaining what's in the field, to our field definition by inserting it a ``help_text`` argument. That should look something like this: ```python effect_dt = fields.DateField( null=True, db_column=""EFFECT_DT"", # Add a help_text argument like the one here, but put your string in instead. help_text=""The other values in record were effective as of this date"" ) ``` **Step 9**: Scroll down below the code box and describe the change you've made in the commit message. Press the button below. ![Commit](https://dl.dropboxusercontent.com/u/3640647/ScreenCloud/1440367511.66.png) **Step 10**: Review your changes and create a pull request submitting them to the core team for inclusion. ![Pull request](https://dl.dropboxusercontent.com/u/3640647/ScreenCloud/1440368058.52.png) That's it! Mission accomplished! ",1.0,"Add documentation for the ``report_num`` field on the ``CvrCampaignDisclosureCd`` database model - ## Your mission Add documentation for the ``report_num`` field on the ``CvrCampaignDisclosureCd`` database model. ## Here's how **Step 1**: Claim this ticket by leaving a comment below. Tell everyone you're ON IT! **Step 2**: Open up the file that contains this model. It should be in calaccess_raw.models.campaign.py. **Step 3**: Hit the little pencil button in the upper-right corner of the code box to begin editing the file. ![Edit](https://dl.dropboxusercontent.com/u/3640647/ScreenCloud/1440367320.67.png) **Step 4**: Find this model and field in the file. (Clicking into the box and searching with CTRL-F can help you here.) Once you find it, we expect the field to lack the ``help_text`` field typically used in Django to explain what a field contains. ```python effect_dt = fields.DateField( null=True, db_column=""EFFECT_DT"" ) ``` **Step 5**: In a separate tab, open up the official state documentation and find the page that defines all the fields in this model. ![The docs](https://dl.dropboxusercontent.com/u/3640647/ScreenCloud/1440367001.08.png) **Step 6**: Find the row in that table's definition table that spells out what this field contains. If it lacks documentation. Note that in the ticket and close it now. ![The definition](https://dl.dropboxusercontent.com/u/3640647/ScreenCloud/1440367068.59.png) **Step 7**: Return to the GitHub tab. **Step 8**: Add the state's label explaining what's in the field, to our field definition by inserting it a ``help_text`` argument. That should look something like this: ```python effect_dt = fields.DateField( null=True, db_column=""EFFECT_DT"", # Add a help_text argument like the one here, but put your string in instead. help_text=""The other values in record were effective as of this date"" ) ``` **Step 9**: Scroll down below the code box and describe the change you've made in the commit message. Press the button below. ![Commit](https://dl.dropboxusercontent.com/u/3640647/ScreenCloud/1440367511.66.png) **Step 10**: Review your changes and create a pull request submitting them to the core team for inclusion. ![Pull request](https://dl.dropboxusercontent.com/u/3640647/ScreenCloud/1440368058.52.png) That's it! Mission accomplished! ",0,add documentation for the report num field on the cvrcampaigndisclosurecd database model your mission add documentation for the report num field on the cvrcampaigndisclosurecd database model here s how step claim this ticket by leaving a comment below tell everyone you re on it step open up the file that contains this model it should be in a href step hit the little pencil button in the upper right corner of the code box to begin editing the file step find this model and field in the file clicking into the box and searching with ctrl f can help you here once you find it we expect the field to lack the help text field typically used in django to explain what a field contains python effect dt fields datefield null true db column effect dt step in a separate tab open up the official state documentation and find the page that defines all the fields in this model step find the row in that table s definition table that spells out what this field contains if it lacks documentation note that in the ticket and close it now step return to the github tab step add the state s label explaining what s in the field to our field definition by inserting it a help text argument that should look something like this python effect dt fields datefield null true db column effect dt add a help text argument like the one here but put your string in instead help text the other values in record were effective as of this date step scroll down below the code box and describe the change you ve made in the commit message press the button below step review your changes and create a pull request submitting them to the core team for inclusion that s it mission accomplished ,0 16322,10775586778.0,IssuesEvent,2019-11-03 15:18:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,"When connecting a signal, new line should be created only if necessary",enhancement topic:editor usability,"**Godot version:** 3.2 alpha3 **Issue description:** I recently noticed that when I connect a signal to a script, it always adds an empty line above the method and below the method. This often results in double newlines, especially after #29262. The upper newline should be added only if there's no newline already. Or not at all, because it's rarely needed.",True,"When connecting a signal, new line should be created only if necessary - **Godot version:** 3.2 alpha3 **Issue description:** I recently noticed that when I connect a signal to a script, it always adds an empty line above the method and below the method. This often results in double newlines, especially after #29262. The upper newline should be added only if there's no newline already. Or not at all, because it's rarely needed.",1,when connecting a signal new line should be created only if necessary godot version issue description i recently noticed that when i connect a signal to a script it always adds an empty line above the method and below the method this often results in double newlines especially after the upper newline should be added only if there s no newline already or not at all because it s rarely needed ,1 482142,13901352830.0,IssuesEvent,2020-10-20 02:42:31,AY2021S1-CS2103T-W15-4/tp,https://api.github.com/repos/AY2021S1-CS2103T-W15-4/tp,closed,Allow duplicate animal names,priority.High type.Enhancement,Currently names aren't allowed to be identical but logically it should be allowed as there can be animals with the same name. We should instead distinguish animals based on id,1.0,Allow duplicate animal names - Currently names aren't allowed to be identical but logically it should be allowed as there can be animals with the same name. We should instead distinguish animals based on id,0,allow duplicate animal names currently names aren t allowed to be identical but logically it should be allowed as there can be animals with the same name we should instead distinguish animals based on id,0 26207,26556838477.0,IssuesEvent,2023-01-20 12:46:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pressing Return after changing value in the Inspector causes a node to enter Rename mode. macOS,bug topic:editor usability,"### Godot version 4.0 beta 12 and 13 ### System information macOS 13 Ventura, Macbook Pro 2019, 16-inch ### Issue description When I press the return key after making changes in the Inspector panel, it causes the current note in the Scene tree to enter Rename mode. ### Steps to reproduce Select the node and in the Inspector panel change any value, such as scale or size, and press return. ### Minimal reproduction project N/A",True,"Pressing Return after changing value in the Inspector causes a node to enter Rename mode. macOS - ### Godot version 4.0 beta 12 and 13 ### System information macOS 13 Ventura, Macbook Pro 2019, 16-inch ### Issue description When I press the return key after making changes in the Inspector panel, it causes the current note in the Scene tree to enter Rename mode. ### Steps to reproduce Select the node and in the Inspector panel change any value, such as scale or size, and press return. ### Minimal reproduction project N/A",1,pressing return after changing value in the inspector causes a node to enter rename mode macos godot version beta and system information macos ventura macbook pro inch issue description when i press the return key after making changes in the inspector panel it causes the current note in the scene tree to enter rename mode steps to reproduce select the node and in the inspector panel change any value such as scale or size and press return minimal reproduction project n a,1 24737,24206364534.0,IssuesEvent,2022-09-25 09:29:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Listen for Input does not work with Escape,bug topic:editor usability topic:input,"### Godot version 889c522 ### System information Windows 10 x64 ### Issue description When you try to assign a shortcut in editor settings using this dialog: ![image](https://user-images.githubusercontent.com/2223172/187425635-62fe269f-7c5f-4e5b-a836-1a238f8536a9.png) Pressing Escape will close the dialog instead of assigning the key. The dialog should probably handle closing, but not sure if it's possible to differentiate a keyboard close. ### Steps to reproduce 1. Open Editor Settings 2. Open Shortcuts 3. Double click some shortcut 4. Try to use Escape as shortcut when it listens for input ### Minimal reproduction project _No response_",True,"Listen for Input does not work with Escape - ### Godot version 889c522 ### System information Windows 10 x64 ### Issue description When you try to assign a shortcut in editor settings using this dialog: ![image](https://user-images.githubusercontent.com/2223172/187425635-62fe269f-7c5f-4e5b-a836-1a238f8536a9.png) Pressing Escape will close the dialog instead of assigning the key. The dialog should probably handle closing, but not sure if it's possible to differentiate a keyboard close. ### Steps to reproduce 1. Open Editor Settings 2. Open Shortcuts 3. Double click some shortcut 4. Try to use Escape as shortcut when it listens for input ### Minimal reproduction project _No response_",1,listen for input does not work with escape godot version system information windows issue description when you try to assign a shortcut in editor settings using this dialog pressing escape will close the dialog instead of assigning the key the dialog should probably handle closing but not sure if it s possible to differentiate a keyboard close steps to reproduce open editor settings open shortcuts double click some shortcut try to use escape as shortcut when it listens for input minimal reproduction project no response ,1 4234,2714575083.0,IssuesEvent,2015-04-10 05:39:47,SatelliteQE/robottelo,https://api.github.com/repos/SatelliteQE/robottelo,closed,Fix tests.foreman.ui.test_repository.Repos.test_create_repo_3 ,Tests UI,"Looks like at the time of adding the testcase in the UI automation, adding upstream repo name ""Upstream Repository Name"" was not mandatory, which now is required I think. Without which submission fails and the search for it too.",1.0,"Fix tests.foreman.ui.test_repository.Repos.test_create_repo_3 - Looks like at the time of adding the testcase in the UI automation, adding upstream repo name ""Upstream Repository Name"" was not mandatory, which now is required I think. Without which submission fails and the search for it too.",0,fix tests foreman ui test repository repos test create repo looks like at the time of adding the testcase in the ui automation adding upstream repo name upstream repository name was not mandatory which now is required i think without which submission fails and the search for it too ,0 15679,10229142794.0,IssuesEvent,2019-08-17 09:55:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Attach scripts to nodes by drag and drop from script panel,feature proposal topic:editor usability,"Godot v3.1.1.stable.official Linux Mint 19.1 Enable drag and drop from the script panel (script editor) onto a node, to attach a script to the node. Attaching a script to a node works fine, if dragged from the file system panel onto the node. Dragging a script from the script panel would be faster and very useful. You wouldn't have to search the script in the file system panel first.",True,"Attach scripts to nodes by drag and drop from script panel - Godot v3.1.1.stable.official Linux Mint 19.1 Enable drag and drop from the script panel (script editor) onto a node, to attach a script to the node. Attaching a script to a node works fine, if dragged from the file system panel onto the node. Dragging a script from the script panel would be faster and very useful. You wouldn't have to search the script in the file system panel first.",1,attach scripts to nodes by drag and drop from script panel godot stable official linux mint enable drag and drop from the script panel script editor onto a node to attach a script to the node attaching a script to a node works fine if dragged from the file system panel onto the node dragging a script from the script panel would be faster and very useful you wouldn t have to search the script in the file system panel first ,1 333379,24372916279.0,IssuesEvent,2022-10-03 21:00:39,PulpoI/proyecto-integrador-ISPC,https://api.github.com/repos/PulpoI/proyecto-integrador-ISPC,closed,RES IEE-830 2.3 restricciones,documentation,"- Interfaz para ser usada con internet desde un navegador. - Lenguajes y tecnologías en uso: HTML, CSS, JavaScript, SQL, Python. - Librerías: Bootstrap. ",1.0,"RES IEE-830 2.3 restricciones - - Interfaz para ser usada con internet desde un navegador. - Lenguajes y tecnologías en uso: HTML, CSS, JavaScript, SQL, Python. - Librerías: Bootstrap. ",0,res iee restricciones interfaz para ser usada con internet desde un navegador lenguajes y tecnologías en uso html css javascript sql python librerías bootstrap ,0 8680,5916020141.0,IssuesEvent,2017-05-22 09:25:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Window dialog title bar's background are not visible on default theme,bug confirmed topic:editor usability,"**Ubuntu 17.04 - Godot version: master ed6baffc7** **Issue description:** Title bars of window dialogs have a not visible/transparent background (affects editor and respective controls with default theme). This is how the project manager looks: ![transparent-title](https://cloud.githubusercontent.com/assets/10215987/26217767/f41be67e-3bde-11e7-929d-36cf959a9116.png) I think this is a known theme issue but I have not seen it anywhere else. ",True,"Window dialog title bar's background are not visible on default theme - **Ubuntu 17.04 - Godot version: master ed6baffc7** **Issue description:** Title bars of window dialogs have a not visible/transparent background (affects editor and respective controls with default theme). This is how the project manager looks: ![transparent-title](https://cloud.githubusercontent.com/assets/10215987/26217767/f41be67e-3bde-11e7-929d-36cf959a9116.png) I think this is a known theme issue but I have not seen it anywhere else. ",1,window dialog title bar s background are not visible on default theme ubuntu godot version master issue description title bars of window dialogs have a not visible transparent background affects editor and respective controls with default theme this is how the project manager looks i think this is a known theme issue but i have not seen it anywhere else ,1 14125,8848726234.0,IssuesEvent,2019-01-08 08:11:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tooltips not displaying for nested resources,bug topic:editor usability,"**Godot version:** commit 5e6c6f3 and Godot alpha 5 **Issue description:** When mousing over properties of resources that are nested one layer deep only the name of the property appears in the tooltip. For example, when mousing over ""angle"" in a ParticlesMaterial it only says ""angle"" rather than ""Initial rotation applied to each particle."" I am not sure when this issue first arose. But it is not present in 3.06 (likely because 3.06 does not nest resources). **Steps to reproduce:** Mouse over a property of a resource found inside a node. For example a ParticlesMaterial found in a Particles node, or a SphereMesh found in a MeshInstance. ",True,"Tooltips not displaying for nested resources - **Godot version:** commit 5e6c6f3 and Godot alpha 5 **Issue description:** When mousing over properties of resources that are nested one layer deep only the name of the property appears in the tooltip. For example, when mousing over ""angle"" in a ParticlesMaterial it only says ""angle"" rather than ""Initial rotation applied to each particle."" I am not sure when this issue first arose. But it is not present in 3.06 (likely because 3.06 does not nest resources). **Steps to reproduce:** Mouse over a property of a resource found inside a node. For example a ParticlesMaterial found in a Particles node, or a SphereMesh found in a MeshInstance. ",1,tooltips not displaying for nested resources godot version commit and godot alpha issue description when mousing over properties of resources that are nested one layer deep only the name of the property appears in the tooltip for example when mousing over angle in a particlesmaterial it only says angle rather than initial rotation applied to each particle i am not sure when this issue first arose but it is not present in likely because does not nest resources steps to reproduce mouse over a property of a resource found inside a node for example a particlesmaterial found in a particles node or a spheremesh found in a meshinstance ,1 24402,23723651419.0,IssuesEvent,2022-08-30 17:29:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pressing F8 stops the project even if the shortcut has been changed in the editor settings,bug topic:editor confirmed usability,"**Godot version:** 3.0.2 stable **OS/device including version:** Windows 10 **Issue description:** By default, F8 stops the running application. Since I wanted to use this key in my game, I disabled the shortcut (set it to ""None"") in the editor setup window... Despite this, pressing F8 still interrupts the game! Do I need to change something else, or is this a bug? ",True,"Pressing F8 stops the project even if the shortcut has been changed in the editor settings - **Godot version:** 3.0.2 stable **OS/device including version:** Windows 10 **Issue description:** By default, F8 stops the running application. Since I wanted to use this key in my game, I disabled the shortcut (set it to ""None"") in the editor setup window... Despite this, pressing F8 still interrupts the game! Do I need to change something else, or is this a bug? ",1,pressing stops the project even if the shortcut has been changed in the editor settings godot version stable os device including version windows issue description by default stops the running application since i wanted to use this key in my game i disabled the shortcut set it to none in the editor setup window despite this pressing still interrupts the game do i need to change something else or is this a bug ,1 11507,7269259514.0,IssuesEvent,2018-02-20 13:06:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Draw Relationship Lines is not drawn on scene tree dock,bug topic:editor usability," **Godot version:** Godot 3.0 stable official **OS/device including version:** Ubuntu 17.10 **Issue description:** relationship line on scene tree dock is not drawn. **Steps to reproduce:** 1. check if relationship line is drawn on scene tree dock 2. check Editor Settings > Docks > Scene Tree > Draw Relationship Lines is `on` 3. turn `on` if not 4. see relationship line is drawn 5. restart editor 6. see relationship line is not drawn even though the option is `on` editor settings. 7. need to turn off and on to see the relationship lines. **Minimal reproduction project:** ",True,"Draw Relationship Lines is not drawn on scene tree dock - **Godot version:** Godot 3.0 stable official **OS/device including version:** Ubuntu 17.10 **Issue description:** relationship line on scene tree dock is not drawn. **Steps to reproduce:** 1. check if relationship line is drawn on scene tree dock 2. check Editor Settings > Docks > Scene Tree > Draw Relationship Lines is `on` 3. turn `on` if not 4. see relationship line is drawn 5. restart editor 6. see relationship line is not drawn even though the option is `on` editor settings. 7. need to turn off and on to see the relationship lines. **Minimal reproduction project:** ",1,draw relationship lines is not drawn on scene tree dock please search existing issues for potential duplicates before filing yours godot version godot stable official os device including version ubuntu issue description relationship line on scene tree dock is not drawn steps to reproduce check if relationship line is drawn on scene tree dock check editor settings docks scene tree draw relationship lines is on turn on if not see relationship line is drawn restart editor see relationship line is not drawn even though the option is on editor settings need to turn off and on to see the relationship lines minimal reproduction project ,1 25358,25051413703.0,IssuesEvent,2022-11-05 23:28:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't select more then one anchor point,enhancement topic:editor confirmed usability,"When editing some polygon - like Polygon2D or CollisionPolygon2D and using box selection tool, the only thing that can be selected are whole objects, but can't select just a couple of anchor points to move them simultaneously. It should be done in this way: - drag a selection box to select anchors - click on one of them and drag or use arrow keys to move them like in Adobe Illustrator or any other vector graphics editor ",True,"Can't select more then one anchor point - When editing some polygon - like Polygon2D or CollisionPolygon2D and using box selection tool, the only thing that can be selected are whole objects, but can't select just a couple of anchor points to move them simultaneously. It should be done in this way: - drag a selection box to select anchors - click on one of them and drag or use arrow keys to move them like in Adobe Illustrator or any other vector graphics editor ",1,can t select more then one anchor point when editing some polygon like or and using box selection tool the only thing that can be selected are whole objects but can t select just a couple of anchor points to move them simultaneously it should be done in this way drag a selection box to select anchors click on one of them and drag or use arrow keys to move them like in adobe illustrator or any other vector graphics editor ,1 12188,7742134167.0,IssuesEvent,2018-05-29 08:36:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,2DRigidbody weird physics on sliding,enhancement topic:physics usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Windows 10, Godot 3.0 custom build 0c043bc **Issue description:** RigidBody2D got stuck where it shouldn't **Steps to reproduce:** create a tile map, make a line of colliable tiles, create a rigidbody2D, slide it across the tiles **Link to minimal example project:** ![fixedregularharborporpoise-size_restricted](https://user-images.githubusercontent.com/6185415/32149714-1f3f7e02-bcdf-11e7-81dc-f3218c255cea.gif) ",True,"2DRigidbody weird physics on sliding - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Windows 10, Godot 3.0 custom build 0c043bc **Issue description:** RigidBody2D got stuck where it shouldn't **Steps to reproduce:** create a tile map, make a line of colliable tiles, create a rigidbody2D, slide it across the tiles **Link to minimal example project:** ![fixedregularharborporpoise-size_restricted](https://user-images.githubusercontent.com/6185415/32149714-1f3f7e02-bcdf-11e7-81dc-f3218c255cea.gif) ",1, weird physics on sliding operating system or device godot version gpu model and driver if graphics related windows godot custom build issue description got stuck where it shouldn t steps to reproduce create a tile map make a line of colliable tiles create a slide it across the tiles link to minimal example project ,1 210723,7192887016.0,IssuesEvent,2018-02-03 09:52:08,Dallas-Makerspace/tracker,https://api.github.com/repos/Dallas-Makerspace/tracker,closed,(Epic) Calendar 2.0,Priority/MEDIUM enhancement help wanted wontfix,"As a user I would like to have an API to the Calendar So that I can build a react front end ",1.0,"(Epic) Calendar 2.0 - As a user I would like to have an API to the Calendar So that I can build a react front end ",0, epic calendar as a user i would like to have an api to the calendar so that i can build a react front end ,0 114523,9741371413.0,IssuesEvent,2019-06-02 07:54:17,python-bonobo/bonobo,https://api.github.com/repos/python-bonobo/bonobo,closed,New Syntax: Send output to existing,dx feature size: 2 story testing,"As a dev, I should be able to create a graph using new syntax that send outputs to an already created branch.",1.0,"New Syntax: Send output to existing - As a dev, I should be able to create a graph using new syntax that send outputs to an already created branch.",0,new syntax send output to existing as a dev i should be able to create a graph using new syntax that send outputs to an already created branch ,0 308742,23265130787.0,IssuesEvent,2022-08-04 16:37:15,enisdenjo/graphql-http,https://api.github.com/repos/enisdenjo/graphql-http,closed,Deprecate old versions of `graphql-http`,documentation,"The npm package of `graphql-http` had a few releases before. Deprecate all of them before releasing v1. ```sh npm deprecate graphql-http@""< 1.0.0"" ""This package has a new owner and has completely changed as of v1! Please go to https://github.com/enisdenjo/graphql-http for more info."" ```",1.0,"Deprecate old versions of `graphql-http` - The npm package of `graphql-http` had a few releases before. Deprecate all of them before releasing v1. ```sh npm deprecate graphql-http@""< 1.0.0"" ""This package has a new owner and has completely changed as of v1! Please go to https://github.com/enisdenjo/graphql-http for more info."" ```",0,deprecate old versions of graphql http the npm package of graphql http had a few releases before deprecate all of them before releasing sh npm deprecate graphql http this package has a new owner and has completely changed as of please go to for more info ,0 73317,14021819395.0,IssuesEvent,2020-10-29 21:59:12,DSpace/dspace-angular,https://api.github.com/repos/DSpace/dspace-angular,opened,(Angular UI) Analyze tests for possible optimization & refactoring (remove duplication),code task needs discussion,"In today's meeting (Oct 29, 2020) it was noted that we have a lot of repetitive/duplicative tests (in both REST API and Angular UI) At some point, we may wish to do an analysis of existing tests & find ways to decrease code & test duplication. This work is low priority (as currently we are more concerned with increasing test coverage), but has several key benefits: * May help speed up tests (as duplicative tests can be removed without code coverage decrease) * May help make tests easier to review/understand (ideally test methods are smaller, easier to follow) * May help make code refactoring easier (as there's fewer tests to update after a code/logic change) Possible strategies include: * Possible strategies for Angular testing discussed in this blog post: https://christianlydemann.com/complete-guide-to-angular-testing/ * We may also wish to *increase* end-to-end (`e2e`) tests. These have been difficult to write & keep stable as the application is under heavy development. Once the application is stable, we should revisit and write more `e2e` tests. This ticket is a placeholder, as much more discussion would be needed to determine the best strategy/approach. Currently, as stated, our test frameworks works well as-is, but we are already noticing unnecessarily large test methods & code/test duplication.",1.0,"(Angular UI) Analyze tests for possible optimization & refactoring (remove duplication) - In today's meeting (Oct 29, 2020) it was noted that we have a lot of repetitive/duplicative tests (in both REST API and Angular UI) At some point, we may wish to do an analysis of existing tests & find ways to decrease code & test duplication. This work is low priority (as currently we are more concerned with increasing test coverage), but has several key benefits: * May help speed up tests (as duplicative tests can be removed without code coverage decrease) * May help make tests easier to review/understand (ideally test methods are smaller, easier to follow) * May help make code refactoring easier (as there's fewer tests to update after a code/logic change) Possible strategies include: * Possible strategies for Angular testing discussed in this blog post: https://christianlydemann.com/complete-guide-to-angular-testing/ * We may also wish to *increase* end-to-end (`e2e`) tests. These have been difficult to write & keep stable as the application is under heavy development. Once the application is stable, we should revisit and write more `e2e` tests. This ticket is a placeholder, as much more discussion would be needed to determine the best strategy/approach. Currently, as stated, our test frameworks works well as-is, but we are already noticing unnecessarily large test methods & code/test duplication.",0, angular ui analyze tests for possible optimization refactoring remove duplication in today s meeting oct it was noted that we have a lot of repetitive duplicative tests in both rest api and angular ui at some point we may wish to do an analysis of existing tests find ways to decrease code test duplication this work is low priority as currently we are more concerned with increasing test coverage but has several key benefits may help speed up tests as duplicative tests can be removed without code coverage decrease may help make tests easier to review understand ideally test methods are smaller easier to follow may help make code refactoring easier as there s fewer tests to update after a code logic change possible strategies include possible strategies for angular testing discussed in this blog post we may also wish to increase end to end tests these have been difficult to write keep stable as the application is under heavy development once the application is stable we should revisit and write more tests this ticket is a placeholder as much more discussion would be needed to determine the best strategy approach currently as stated our test frameworks works well as is but we are already noticing unnecessarily large test methods code test duplication ,0 16273,10720172901.0,IssuesEvent,2019-10-26 15:48:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Open project folder in File Manager from the Project Manager window,enhancement topic:editor usability,"**Godot version:** v3.0.2.stable.mono.official **Recommendation:** I believe you would greatly benefit from being able to open a project folder in your OS's explorer/file browser, as a developer working actively with Godot Engine. We might all benefit from not having to manually open up a separate file browser, and navigate to the project folder. ![Project Manager window](https://i.imgur.com/KHX3oZ2.png) Currently there is no option to open your local file explorer/browser from Godot Engine's Project Manager window. Adding a simple ""Open Project Folder"" button (or something equivalent in function) would be one more step forward towards improving workflow with Godot Engine. It might be noteworthy to mention that with the evolution of Godot Engine, with the added functionality, we might also want to consider adding a context menu in the Project Manager in addition to the buttons that already are on the page. ![Project Manager window with context menu](https://i.imgur.com/v9NQdyg.png)",True,"Open project folder in File Manager from the Project Manager window - **Godot version:** v3.0.2.stable.mono.official **Recommendation:** I believe you would greatly benefit from being able to open a project folder in your OS's explorer/file browser, as a developer working actively with Godot Engine. We might all benefit from not having to manually open up a separate file browser, and navigate to the project folder. ![Project Manager window](https://i.imgur.com/KHX3oZ2.png) Currently there is no option to open your local file explorer/browser from Godot Engine's Project Manager window. Adding a simple ""Open Project Folder"" button (or something equivalent in function) would be one more step forward towards improving workflow with Godot Engine. It might be noteworthy to mention that with the evolution of Godot Engine, with the added functionality, we might also want to consider adding a context menu in the Project Manager in addition to the buttons that already are on the page. ![Project Manager window with context menu](https://i.imgur.com/v9NQdyg.png)",1,open project folder in file manager from the project manager window godot version stable mono official recommendation i believe you would greatly benefit from being able to open a project folder in your os s explorer file browser as a developer working actively with godot engine we might all benefit from not having to manually open up a separate file browser and navigate to the project folder currently there is no option to open your local file explorer browser from godot engine s project manager window adding a simple open project folder button or something equivalent in function would be one more step forward towards improving workflow with godot engine it might be noteworthy to mention that with the evolution of godot engine with the added functionality we might also want to consider adding a context menu in the project manager in addition to the buttons that already are on the page ,1 720084,24777883100.0,IssuesEvent,2022-10-23 23:38:44,canonical/jaas-dashboard,https://api.github.com/repos/canonical/jaas-dashboard,opened,Error configuring charms,Priority: High Bug 🐛,"**Describe the bug** Saving a charm configuration form results in: ``` index.js:440 Uncaught (in promise) TypeError: conn.facades.application.set is not a function at setApplicationConfig (index.js:440:1) at async _submitToJuju (ConfigPanel.tsx:173:1) ``` **To Reproduce** Steps to reproduce the behavior: 1. Click on a model -> click an app -> Click 'Configure' button. 2. Change a value, click 'Save and apply' and then 'Yes, apply changes'. 3. The button will get stuck on saving and in your browser console you'll have the error. **Expected behavior** The form should save. ",1.0,"Error configuring charms - **Describe the bug** Saving a charm configuration form results in: ``` index.js:440 Uncaught (in promise) TypeError: conn.facades.application.set is not a function at setApplicationConfig (index.js:440:1) at async _submitToJuju (ConfigPanel.tsx:173:1) ``` **To Reproduce** Steps to reproduce the behavior: 1. Click on a model -> click an app -> Click 'Configure' button. 2. Change a value, click 'Save and apply' and then 'Yes, apply changes'. 3. The button will get stuck on saving and in your browser console you'll have the error. **Expected behavior** The form should save. ",0,error configuring charms describe the bug saving a charm configuration form results in index js uncaught in promise typeerror conn facades application set is not a function at setapplicationconfig index js at async submittojuju configpanel tsx to reproduce steps to reproduce the behavior click on a model click an app click configure button change a value click save and apply and then yes apply changes the button will get stuck on saving and in your browser console you ll have the error expected behavior the form should save ,0 21166,16602153847.0,IssuesEvent,2021-06-01 21:07:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Popup Export Template Manager can't manage different fonts,bug topic:editor usability," **Godot version:** 3.3.1 mono stable **OS/device including version:** Debian 10 **Issue description:** After download export template: ![DeepinScreenshot_select-area_20210519080434](https://user-images.githubusercontent.com/13235119/118764488-e3f57500-b879-11eb-9fbb-c1b68aa4b95b.png) **Steps to reproduce:** Install Terminus (TTF) fonts in godot then install export templates in godot **Minimal reproduction project:** Not related to any project",True,"Popup Export Template Manager can't manage different fonts - **Godot version:** 3.3.1 mono stable **OS/device including version:** Debian 10 **Issue description:** After download export template: ![DeepinScreenshot_select-area_20210519080434](https://user-images.githubusercontent.com/13235119/118764488-e3f57500-b879-11eb-9fbb-c1b68aa4b95b.png) **Steps to reproduce:** Install Terminus (TTF) fonts in godot then install export templates in godot **Minimal reproduction project:** Not related to any project",1,popup export template manager can t manage different fonts please search existing issues for potential duplicates before filing yours godot version mono stable os device including version debian issue description after download export template steps to reproduce install terminus ttf fonts in godot then install export templates in godot minimal reproduction project not related to any project,1 18135,12560063737.0,IssuesEvent,2020-06-07 20:55:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,2D scene view screen range doesn't adapt everytime,bug discussion topic:editor usability," **Godot version: 3.0.2 -> 3.0.6** **OS/device including version: Windows 10 Éducation** **Issue description:** Hello, I'm no real game dev, maybe I'm doing it wrong on my side, but I've been working on a 2D game for 3 months for a university project and I came to the part where I'm testing free roam in a 2D world. Right now my Environnement is something I create on my own and probably not the best way to make it, but for what I have done, I think it does the job. Today I try to use my main Tiles which I was using for testing to make a bigger world. So i duplicate it 3 times. for a 2x2 world. Got this zoom out the most I can (not full screen). (92160, 51200) ![image](https://user-images.githubusercontent.com/4070713/43374001-691d9158-937b-11e8-9133-6383ec4f39b2.png) But if i zoom to the farthest point I can go I can't get the distance write when zoom out. Lowest point (-5120, -5120) : ![image](https://user-images.githubusercontent.com/4070713/43374099-e86117fa-937b-11e8-9b00-39389c8fe65c.png) Highest Point (8733, 8132): ![image](https://user-images.githubusercontent.com/4070713/43374138-2376ffc6-937c-11e8-91fb-87067304b5b5.png) From what I understand if you zoom out you can go to near (-5120, -5120) to over (92160, 51200) but if you try to nitpick thing, you can't go farther than those point (-5100,-4506) to (8733, 8132). It change when you add things but in my case, it didn't change when it should have change. This is a big restriction because I'm able to drag thing out of my reach and after I'm not able to do anything precise because I need to zoom out to reach it or the scene viewer doesn't allow me to move to this location. The problem I see with that is I can move my character in game to the fartest position possible in negative or positive axe but the scene editor doesnt allow me to go beyond those position... So I could allow my character get out of map where me as a game dev, can go there? That make no logical sense... **Steps to reproduce:** Just try to zoom in at the fartest position. You can't go where you want. Suggestion, allowing the Dev, who know what he/she does, to go anywhere he/she want in a scene even if that's completely stupid.... Requested features, adding a way to enter coordinate and it teleport the view at those coordinate. So I try something like moving my KinematicBody2D to higher point and it seem it work and i can now see farther than where I could before. but put it back to pos (0,0) and I wasn't able to go back to this point... Here is what make me realize the bug : Was on godot 3.0.2 when doing this. I tought updating would fix it but it didn't help. Create a Node2D Environment with sprite background, staticBody, imported scene. Create a new Node2D call Tile0-0 in the Node2D Environment Took every object in Environment and place it in Tile0-0 Duplicate Tile0-0 3 times to get Tile0-1, 1-0, 1-1 Try to edit every Tile because I didn't want to be all the same, When i try to edit Tile1-1, I couldn't... The editor didn't allow me to zoom at this point... Download Godot 3.0.6 Try again doesnt allow me either... Try moving a tile (Tile1-1) and that allow me to go further but still not at the maximum of what I want for. Example, there is more content after those position, but the editor doesnt allow me to go there... ![image](https://user-images.githubusercontent.com/4070713/43375885-b087ecaa-9385-11e8-87f7-a91ecb92be79.png) Scene structure Image : ![image](https://user-images.githubusercontent.com/4070713/43375447-1e3439e6-9383-11e8-8eb2-0fb7ef7c1e7f.png) Background picture is 1800x1800px with scale (4,4) and i add object on this after, mostly scale (3,3). I mostly use low res free image for placeholding, that's why they all scale that much. Maybe that can be related (that's why I'm telling that). I'm not a 2D artist and I'm alone, so i just found image on internet for my school project that will never be release. **Minimal reproduction project:** I will wait answer and if I can help, I will try my best to give useful content. [Test.zip](https://github.com/godotengine/godot/files/2239629/Test.zip) ",True,"2D scene view screen range doesn't adapt everytime - **Godot version: 3.0.2 -> 3.0.6** **OS/device including version: Windows 10 Éducation** **Issue description:** Hello, I'm no real game dev, maybe I'm doing it wrong on my side, but I've been working on a 2D game for 3 months for a university project and I came to the part where I'm testing free roam in a 2D world. Right now my Environnement is something I create on my own and probably not the best way to make it, but for what I have done, I think it does the job. Today I try to use my main Tiles which I was using for testing to make a bigger world. So i duplicate it 3 times. for a 2x2 world. Got this zoom out the most I can (not full screen). (92160, 51200) ![image](https://user-images.githubusercontent.com/4070713/43374001-691d9158-937b-11e8-9133-6383ec4f39b2.png) But if i zoom to the farthest point I can go I can't get the distance write when zoom out. Lowest point (-5120, -5120) : ![image](https://user-images.githubusercontent.com/4070713/43374099-e86117fa-937b-11e8-9b00-39389c8fe65c.png) Highest Point (8733, 8132): ![image](https://user-images.githubusercontent.com/4070713/43374138-2376ffc6-937c-11e8-91fb-87067304b5b5.png) From what I understand if you zoom out you can go to near (-5120, -5120) to over (92160, 51200) but if you try to nitpick thing, you can't go farther than those point (-5100,-4506) to (8733, 8132). It change when you add things but in my case, it didn't change when it should have change. This is a big restriction because I'm able to drag thing out of my reach and after I'm not able to do anything precise because I need to zoom out to reach it or the scene viewer doesn't allow me to move to this location. The problem I see with that is I can move my character in game to the fartest position possible in negative or positive axe but the scene editor doesnt allow me to go beyond those position... So I could allow my character get out of map where me as a game dev, can go there? That make no logical sense... **Steps to reproduce:** Just try to zoom in at the fartest position. You can't go where you want. Suggestion, allowing the Dev, who know what he/she does, to go anywhere he/she want in a scene even if that's completely stupid.... Requested features, adding a way to enter coordinate and it teleport the view at those coordinate. So I try something like moving my KinematicBody2D to higher point and it seem it work and i can now see farther than where I could before. but put it back to pos (0,0) and I wasn't able to go back to this point... Here is what make me realize the bug : Was on godot 3.0.2 when doing this. I tought updating would fix it but it didn't help. Create a Node2D Environment with sprite background, staticBody, imported scene. Create a new Node2D call Tile0-0 in the Node2D Environment Took every object in Environment and place it in Tile0-0 Duplicate Tile0-0 3 times to get Tile0-1, 1-0, 1-1 Try to edit every Tile because I didn't want to be all the same, When i try to edit Tile1-1, I couldn't... The editor didn't allow me to zoom at this point... Download Godot 3.0.6 Try again doesnt allow me either... Try moving a tile (Tile1-1) and that allow me to go further but still not at the maximum of what I want for. Example, there is more content after those position, but the editor doesnt allow me to go there... ![image](https://user-images.githubusercontent.com/4070713/43375885-b087ecaa-9385-11e8-87f7-a91ecb92be79.png) Scene structure Image : ![image](https://user-images.githubusercontent.com/4070713/43375447-1e3439e6-9383-11e8-8eb2-0fb7ef7c1e7f.png) Background picture is 1800x1800px with scale (4,4) and i add object on this after, mostly scale (3,3). I mostly use low res free image for placeholding, that's why they all scale that much. Maybe that can be related (that's why I'm telling that). I'm not a 2D artist and I'm alone, so i just found image on internet for my school project that will never be release. **Minimal reproduction project:** I will wait answer and if I can help, I will try my best to give useful content. [Test.zip](https://github.com/godotengine/godot/files/2239629/Test.zip) ",1, scene view screen range doesn t adapt everytime please search existing issues for potential duplicates before filing yours godot version os device including version windows éducation issue description hello i m no real game dev maybe i m doing it wrong on my side but i ve been working on a game for months for a university project and i came to the part where i m testing free roam in a world right now my environnement is something i create on my own and probably not the best way to make it but for what i have done i think it does the job today i try to use my main tiles which i was using for testing to make a bigger world so i duplicate it times for a world got this zoom out the most i can not full screen but if i zoom to the farthest point i can go i can t get the distance write when zoom out lowest point highest point from what i understand if you zoom out you can go to near to over but if you try to nitpick thing you can t go farther than those point to it change when you add things but in my case it didn t change when it should have change this is a big restriction because i m able to drag thing out of my reach and after i m not able to do anything precise because i need to zoom out to reach it or the scene viewer doesn t allow me to move to this location the problem i see with that is i can move my character in game to the fartest position possible in negative or positive axe but the scene editor doesnt allow me to go beyond those position so i could allow my character get out of map where me as a game dev can go there that make no logical sense steps to reproduce just try to zoom in at the fartest position you can t go where you want suggestion allowing the dev who know what he she does to go anywhere he she want in a scene even if that s completely stupid requested features adding a way to enter coordinate and it teleport the view at those coordinate so i try something like moving my to higher point and it seem it work and i can now see farther than where i could before but put it back to pos and i wasn t able to go back to this point here is what make me realize the bug was on godot when doing this i tought updating would fix it but it didn t help create a environment with sprite background staticbody imported scene create a new call in the environment took every object in environment and place it in duplicate times to get try to edit every tile because i didn t want to be all the same when i try to edit i couldn t the editor didn t allow me to zoom at this point download godot try again doesnt allow me either try moving a tile and that allow me to go further but still not at the maximum of what i want for example there is more content after those position but the editor doesnt allow me to go there scene structure image background picture is with scale and i add object on this after mostly scale i mostly use low res free image for placeholding that s why they all scale that much maybe that can be related that s why i m telling that i m not a artist and i m alone so i just found image on internet for my school project that will never be release minimal reproduction project i will wait answer and if i can help i will try my best to give useful content ,1 238074,26085548817.0,IssuesEvent,2022-12-26 01:59:27,snykiotcubedev/arangodb-3.7.6,https://api.github.com/repos/snykiotcubedev/arangodb-3.7.6,reopened,CVE-2021-3757 (High) detected in immer-1.7.2.tgz,security vulnerability,"## CVE-2021-3757 - High Severity Vulnerability
Vulnerable Library - immer-1.7.2.tgz

Create your next immutable state by mutating the current one

Library home page: https://registry.npmjs.org/immer/-/immer-1.7.2.tgz

Dependency Hierarchy: - react-dev-utils-6.1.1.tgz (Root Library) - :x: **immer-1.7.2.tgz** (Vulnerable Library)

Found in HEAD commit: fce8f85f1c2f070c8e6a8e76d17210a2117d3833

Found in base branch: main

Vulnerability Details

immer is vulnerable to Improperly Controlled Modification of Object Prototype Attributes ('Prototype Pollution')

Publish Date: 2021-09-02

URL: CVE-2021-3757

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://huntr.dev/bounties/23d38099-71cd-42ed-a77a-71e68094adfa/

Release Date: 2021-09-02

Fix Resolution (immer): 9.0.6

Direct dependency fix Resolution (react-dev-utils): 12.0.0

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2021-3757 (High) detected in immer-1.7.2.tgz - ## CVE-2021-3757 - High Severity Vulnerability
Vulnerable Library - immer-1.7.2.tgz

Create your next immutable state by mutating the current one

Library home page: https://registry.npmjs.org/immer/-/immer-1.7.2.tgz

Dependency Hierarchy: - react-dev-utils-6.1.1.tgz (Root Library) - :x: **immer-1.7.2.tgz** (Vulnerable Library)

Found in HEAD commit: fce8f85f1c2f070c8e6a8e76d17210a2117d3833

Found in base branch: main

Vulnerability Details

immer is vulnerable to Improperly Controlled Modification of Object Prototype Attributes ('Prototype Pollution')

Publish Date: 2021-09-02

URL: CVE-2021-3757

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://huntr.dev/bounties/23d38099-71cd-42ed-a77a-71e68094adfa/

Release Date: 2021-09-02

Fix Resolution (immer): 9.0.6

Direct dependency fix Resolution (react-dev-utils): 12.0.0

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in immer tgz cve high severity vulnerability vulnerable library immer tgz create your next immutable state by mutating the current one library home page a href dependency hierarchy react dev utils tgz root library x immer tgz vulnerable library found in head commit a href found in base branch main vulnerability details immer is vulnerable to improperly controlled modification of object prototype attributes prototype pollution publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution immer direct dependency fix resolution react dev utils step up your open source security game with mend ,0 226778,7522981088.0,IssuesEvent,2018-04-12 22:27:50,vmware/vic,https://api.github.com/repos/vmware/vic,closed,Update vic-machine create to support VM-Host Affinity,area/apis area/cli component/vic-machine kind/feature priority/p2 team/lifecycle,"This is essentially using a DRS VM Group based on the VCH name supplied by the user instead of the hard-coded value used to enable the portlayer work to proceed. It does not include allowing the user to specify the DRS VM Group, which is tracked by #7567. This includes both tagging the VCH Endpoint VM itself during creation as well as persisting the DRS VM Group so that container VMs are tagged as well. This includes changes to both the CLI (which will probably take a rule name) and API (which will probably accept either a rule name or identifier). This requires validation that the DRS VM Group does not already exist, validation that the operations user has the necessary `Host.Inventory.EditCluster` privilege, and creation of the DRS VM Group. This should include end-to-end testing of both the CLI and API, which will require additional investigation to establish a pattern for configuring the prerequisites (DRS Host Group, DRS VM Group, VM-Host Affinity Rule) from robot.",1.0,"Update vic-machine create to support VM-Host Affinity - This is essentially using a DRS VM Group based on the VCH name supplied by the user instead of the hard-coded value used to enable the portlayer work to proceed. It does not include allowing the user to specify the DRS VM Group, which is tracked by #7567. This includes both tagging the VCH Endpoint VM itself during creation as well as persisting the DRS VM Group so that container VMs are tagged as well. This includes changes to both the CLI (which will probably take a rule name) and API (which will probably accept either a rule name or identifier). This requires validation that the DRS VM Group does not already exist, validation that the operations user has the necessary `Host.Inventory.EditCluster` privilege, and creation of the DRS VM Group. This should include end-to-end testing of both the CLI and API, which will require additional investigation to establish a pattern for configuring the prerequisites (DRS Host Group, DRS VM Group, VM-Host Affinity Rule) from robot.",0,update vic machine create to support vm host affinity this is essentially using a drs vm group based on the vch name supplied by the user instead of the hard coded value used to enable the portlayer work to proceed it does not include allowing the user to specify the drs vm group which is tracked by this includes both tagging the vch endpoint vm itself during creation as well as persisting the drs vm group so that container vms are tagged as well this includes changes to both the cli which will probably take a rule name and api which will probably accept either a rule name or identifier this requires validation that the drs vm group does not already exist validation that the operations user has the necessary host inventory editcluster privilege and creation of the drs vm group this should include end to end testing of both the cli and api which will require additional investigation to establish a pattern for configuring the prerequisites drs host group drs vm group vm host affinity rule from robot ,0 10868,6966170883.0,IssuesEvent,2017-12-09 15:42:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,New project / first use UX,discussion enhancement topic:editor usability,"* A new scene should have a Node added by default * Dragging files from the FileSystem into the Scene hierarchy should have the same effect as dragging them into the Scene viewport. Currently, you can drag a PNG into the viewport, for example, but not into the Scene hierarchy, even after creating a root node. The aim is to reduce the learning curve (and friction) when first getting used to Godot. Currently, to add your first texture into the viewport and play around with it, you have to: 1. Open Godot 2. Import your files 3. Create a new root node 4. Drag and drop your first texture into the scene view (but not the hierarchy, that does not work!) However, chances are that you get stuck at the `No parent to instance a child at` when you didn't know to add a root node or - even worse - you try to drag your file into the scene hierarchy and... it just displays the warning icon and doesn't work, without any message. With these changes, it becomes: 1. Open Godot 2. Import your files 3. Drag and drop your first texture into the scene viewport or hierarchy, whichever you want, it works.",True,"New project / first use UX - * A new scene should have a Node added by default * Dragging files from the FileSystem into the Scene hierarchy should have the same effect as dragging them into the Scene viewport. Currently, you can drag a PNG into the viewport, for example, but not into the Scene hierarchy, even after creating a root node. The aim is to reduce the learning curve (and friction) when first getting used to Godot. Currently, to add your first texture into the viewport and play around with it, you have to: 1. Open Godot 2. Import your files 3. Create a new root node 4. Drag and drop your first texture into the scene view (but not the hierarchy, that does not work!) However, chances are that you get stuck at the `No parent to instance a child at` when you didn't know to add a root node or - even worse - you try to drag your file into the scene hierarchy and... it just displays the warning icon and doesn't work, without any message. With these changes, it becomes: 1. Open Godot 2. Import your files 3. Drag and drop your first texture into the scene viewport or hierarchy, whichever you want, it works.",1,new project first use ux a new scene should have a node added by default dragging files from the filesystem into the scene hierarchy should have the same effect as dragging them into the scene viewport currently you can drag a png into the viewport for example but not into the scene hierarchy even after creating a root node the aim is to reduce the learning curve and friction when first getting used to godot currently to add your first texture into the viewport and play around with it you have to open godot import your files create a new root node drag and drop your first texture into the scene view but not the hierarchy that does not work however chances are that you get stuck at the no parent to instance a child at when you didn t know to add a root node or even worse you try to drag your file into the scene hierarchy and it just displays the warning icon and doesn t work without any message with these changes it becomes open godot import your files drag and drop your first texture into the scene viewport or hierarchy whichever you want it works ,1 71557,3362075578.0,IssuesEvent,2015-11-20 02:15:30,angular/material,https://api.github.com/repos/angular/material,closed,md-select label does not update on option change,needs: demo needs: review priority: medium,"Hi, I have an issue with the new version of md-select. If I change the label of the current selected option (stored in a array), the change is not reflected on the already selected label. I have to open the select, in the select list the option label is correct, I can then just close the select (no need to change my selection) and I'll see the new label. I suspect this is because the change does not trigger the label generation as it might only be done when opening the select list. But I really need this for dynamics selects. Thanks.",1.0,"md-select label does not update on option change - Hi, I have an issue with the new version of md-select. If I change the label of the current selected option (stored in a array), the change is not reflected on the already selected label. I have to open the select, in the select list the option label is correct, I can then just close the select (no need to change my selection) and I'll see the new label. I suspect this is because the change does not trigger the label generation as it might only be done when opening the select list. But I really need this for dynamics selects. Thanks.",0,md select label does not update on option change hi i have an issue with the new version of md select if i change the label of the current selected option stored in a array the change is not reflected on the already selected label i have to open the select in the select list the option label is correct i can then just close the select no need to change my selection and i ll see the new label i suspect this is because the change does not trigger the label generation as it might only be done when opening the select list but i really need this for dynamics selects thanks ,0 120048,10091305797.0,IssuesEvent,2019-07-26 13:57:27,ValveSoftware/Dota-2-Vulkan,https://api.github.com/repos/ValveSoftware/Dota-2-Vulkan,closed,[MacOS] Dota freezing whenever command tabbing.,Need Retest reviewed,"My system Info https://gist.github.com/et4288/021207b8b437c921cee7fdbfc3458101 System is up to date Using the latest stable driver even though Im not sure how to update further. Game files verified. Whenever starting the game everything goes without a hitch, but as soon as I alt tab the game will completely freeze. I can hear game sounds but the window display is frozen. The only way Ive found to ""unfreeze"" the window is to command tab until it eventually unfreezes on its own. For video settings I use my native and Desktop-friendly Fullscreen as Im on mac. Whenever I do tab into the window finally I see this command repeated for however long it took me to tab back in https://gist.github.com/et4288/465779e9452b3ed1a90257d92a1a7ddf Steps for reproducing 1. Launch Dota 2. Alt-tab,Command+Tab 3. Tab back into the window For my system information to help solve my issue. https://gist.github.com/et4288/4c1902f80a12d747aea8bce43841e5c2 Thank you. ",1.0,"[MacOS] Dota freezing whenever command tabbing. - My system Info https://gist.github.com/et4288/021207b8b437c921cee7fdbfc3458101 System is up to date Using the latest stable driver even though Im not sure how to update further. Game files verified. Whenever starting the game everything goes without a hitch, but as soon as I alt tab the game will completely freeze. I can hear game sounds but the window display is frozen. The only way Ive found to ""unfreeze"" the window is to command tab until it eventually unfreezes on its own. For video settings I use my native and Desktop-friendly Fullscreen as Im on mac. Whenever I do tab into the window finally I see this command repeated for however long it took me to tab back in https://gist.github.com/et4288/465779e9452b3ed1a90257d92a1a7ddf Steps for reproducing 1. Launch Dota 2. Alt-tab,Command+Tab 3. Tab back into the window For my system information to help solve my issue. https://gist.github.com/et4288/4c1902f80a12d747aea8bce43841e5c2 Thank you. ",0, dota freezing whenever command tabbing my system info system is up to date using the latest stable driver even though im not sure how to update further game files verified whenever starting the game everything goes without a hitch but as soon as i alt tab the game will completely freeze i can hear game sounds but the window display is frozen the only way ive found to unfreeze the window is to command tab until it eventually unfreezes on its own for video settings i use my native and desktop friendly fullscreen as im on mac whenever i do tab into the window finally i see this command repeated for however long it took me to tab back in steps for reproducing launch dota alt tab command tab tab back into the window for my system information to help solve my issue thank you ,0 10537,6793976942.0,IssuesEvent,2017-11-01 10:06:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,No easy way to restore default editor settings,enhancement topic:editor usability,"**Operating system or device - Godot version:** Arch Linux, Godot 3 master **Issue description:** I noticed there is currently no easy way to restore the default settings (per setting or globally) within the editor and project settings other than deleting config files and reloading the editor. I think this might become especially problematic for new users, because it's easy to mess things up and get confused or lost when playing around with certain values without any way of telling what the original sane settings were. ",True,"No easy way to restore default editor settings - **Operating system or device - Godot version:** Arch Linux, Godot 3 master **Issue description:** I noticed there is currently no easy way to restore the default settings (per setting or globally) within the editor and project settings other than deleting config files and reloading the editor. I think this might become especially problematic for new users, because it's easy to mess things up and get confused or lost when playing around with certain values without any way of telling what the original sane settings were. ",1,no easy way to restore default editor settings operating system or device godot version arch linux godot master issue description i noticed there is currently no easy way to restore the default settings per setting or globally within the editor and project settings other than deleting config files and reloading the editor i think this might become especially problematic for new users because it s easy to mess things up and get confused or lost when playing around with certain values without any way of telling what the original sane settings were ,1 18205,12677677952.0,IssuesEvent,2020-06-19 08:14:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,No grid in side orthogonal views,archived enhancement topic:editor usability,"**Godot version:** 3.0.2, but is present in 3.1 dev **OS/device including version:** Elementary OS Loki **Issue description:** Grid is only visible in the top view, it is expected to be in all orthogonal views. **Steps to reproduce:** Switch the 3D viewport to left view, and then to orthogonal view ![selection_056](https://user-images.githubusercontent.com/1463277/41193844-1901b92e-6c1b-11e8-968e-75b020c63f99.png) ",True,"No grid in side orthogonal views - **Godot version:** 3.0.2, but is present in 3.1 dev **OS/device including version:** Elementary OS Loki **Issue description:** Grid is only visible in the top view, it is expected to be in all orthogonal views. **Steps to reproduce:** Switch the 3D viewport to left view, and then to orthogonal view ![selection_056](https://user-images.githubusercontent.com/1463277/41193844-1901b92e-6c1b-11e8-968e-75b020c63f99.png) ",1,no grid in side orthogonal views godot version but is present in dev os device including version elementary os loki issue description grid is only visible in the top view it is expected to be in all orthogonal views steps to reproduce switch the viewport to left view and then to orthogonal view ,1 10484,6758643693.0,IssuesEvent,2017-10-24 14:46:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,UI Concept for Godot,discussion enhancement topic:editor usability,"Hi there, This weekend I worked on a conceptual UI for Godot. My focus was on getting a clear and coherent design that can be flexible (fully dockable) and easy to expand in the future, and also up to date with current UX patterns on most 3d related apps. Please take a look and tell me what you think. The concept was first posted on the Godot IRC channel. Thanks to @xodene for the idea of posting the design here. ![gdoto_basic_layout_concept_01](https://cloud.githubusercontent.com/assets/6024473/8400490/301e7198-1de9-11e5-9071-e95583bb5827.png) About the design - Font used is Source Sans Pro, an open source font made by Adobe. This font has many weights and alternatives, including an mono spaced version, which suits perfect for scripting. - Current icons are from Font Awesome, a set of open source icons well known in web development. My plan is to make a complete set of custom designed icons for Godot, but this could take a lot of time, so for know I sticking with this icon set, just for testing purposes. - I took some freedom an added random icons and features, this helps me to see how the layout works. **Update on Oct 13, 2015** Hi everyone! I finally got time to continue my work on the UI. Here is a quick update on the interface that include some of the features you mentioned on the comments. ![gdoto_ui_concept_02](https://cloud.githubusercontent.com/assets/6024473/10529944/4143bdf6-736c-11e5-86e7-a5fb465a772e.png) I also want to share with you a logo design concept I have been working on in parallel with the UI. This logo is my attempt to a fully coherent and modern Godot visual identity that initially starts with the UI design. Here I tried to simplify the current logo and make it more serious, solid and unique; as well as play well with different sizes and colors. ![gdoto_logotype_concept_01](https://cloud.githubusercontent.com/assets/6024473/10529960/64be9ba2-736c-11e5-8efd-8b2de84296c6.png) As always feel free to let any feedback you want; that's best way to iterate! ",True,"UI Concept for Godot - Hi there, This weekend I worked on a conceptual UI for Godot. My focus was on getting a clear and coherent design that can be flexible (fully dockable) and easy to expand in the future, and also up to date with current UX patterns on most 3d related apps. Please take a look and tell me what you think. The concept was first posted on the Godot IRC channel. Thanks to @xodene for the idea of posting the design here. ![gdoto_basic_layout_concept_01](https://cloud.githubusercontent.com/assets/6024473/8400490/301e7198-1de9-11e5-9071-e95583bb5827.png) About the design - Font used is Source Sans Pro, an open source font made by Adobe. This font has many weights and alternatives, including an mono spaced version, which suits perfect for scripting. - Current icons are from Font Awesome, a set of open source icons well known in web development. My plan is to make a complete set of custom designed icons for Godot, but this could take a lot of time, so for know I sticking with this icon set, just for testing purposes. - I took some freedom an added random icons and features, this helps me to see how the layout works. **Update on Oct 13, 2015** Hi everyone! I finally got time to continue my work on the UI. Here is a quick update on the interface that include some of the features you mentioned on the comments. ![gdoto_ui_concept_02](https://cloud.githubusercontent.com/assets/6024473/10529944/4143bdf6-736c-11e5-86e7-a5fb465a772e.png) I also want to share with you a logo design concept I have been working on in parallel with the UI. This logo is my attempt to a fully coherent and modern Godot visual identity that initially starts with the UI design. Here I tried to simplify the current logo and make it more serious, solid and unique; as well as play well with different sizes and colors. ![gdoto_logotype_concept_01](https://cloud.githubusercontent.com/assets/6024473/10529960/64be9ba2-736c-11e5-8efd-8b2de84296c6.png) As always feel free to let any feedback you want; that's best way to iterate! ",1,ui concept for godot hi there this weekend i worked on a conceptual ui for godot my focus was on getting a clear and coherent design that can be flexible fully dockable and easy to expand in the future and also up to date with current ux patterns on most related apps please take a look and tell me what you think the concept was first posted on the godot irc channel thanks to xodene for the idea of posting the design here about the design font used is source sans pro an open source font made by adobe this font has many weights and alternatives including an mono spaced version which suits perfect for scripting current icons are from font awesome a set of open source icons well known in web development my plan is to make a complete set of custom designed icons for godot but this could take a lot of time so for know i sticking with this icon set just for testing purposes i took some freedom an added random icons and features this helps me to see how the layout works update on oct hi everyone i finally got time to continue my work on the ui here is a quick update on the interface that include some of the features you mentioned on the comments i also want to share with you a logo design concept i have been working on in parallel with the ui this logo is my attempt to a fully coherent and modern godot visual identity that initially starts with the ui design here i tried to simplify the current logo and make it more serious solid and unique as well as play well with different sizes and colors as always feel free to let any feedback you want that s best way to iterate ,1 15297,9936188688.0,IssuesEvent,2019-07-02 18:28:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Re-organize Script Editor's Edit menu,discussion topic:editor usability," **Godot version:** ae65c610e **Issue description:** This is the edit menu right now: ![image](https://user-images.githubusercontent.com/2223172/60536213-0d4c9c80-9d06-11e9-9cfb-fc41b4ec3ca8.png) It's... long. Especially compared to other menus. Many of the positions can be moved to sub-menus, like Convert Case, to make it shorter and probably more accessible. My proposals are: - Rename ""Bookmarks"" to ""Go to"" (as discussed in #29071), and move Breakpoint-related actions there. - Fold/Unfold Line/All Lines -> Folding sub-menu - Convert/Auto Indent (also maybe Indent Left/Right) -> Indent sub-menu - _Optionally:_ Move Up/Down, Delete Line, Toggle Comment -> Line (or Line Operations) sub-menu This would make the menu 8 (or 10) positions shorter. (actually, similar thing could be done with File menu...) Any other propositions? Or the menu should stay as now?",True,"Re-organize Script Editor's Edit menu - **Godot version:** ae65c610e **Issue description:** This is the edit menu right now: ![image](https://user-images.githubusercontent.com/2223172/60536213-0d4c9c80-9d06-11e9-9cfb-fc41b4ec3ca8.png) It's... long. Especially compared to other menus. Many of the positions can be moved to sub-menus, like Convert Case, to make it shorter and probably more accessible. My proposals are: - Rename ""Bookmarks"" to ""Go to"" (as discussed in #29071), and move Breakpoint-related actions there. - Fold/Unfold Line/All Lines -> Folding sub-menu - Convert/Auto Indent (also maybe Indent Left/Right) -> Indent sub-menu - _Optionally:_ Move Up/Down, Delete Line, Toggle Comment -> Line (or Line Operations) sub-menu This would make the menu 8 (or 10) positions shorter. (actually, similar thing could be done with File menu...) Any other propositions? Or the menu should stay as now?",1,re organize script editor s edit menu please search existing issues for potential duplicates before filing yours godot version issue description this is the edit menu right now it s long especially compared to other menus many of the positions can be moved to sub menus like convert case to make it shorter and probably more accessible my proposals are rename bookmarks to go to as discussed in and move breakpoint related actions there fold unfold line all lines folding sub menu convert auto indent also maybe indent left right indent sub menu optionally move up down delete line toggle comment line or line operations sub menu this would make the menu or positions shorter actually similar thing could be done with file menu any other propositions or the menu should stay as now ,1 17303,11873588710.0,IssuesEvent,2020-03-26 17:32:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Project Manager appears in the corner of the screen,bug regression topic:editor usability,"**Godot version:** 5f1107a **OS/device including version:** Windows 10 **Issue description:** When you start Godot, the Project Manager appears in the top-left corner with title bar out of screen, so you can't move it. Resizing the window fixes it.",True,"Project Manager appears in the corner of the screen - **Godot version:** 5f1107a **OS/device including version:** Windows 10 **Issue description:** When you start Godot, the Project Manager appears in the top-left corner with title bar out of screen, so you can't move it. Resizing the window fixes it.",1,project manager appears in the corner of the screen godot version os device including version windows issue description when you start godot the project manager appears in the top left corner with title bar out of screen so you can t move it resizing the window fixes it ,1 77788,9630806429.0,IssuesEvent,2019-05-15 12:57:50,alpheios-project/alpheios_nemo_ui,https://api.github.com/repos/alpheios-project/alpheios_nemo_ui,reopened,review display of section breaks and line numbers,design waiting_verification,@abrasax doesn't like design for this. Need to investigate possibilities.,1.0,review display of section breaks and line numbers - @abrasax doesn't like design for this. Need to investigate possibilities.,0,review display of section breaks and line numbers abrasax doesn t like design for this need to investigate possibilities ,0 148011,13223262849.0,IssuesEvent,2020-08-17 16:54:48,18F/tts-tech-portfolio,https://api.github.com/repos/18F/tts-tech-portfolio,closed,Create Software General Request form,e: SaaS documentation g: accepted t: hours,"## Background information Based on the discussion for the General Request form conversation an outcome was to create a Software Request form ## Related Information or Documentation ",1.0,"Create Software General Request form - ## Background information Based on the discussion for the General Request form conversation an outcome was to create a Software Request form ## Related Information or Documentation ",0,create software general request form background information based on the discussion for the general request form conversation an outcome was to create a software request form related information or documentation ,0 100533,21411010996.0,IssuesEvent,2022-04-22 05:56:54,CBielstein/APRSsharp,https://api.github.com/repos/CBielstein/APRSsharp,opened,Remove `AprsIsConstants` class,good first issue code cleanliness,"## Description Since the `AprsIsConstants` values are now only used in one place (the AprsSharp CLI command line flags setup), we should do away with the class of constants and just code them directly in to the CLI setup. This consolidates the logic to where it is actually used and avoids bloating code. ## Acceptance Criteria - [ ] Delete AprsIsConstants class - [ ] Move hard coded constants directly to the AprsSharp Program.cs configuration of the command line parameters",1.0,"Remove `AprsIsConstants` class - ## Description Since the `AprsIsConstants` values are now only used in one place (the AprsSharp CLI command line flags setup), we should do away with the class of constants and just code them directly in to the CLI setup. This consolidates the logic to where it is actually used and avoids bloating code. ## Acceptance Criteria - [ ] Delete AprsIsConstants class - [ ] Move hard coded constants directly to the AprsSharp Program.cs configuration of the command line parameters",0,remove aprsisconstants class description since the aprsisconstants values are now only used in one place the aprssharp cli command line flags setup we should do away with the class of constants and just code them directly in to the cli setup this consolidates the logic to where it is actually used and avoids bloating code acceptance criteria delete aprsisconstants class move hard coded constants directly to the aprssharp program cs configuration of the command line parameters,0 85103,7961512023.0,IssuesEvent,2018-07-13 11:02:33,kubeflow/kubeflow,https://api.github.com/repos/kubeflow/kubeflow,closed,Test Flake gke teardown failed; insufficient quota,priority/p2 testing,"Why are we getting quota error in teradown? ``` W + [[ -n /secret/gcp-credentials/key.json ]] + gcloud auth activate-service-account --key-file=/secret/gcp-credentials/key.json Activated service account credentials for: [kubeflow-testing@kubeflow-ci.iam.gserviceaccount.com] + sleep 6 + gcloud deployment-manager deployments update e2e-5d68 --config=/mnt/test-data-volume/kubeflow-presubmit-kubeflow-e2e-gke-1162-aa46776-2441-5d68/src/kube flow/kubeflow/docs/gke/configs-e2e-5d68/cluster-kubeflow.yaml --project=kubeflow-ci The fingerprint of the deployment is ArMJmlF6CvTg0PGxQThXZQ== Waiting for update [operation-1531259135671-570ac0cd73ad8-e53c9132-f92d2eed]... ...................failed. ERROR: (gcloud.deployment-manager.deployments.update) Error in Operation [operation-1531259135671-570ac0cd73ad8-e53c9132-f92d2eed]: errors: - code: RESOURCE_ERROR location: /deployments/e2e-5d68/resources/e2e-5d68-gpu-pool-v1 message: ""{\""ResourceType\"":\""container.v1.nodePool\"",\""ResourceErrorCode\"":\""403\""\ ,\""ResourceErrorMessage\"":{\""code\"":403,\""message\"":\""Insufficient regional quota\ \ to satisfy request for resource: \\\""INSTANCE_GROUPS\\\"". The request requires\ \ '1.0' and is short '1.0'. The regional quota is '100.0' with '0.0' available.\""\ ,\""status\"":\""PERMISSION_DENIED\"",\""statusMessage\"":\""Forbidden\"",\""requestPath\""\ :\""https://container.googleapis.com/v1/projects/kubeflow-ci/zones/us-east1-d/clusters/e2e-5d68/nodePools\""\ ,\""httpMethod\"":\""POST\""}}"" Traceback (most recent call last): File ""/mnt/test-data-volume/kubeflow-presubmit-kubeflow-e2e-gke-1162-aa46776-2441-5d68/src/kubeflow/testing/py/kubeflow/testing/test_helper.py"", line 96, in wrap_test test_case.test_func(test_case) File ""/mnt/test-data-volume/kubeflow-presubmit-kubeflow-e2e-gke-1162-aa46776-2441-5d68/src/kubeflow/kubeflow/testing/run_with_retry.py"", line 40, in run_ with_retry run() File ""/usr/local/lib/python2.7/dist-packages/retrying.py"", line 49, in wrapped_f return Retrying(*dargs, **dkw).call(f, *args, **kw) File ""/usr/local/lib/python2.7/dist-packages/retrying.py"", line 212, in call raise attempt.get() File ""/usr/local/lib/python2.7/dist-packages/retrying.py"", line 247, in get six.reraise(self.value[0], self.value[1], self.value[2]) File ""/usr/local/lib/python2.7/dist-packages/retrying.py"", line 200, in call ```",1.0,"Test Flake gke teardown failed; insufficient quota - Why are we getting quota error in teradown? ``` W + [[ -n /secret/gcp-credentials/key.json ]] + gcloud auth activate-service-account --key-file=/secret/gcp-credentials/key.json Activated service account credentials for: [kubeflow-testing@kubeflow-ci.iam.gserviceaccount.com] + sleep 6 + gcloud deployment-manager deployments update e2e-5d68 --config=/mnt/test-data-volume/kubeflow-presubmit-kubeflow-e2e-gke-1162-aa46776-2441-5d68/src/kube flow/kubeflow/docs/gke/configs-e2e-5d68/cluster-kubeflow.yaml --project=kubeflow-ci The fingerprint of the deployment is ArMJmlF6CvTg0PGxQThXZQ== Waiting for update [operation-1531259135671-570ac0cd73ad8-e53c9132-f92d2eed]... ...................failed. ERROR: (gcloud.deployment-manager.deployments.update) Error in Operation [operation-1531259135671-570ac0cd73ad8-e53c9132-f92d2eed]: errors: - code: RESOURCE_ERROR location: /deployments/e2e-5d68/resources/e2e-5d68-gpu-pool-v1 message: ""{\""ResourceType\"":\""container.v1.nodePool\"",\""ResourceErrorCode\"":\""403\""\ ,\""ResourceErrorMessage\"":{\""code\"":403,\""message\"":\""Insufficient regional quota\ \ to satisfy request for resource: \\\""INSTANCE_GROUPS\\\"". The request requires\ \ '1.0' and is short '1.0'. The regional quota is '100.0' with '0.0' available.\""\ ,\""status\"":\""PERMISSION_DENIED\"",\""statusMessage\"":\""Forbidden\"",\""requestPath\""\ :\""https://container.googleapis.com/v1/projects/kubeflow-ci/zones/us-east1-d/clusters/e2e-5d68/nodePools\""\ ,\""httpMethod\"":\""POST\""}}"" Traceback (most recent call last): File ""/mnt/test-data-volume/kubeflow-presubmit-kubeflow-e2e-gke-1162-aa46776-2441-5d68/src/kubeflow/testing/py/kubeflow/testing/test_helper.py"", line 96, in wrap_test test_case.test_func(test_case) File ""/mnt/test-data-volume/kubeflow-presubmit-kubeflow-e2e-gke-1162-aa46776-2441-5d68/src/kubeflow/kubeflow/testing/run_with_retry.py"", line 40, in run_ with_retry run() File ""/usr/local/lib/python2.7/dist-packages/retrying.py"", line 49, in wrapped_f return Retrying(*dargs, **dkw).call(f, *args, **kw) File ""/usr/local/lib/python2.7/dist-packages/retrying.py"", line 212, in call raise attempt.get() File ""/usr/local/lib/python2.7/dist-packages/retrying.py"", line 247, in get six.reraise(self.value[0], self.value[1], self.value[2]) File ""/usr/local/lib/python2.7/dist-packages/retrying.py"", line 200, in call ```",0,test flake gke teardown failed insufficient quota why are we getting quota error in teradown w gcloud auth activate service account key file secret gcp credentials key json activated service account credentials for sleep gcloud deployment manager deployments update config mnt test data volume kubeflow presubmit kubeflow gke src kube flow kubeflow docs gke configs cluster kubeflow yaml project kubeflow ci the fingerprint of the deployment is waiting for update failed error gcloud deployment manager deployments update error in operation errors code resource error location deployments resources gpu pool message resourcetype container nodepool resourceerrorcode resourceerrormessage code message insufficient regional quota to satisfy request for resource instance groups the request requires and is short the regional quota is with available status permission denied statusmessage forbidden requestpath httpmethod post traceback most recent call last file mnt test data volume kubeflow presubmit kubeflow gke src kubeflow testing py kubeflow testing test helper py line in wrap test test case test func test case file mnt test data volume kubeflow presubmit kubeflow gke src kubeflow kubeflow testing run with retry py line in run with retry run file usr local lib dist packages retrying py line in wrapped f return retrying dargs dkw call f args kw file usr local lib dist packages retrying py line in call raise attempt get file usr local lib dist packages retrying py line in get six reraise self value self value self value file usr local lib dist packages retrying py line in call ,0 25596,25469931662.0,IssuesEvent,2022-11-25 09:17:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Unable to view sub objects in debugger,bug topic:editor usability,"### Godot version 4.0 beta 3 ### System information Windows 10 ### Issue description The debugger inspector will not follow sub objects ### Steps to reproduce -Break after object creation -Double click on ""main object""s member, ""sub object"" The debugger will not follow the sub object ### Minimal reproduction project [DebuggerViewingSubobjects.zip](https://github.com/godotengine/godot/files/9860703/DebuggerViewingSubobjects.zip) ![DebuggerViewingSubobjects](https://user-images.githubusercontent.com/105455193/197786256-845cf084-49fe-4bbf-aa3d-88d06c02db74.png) ",True,"Unable to view sub objects in debugger - ### Godot version 4.0 beta 3 ### System information Windows 10 ### Issue description The debugger inspector will not follow sub objects ### Steps to reproduce -Break after object creation -Double click on ""main object""s member, ""sub object"" The debugger will not follow the sub object ### Minimal reproduction project [DebuggerViewingSubobjects.zip](https://github.com/godotengine/godot/files/9860703/DebuggerViewingSubobjects.zip) ![DebuggerViewingSubobjects](https://user-images.githubusercontent.com/105455193/197786256-845cf084-49fe-4bbf-aa3d-88d06c02db74.png) ",1,unable to view sub objects in debugger godot version beta system information windows issue description the debugger inspector will not follow sub objects steps to reproduce break after object creation double click on main object s member sub object the debugger will not follow the sub object minimal reproduction project ,1 13465,8488401613.0,IssuesEvent,2018-10-26 16:31:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Selecting a node in the scene dock, changes the dock width.",bug topic:editor usability," **Godot version:** eeee47196c19dc271d6fcf8981946a1a29efd16a **OS/device including version:** Linux **Issue description:** ![peek13](https://user-images.githubusercontent.com/4047289/47530587-4e54fd00-d8ab-11e8-8cc2-507cfa005ad3.gif) ",True,"Selecting a node in the scene dock, changes the dock width. - **Godot version:** eeee47196c19dc271d6fcf8981946a1a29efd16a **OS/device including version:** Linux **Issue description:** ![peek13](https://user-images.githubusercontent.com/4047289/47530587-4e54fd00-d8ab-11e8-8cc2-507cfa005ad3.gif) ",1,selecting a node in the scene dock changes the dock width please search existing issues for potential duplicates before filing yours godot version os device including version linux issue description ,1 26840,4797024093.0,IssuesEvent,2016-11-01 10:25:20,netty/netty,https://api.github.com/repos/netty/netty,closed,"EOF for variable length, non chunked, compressed HTTP response is incorrectly treated as premature channel closure",defect,"The fundamental issue here (I think) is that HttpContentDecoder is modifying the incoming request headers to indicate the request is chunked when it might actually be variable length EOF terminated. This happens here: https://github.com/netty/netty/blob/4.1/codec-http/src/main/java/io/netty/handler/codec/http/HttpContentDecoder.java#L102 This then causes https://github.com/netty/netty/blob/4.1/codec-http/src/main/java/io/netty/handler/codec/http/HttpObjectDecoder.java#L411 to yield a true value. The net effect of this is that a `PrematureChannelClosureException` is raised instead of emitting a `LastHttpContent`. I wasn't able to create a test case for this because HttpContentEncoder enforces chunked responses. I discovered this issue when using Netty to reverse proxy a Jetty server, that uses EOF framing for streamed responses when not using keepalive. I suspect that this is actually a regression caused by https://github.com/netty/netty/commit/ee0897a1d9d80119990964834d62f906f800afb8 as part of the fix for #5428. ",1.0,"EOF for variable length, non chunked, compressed HTTP response is incorrectly treated as premature channel closure - The fundamental issue here (I think) is that HttpContentDecoder is modifying the incoming request headers to indicate the request is chunked when it might actually be variable length EOF terminated. This happens here: https://github.com/netty/netty/blob/4.1/codec-http/src/main/java/io/netty/handler/codec/http/HttpContentDecoder.java#L102 This then causes https://github.com/netty/netty/blob/4.1/codec-http/src/main/java/io/netty/handler/codec/http/HttpObjectDecoder.java#L411 to yield a true value. The net effect of this is that a `PrematureChannelClosureException` is raised instead of emitting a `LastHttpContent`. I wasn't able to create a test case for this because HttpContentEncoder enforces chunked responses. I discovered this issue when using Netty to reverse proxy a Jetty server, that uses EOF framing for streamed responses when not using keepalive. I suspect that this is actually a regression caused by https://github.com/netty/netty/commit/ee0897a1d9d80119990964834d62f906f800afb8 as part of the fix for #5428. ",0,eof for variable length non chunked compressed http response is incorrectly treated as premature channel closure the fundamental issue here i think is that httpcontentdecoder is modifying the incoming request headers to indicate the request is chunked when it might actually be variable length eof terminated this happens here this then causes to yield a true value the net effect of this is that a prematurechannelclosureexception is raised instead of emitting a lasthttpcontent i wasn t able to create a test case for this because httpcontentencoder enforces chunked responses i discovered this issue when using netty to reverse proxy a jetty server that uses eof framing for streamed responses when not using keepalive i suspect that this is actually a regression caused by as part of the fix for ,0 755358,26426305662.0,IssuesEvent,2023-01-14 07:46:41,Wizleap-Inc/wiz-ui,https://api.github.com/repos/Wizleap-Inc/wiz-ui,closed,Bug: Stackにてgxとgyの両方を指定するとgxが効かなくなる,⚠️ bug: logic 🔼 High Priority,"**バグの説明** Stackにてgxとgyの両方を指定するとgxが効かなくなります **再現手順・画像・動画** - storybookでStack > Defaultを選択し、箱の数を10個ほどに増やす - gxとgyの両方を指定するとgxのスタイル `gap: 0 XXrem;` が打ち消され、`gap: XXrem 0;` で上書きされてしまう ![スクリーンショット 2023-01-11 11 51 57](https://user-images.githubusercontent.com/85932406/211707422-edc5259a-4d97-4688-b491-2a8d2fc77736.png) **期待される挙動・機能** - gxとgyの両方を指定できるようになる **その他考慮事項(任意)** ",1.0,"Bug: Stackにてgxとgyの両方を指定するとgxが効かなくなる - **バグの説明** Stackにてgxとgyの両方を指定するとgxが効かなくなります **再現手順・画像・動画** - storybookでStack > Defaultを選択し、箱の数を10個ほどに増やす - gxとgyの両方を指定するとgxのスタイル `gap: 0 XXrem;` が打ち消され、`gap: XXrem 0;` で上書きされてしまう ![スクリーンショット 2023-01-11 11 51 57](https://user-images.githubusercontent.com/85932406/211707422-edc5259a-4d97-4688-b491-2a8d2fc77736.png) **期待される挙動・機能** - gxとgyの両方を指定できるようになる **その他考慮事項(任意)** ",0,bug stackにてgxとgyの両方を指定するとgxが効かなくなる バグの説明 stackにてgxとgyの両方を指定するとgxが効かなくなります 再現手順・画像・動画 storybookでstack defaultを選択し、 gxとgyの両方を指定するとgxのスタイル gap xxrem が打ち消され、 gap xxrem で上書きされてしまう 期待される挙動・機能 gxとgyの両方を指定できるようになる その他考慮事項(任意) ,0 27454,28904684889.0,IssuesEvent,2023-05-08 00:06:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[Android Editor] Several controls don't respond to touch gestures,bug platform:android topic:editor usability topic:input,"### Godot version Version v4.0.rc.custom_build [8c7b98d45] ### System information Galaxy Tab S6 Lite running Android 12 with keyboard case ### Issue description For the fun of it, I followed the [2D Tutorial](https://docs.godotengine.org/en/latest/getting_started/first_2d_game/index.html) on my Android tablet. I noticed several steps that were impossible to repeat without a connected mouse, because interface elements simply didn't respond to touch taps. I was unable to: * [x] Close a Scene * [x] Resize a CollisionShape2D * [x] Modify a Mask property * [x] Move Path2D Nodes ### Steps to reproduce **Close a Scene** In any Workspace, while several scenes are open: Press the X to close the Scene. (Image for clarity) ![grafik](https://user-images.githubusercontent.com/61663141/220451195-22a7f817-621b-4ce9-b0ea-3766ca129f6f.png) **Expected result** The Scene is closed after tapping the X **Resize a CollisionShape2D** Try to grab and move the Gizmos to resize the Shape. I can't do it at all. **Expected result** The gizmos could be a smidge larger. Mostly though, they should move when I try to drag them. The viewport shouldn't. **Modify a Mask property** Tapping the property has no effect. Long-press can sometimes select a layer, after which it can be toggled. Very fiddly and not repeatable. ![grafik](https://user-images.githubusercontent.com/61663141/220451776-b111b10f-8dcb-452f-9c0a-d95b7094df03.png) **Expected result** The mask property should behave like a bunch of tiny toggle buttons. Alternatively tapping should enlarge the button field. **Move Path2D Nodes** It's not completely impossible. I can move the Node by a few pixels. With longer movements I'll instead drag the viewport. **Expected result** Dragging a node should move the node and not the viewport. The node icons could be a bit larger on mobile. What if you could only 2-finger-drag the viewport while a Node with Gizmos is selected? That could make things easier! ### Minimal reproduction project N/A",True,"[Android Editor] Several controls don't respond to touch gestures - ### Godot version Version v4.0.rc.custom_build [8c7b98d45] ### System information Galaxy Tab S6 Lite running Android 12 with keyboard case ### Issue description For the fun of it, I followed the [2D Tutorial](https://docs.godotengine.org/en/latest/getting_started/first_2d_game/index.html) on my Android tablet. I noticed several steps that were impossible to repeat without a connected mouse, because interface elements simply didn't respond to touch taps. I was unable to: * [x] Close a Scene * [x] Resize a CollisionShape2D * [x] Modify a Mask property * [x] Move Path2D Nodes ### Steps to reproduce **Close a Scene** In any Workspace, while several scenes are open: Press the X to close the Scene. (Image for clarity) ![grafik](https://user-images.githubusercontent.com/61663141/220451195-22a7f817-621b-4ce9-b0ea-3766ca129f6f.png) **Expected result** The Scene is closed after tapping the X **Resize a CollisionShape2D** Try to grab and move the Gizmos to resize the Shape. I can't do it at all. **Expected result** The gizmos could be a smidge larger. Mostly though, they should move when I try to drag them. The viewport shouldn't. **Modify a Mask property** Tapping the property has no effect. Long-press can sometimes select a layer, after which it can be toggled. Very fiddly and not repeatable. ![grafik](https://user-images.githubusercontent.com/61663141/220451776-b111b10f-8dcb-452f-9c0a-d95b7094df03.png) **Expected result** The mask property should behave like a bunch of tiny toggle buttons. Alternatively tapping should enlarge the button field. **Move Path2D Nodes** It's not completely impossible. I can move the Node by a few pixels. With longer movements I'll instead drag the viewport. **Expected result** Dragging a node should move the node and not the viewport. The node icons could be a bit larger on mobile. What if you could only 2-finger-drag the viewport while a Node with Gizmos is selected? That could make things easier! ### Minimal reproduction project N/A",1, several controls don t respond to touch gestures godot version version rc custom build system information galaxy tab lite running android with keyboard case issue description for the fun of it i followed the on my android tablet i noticed several steps that were impossible to repeat without a connected mouse because interface elements simply didn t respond to touch taps i was unable to close a scene resize a modify a mask property move nodes steps to reproduce close a scene in any workspace while several scenes are open press the x to close the scene image for clarity expected result the scene is closed after tapping the x resize a try to grab and move the gizmos to resize the shape i can t do it at all expected result the gizmos could be a smidge larger mostly though they should move when i try to drag them the viewport shouldn t modify a mask property tapping the property has no effect long press can sometimes select a layer after which it can be toggled very fiddly and not repeatable expected result the mask property should behave like a bunch of tiny toggle buttons alternatively tapping should enlarge the button field move nodes it s not completely impossible i can move the node by a few pixels with longer movements i ll instead drag the viewport expected result dragging a node should move the node and not the viewport the node icons could be a bit larger on mobile what if you could only finger drag the viewport while a node with gizmos is selected that could make things easier minimal reproduction project n a,1 54516,13912046466.0,IssuesEvent,2020-10-20 18:16:46,jgeraigery/LocalCatalogManager,https://api.github.com/repos/jgeraigery/LocalCatalogManager,opened,"CVE-2014-3643 (High) detected in jersey-server-1.8.jar, jersey-core-1.8.jar",security vulnerability,"## CVE-2014-3643 - High Severity Vulnerability
Vulnerable Libraries - jersey-server-1.8.jar, jersey-core-1.8.jar

jersey-server-1.8.jar

Jersey is the open source (under dual CDDL+GPL license) JAX-RS (JSR 311) production quality Reference Implementation for building RESTful Web services.

Library home page: https://jersey.dev.java.net/

Path to dependency file: LocalCatalogManager/lcm-packaging/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/com/sun/jersey/jersey-server/1.8/jersey-server-1.8.jar,/home/wss-scanner/.m2/repository/com/sun/jersey/jersey-server/1.8/jersey-server-1.8.jar

Dependency Hierarchy: - hadoop-core-1.2.1.jar (Root Library) - :x: **jersey-server-1.8.jar** (Vulnerable Library)

jersey-core-1.8.jar

Jersey is the open source (under dual CDDL+GPL license) JAX-RS (JSR 311) production quality Reference Implementation for building RESTful Web services.

Library home page: https://jersey.dev.java.net/

Path to dependency file: LocalCatalogManager/lcm-server/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/com/sun/jersey/jersey-core/1.8/jersey-core-1.8.jar,/home/wss-scanner/.m2/repository/com/sun/jersey/jersey-core/1.8/jersey-core-1.8.jar

Dependency Hierarchy: - hadoop-core-1.2.1.jar (Root Library) - :x: **jersey-core-1.8.jar** (Vulnerable Library)

Found in HEAD commit: b8c24e199f2d440dea3ce3cc2c66ada102d5d922

Found in base branch: master

Vulnerability Details

jersey: XXE via parameter entities not disabled by the jersey SAX parser

Publish Date: 2019-12-15

URL: CVE-2014-3643

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: None - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2014-3643

Release Date: 2019-12-15

Fix Resolution: com.sun.jersey:jersey-core:1.13;com.sun.jersey:jersey-server:1.13

",True,"CVE-2014-3643 (High) detected in jersey-server-1.8.jar, jersey-core-1.8.jar - ## CVE-2014-3643 - High Severity Vulnerability
Vulnerable Libraries - jersey-server-1.8.jar, jersey-core-1.8.jar

jersey-server-1.8.jar

Jersey is the open source (under dual CDDL+GPL license) JAX-RS (JSR 311) production quality Reference Implementation for building RESTful Web services.

Library home page: https://jersey.dev.java.net/

Path to dependency file: LocalCatalogManager/lcm-packaging/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/com/sun/jersey/jersey-server/1.8/jersey-server-1.8.jar,/home/wss-scanner/.m2/repository/com/sun/jersey/jersey-server/1.8/jersey-server-1.8.jar

Dependency Hierarchy: - hadoop-core-1.2.1.jar (Root Library) - :x: **jersey-server-1.8.jar** (Vulnerable Library)

jersey-core-1.8.jar

Jersey is the open source (under dual CDDL+GPL license) JAX-RS (JSR 311) production quality Reference Implementation for building RESTful Web services.

Library home page: https://jersey.dev.java.net/

Path to dependency file: LocalCatalogManager/lcm-server/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/com/sun/jersey/jersey-core/1.8/jersey-core-1.8.jar,/home/wss-scanner/.m2/repository/com/sun/jersey/jersey-core/1.8/jersey-core-1.8.jar

Dependency Hierarchy: - hadoop-core-1.2.1.jar (Root Library) - :x: **jersey-core-1.8.jar** (Vulnerable Library)

Found in HEAD commit: b8c24e199f2d440dea3ce3cc2c66ada102d5d922

Found in base branch: master

Vulnerability Details

jersey: XXE via parameter entities not disabled by the jersey SAX parser

Publish Date: 2019-12-15

URL: CVE-2014-3643

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: None - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2014-3643

Release Date: 2019-12-15

Fix Resolution: com.sun.jersey:jersey-core:1.13;com.sun.jersey:jersey-server:1.13

",0,cve high detected in jersey server jar jersey core jar cve high severity vulnerability vulnerable libraries jersey server jar jersey core jar jersey server jar jersey is the open source under dual cddl gpl license jax rs jsr production quality reference implementation for building restful web services library home page a href path to dependency file localcatalogmanager lcm packaging pom xml path to vulnerable library home wss scanner repository com sun jersey jersey server jersey server jar home wss scanner repository com sun jersey jersey server jersey server jar dependency hierarchy hadoop core jar root library x jersey server jar vulnerable library jersey core jar jersey is the open source under dual cddl gpl license jax rs jsr production quality reference implementation for building restful web services library home page a href path to dependency file localcatalogmanager lcm server pom xml path to vulnerable library home wss scanner repository com sun jersey jersey core jersey core jar home wss scanner repository com sun jersey jersey core jersey core jar dependency hierarchy hadoop core jar root library x jersey core jar vulnerable library found in head commit a href found in base branch master vulnerability details jersey xxe via parameter entities not disabled by the jersey sax parser publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact none availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution com sun jersey jersey core com sun jersey jersey server isopenpronvulnerability true ispackagebased true isdefaultbranch true packages vulnerabilityidentifier cve vulnerabilitydetails jersey xxe via parameter entities not disabled by the jersey sax parser vulnerabilityurl ,0 1689,4243315986.0,IssuesEvent,2016-07-06 22:31:39,couchbase/couchbase-lite-ios,https://api.github.com/repos/couchbase/couchbase-lite-ios,closed,"REST API does not allow GET on a db with ""/"" in its name",bug compatibility f: REST ready release-prep reproduce/investigate," -------- * Version: N/A * Client OS: 1.3.0.17 * Server: N/A `http GET http://localhost:59840/_all_dbs` ``` [ ""foward/slash"" ] ``` `http GET http://localhost:59840/forward%2Fslash` ``` { ""error"": ""not_found"", ""status"": 404 } ``` As a sanity check, I issue the command against Android and it was successful: `http GET http://192.168.0.14:5984/forward%2Fslash` ``` { ""db_name"": ""forward/slash"", ""db_uuid"": ""c0ea3670-6390-4049-b2fd-73a00d7346f6"", ""disk_size"": 64120, ""doc_count"": 0, ""instance_start_time"": 1465520854746000, ""update_seq"": 0 } ``` ",True,"REST API does not allow GET on a db with ""/"" in its name - -------- * Version: N/A * Client OS: 1.3.0.17 * Server: N/A `http GET http://localhost:59840/_all_dbs` ``` [ ""foward/slash"" ] ``` `http GET http://localhost:59840/forward%2Fslash` ``` { ""error"": ""not_found"", ""status"": 404 } ``` As a sanity check, I issue the command against Android and it was successful: `http GET http://192.168.0.14:5984/forward%2Fslash` ``` { ""db_name"": ""forward/slash"", ""db_uuid"": ""c0ea3670-6390-4049-b2fd-73a00d7346f6"", ""disk_size"": 64120, ""doc_count"": 0, ""instance_start_time"": 1465520854746000, ""update_seq"": 0 } ``` ",0,rest api does not allow get on a db with in its name version n a client os server n a http get foward slash http get error not found status as a sanity check i issue the command against android and it was successful http get db name forward slash db uuid disk size doc count instance start time update seq ,0 5876,4048905505.0,IssuesEvent,2016-05-23 12:18:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"When scene is empty an ""instance scene"" icon, should show a hint on how to create inherited scene",discussion enhancement junior job topic:editor usability,"**Current info about this issue** is basically inside this comment: https://github.com/godotengine/godot/issues/3352#issuecomment-171688699 ------ When empty scene is opened, some people would generally want to use inheritance scene feature but they are not aware of the fact that it's under Scene->New Inherited scene. They are trying to click + sign above the scene tree tab, and because it's dimmed, it looks like it's impossible to create new scene with root from the different scene. ![inheritancescenehint](https://cloud.githubusercontent.com/assets/6129594/12328843/988a1dd6-badd-11e5-9d38-36fb9813e171.png) **I think that the '+' should not be dimmed so much in this case, and after click there should be dialog popup with text something like: _""To create inherited scene you need to click Scene->New inherited scene""_** As a side note: Some might think it would be good to remove Scene->New inherited scene, and put this functionality under '+' sign when scene tree is empty. I don't think it's a good idea since Inherited Scenes works slightly different then regular scene instancing, and the fact that it's creation is putted somewhere else might be good indicator of that (and hint for users to check documentation on how exactly it's working). It would be ideal to have this in 2.0 since this is first stable with this functionality. ",True,"When scene is empty an ""instance scene"" icon, should show a hint on how to create inherited scene - **Current info about this issue** is basically inside this comment: https://github.com/godotengine/godot/issues/3352#issuecomment-171688699 ------ When empty scene is opened, some people would generally want to use inheritance scene feature but they are not aware of the fact that it's under Scene->New Inherited scene. They are trying to click + sign above the scene tree tab, and because it's dimmed, it looks like it's impossible to create new scene with root from the different scene. ![inheritancescenehint](https://cloud.githubusercontent.com/assets/6129594/12328843/988a1dd6-badd-11e5-9d38-36fb9813e171.png) **I think that the '+' should not be dimmed so much in this case, and after click there should be dialog popup with text something like: _""To create inherited scene you need to click Scene->New inherited scene""_** As a side note: Some might think it would be good to remove Scene->New inherited scene, and put this functionality under '+' sign when scene tree is empty. I don't think it's a good idea since Inherited Scenes works slightly different then regular scene instancing, and the fact that it's creation is putted somewhere else might be good indicator of that (and hint for users to check documentation on how exactly it's working). It would be ideal to have this in 2.0 since this is first stable with this functionality. ",1,when scene is empty an instance scene icon should show a hint on how to create inherited scene current info about this issue is basically inside this comment when empty scene is opened some people would generally want to use inheritance scene feature but they are not aware of the fact that it s under scene new inherited scene they are trying to click sign above the scene tree tab and because it s dimmed it looks like it s impossible to create new scene with root from the different scene i think that the should not be dimmed so much in this case and after click there should be dialog popup with text something like to create inherited scene you need to click scene new inherited scene as a side note some might think it would be good to remove scene new inherited scene and put this functionality under sign when scene tree is empty i don t think it s a good idea since inherited scenes works slightly different then regular scene instancing and the fact that it s creation is putted somewhere else might be good indicator of that and hint for users to check documentation on how exactly it s working it would be ideal to have this in since this is first stable with this functionality ,1 431089,30217583169.0,IssuesEvent,2023-07-05 16:41:18,fictadvisor/fictadvisor-api,https://api.github.com/repos/fictadvisor/fictadvisor-api,opened,Add Swagger documentation to Auth endpoints (1),documentation,"Your task is to describe the Swagger endpoints **below**: ![image](https://github.com/fictadvisor/fictadvisor-api/assets/114052215/560757d3-b475-46ac-b115-45f34737049f) ",1.0,"Add Swagger documentation to Auth endpoints (1) - Your task is to describe the Swagger endpoints **below**: ![image](https://github.com/fictadvisor/fictadvisor-api/assets/114052215/560757d3-b475-46ac-b115-45f34737049f) ",0,add swagger documentation to auth endpoints your task is to describe the swagger endpoints below ,0 11026,7032426818.0,IssuesEvent,2017-12-27 03:19:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot crash when tab-indenting multiple lines,bug confirmed topic:editor usability,"**Godot version:** Self-compiled, commit `37aab45091961e7c063e9c77d6c4835b0c14806a` **OS/device including version:** `Linux 4.4.0-101-generic #124-Ubuntu SMP x86_64` **Issue description:** When pressing `[tab]` to indent the selected text in a GDscript editor, Godot crashed. ``` ERROR: operator[]: FATAL: Index p_index=0 out of size (size()=0) At: ./core/vector.h:146. handle_crash: Program crashed with signal 4 Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues [1] /lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7f129e38d4b0] (??:0) [2] Vector::operator[](int) const (/home/velenux/storage/c0de/personal/godot/./core/vector.h:146 (discriminator 7)) [3] TextEdit::_notification(int) (/home/velenux/storage/c0de/personal/godot/scene/gui/text_edit.cpp:740) [4] TextEdit::_notificationv(int, bool) (/home/velenux/storage/c0de/personal/godot/scene/gui/text_edit.h:40 (discriminator 14)) [5] Object::notification(int, bool) (/home/velenux/storage/c0de/personal/godot/core/object.cpp:925) [6] CanvasItem::_update_callback() (/home/velenux/storage/c0de/personal/godot/scene/2d/canvas_item.cpp:335) [7] MethodBind0::call(Object*, Variant const**, int, Variant::CallError&) (/home/velenux/storage/c0de/personal/godot/core/method_bind.gen.inc:56 (discriminator 4)) [8] Object::call(StringName const&, Variant const**, int, Variant::CallError&) (/home/velenux/storage/c0de/personal/godot/core/object.cpp:913 (discriminator 1)) [9] MessageQueue::_call_function(Object*, StringName const&, Variant const*, int, bool) (/home/velenux/storage/c0de/personal/godot/core/message_queue.cpp:259) [10] MessageQueue::flush() (/home/velenux/storage/c0de/personal/godot/core/message_queue.cpp:306) [11] SceneTree::iteration(float) (/home/velenux/storage/c0de/personal/godot/scene/main/scene_tree.cpp:463 (discriminator 2)) [12] Main::iteration() (/home/velenux/storage/c0de/personal/godot/main/main.cpp:1703) [13] OS_X11::run() (/home/velenux/storage/c0de/personal/godot/platform/x11/os_x11.cpp:2298) [14] /home/velenux/storage/c0de/personal/godot/bin/godot.x11.tools.64(main+0xd3) [0xe70e69] (/home/velenux/storage/c0de/personal/godot/platform/x11/godot_x11.cpp:55) [15] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f129e378830] (??:0) [16] /home/velenux/storage/c0de/personal/godot/bin/godot.x11.tools.64(_start+0x29) [0xe70cc9] (??:?) -- END OF BACKTRACE -- ``` **Steps to reproduce:** Select a few lines of text, press `[tab]` to indent them. - [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. This might be a duplicate/regression of #11368 ",True,"Godot crash when tab-indenting multiple lines - **Godot version:** Self-compiled, commit `37aab45091961e7c063e9c77d6c4835b0c14806a` **OS/device including version:** `Linux 4.4.0-101-generic #124-Ubuntu SMP x86_64` **Issue description:** When pressing `[tab]` to indent the selected text in a GDscript editor, Godot crashed. ``` ERROR: operator[]: FATAL: Index p_index=0 out of size (size()=0) At: ./core/vector.h:146. handle_crash: Program crashed with signal 4 Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues [1] /lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7f129e38d4b0] (??:0) [2] Vector::operator[](int) const (/home/velenux/storage/c0de/personal/godot/./core/vector.h:146 (discriminator 7)) [3] TextEdit::_notification(int) (/home/velenux/storage/c0de/personal/godot/scene/gui/text_edit.cpp:740) [4] TextEdit::_notificationv(int, bool) (/home/velenux/storage/c0de/personal/godot/scene/gui/text_edit.h:40 (discriminator 14)) [5] Object::notification(int, bool) (/home/velenux/storage/c0de/personal/godot/core/object.cpp:925) [6] CanvasItem::_update_callback() (/home/velenux/storage/c0de/personal/godot/scene/2d/canvas_item.cpp:335) [7] MethodBind0::call(Object*, Variant const**, int, Variant::CallError&) (/home/velenux/storage/c0de/personal/godot/core/method_bind.gen.inc:56 (discriminator 4)) [8] Object::call(StringName const&, Variant const**, int, Variant::CallError&) (/home/velenux/storage/c0de/personal/godot/core/object.cpp:913 (discriminator 1)) [9] MessageQueue::_call_function(Object*, StringName const&, Variant const*, int, bool) (/home/velenux/storage/c0de/personal/godot/core/message_queue.cpp:259) [10] MessageQueue::flush() (/home/velenux/storage/c0de/personal/godot/core/message_queue.cpp:306) [11] SceneTree::iteration(float) (/home/velenux/storage/c0de/personal/godot/scene/main/scene_tree.cpp:463 (discriminator 2)) [12] Main::iteration() (/home/velenux/storage/c0de/personal/godot/main/main.cpp:1703) [13] OS_X11::run() (/home/velenux/storage/c0de/personal/godot/platform/x11/os_x11.cpp:2298) [14] /home/velenux/storage/c0de/personal/godot/bin/godot.x11.tools.64(main+0xd3) [0xe70e69] (/home/velenux/storage/c0de/personal/godot/platform/x11/godot_x11.cpp:55) [15] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f129e378830] (??:0) [16] /home/velenux/storage/c0de/personal/godot/bin/godot.x11.tools.64(_start+0x29) [0xe70cc9] (??:?) -- END OF BACKTRACE -- ``` **Steps to reproduce:** Select a few lines of text, press `[tab]` to indent them. - [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. This might be a duplicate/regression of #11368 ",1,godot crash when tab indenting multiple lines godot version self compiled commit os device including version linux generic ubuntu smp issue description when pressing to indent the selected text in a gdscript editor godot crashed error operator fatal index p index out of size size at core vector h handle crash program crashed with signal dumping the backtrace please include this when reporting the bug on lib linux gnu libc so vector operator int const home velenux storage personal godot core vector h discriminator textedit notification int home velenux storage personal godot scene gui text edit cpp textedit notificationv int bool home velenux storage personal godot scene gui text edit h discriminator object notification int bool home velenux storage personal godot core object cpp canvasitem update callback home velenux storage personal godot scene canvas item cpp call object variant const int variant callerror home velenux storage personal godot core method bind gen inc discriminator object call stringname const variant const int variant callerror home velenux storage personal godot core object cpp discriminator messagequeue call function object stringname const variant const int bool home velenux storage personal godot core message queue cpp messagequeue flush home velenux storage personal godot core message queue cpp scenetree iteration float home velenux storage personal godot scene main scene tree cpp discriminator main iteration home velenux storage personal godot main main cpp os run home velenux storage personal godot platform os cpp home velenux storage personal godot bin godot tools main home velenux storage personal godot platform godot cpp lib linux gnu libc so libc start main home velenux storage personal godot bin godot tools start end of backtrace steps to reproduce select a few lines of text press to indent them i searched the existing for potential duplicates this might be a duplicate regression of ,1 596335,18103552686.0,IssuesEvent,2021-09-22 16:34:19,localstack/localstack,https://api.github.com/repos/localstack/localstack,closed,bug: Cannot use Lamnbda Layers: 404,bug priority-high needs-triaging PRO,"### Is there an existing issue for this? - [X] I have searched the existing issues ### Current Behavior Trying to create some Lambda Layer in the PRO version, but got 404 ``` │ Error: error reading Lambda Layer version (arn:aws:lambda:us-east-1:000000000000:layer:metacicd-automation-dev-cerberus:4): : │ status code: 404, request id: │ │ with module.lambda_layer_cerberus.aws_lambda_layer_version.this[0], │ on .terraform/modules/lambda_layer_cerberus/main.tf line 93, in resource ""aws_lambda_layer_version"" ""this"": │ 93: resource ""aws_lambda_layer_version"" ""this"" { ``` ### Expected Behavior _No response_ ### How are you starting LocalStack? With a docker-compose file ### Steps To Reproduce #### How are you starting localstack (e.g., `bin/localstack` command, arguments, or `docker-compose.yml`) docker-compose up Can read in logs 2021-09-16T14:47:32:INFO:localstack_ext.bootstrap.licensing: Successfully activated API key #### Client commands (e.g., AWS SDK code snippet, or sequence of ""awslocal"" commands) terraform code ### Environment ```markdown - OS: ubuntu 20.04 - LocalStack: latest ```",1.0,"bug: Cannot use Lamnbda Layers: 404 - ### Is there an existing issue for this? - [X] I have searched the existing issues ### Current Behavior Trying to create some Lambda Layer in the PRO version, but got 404 ``` │ Error: error reading Lambda Layer version (arn:aws:lambda:us-east-1:000000000000:layer:metacicd-automation-dev-cerberus:4): : │ status code: 404, request id: │ │ with module.lambda_layer_cerberus.aws_lambda_layer_version.this[0], │ on .terraform/modules/lambda_layer_cerberus/main.tf line 93, in resource ""aws_lambda_layer_version"" ""this"": │ 93: resource ""aws_lambda_layer_version"" ""this"" { ``` ### Expected Behavior _No response_ ### How are you starting LocalStack? With a docker-compose file ### Steps To Reproduce #### How are you starting localstack (e.g., `bin/localstack` command, arguments, or `docker-compose.yml`) docker-compose up Can read in logs 2021-09-16T14:47:32:INFO:localstack_ext.bootstrap.licensing: Successfully activated API key #### Client commands (e.g., AWS SDK code snippet, or sequence of ""awslocal"" commands) terraform code ### Environment ```markdown - OS: ubuntu 20.04 - LocalStack: latest ```",0,bug cannot use lamnbda layers is there an existing issue for this i have searched the existing issues current behavior trying to create some lambda layer in the pro version but got │ error error reading lambda layer version arn aws lambda us east layer metacicd automation dev cerberus │ status code request id │ │ with module lambda layer cerberus aws lambda layer version this │ on terraform modules lambda layer cerberus main tf line in resource aws lambda layer version this │ resource aws lambda layer version this expected behavior no response how are you starting localstack with a docker compose file steps to reproduce how are you starting localstack e g bin localstack command arguments or docker compose yml docker compose up can read in logs info localstack ext bootstrap licensing successfully activated api key client commands e g aws sdk code snippet or sequence of awslocal commands terraform code environment markdown os ubuntu localstack latest ,0 13155,8309502869.0,IssuesEvent,2018-09-24 06:59:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Selecting a Button from the recent nodes list returns a TouchScreenButton.,bug topic:editor usability,"**Godot version:** v3.0.6.stable.custom_build **OS/device including version:** Arch Linux _4.17.10-1-ARCH_ **Issue description:** Adding a Button from the recent nodes list returns a TouchScreenButton instead. I haven't tried it with anything else except the Button. **Steps to reproduce:** Add a Control node, with a button as its child. Then go back to add another button from the list, and it returns a TouchScreenButton. **[A video depicting the issue](https://www.youtube.com/watch?v=526lzNFt6mo&feature=youtu.be)**",True,"Selecting a Button from the recent nodes list returns a TouchScreenButton. - **Godot version:** v3.0.6.stable.custom_build **OS/device including version:** Arch Linux _4.17.10-1-ARCH_ **Issue description:** Adding a Button from the recent nodes list returns a TouchScreenButton instead. I haven't tried it with anything else except the Button. **Steps to reproduce:** Add a Control node, with a button as its child. Then go back to add another button from the list, and it returns a TouchScreenButton. **[A video depicting the issue](https://www.youtube.com/watch?v=526lzNFt6mo&feature=youtu.be)**",1,selecting a button from the recent nodes list returns a touchscreenbutton godot version stable custom build os device including version arch linux arch issue description adding a button from the recent nodes list returns a touchscreenbutton instead i haven t tried it with anything else except the button steps to reproduce add a control node with a button as its child then go back to add another button from the list and it returns a touchscreenbutton ,1 262349,8269566072.0,IssuesEvent,2018-09-15 07:43:00,turtl/tracker,https://api.github.com/repos/turtl/tracker,closed,Migration choking on utf8 characters from v0.6,priority:high project:core type:bug,"Seems we get: ``` 2018-08-23T13:12:35 - [WARN][migrate] migrate::decrypt_profile() -- cannot decrypt note 01652b3e51153cdec14a8b13c19480b67cf0388673be3dd53bcdbb44235ed3d83c49ba1ef6d200c9: error: invalid utf-8 sequence of 1 bytes from index 3978 ``` when there are utf8 characters (or even `&`) in notes. Needs investigation before release. A user who reached out has a fairly repeatable test case, so be sure to follow up w/ them over email if reproduced/fixed.",1.0,"Migration choking on utf8 characters from v0.6 - Seems we get: ``` 2018-08-23T13:12:35 - [WARN][migrate] migrate::decrypt_profile() -- cannot decrypt note 01652b3e51153cdec14a8b13c19480b67cf0388673be3dd53bcdbb44235ed3d83c49ba1ef6d200c9: error: invalid utf-8 sequence of 1 bytes from index 3978 ``` when there are utf8 characters (or even `&`) in notes. Needs investigation before release. A user who reached out has a fairly repeatable test case, so be sure to follow up w/ them over email if reproduced/fixed.",0,migration choking on characters from seems we get migrate decrypt profile cannot decrypt note error invalid utf sequence of bytes from index when there are characters or even in notes needs investigation before release a user who reached out has a fairly repeatable test case so be sure to follow up w them over email if reproduced fixed ,0 20909,16192839166.0,IssuesEvent,2021-05-04 10:57:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cannot select and copy godot version from the about window,enhancement topic:editor usability,"**Godot version:** 11d7738 **Issue description:** Every time i open an issue, the Godot version is required. The current way of finding out your own Godot version is either: 1. Open the about window and manually copy the commit hash (very annoying without 2 screens) 2. Git log 3. Check my last opened issue for the Godot version **Proposal:** Allow the Godot version in the ""about"" window for selecting and copying (or add a ""copy to clipboard"" button) ",True,"Cannot select and copy godot version from the about window - **Godot version:** 11d7738 **Issue description:** Every time i open an issue, the Godot version is required. The current way of finding out your own Godot version is either: 1. Open the about window and manually copy the commit hash (very annoying without 2 screens) 2. Git log 3. Check my last opened issue for the Godot version **Proposal:** Allow the Godot version in the ""about"" window for selecting and copying (or add a ""copy to clipboard"" button) ",1,cannot select and copy godot version from the about window godot version issue description every time i open an issue the godot version is required the current way of finding out your own godot version is either open the about window and manually copy the commit hash very annoying without screens git log check my last opened issue for the godot version proposal allow the godot version in the about window for selecting and copying or add a copy to clipboard button ,1 407254,11911186275.0,IssuesEvent,2020-03-31 08:11:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"0.9 ecopedia help pages for ""your civic duties"" and ""Population"" missed",Priority: Low Status: Fixed,"(just open root page) ![изображение](https://user-images.githubusercontent.com/4980243/77564675-2882bc00-6ed4-11ea-9972-341101532e38.png) ",1.0,"0.9 ecopedia help pages for ""your civic duties"" and ""Population"" missed - (just open root page) ![изображение](https://user-images.githubusercontent.com/4980243/77564675-2882bc00-6ed4-11ea-9972-341101532e38.png) ",0, ecopedia help pages for your civic duties and population missed just open root page ,0 12672,8034401010.0,IssuesEvent,2018-07-29 18:13:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Hard to select objects in 3D view when zoomed out,bug topic:editor usability,"**Issue description** (what happened, and what was expected): When zoomed out it's impossible to select some smaller objects. I'm not talking about 5px objects of course, they are reasonably big on screen to be selectable by user. ",True,"Hard to select objects in 3D view when zoomed out - **Issue description** (what happened, and what was expected): When zoomed out it's impossible to select some smaller objects. I'm not talking about 5px objects of course, they are reasonably big on screen to be selectable by user. ",1,hard to select objects in view when zoomed out issue description what happened and what was expected when zoomed out it s impossible to select some smaller objects i m not talking about objects of course they are reasonably big on screen to be selectable by user ,1 392531,26945702703.0,IssuesEvent,2023-02-08 07:53:23,kubernetes-sigs/kubebuilder,https://api.github.com/repos/kubernetes-sigs/kubebuilder,closed,"RFE: Generate api sub-package, with (almost) no external dependencies.",help wanted kind/documentation triage/accepted,"### What do you want to happen? When generating api types with `kubebuilder create api`, it generates the corresponding Go types in `./api/v1`. However, it is unergonomic for external projects to import these types. Mostly because they need to resolve **all** the project's dependencies. This is especially awkward for projects that don't use `controller-runtime`, but it can also be annoying for projects that do, but have different versions. The fix for this is relatively simple: 1. Add a `go.mod` in `./api`, thus making it, as far as Go is concerned, a separate package 2. Add a corresponding `replace` directive in the root `go.mod` 3. Stop using `sigs.k8s.io/controller-runtime/pkg/scheme` in the generated api types, which is a very thin convenience package. We can also consider using go 1.18's workspace mode, but it's not actually necessary in this case. #### What did you do? `kubebuilder create api` #### What did you expect to see? A standalone importable package. Something like ``` $ ls api v1 go.mod $ cat go.mod ... replace ( github.com/sample/operator/api => ./api ) ``` Furthermore, I would like to see that `api/go.mod` has almost no external dependencies (i.e. `controller-runtime`). #### What did you see instead? Under which circumstances? No additional go.mod, etc ### Extra Labels _No response_",1.0,"RFE: Generate api sub-package, with (almost) no external dependencies. - ### What do you want to happen? When generating api types with `kubebuilder create api`, it generates the corresponding Go types in `./api/v1`. However, it is unergonomic for external projects to import these types. Mostly because they need to resolve **all** the project's dependencies. This is especially awkward for projects that don't use `controller-runtime`, but it can also be annoying for projects that do, but have different versions. The fix for this is relatively simple: 1. Add a `go.mod` in `./api`, thus making it, as far as Go is concerned, a separate package 2. Add a corresponding `replace` directive in the root `go.mod` 3. Stop using `sigs.k8s.io/controller-runtime/pkg/scheme` in the generated api types, which is a very thin convenience package. We can also consider using go 1.18's workspace mode, but it's not actually necessary in this case. #### What did you do? `kubebuilder create api` #### What did you expect to see? A standalone importable package. Something like ``` $ ls api v1 go.mod $ cat go.mod ... replace ( github.com/sample/operator/api => ./api ) ``` Furthermore, I would like to see that `api/go.mod` has almost no external dependencies (i.e. `controller-runtime`). #### What did you see instead? Under which circumstances? No additional go.mod, etc ### Extra Labels _No response_",0,rfe generate api sub package with almost no external dependencies what do you want to happen when generating api types with kubebuilder create api it generates the corresponding go types in api however it is unergonomic for external projects to import these types mostly because they need to resolve all the project s dependencies this is especially awkward for projects that don t use controller runtime but it can also be annoying for projects that do but have different versions the fix for this is relatively simple add a go mod in api thus making it as far as go is concerned a separate package add a corresponding replace directive in the root go mod stop using sigs io controller runtime pkg scheme in the generated api types which is a very thin convenience package we can also consider using go s workspace mode but it s not actually necessary in this case what did you do kubebuilder create api what did you expect to see a standalone importable package something like ls api go mod cat go mod replace github com sample operator api api furthermore i would like to see that api go mod has almost no external dependencies i e controller runtime what did you see instead under which circumstances no additional go mod etc extra labels no response ,0 14889,9557890550.0,IssuesEvent,2019-05-03 12:55:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Built-in script option should be grayed out when creating from FileSystem Dock,enhancement junior job topic:editor usability," **Godot version:** 3.1 **Issue description:** When creating script from FileSystem Dock, the option for built-in script can't be turned ON, but it's not indicated in any way. When you click the button, it doesn't change, but gets... focused. It should be grayed out and non-clickable. ![screen_recorder_plus_video_2019_09_4_15_30_01](https://user-images.githubusercontent.com/2223172/55804589-e737a780-5adc-11e9-81d4-5b1375a43944.gif) ",True,"Built-in script option should be grayed out when creating from FileSystem Dock - **Godot version:** 3.1 **Issue description:** When creating script from FileSystem Dock, the option for built-in script can't be turned ON, but it's not indicated in any way. When you click the button, it doesn't change, but gets... focused. It should be grayed out and non-clickable. ![screen_recorder_plus_video_2019_09_4_15_30_01](https://user-images.githubusercontent.com/2223172/55804589-e737a780-5adc-11e9-81d4-5b1375a43944.gif) ",1,built in script option should be grayed out when creating from filesystem dock please search existing issues for potential duplicates before filing yours godot version issue description when creating script from filesystem dock the option for built in script can t be turned on but it s not indicated in any way when you click the button it doesn t change but gets focused it should be grayed out and non clickable ,1 13113,8290253734.0,IssuesEvent,2018-09-19 16:48:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Confusing size behaviour when controls are in a HBoxContainer,bug topic:editor usability,"Godot 3.0 Windows 10 64 bits I'm trying to make it so a control expands vertically within an horizontal container while keeping their width, but I'm failing so far... Everything I put inside ends up with a width of zero. There is either a bug, or *something implicit to know* for this to work... Repro steps: 1) Create a HBoxControl ![image](https://user-images.githubusercontent.com/1311555/32680815-cfb904ba-c66c-11e7-9222-89682230b831.png) 2) Create a ColorRect inside, notice it spawns with zero width ![image](https://user-images.githubusercontent.com/1311555/32680820-d465004a-c66c-11e7-8816-004cdce831cb.png) 3) Give the ColorRect some width by dragging the right handle in the viewport ![image](https://user-images.githubusercontent.com/1311555/32680828-d89d7764-c66c-11e7-9de6-011a1e3afb79.png) 4) Resize the container, notice the ColorRect disappears as its size goes back to zero Edit: apparently the only thing that worked was to set a minimum size. Is there a reason why it works that way? It's not very intuitive... and also not documented",True,"Confusing size behaviour when controls are in a HBoxContainer - Godot 3.0 Windows 10 64 bits I'm trying to make it so a control expands vertically within an horizontal container while keeping their width, but I'm failing so far... Everything I put inside ends up with a width of zero. There is either a bug, or *something implicit to know* for this to work... Repro steps: 1) Create a HBoxControl ![image](https://user-images.githubusercontent.com/1311555/32680815-cfb904ba-c66c-11e7-9222-89682230b831.png) 2) Create a ColorRect inside, notice it spawns with zero width ![image](https://user-images.githubusercontent.com/1311555/32680820-d465004a-c66c-11e7-8816-004cdce831cb.png) 3) Give the ColorRect some width by dragging the right handle in the viewport ![image](https://user-images.githubusercontent.com/1311555/32680828-d89d7764-c66c-11e7-9de6-011a1e3afb79.png) 4) Resize the container, notice the ColorRect disappears as its size goes back to zero Edit: apparently the only thing that worked was to set a minimum size. Is there a reason why it works that way? It's not very intuitive... and also not documented",1,confusing size behaviour when controls are in a hboxcontainer godot windows bits i m trying to make it so a control expands vertically within an horizontal container while keeping their width but i m failing so far everything i put inside ends up with a width of zero there is either a bug or something implicit to know for this to work repro steps create a hboxcontrol create a colorrect inside notice it spawns with zero width give the colorrect some width by dragging the right handle in the viewport resize the container notice the colorrect disappears as its size goes back to zero edit apparently the only thing that worked was to set a minimum size is there a reason why it works that way it s not very intuitive and also not documented,1 161987,6144937987.0,IssuesEvent,2017-06-27 10:07:54,kubernetes/dashboard,https://api.github.com/repos/kubernetes/dashboard,closed,Upload a YAML or JSON file ,kind/bug priority/P0,"##### Environment ``` Dashboard version:gcr.io/google_containers/kubernetes-dashboard-amd64 v1.6.1 Kubernetes version:Client Version: version.Info{Major:""1"", Minor:""5"", GitVersion:""v1.5.2"", GitCommit:""a55267932d501b9fbd6d73e5ded47d79b5763ce5"", GitTreeState:""clean"", BuildDate:""2017-04-14T13:36:25Z"", GoVersion:""go1.7.4"", Compiler:""gc"", Platform:""linux/amd64""} Server Version: version.Info{Major:""1"", Minor:""5"", GitVersion:""v1.5.2"", GitCommit:""a55267932d501b9fbd6d73e5ded47d79b5763ce5"", GitTreeState:""clean"", BuildDate:""2017-04-14T13:36:25Z"", GoVersion:""go1.7.4"", Compiler:""gc"", Platform:""linux/amd64""} Operating system:CentOS Linux release 7.2.1511 Node.js version:NA Go version:go version go1.6.3 linux/amd64 ``` ##### Steps to reproduce 1.etcd /usr/bin/etcd --name=default --data-dir=/var/lib/etcd/default.etcd --listen-client-urls=http://0.0.0.0:2379 2.flannel /usr/bin/flanneld -etcd-endpoints=http://192.168.0.111:2379 -etcd-prefix=/kube/network 3.kube-apiserver /usr/bin/kube-apiserver --logtostderr=true --v=0 --etcd-servers=http://192.168.0.111:2379 --insecure-bind-address=0.0.0.0 --allow-privileged=false --service-cluster-ip-range=172.17.0.0/16 --admission-control=NamespaceLifecycle,NamespaceExists,LimitRanger,SecurityContextDeny,ResourceQuota --advertise-address=192.168.0.111 4.kube-controller-manager /usr/bin/kube-controller-manager --logtostderr=true --v=0 --master=http://192.168.0.111:8080 5.kube-scheduler /usr/bin/kube-scheduler --logtostderr=true --v=0 --master=http://192.168.0.111:8080 6.kubelet /usr/bin/kubelet --logtostderr=true --v=0 --api-servers=http://192.168.0.111:8080 --address=0.0.0.0 --port=10250 --hostname-override=192.168.0.111 --allow-privileged=false --pod-infra-container-image=registry.access.redhat.com/rhel7/pod-infrastructure:latest 7.kube-proxy /usr/bin/kube-proxy --logtostderr=true --v=0 --master=http://192.168.0.111:8080 8.dashboard-1.6.1 [root@allserver docker]# kubectl create -f kubernetes-dashboard-no-rbac.yaml deployment ""kubernetes-dashboard"" created service ""kubernetes-dashboard"" created logs Using HTTP port: 8443 Using apiserver-host location: http://192.168.0.111:8080 Creating API server client for http://192.168.0.111:8080 Successful initial request to the apiserver, version: v1.5.2 Creating in-cluster Heapster client Using random key for csrf signing 9.Login http://192.168.0.111:8080/ui, Deploy a Containerized APP BY Upload a YAML or JSON file **error message** error validating ""kubernetes-dashboard-no-rbac.yaml"": error validating data: Get http://localhost:8080/swaggerapi/apis/extensions/v1beta1: dial tcp [::1]:8080: getsockopt: connection refused; if you choose to ignore these errors, turn validation off with --validate=false Deploying file has failed unable to connect to a server to handle ""deployments"": Get http://localhost:8080/api: dial tcp [::1]:8080: getsockopt: connection refuse ",1.0,"Upload a YAML or JSON file - ##### Environment ``` Dashboard version:gcr.io/google_containers/kubernetes-dashboard-amd64 v1.6.1 Kubernetes version:Client Version: version.Info{Major:""1"", Minor:""5"", GitVersion:""v1.5.2"", GitCommit:""a55267932d501b9fbd6d73e5ded47d79b5763ce5"", GitTreeState:""clean"", BuildDate:""2017-04-14T13:36:25Z"", GoVersion:""go1.7.4"", Compiler:""gc"", Platform:""linux/amd64""} Server Version: version.Info{Major:""1"", Minor:""5"", GitVersion:""v1.5.2"", GitCommit:""a55267932d501b9fbd6d73e5ded47d79b5763ce5"", GitTreeState:""clean"", BuildDate:""2017-04-14T13:36:25Z"", GoVersion:""go1.7.4"", Compiler:""gc"", Platform:""linux/amd64""} Operating system:CentOS Linux release 7.2.1511 Node.js version:NA Go version:go version go1.6.3 linux/amd64 ``` ##### Steps to reproduce 1.etcd /usr/bin/etcd --name=default --data-dir=/var/lib/etcd/default.etcd --listen-client-urls=http://0.0.0.0:2379 2.flannel /usr/bin/flanneld -etcd-endpoints=http://192.168.0.111:2379 -etcd-prefix=/kube/network 3.kube-apiserver /usr/bin/kube-apiserver --logtostderr=true --v=0 --etcd-servers=http://192.168.0.111:2379 --insecure-bind-address=0.0.0.0 --allow-privileged=false --service-cluster-ip-range=172.17.0.0/16 --admission-control=NamespaceLifecycle,NamespaceExists,LimitRanger,SecurityContextDeny,ResourceQuota --advertise-address=192.168.0.111 4.kube-controller-manager /usr/bin/kube-controller-manager --logtostderr=true --v=0 --master=http://192.168.0.111:8080 5.kube-scheduler /usr/bin/kube-scheduler --logtostderr=true --v=0 --master=http://192.168.0.111:8080 6.kubelet /usr/bin/kubelet --logtostderr=true --v=0 --api-servers=http://192.168.0.111:8080 --address=0.0.0.0 --port=10250 --hostname-override=192.168.0.111 --allow-privileged=false --pod-infra-container-image=registry.access.redhat.com/rhel7/pod-infrastructure:latest 7.kube-proxy /usr/bin/kube-proxy --logtostderr=true --v=0 --master=http://192.168.0.111:8080 8.dashboard-1.6.1 [root@allserver docker]# kubectl create -f kubernetes-dashboard-no-rbac.yaml deployment ""kubernetes-dashboard"" created service ""kubernetes-dashboard"" created logs Using HTTP port: 8443 Using apiserver-host location: http://192.168.0.111:8080 Creating API server client for http://192.168.0.111:8080 Successful initial request to the apiserver, version: v1.5.2 Creating in-cluster Heapster client Using random key for csrf signing 9.Login http://192.168.0.111:8080/ui, Deploy a Containerized APP BY Upload a YAML or JSON file **error message** error validating ""kubernetes-dashboard-no-rbac.yaml"": error validating data: Get http://localhost:8080/swaggerapi/apis/extensions/v1beta1: dial tcp [::1]:8080: getsockopt: connection refused; if you choose to ignore these errors, turn validation off with --validate=false Deploying file has failed unable to connect to a server to handle ""deployments"": Get http://localhost:8080/api: dial tcp [::1]:8080: getsockopt: connection refuse ",0,upload a yaml or json file environment describe how do you run kubernetes and dashboard versions of node js go etc are needed only from developers to get them use console node version go version dashboard version gcr io google containers kubernetes dashboard kubernetes version client version version info major minor gitversion gitcommit gittreestate clean builddate goversion compiler gc platform linux server version version info major minor gitversion gitcommit gittreestate clean builddate goversion compiler gc platform linux operating system centos linux release node js version na go version go version linux steps to reproduce etcd usr bin etcd name default data dir var lib etcd default etcd listen client urls flannel usr bin flanneld etcd endpoints etcd prefix kube network kube apiserver usr bin kube apiserver logtostderr true v etcd servers insecure bind address allow privileged false service cluster ip range admission control namespacelifecycle namespaceexists limitranger securitycontextdeny resourcequota advertise address kube controller manager usr bin kube controller manager logtostderr true v master kube scheduler usr bin kube scheduler logtostderr true v master kubelet usr bin kubelet logtostderr true v api servers address port hostname override allow privileged false pod infra container image registry access redhat com pod infrastructure latest kube proxy usr bin kube proxy logtostderr true v master dashboard kubectl create f kubernetes dashboard no rbac yaml deployment kubernetes dashboard created service kubernetes dashboard created logs using http port using apiserver host location creating api server client for successful initial request to the apiserver version creating in cluster heapster client using random key for csrf signing login deploy a containerized app by upload a yaml or json file error message error validating kubernetes dashboard no rbac yaml error validating data get dial tcp getsockopt connection refused if you choose to ignore these errors turn validation off with validate false deploying file has failed unable to connect to a server to handle deployments get dial tcp getsockopt connection refuse ,0 43257,17484792370.0,IssuesEvent,2021-08-09 09:34:02,microsoft/botbuilder-js,https://api.github.com/repos/microsoft/botbuilder-js,closed,"Adaptive Dialog: ""StringExpression accepts string or Expression as the value.""",bug customer-reported Bot Services customer-replied-to needs-triage,"## Versions What package version of the SDK are you using. 4.14.1 What nodejs version are you using v16.5.0 What os are you using Windows 10 ## Describe the bug Give a JavaScript coded `Adaptive Dialog`, when using a `String Expression` to define a property for a `Text Input`. The evaluation of assigning the `String Expression` is failing as the [test ](https://github.com/microsoft/botbuilder-js/blob/1ffeb7c01326a436442ad5ca84060c857f56e4b5/libraries/adaptive-expressions/src/expressionProperties/stringExpression.ts#L41) for `StringExpression.setValue()` does not evaluate to `true`. ## To Reproduce Given the following Adaptive Dialog: ![image](https://user-images.githubusercontent.com/5458637/128492597-01ef9880-6fa8-4b33-8846-616472e3fee0.png) When the String Expression is getting parsed it should test correctly for Expression and set the value: ![image](https://user-images.githubusercontent.com/5458637/128492902-a22c4bae-f263-4b69-984b-053dddbf2350.png) ## Expected behavior The String Expression parsing should not throw. ## Screenshots If applicable, add screenshots to help explain your problem. ## Additional context The user code is written in JavaScript. Please, see the _debug console_ in VS Code. FYI @Danieladu, that issue is blocking me from progressing at the moment. ",1.0,"Adaptive Dialog: ""StringExpression accepts string or Expression as the value."" - ## Versions What package version of the SDK are you using. 4.14.1 What nodejs version are you using v16.5.0 What os are you using Windows 10 ## Describe the bug Give a JavaScript coded `Adaptive Dialog`, when using a `String Expression` to define a property for a `Text Input`. The evaluation of assigning the `String Expression` is failing as the [test ](https://github.com/microsoft/botbuilder-js/blob/1ffeb7c01326a436442ad5ca84060c857f56e4b5/libraries/adaptive-expressions/src/expressionProperties/stringExpression.ts#L41) for `StringExpression.setValue()` does not evaluate to `true`. ## To Reproduce Given the following Adaptive Dialog: ![image](https://user-images.githubusercontent.com/5458637/128492597-01ef9880-6fa8-4b33-8846-616472e3fee0.png) When the String Expression is getting parsed it should test correctly for Expression and set the value: ![image](https://user-images.githubusercontent.com/5458637/128492902-a22c4bae-f263-4b69-984b-053dddbf2350.png) ## Expected behavior The String Expression parsing should not throw. ## Screenshots If applicable, add screenshots to help explain your problem. ## Additional context The user code is written in JavaScript. Please, see the _debug console_ in VS Code. FYI @Danieladu, that issue is blocking me from progressing at the moment. ",0,adaptive dialog stringexpression accepts string or expression as the value versions what package version of the sdk are you using what nodejs version are you using what os are you using windows describe the bug give a javascript coded adaptive dialog when using a string expression to define a property for a text input the evaluation of assigning the string expression is failing as the for stringexpression setvalue does not evaluate to true to reproduce given the following adaptive dialog when the string expression is getting parsed it should test correctly for expression and set the value expected behavior the string expression parsing should not throw screenshots if applicable add screenshots to help explain your problem additional context the user code is written in javascript please see the debug console in vs code fyi danieladu that issue is blocking me from progressing at the moment ,0 21326,16834812394.0,IssuesEvent,2021-06-18 10:30:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scene Label force save bug.,bug confirmed topic:editor usability,"**Godot version:** 3.1.1 **OS/device including version:** 10.14 **Issue description:** here has two way for close scene label: 1. click ""x"" 2. cmd+shift+w or right click label select ""close scene"" here has problem with the 2nd way. It will force saving ( or loading ) for a while. It is not nessacery.",True,"Scene Label force save bug. - **Godot version:** 3.1.1 **OS/device including version:** 10.14 **Issue description:** here has two way for close scene label: 1. click ""x"" 2. cmd+shift+w or right click label select ""close scene"" here has problem with the 2nd way. It will force saving ( or loading ) for a while. It is not nessacery.",1,scene label force save bug godot version os device including version issue description here has two way for close scene label click x cmd shift w or right click label select close scene here has problem with the way it will force saving or loading for a while it is not nessacery ,1 28112,4365168199.0,IssuesEvent,2016-08-03 09:48:03,cockroachdb/cockroach,https://api.github.com/repos/cockroachdb/cockroach,closed,circleci: failed tests: TestReplicateRemovedNodeDisruptiveElection,Robot test-failure,"The following test appears to have failed: [#20644](https://circleci.com/gh/cockroachdb/cockroach/20644): ``` I160727 22:01:15.728652 kv/txn_coord_sender.go:246 txn coordinator: 0.00 txn/sec, 100.00/0.00/0.00/0.00 %cmmt/cmmt1pc/abrt/abnd, 0/0/0 avg/σ/max duration, 0.0/0.0/0 avg/σ/max restarts (0 samples) I160727 22:01:20.547731 kv/txn_coord_sender.go:246 txn coordinator: 0.00 txn/sec, 0.00/0.00/0.00/0.00 %cmmt/cmmt1pc/abrt/abnd, 0/0/0 avg/σ/max duration, 0.0/0.0/0 avg/σ/max restarts (0 samples) I160727 22:01:20.567380 kv/txn_coord_sender.go:246 txn coordinator: 0.00 txn/sec, 0.00/0.00/0.00/0.00 %cmmt/cmmt1pc/abrt/abnd, 0/0/0 avg/σ/max duration, 0.0/0.0/0 avg/σ/max restarts (0 samples) I160727 22:01:20.577118 kv/txn_coord_sender.go:246 txn coordinator: 0.00 txn/sec, 0.00/0.00/0.00/0.00 %cmmt/cmmt1pc/abrt/abnd, 0/0/0 avg/σ/max duration, 0.0/0.0/0 avg/σ/max restarts (0 samples) I160727 22:01:20.729852 kv/txn_coord_sender.go:246 txn coordinator: 0.00 txn/sec, 100.00/0.00/0.00/0.00 %cmmt/cmmt1pc/abrt/abnd, 0/0/0 avg/σ/max duration, 0.0/0.0/0 avg/σ/max restarts (0 samples) panic: test timed out after 5m0s goroutine 84366 [running]: panic(0x1bb3f60, 0xc8255c70d0) /usr/local/go/src/runtime/panic.go:481 +0x3ff testing.startAlarm.func1() /usr/local/go/src/testing/testing.go:725 +0x184 created by time.goFunc /usr/local/go/src/time/sleep.go:129 +0x6e goroutine 1 [chan receive, 2 minutes]: testing.RunTests(0x25c40b0, 0x2e698e0, 0x127, 0x127, 0xc82020f301) /usr/local/go/src/testing/testing.go:583 +0xb39 testing.(*M).Run(0xc820097f00, 0xc82025bc90) /usr/local/go/src/testing/testing.go:515 +0x11e github.com/cockroachdb/cockroach/storage_test.TestMain(0xc820097f00) /go/src/github.com/cockroachdb/cockroach/storage/main_test.go:57 +0x2d5 main.main() github.com/cockroachdb/cockroach/storage/_test/_testmain.go:652 +0x20b goroutine 17 [syscall, 4 minutes, locked to thread]: runtime.goexit() /usr/local/go/src/runtime/asm_amd64.s:1998 +0x1 goroutine 5 [chan receive]: github.com/cockroachdb/cockroach/util/log.(*loggingT).flushDaemon(0x3186920) /go/src/github.com/cockroachdb/cockroach/util/log/clog.go:1015 +0x76 created by github.com/cockroachdb/cockroach/util/log.init.1 /go/src/github.com/cockroachdb/cockroach/util/log/clog.go:598 +0xc5 goroutine 75129 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*StorePool).start.func1() /go/src/github.com/cockroachdb/cockroach/storage/store_pool.go:290 +0x2a7 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc82059c900, 0xc824df5880) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75167 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc82059c900, 0xc820a05560) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75461 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*RaftTransport).RaftMessage(0xc8251e3a70, 0x7f5c78075140, 0xc82513a3d0, 0x0, 0x0) /go/src/github.com/cockroachdb/cockroach/storage/raft_transport.go:151 +0x317 github.com/cockroachdb/cockroach/storage._MultiRaft_RaftMessage_Handler(0x1ee6dc0, 0xc8251e3a70, 0x7f5c78074dd0, 0xc824c5b300, 0x0, 0x0) /go/src/github.com/cockroachdb/cockroach/storage/raft.pb.go:156 +0xff google.golang.org/grpc.(*Server).processStreamingRPC(0xc825774900, 0x7f5c7806f720, 0xc8208c4e10, 0xc825805a40, 0xc8258b0ae0, 0x2e5c280, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/server.go:607 +0x6cf google.golang.org/grpc.(*Server).handleStream(0xc825774900, 0x7f5c7806f720, 0xc8208c4e10, 0xc825805a40, 0x0) /go/src/google.golang.org/grpc/server.go:691 +0x150b google.golang.org/grpc.(*Server).serveStreams.func1.1(0xc82558a030, 0xc825774900, 0x7f5c7806f720, 0xc8208c4e10, 0xc825805a40) /go/src/google.golang.org/grpc/server.go:352 +0xae created by google.golang.org/grpc.(*Server).serveStreams.func1 /go/src/google.golang.org/grpc/server.go:353 +0xa8 goroutine 75068 [select]: github.com/cockroachdb/cockroach/kv.(*TxnCoordSender).startStats(0xc825146d80) /go/src/github.com/cockroachdb/cockroach/kv/txn_coord_sender.go:203 +0x119f github.com/cockroachdb/cockroach/kv.(*TxnCoordSender).(github.com/cockroachdb/cockroach/kv.startStats)-fm() /go/src/github.com/cockroachdb/cockroach/kv/txn_coord_sender.go:188 +0x2e github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc825774a20, 0xc825847040) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75462 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*RaftTransport).RaftMessage(0xc8251e3a70, 0x7f5c78075140, 0xc82513a050, 0x0, 0x0) /go/src/github.com/cockroachdb/cockroach/storage/raft_transport.go:151 +0x317 github.com/cockroachdb/cockroach/storage._MultiRaft_RaftMessage_Handler(0x1ee6dc0, 0xc8251e3a70, 0x7f5c78074dd0, 0xc824c5b180, 0x0, 0x0) /go/src/github.com/cockroachdb/cockroach/storage/raft.pb.go:156 +0xff google.golang.org/grpc.(*Server).processStreamingRPC(0xc825774900, 0x7f5c7806f720, 0xc8208c4e10, 0xc825805c00, 0xc8258b0ae0, 0x2e5c280, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/server.go:607 +0x6cf google.golang.org/grpc.(*Server).handleStream(0xc825774900, 0x7f5c7806f720, 0xc8208c4e10, 0xc825805c00, 0x0) /go/src/google.golang.org/grpc/server.go:691 +0x150b google.golang.org/grpc.(*Server).serveStreams.func1.1(0xc82558a030, 0xc825774900, 0x7f5c7806f720, 0xc8208c4e10, 0xc825805c00) /go/src/google.golang.org/grpc/server.go:352 +0xae created by google.golang.org/grpc.(*Server).serveStreams.func1 /go/src/google.golang.org/grpc/server.go:353 +0xa8 goroutine 75212 [select]: github.com/cockroachdb/cockroach/rpc.(*Context).runHeartbeat(0xc8250d4f60, 0xc82016d600, 0xc82558b1a0, 0xf, 0x0, 0x0) /go/src/github.com/cockroachdb/cockroach/rpc/context.go:263 +0x7e8 github.com/cockroachdb/cockroach/rpc.(*Context).GRPCDial.func1.1() /go/src/github.com/cockroachdb/cockroach/rpc/context.go:177 +0x7a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4870, 0xc825db5200) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75037 [select]: github.com/cockroachdb/cockroach/storage.(*Store).processRaft.func1() /go/src/github.com/cockroachdb/cockroach/storage/store.go:2585 +0x109d github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4ab0, 0xc82506b520) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75023 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4ab0, 0xc8258b0640) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75051 [IO wait]: net.runtime_pollWait(0x7f5c7806e750, 0x72, 0x5d90d9) /usr/local/go/src/runtime/netpoll.go:160 +0x63 net.(*pollDesc).Wait(0xc8202ae220, 0x72, 0x0, 0x0) /usr/local/go/src/net/fd_poll_runtime.go:73 +0x56 net.(*pollDesc).WaitRead(0xc8202ae220, 0x0, 0x0) /usr/local/go/src/net/fd_poll_runtime.go:78 +0x44 net.(*netFD).Read(0xc8202ae1c0, 0xc820282000, 0x8000, 0x8000, 0x0, 0x7f5c8ccd2050, 0xc82000e058) /usr/local/go/src/net/fd_unix.go:250 +0x27b net.(*conn).Read(0xc820024020, 0xc820282000, 0x8000, 0x8000, 0xc824e165a0, 0x0, 0x0) /usr/local/go/src/net/net.go:172 +0x121 -- google.golang.org/grpc/transport.(*http2Client).reader(0xc82091c000) /go/src/google.golang.org/grpc/transport/http2_client.go:795 +0x19e created by google.golang.org/grpc/transport.newHTTP2Client /go/src/google.golang.org/grpc/transport/http2_client.go:174 +0x1182 goroutine 75080 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*Store).Start.func4() /go/src/github.com/cockroachdb/cockroach/storage/store.go:1194 +0x181 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc825774a20, 0xc82509a5c0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75034 [select, 2 minutes]: github.com/cockroachdb/cockroach/gossip.(*Gossip).bootstrap.func1() /go/src/github.com/cockroachdb/cockroach/gossip/gossip.go:822 +0x322 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4870, 0xc8250f44a0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75460 [select, 2 minutes]: google.golang.org/grpc/transport.(*recvBufferReader).Read(0xc820cddc80, 0xc8258ddc90, 0x5, 0x5, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/transport/transport.go:141 +0xb64 google.golang.org/grpc/transport.(*Stream).Read(0xc825805960, 0xc8258ddc90, 0x5, 0x5, 0x1f37ce0, 0x0, 0x0) /go/src/google.golang.org/grpc/transport/transport.go:294 +0x92 io.ReadAtLeast(0x7f5c7806fa38, 0xc825805960, 0xc8258ddc90, 0x5, 0x5, 0x5, 0x0, 0x0, 0x0) /usr/local/go/src/io/io.go:297 +0x119 io.ReadFull(0x7f5c7806fa38, 0xc825805960, 0xc8258ddc90, 0x5, 0x5, 0x1f37ce0, 0x0, 0x0) /usr/local/go/src/io/io.go:315 +0x77 google.golang.org/grpc.(*parser).recvMsg(0xc8258ddc80, 0xc820027400, 0x0, 0x0, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/rpc_util.go:216 +0xea -- github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4870, 0xc8258ddca0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75050 [select, 2 minutes]: google.golang.org/grpc/transport.(*http2Server).controller(0xc82059c000) /go/src/google.golang.org/grpc/transport/http2_server.go:660 +0x8e3 created by google.golang.org/grpc/transport.newHTTP2Server /go/src/google.golang.org/grpc/transport/http2_server.go:134 +0xb6d goroutine 75105 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*replicaScanner).waitAndProcess(0xc8207fb340, 0xecf2b25b3, 0x1f395921, 0x31857e0, 0xc8259afa00, 0xc825774a20, 0x0, 0xc8250896c0) /go/src/github.com/cockroachdb/cockroach/storage/scanner.go:166 +0x83c github.com/cockroachdb/cockroach/storage.(*replicaScanner).scanLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/scanner.go:219 +0x3c3 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc825774a20, 0xc824df4ec0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75081 [select]: github.com/cockroachdb/cockroach/storage.(*Store).startGossip.func1() /go/src/github.com/cockroachdb/cockroach/storage/store.go:1269 +0x454 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc825774a20, 0xc82509a5e0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75180 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c45a0, 0xc820a05ea0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75049 [IO wait]: net.runtime_pollWait(0x7f5c7806e810, 0x72, 0x5d90d9) /usr/local/go/src/runtime/netpoll.go:160 +0x63 net.(*pollDesc).Wait(0xc824ede060, 0x72, 0x0, 0x0) /usr/local/go/src/net/fd_poll_runtime.go:73 +0x56 net.(*pollDesc).WaitRead(0xc824ede060, 0x0, 0x0) /usr/local/go/src/net/fd_poll_runtime.go:78 +0x44 net.(*netFD).Read(0xc824ede000, 0xc825148000, 0x8000, 0x8000, 0x0, 0x7f5c8ccd2050, 0xc82000e058) /usr/local/go/src/net/fd_unix.go:250 +0x27b net.(*conn).Read(0xc820024000, 0xc825148000, 0x8000, 0x8000, 0xc81fd4cedf, 0x0, 0x0) /usr/local/go/src/net/net.go:172 +0x121 -- google.golang.org/grpc.(*Server).handleRawConn(0xc8208c4a20, 0x7f5c76c76548, 0xc820024000) /go/src/google.golang.org/grpc/server.go:318 +0x5b2 created by google.golang.org/grpc.(*Server).Serve /go/src/google.golang.org/grpc/server.go:290 +0x3fb goroutine 75151 [select]: google.golang.org/grpc/transport.(*recvBufferReader).Read(0xc82095eab0, 0xc820a04a70, 0x5, 0x5, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/transport/transport.go:141 +0xb64 google.golang.org/grpc/transport.(*Stream).Read(0xc82556c7e0, 0xc820a04a70, 0x5, 0x5, 0x45, 0x0, 0x0) /go/src/google.golang.org/grpc/transport/transport.go:294 +0x92 io.ReadAtLeast(0x7f5c7806fa38, 0xc82556c7e0, 0xc820a04a70, 0x5, 0x5, 0x5, 0x0, 0x0, 0x0) /usr/local/go/src/io/io.go:297 +0x119 io.ReadFull(0x7f5c7806fa38, 0xc82556c7e0, 0xc820a04a70, 0x5, 0x5, 0xc8201b6400, 0x0, 0x0) /usr/local/go/src/io/io.go:315 +0x77 google.golang.org/grpc.(*parser).recvMsg(0xc820a04a60, 0xc, 0x0, 0x0, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/rpc_util.go:216 +0xea -- github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4870, 0xc825563a40) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75066 [chan receive, 2 minutes]: github.com/cockroachdb/cockroach/storage/engine.(*RocksDB).Open.func1(0xc82084fb60) /go/src/github.com/cockroachdb/cockroach/storage/engine/rocksdb.go:384 +0x5b created by github.com/cockroachdb/cockroach/storage/engine.(*RocksDB).Open /go/src/github.com/cockroachdb/cockroach/storage/engine/rocksdb.go:385 +0xd6a goroutine 75098 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*replicaScanner).waitAndProcess(0xc8207fb5e0, 0xecf2b25b3, 0x1f1d2890, 0x31857e0, 0xc8259afa00, 0xc825774a20, 0x0, 0xc8250896c0) /go/src/github.com/cockroachdb/cockroach/storage/scanner.go:166 +0x83c github.com/cockroachdb/cockroach/storage.(*replicaScanner).scanLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/scanner.go:219 +0x3c3 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc825774a20, 0xc824df4c40) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75181 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c45a0, 0xc820a05ee0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75039 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*Store).Start.func4() /go/src/github.com/cockroachdb/cockroach/storage/store.go:1194 +0x181 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4ab0, 0xc82506b5a0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75088 [select]: github.com/cockroachdb/cockroach/kv.(*TxnCoordSender).startStats(0xc824e72b40) /go/src/github.com/cockroachdb/cockroach/kv/txn_coord_sender.go:203 +0x119f github.com/cockroachdb/cockroach/kv.(*TxnCoordSender).(github.com/cockroachdb/cockroach/kv.startStats)-fm() /go/src/github.com/cockroachdb/cockroach/kv/txn_coord_sender.go:188 +0x2e github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c45a0, 0xc8250f4b70) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75089 [chan receive, 2 minutes]: github.com/cockroachdb/cockroach/util/netutil.ListenAndServeGRPC.func1() /go/src/github.com/cockroachdb/cockroach/util/netutil/net.go:48 +0x55 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4870, 0xc82509b2a0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75086 [chan receive, 2 minutes]: github.com/cockroachdb/cockroach/storage/engine.(*RocksDB).Open.func1(0xc82000bbc0) /go/src/github.com/cockroachdb/cockroach/storage/engine/rocksdb.go:384 +0x5b created by github.com/cockroachdb/cockroach/storage/engine.(*RocksDB).Open /go/src/github.com/cockroachdb/cockroach/storage/engine/rocksdb.go:385 +0xd6a goroutine 75061 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4ab0, 0xc8258b0740) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75069 [chan receive, 2 minutes]: github.com/cockroachdb/cockroach/util/netutil.ListenAndServeGRPC.func1() /go/src/github.com/cockroachdb/cockroach/util/netutil/net.go:48 +0x55 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4870, 0xc8258b1580) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75102 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc825774a20, 0xc824df4e60) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75279 [IO wait]: net.runtime_pollWait(0x7f5c7806e8d0, 0x72, 0x5d90d9) /usr/local/go/src/runtime/netpoll.go:160 +0x63 net.(*pollDesc).Wait(0xc82577e990, 0x72, 0x0, 0x0) /usr/local/go/src/net/fd_poll_runtime.go:73 +0x56 net.(*pollDesc).WaitRead(0xc82577e990, 0x0, 0x0) /usr/local/go/src/net/fd_poll_runtime.go:78 +0x44 net.(*netFD).Read(0xc82577e930, 0xc824ec8000, 0x8000, 0x8000, 0x0, 0x7f5c8ccd2050, 0xc82000e058) /usr/local/go/src/net/fd_unix.go:250 +0x27b net.(*conn).Read(0xc820024db0, 0xc824ec8000, 0x8000, 0x8000, 0x3e, 0x0, 0x0) /usr/local/go/src/net/net.go:172 +0x121 -- google.golang.org/grpc.(*Server).handleRawConn(0xc82059c870, 0x7f5c76c76548, 0xc820024db0) /go/src/google.golang.org/grpc/server.go:318 +0x5b2 created by google.golang.org/grpc.(*Server).Serve /go/src/google.golang.org/grpc/server.go:290 +0x3fb goroutine 75067 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*StorePool).start.func1() /go/src/github.com/cockroachdb/cockroach/storage/store_pool.go:290 +0x2a7 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc825774a20, 0xc8258b1200) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75265 [IO wait]: net.runtime_pollWait(0x7f5c7806ebd0, 0x72, 0x5d90d9) /usr/local/go/src/runtime/netpoll.go:160 +0x63 net.(*pollDesc).Wait(0xc82577e8b0, 0x72, 0x0, 0x0) /usr/local/go/src/net/fd_poll_runtime.go:73 +0x56 net.(*pollDesc).WaitRead(0xc82577e8b0, 0x0, 0x0) /usr/local/go/src/net/fd_poll_runtime.go:78 +0x44 net.(*netFD).Read(0xc82577e850, 0xc824c0c000, 0x8000, 0x8000, 0x0, 0x7f5c8ccd2050, 0xc82000e058) /usr/local/go/src/net/fd_unix.go:250 +0x27b net.(*conn).Read(0xc8200d4718, 0xc824c0c000, 0x8000, 0x8000, 0xc8257612ac, 0x0, 0x0) /usr/local/go/src/net/net.go:172 +0x121 -- google.golang.org/grpc/transport.(*http2Client).reader(0xc825772960) /go/src/google.golang.org/grpc/transport/http2_client.go:795 +0x19e created by google.golang.org/grpc/transport.newHTTP2Client /go/src/google.golang.org/grpc/transport/http2_client.go:174 +0x1182 goroutine 75136 [select]: github.com/cockroachdb/cockroach/storage.(*bookie).start.func1() /go/src/github.com/cockroachdb/cockroach/storage/reservation.go:257 +0x2b2 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc82059c900, 0xc824df5d80) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75059 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4ab0, 0xc8258b0700) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75041 [select]: github.com/cockroachdb/cockroach/storage.(*Store).startGossip.func2() /go/src/github.com/cockroachdb/cockroach/storage/store.go:1288 +0x454 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4ab0, 0xc82506b5e0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75053 [select, 2 minutes]: google.golang.org/grpc.NewClientStream.func1(0x7f5c7806f798, 0xc82091c000, 0xc82556c0e0, 0xc820218280) /go/src/google.golang.org/grpc/stream.go:151 +0x2be created by google.golang.org/grpc.NewClientStream /go/src/google.golang.org/grpc/stream.go:159 +0xe96 goroutine 75062 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4ab0, 0xc8258b0760) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75040 [select]: github.com/cockroachdb/cockroach/storage.(*Store).startGossip.func1() /go/src/github.com/cockroachdb/cockroach/storage/store.go:1269 +0x454 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4ab0, 0xc82506b5c0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75104 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc825774a20, 0xc824df4ea0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75464 [select]: google.golang.org/grpc/transport.(*recvBufferReader).Read(0xc820cdc030, 0xc8258ddf70, 0x5, 0x5, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/transport/transport.go:141 +0xb64 google.golang.org/grpc/transport.(*Stream).Read(0xc825805a40, 0xc8258ddf70, 0x5, 0x5, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/transport/transport.go:294 +0x92 io.ReadAtLeast(0x7f5c7806fa38, 0xc825805a40, 0xc8258ddf70, 0x5, 0x5, 0x5, 0x0, 0x0, 0x0) /usr/local/go/src/io/io.go:297 +0x119 io.ReadFull(0x7f5c7806fa38, 0xc825805a40, 0xc8258ddf70, 0x5, 0x5, 0x0, 0x0, 0x0) /usr/local/go/src/io/io.go:315 +0x77 google.golang.org/grpc.(*parser).recvMsg(0xc8258ddf60, 0x28, 0x0, 0x0, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/rpc_util.go:216 +0xea -- github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4870, 0xc820cdc480) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75446 [select, 2 minutes]: google.golang.org/grpc.NewClientStream.func1(0x7f5c7806f798, 0xc8250d02d0, 0xc8256e70a0, 0xc8202505a0) /go/src/google.golang.org/grpc/stream.go:151 +0x2be created by google.golang.org/grpc.NewClientStream /go/src/google.golang.org/grpc/stream.go:159 +0xe96 goroutine 75100 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc825774a20, 0xc824df4e20) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75459 [select, 2 minutes]: google.golang.org/grpc.NewClientStream.func1(0x7f5c7806f798, 0xc8250d02d0, 0xc825805960, 0xc8258083c0) /go/src/google.golang.org/grpc/stream.go:151 +0x2be created by google.golang.org/grpc.NewClientStream /go/src/google.golang.org/grpc/stream.go:159 +0xe96 goroutine 75114 [select, 2 minutes]: google.golang.org/grpc.NewClientStream.func1(0x7f5c7806f798, 0xc82091c000, 0xc8258040e0, 0xc820081f40) /go/src/google.golang.org/grpc/stream.go:151 +0x2be created by google.golang.org/grpc.NewClientStream /go/src/google.golang.org/grpc/stream.go:159 +0xe96 goroutine 75437 [select]: github.com/cockroachdb/cockroach/storage.(*RaftTransport).processQueue(0xc8251e3a70, 0xc8250d4c60, 0x400000004, 0x4, 0x0, 0x0) /go/src/github.com/cockroachdb/cockroach/storage/raft_transport.go:214 +0x9fa github.com/cockroachdb/cockroach/storage.RaftSender.SendAsync.func1.1() /go/src/github.com/cockroachdb/cockroach/storage/raft_transport.go:285 +0x79 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4870, 0xc8251e9580) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75440 [select, 2 minutes]: google.golang.org/grpc.NewClientStream.func1(0x7f5c7806f798, 0xc825772960, 0xc8256e6ee0, 0xc8202503c0) /go/src/google.golang.org/grpc/stream.go:151 +0x2be created by google.golang.org/grpc.NewClientStream /go/src/google.golang.org/grpc/stream.go:159 +0xe96 goroutine 75442 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*RaftTransport).RaftMessage(0xc82526edb0, 0x7f5c78075140, 0xc825846410, 0x0, 0x0) /go/src/github.com/cockroachdb/cockroach/storage/raft_transport.go:151 +0x317 github.com/cockroachdb/cockroach/storage._MultiRaft_RaftMessage_Handler(0x1ee6dc0, 0xc82526edb0, 0x7f5c78074dd0, 0xc8258c1100, 0x0, 0x0) /go/src/github.com/cockroachdb/cockroach/storage/raft.pb.go:156 +0xff google.golang.org/grpc.(*Server).processStreamingRPC(0xc8208c4510, 0x7f5c7806f720, 0xc8208c55f0, 0xc8256e6fc0, 0xc82509a800, 0x2e5c280, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/server.go:607 +0x6cf google.golang.org/grpc.(*Server).handleStream(0xc8208c4510, 0x7f5c7806f720, 0xc8208c55f0, 0xc8256e6fc0, 0x0) /go/src/google.golang.org/grpc/server.go:691 +0x150b google.golang.org/grpc.(*Server).serveStreams.func1.1(0xc82558b890, 0xc8208c4510, 0x7f5c7806f720, 0xc8208c55f0, 0xc8256e6fc0) /go/src/google.golang.org/grpc/server.go:352 +0xae created by google.golang.org/grpc.(*Server).serveStreams.func1 /go/src/google.golang.org/grpc/server.go:353 +0xa8 goroutine 75097 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() ``` Please assign, take a look and update the issue accordingly.",1.0,"circleci: failed tests: TestReplicateRemovedNodeDisruptiveElection - The following test appears to have failed: [#20644](https://circleci.com/gh/cockroachdb/cockroach/20644): ``` I160727 22:01:15.728652 kv/txn_coord_sender.go:246 txn coordinator: 0.00 txn/sec, 100.00/0.00/0.00/0.00 %cmmt/cmmt1pc/abrt/abnd, 0/0/0 avg/σ/max duration, 0.0/0.0/0 avg/σ/max restarts (0 samples) I160727 22:01:20.547731 kv/txn_coord_sender.go:246 txn coordinator: 0.00 txn/sec, 0.00/0.00/0.00/0.00 %cmmt/cmmt1pc/abrt/abnd, 0/0/0 avg/σ/max duration, 0.0/0.0/0 avg/σ/max restarts (0 samples) I160727 22:01:20.567380 kv/txn_coord_sender.go:246 txn coordinator: 0.00 txn/sec, 0.00/0.00/0.00/0.00 %cmmt/cmmt1pc/abrt/abnd, 0/0/0 avg/σ/max duration, 0.0/0.0/0 avg/σ/max restarts (0 samples) I160727 22:01:20.577118 kv/txn_coord_sender.go:246 txn coordinator: 0.00 txn/sec, 0.00/0.00/0.00/0.00 %cmmt/cmmt1pc/abrt/abnd, 0/0/0 avg/σ/max duration, 0.0/0.0/0 avg/σ/max restarts (0 samples) I160727 22:01:20.729852 kv/txn_coord_sender.go:246 txn coordinator: 0.00 txn/sec, 100.00/0.00/0.00/0.00 %cmmt/cmmt1pc/abrt/abnd, 0/0/0 avg/σ/max duration, 0.0/0.0/0 avg/σ/max restarts (0 samples) panic: test timed out after 5m0s goroutine 84366 [running]: panic(0x1bb3f60, 0xc8255c70d0) /usr/local/go/src/runtime/panic.go:481 +0x3ff testing.startAlarm.func1() /usr/local/go/src/testing/testing.go:725 +0x184 created by time.goFunc /usr/local/go/src/time/sleep.go:129 +0x6e goroutine 1 [chan receive, 2 minutes]: testing.RunTests(0x25c40b0, 0x2e698e0, 0x127, 0x127, 0xc82020f301) /usr/local/go/src/testing/testing.go:583 +0xb39 testing.(*M).Run(0xc820097f00, 0xc82025bc90) /usr/local/go/src/testing/testing.go:515 +0x11e github.com/cockroachdb/cockroach/storage_test.TestMain(0xc820097f00) /go/src/github.com/cockroachdb/cockroach/storage/main_test.go:57 +0x2d5 main.main() github.com/cockroachdb/cockroach/storage/_test/_testmain.go:652 +0x20b goroutine 17 [syscall, 4 minutes, locked to thread]: runtime.goexit() /usr/local/go/src/runtime/asm_amd64.s:1998 +0x1 goroutine 5 [chan receive]: github.com/cockroachdb/cockroach/util/log.(*loggingT).flushDaemon(0x3186920) /go/src/github.com/cockroachdb/cockroach/util/log/clog.go:1015 +0x76 created by github.com/cockroachdb/cockroach/util/log.init.1 /go/src/github.com/cockroachdb/cockroach/util/log/clog.go:598 +0xc5 goroutine 75129 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*StorePool).start.func1() /go/src/github.com/cockroachdb/cockroach/storage/store_pool.go:290 +0x2a7 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc82059c900, 0xc824df5880) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75167 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc82059c900, 0xc820a05560) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75461 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*RaftTransport).RaftMessage(0xc8251e3a70, 0x7f5c78075140, 0xc82513a3d0, 0x0, 0x0) /go/src/github.com/cockroachdb/cockroach/storage/raft_transport.go:151 +0x317 github.com/cockroachdb/cockroach/storage._MultiRaft_RaftMessage_Handler(0x1ee6dc0, 0xc8251e3a70, 0x7f5c78074dd0, 0xc824c5b300, 0x0, 0x0) /go/src/github.com/cockroachdb/cockroach/storage/raft.pb.go:156 +0xff google.golang.org/grpc.(*Server).processStreamingRPC(0xc825774900, 0x7f5c7806f720, 0xc8208c4e10, 0xc825805a40, 0xc8258b0ae0, 0x2e5c280, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/server.go:607 +0x6cf google.golang.org/grpc.(*Server).handleStream(0xc825774900, 0x7f5c7806f720, 0xc8208c4e10, 0xc825805a40, 0x0) /go/src/google.golang.org/grpc/server.go:691 +0x150b google.golang.org/grpc.(*Server).serveStreams.func1.1(0xc82558a030, 0xc825774900, 0x7f5c7806f720, 0xc8208c4e10, 0xc825805a40) /go/src/google.golang.org/grpc/server.go:352 +0xae created by google.golang.org/grpc.(*Server).serveStreams.func1 /go/src/google.golang.org/grpc/server.go:353 +0xa8 goroutine 75068 [select]: github.com/cockroachdb/cockroach/kv.(*TxnCoordSender).startStats(0xc825146d80) /go/src/github.com/cockroachdb/cockroach/kv/txn_coord_sender.go:203 +0x119f github.com/cockroachdb/cockroach/kv.(*TxnCoordSender).(github.com/cockroachdb/cockroach/kv.startStats)-fm() /go/src/github.com/cockroachdb/cockroach/kv/txn_coord_sender.go:188 +0x2e github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc825774a20, 0xc825847040) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75462 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*RaftTransport).RaftMessage(0xc8251e3a70, 0x7f5c78075140, 0xc82513a050, 0x0, 0x0) /go/src/github.com/cockroachdb/cockroach/storage/raft_transport.go:151 +0x317 github.com/cockroachdb/cockroach/storage._MultiRaft_RaftMessage_Handler(0x1ee6dc0, 0xc8251e3a70, 0x7f5c78074dd0, 0xc824c5b180, 0x0, 0x0) /go/src/github.com/cockroachdb/cockroach/storage/raft.pb.go:156 +0xff google.golang.org/grpc.(*Server).processStreamingRPC(0xc825774900, 0x7f5c7806f720, 0xc8208c4e10, 0xc825805c00, 0xc8258b0ae0, 0x2e5c280, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/server.go:607 +0x6cf google.golang.org/grpc.(*Server).handleStream(0xc825774900, 0x7f5c7806f720, 0xc8208c4e10, 0xc825805c00, 0x0) /go/src/google.golang.org/grpc/server.go:691 +0x150b google.golang.org/grpc.(*Server).serveStreams.func1.1(0xc82558a030, 0xc825774900, 0x7f5c7806f720, 0xc8208c4e10, 0xc825805c00) /go/src/google.golang.org/grpc/server.go:352 +0xae created by google.golang.org/grpc.(*Server).serveStreams.func1 /go/src/google.golang.org/grpc/server.go:353 +0xa8 goroutine 75212 [select]: github.com/cockroachdb/cockroach/rpc.(*Context).runHeartbeat(0xc8250d4f60, 0xc82016d600, 0xc82558b1a0, 0xf, 0x0, 0x0) /go/src/github.com/cockroachdb/cockroach/rpc/context.go:263 +0x7e8 github.com/cockroachdb/cockroach/rpc.(*Context).GRPCDial.func1.1() /go/src/github.com/cockroachdb/cockroach/rpc/context.go:177 +0x7a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4870, 0xc825db5200) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75037 [select]: github.com/cockroachdb/cockroach/storage.(*Store).processRaft.func1() /go/src/github.com/cockroachdb/cockroach/storage/store.go:2585 +0x109d github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4ab0, 0xc82506b520) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75023 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4ab0, 0xc8258b0640) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75051 [IO wait]: net.runtime_pollWait(0x7f5c7806e750, 0x72, 0x5d90d9) /usr/local/go/src/runtime/netpoll.go:160 +0x63 net.(*pollDesc).Wait(0xc8202ae220, 0x72, 0x0, 0x0) /usr/local/go/src/net/fd_poll_runtime.go:73 +0x56 net.(*pollDesc).WaitRead(0xc8202ae220, 0x0, 0x0) /usr/local/go/src/net/fd_poll_runtime.go:78 +0x44 net.(*netFD).Read(0xc8202ae1c0, 0xc820282000, 0x8000, 0x8000, 0x0, 0x7f5c8ccd2050, 0xc82000e058) /usr/local/go/src/net/fd_unix.go:250 +0x27b net.(*conn).Read(0xc820024020, 0xc820282000, 0x8000, 0x8000, 0xc824e165a0, 0x0, 0x0) /usr/local/go/src/net/net.go:172 +0x121 -- google.golang.org/grpc/transport.(*http2Client).reader(0xc82091c000) /go/src/google.golang.org/grpc/transport/http2_client.go:795 +0x19e created by google.golang.org/grpc/transport.newHTTP2Client /go/src/google.golang.org/grpc/transport/http2_client.go:174 +0x1182 goroutine 75080 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*Store).Start.func4() /go/src/github.com/cockroachdb/cockroach/storage/store.go:1194 +0x181 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc825774a20, 0xc82509a5c0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75034 [select, 2 minutes]: github.com/cockroachdb/cockroach/gossip.(*Gossip).bootstrap.func1() /go/src/github.com/cockroachdb/cockroach/gossip/gossip.go:822 +0x322 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4870, 0xc8250f44a0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75460 [select, 2 minutes]: google.golang.org/grpc/transport.(*recvBufferReader).Read(0xc820cddc80, 0xc8258ddc90, 0x5, 0x5, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/transport/transport.go:141 +0xb64 google.golang.org/grpc/transport.(*Stream).Read(0xc825805960, 0xc8258ddc90, 0x5, 0x5, 0x1f37ce0, 0x0, 0x0) /go/src/google.golang.org/grpc/transport/transport.go:294 +0x92 io.ReadAtLeast(0x7f5c7806fa38, 0xc825805960, 0xc8258ddc90, 0x5, 0x5, 0x5, 0x0, 0x0, 0x0) /usr/local/go/src/io/io.go:297 +0x119 io.ReadFull(0x7f5c7806fa38, 0xc825805960, 0xc8258ddc90, 0x5, 0x5, 0x1f37ce0, 0x0, 0x0) /usr/local/go/src/io/io.go:315 +0x77 google.golang.org/grpc.(*parser).recvMsg(0xc8258ddc80, 0xc820027400, 0x0, 0x0, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/rpc_util.go:216 +0xea -- github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4870, 0xc8258ddca0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75050 [select, 2 minutes]: google.golang.org/grpc/transport.(*http2Server).controller(0xc82059c000) /go/src/google.golang.org/grpc/transport/http2_server.go:660 +0x8e3 created by google.golang.org/grpc/transport.newHTTP2Server /go/src/google.golang.org/grpc/transport/http2_server.go:134 +0xb6d goroutine 75105 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*replicaScanner).waitAndProcess(0xc8207fb340, 0xecf2b25b3, 0x1f395921, 0x31857e0, 0xc8259afa00, 0xc825774a20, 0x0, 0xc8250896c0) /go/src/github.com/cockroachdb/cockroach/storage/scanner.go:166 +0x83c github.com/cockroachdb/cockroach/storage.(*replicaScanner).scanLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/scanner.go:219 +0x3c3 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc825774a20, 0xc824df4ec0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75081 [select]: github.com/cockroachdb/cockroach/storage.(*Store).startGossip.func1() /go/src/github.com/cockroachdb/cockroach/storage/store.go:1269 +0x454 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc825774a20, 0xc82509a5e0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75180 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c45a0, 0xc820a05ea0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75049 [IO wait]: net.runtime_pollWait(0x7f5c7806e810, 0x72, 0x5d90d9) /usr/local/go/src/runtime/netpoll.go:160 +0x63 net.(*pollDesc).Wait(0xc824ede060, 0x72, 0x0, 0x0) /usr/local/go/src/net/fd_poll_runtime.go:73 +0x56 net.(*pollDesc).WaitRead(0xc824ede060, 0x0, 0x0) /usr/local/go/src/net/fd_poll_runtime.go:78 +0x44 net.(*netFD).Read(0xc824ede000, 0xc825148000, 0x8000, 0x8000, 0x0, 0x7f5c8ccd2050, 0xc82000e058) /usr/local/go/src/net/fd_unix.go:250 +0x27b net.(*conn).Read(0xc820024000, 0xc825148000, 0x8000, 0x8000, 0xc81fd4cedf, 0x0, 0x0) /usr/local/go/src/net/net.go:172 +0x121 -- google.golang.org/grpc.(*Server).handleRawConn(0xc8208c4a20, 0x7f5c76c76548, 0xc820024000) /go/src/google.golang.org/grpc/server.go:318 +0x5b2 created by google.golang.org/grpc.(*Server).Serve /go/src/google.golang.org/grpc/server.go:290 +0x3fb goroutine 75151 [select]: google.golang.org/grpc/transport.(*recvBufferReader).Read(0xc82095eab0, 0xc820a04a70, 0x5, 0x5, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/transport/transport.go:141 +0xb64 google.golang.org/grpc/transport.(*Stream).Read(0xc82556c7e0, 0xc820a04a70, 0x5, 0x5, 0x45, 0x0, 0x0) /go/src/google.golang.org/grpc/transport/transport.go:294 +0x92 io.ReadAtLeast(0x7f5c7806fa38, 0xc82556c7e0, 0xc820a04a70, 0x5, 0x5, 0x5, 0x0, 0x0, 0x0) /usr/local/go/src/io/io.go:297 +0x119 io.ReadFull(0x7f5c7806fa38, 0xc82556c7e0, 0xc820a04a70, 0x5, 0x5, 0xc8201b6400, 0x0, 0x0) /usr/local/go/src/io/io.go:315 +0x77 google.golang.org/grpc.(*parser).recvMsg(0xc820a04a60, 0xc, 0x0, 0x0, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/rpc_util.go:216 +0xea -- github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4870, 0xc825563a40) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75066 [chan receive, 2 minutes]: github.com/cockroachdb/cockroach/storage/engine.(*RocksDB).Open.func1(0xc82084fb60) /go/src/github.com/cockroachdb/cockroach/storage/engine/rocksdb.go:384 +0x5b created by github.com/cockroachdb/cockroach/storage/engine.(*RocksDB).Open /go/src/github.com/cockroachdb/cockroach/storage/engine/rocksdb.go:385 +0xd6a goroutine 75098 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*replicaScanner).waitAndProcess(0xc8207fb5e0, 0xecf2b25b3, 0x1f1d2890, 0x31857e0, 0xc8259afa00, 0xc825774a20, 0x0, 0xc8250896c0) /go/src/github.com/cockroachdb/cockroach/storage/scanner.go:166 +0x83c github.com/cockroachdb/cockroach/storage.(*replicaScanner).scanLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/scanner.go:219 +0x3c3 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc825774a20, 0xc824df4c40) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75181 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c45a0, 0xc820a05ee0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75039 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*Store).Start.func4() /go/src/github.com/cockroachdb/cockroach/storage/store.go:1194 +0x181 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4ab0, 0xc82506b5a0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75088 [select]: github.com/cockroachdb/cockroach/kv.(*TxnCoordSender).startStats(0xc824e72b40) /go/src/github.com/cockroachdb/cockroach/kv/txn_coord_sender.go:203 +0x119f github.com/cockroachdb/cockroach/kv.(*TxnCoordSender).(github.com/cockroachdb/cockroach/kv.startStats)-fm() /go/src/github.com/cockroachdb/cockroach/kv/txn_coord_sender.go:188 +0x2e github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c45a0, 0xc8250f4b70) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75089 [chan receive, 2 minutes]: github.com/cockroachdb/cockroach/util/netutil.ListenAndServeGRPC.func1() /go/src/github.com/cockroachdb/cockroach/util/netutil/net.go:48 +0x55 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4870, 0xc82509b2a0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75086 [chan receive, 2 minutes]: github.com/cockroachdb/cockroach/storage/engine.(*RocksDB).Open.func1(0xc82000bbc0) /go/src/github.com/cockroachdb/cockroach/storage/engine/rocksdb.go:384 +0x5b created by github.com/cockroachdb/cockroach/storage/engine.(*RocksDB).Open /go/src/github.com/cockroachdb/cockroach/storage/engine/rocksdb.go:385 +0xd6a goroutine 75061 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4ab0, 0xc8258b0740) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75069 [chan receive, 2 minutes]: github.com/cockroachdb/cockroach/util/netutil.ListenAndServeGRPC.func1() /go/src/github.com/cockroachdb/cockroach/util/netutil/net.go:48 +0x55 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4870, 0xc8258b1580) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75102 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc825774a20, 0xc824df4e60) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75279 [IO wait]: net.runtime_pollWait(0x7f5c7806e8d0, 0x72, 0x5d90d9) /usr/local/go/src/runtime/netpoll.go:160 +0x63 net.(*pollDesc).Wait(0xc82577e990, 0x72, 0x0, 0x0) /usr/local/go/src/net/fd_poll_runtime.go:73 +0x56 net.(*pollDesc).WaitRead(0xc82577e990, 0x0, 0x0) /usr/local/go/src/net/fd_poll_runtime.go:78 +0x44 net.(*netFD).Read(0xc82577e930, 0xc824ec8000, 0x8000, 0x8000, 0x0, 0x7f5c8ccd2050, 0xc82000e058) /usr/local/go/src/net/fd_unix.go:250 +0x27b net.(*conn).Read(0xc820024db0, 0xc824ec8000, 0x8000, 0x8000, 0x3e, 0x0, 0x0) /usr/local/go/src/net/net.go:172 +0x121 -- google.golang.org/grpc.(*Server).handleRawConn(0xc82059c870, 0x7f5c76c76548, 0xc820024db0) /go/src/google.golang.org/grpc/server.go:318 +0x5b2 created by google.golang.org/grpc.(*Server).Serve /go/src/google.golang.org/grpc/server.go:290 +0x3fb goroutine 75067 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*StorePool).start.func1() /go/src/github.com/cockroachdb/cockroach/storage/store_pool.go:290 +0x2a7 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc825774a20, 0xc8258b1200) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75265 [IO wait]: net.runtime_pollWait(0x7f5c7806ebd0, 0x72, 0x5d90d9) /usr/local/go/src/runtime/netpoll.go:160 +0x63 net.(*pollDesc).Wait(0xc82577e8b0, 0x72, 0x0, 0x0) /usr/local/go/src/net/fd_poll_runtime.go:73 +0x56 net.(*pollDesc).WaitRead(0xc82577e8b0, 0x0, 0x0) /usr/local/go/src/net/fd_poll_runtime.go:78 +0x44 net.(*netFD).Read(0xc82577e850, 0xc824c0c000, 0x8000, 0x8000, 0x0, 0x7f5c8ccd2050, 0xc82000e058) /usr/local/go/src/net/fd_unix.go:250 +0x27b net.(*conn).Read(0xc8200d4718, 0xc824c0c000, 0x8000, 0x8000, 0xc8257612ac, 0x0, 0x0) /usr/local/go/src/net/net.go:172 +0x121 -- google.golang.org/grpc/transport.(*http2Client).reader(0xc825772960) /go/src/google.golang.org/grpc/transport/http2_client.go:795 +0x19e created by google.golang.org/grpc/transport.newHTTP2Client /go/src/google.golang.org/grpc/transport/http2_client.go:174 +0x1182 goroutine 75136 [select]: github.com/cockroachdb/cockroach/storage.(*bookie).start.func1() /go/src/github.com/cockroachdb/cockroach/storage/reservation.go:257 +0x2b2 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc82059c900, 0xc824df5d80) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75059 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4ab0, 0xc8258b0700) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75041 [select]: github.com/cockroachdb/cockroach/storage.(*Store).startGossip.func2() /go/src/github.com/cockroachdb/cockroach/storage/store.go:1288 +0x454 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4ab0, 0xc82506b5e0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75053 [select, 2 minutes]: google.golang.org/grpc.NewClientStream.func1(0x7f5c7806f798, 0xc82091c000, 0xc82556c0e0, 0xc820218280) /go/src/google.golang.org/grpc/stream.go:151 +0x2be created by google.golang.org/grpc.NewClientStream /go/src/google.golang.org/grpc/stream.go:159 +0xe96 goroutine 75062 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4ab0, 0xc8258b0760) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75040 [select]: github.com/cockroachdb/cockroach/storage.(*Store).startGossip.func1() /go/src/github.com/cockroachdb/cockroach/storage/store.go:1269 +0x454 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4ab0, 0xc82506b5c0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75104 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc825774a20, 0xc824df4ea0) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75464 [select]: google.golang.org/grpc/transport.(*recvBufferReader).Read(0xc820cdc030, 0xc8258ddf70, 0x5, 0x5, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/transport/transport.go:141 +0xb64 google.golang.org/grpc/transport.(*Stream).Read(0xc825805a40, 0xc8258ddf70, 0x5, 0x5, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/transport/transport.go:294 +0x92 io.ReadAtLeast(0x7f5c7806fa38, 0xc825805a40, 0xc8258ddf70, 0x5, 0x5, 0x5, 0x0, 0x0, 0x0) /usr/local/go/src/io/io.go:297 +0x119 io.ReadFull(0x7f5c7806fa38, 0xc825805a40, 0xc8258ddf70, 0x5, 0x5, 0x0, 0x0, 0x0) /usr/local/go/src/io/io.go:315 +0x77 google.golang.org/grpc.(*parser).recvMsg(0xc8258ddf60, 0x28, 0x0, 0x0, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/rpc_util.go:216 +0xea -- github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4870, 0xc820cdc480) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75446 [select, 2 minutes]: google.golang.org/grpc.NewClientStream.func1(0x7f5c7806f798, 0xc8250d02d0, 0xc8256e70a0, 0xc8202505a0) /go/src/google.golang.org/grpc/stream.go:151 +0x2be created by google.golang.org/grpc.NewClientStream /go/src/google.golang.org/grpc/stream.go:159 +0xe96 goroutine 75100 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() /go/src/github.com/cockroachdb/cockroach/storage/queue.go:402 +0x38a github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc825774a20, 0xc824df4e20) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75459 [select, 2 minutes]: google.golang.org/grpc.NewClientStream.func1(0x7f5c7806f798, 0xc8250d02d0, 0xc825805960, 0xc8258083c0) /go/src/google.golang.org/grpc/stream.go:151 +0x2be created by google.golang.org/grpc.NewClientStream /go/src/google.golang.org/grpc/stream.go:159 +0xe96 goroutine 75114 [select, 2 minutes]: google.golang.org/grpc.NewClientStream.func1(0x7f5c7806f798, 0xc82091c000, 0xc8258040e0, 0xc820081f40) /go/src/google.golang.org/grpc/stream.go:151 +0x2be created by google.golang.org/grpc.NewClientStream /go/src/google.golang.org/grpc/stream.go:159 +0xe96 goroutine 75437 [select]: github.com/cockroachdb/cockroach/storage.(*RaftTransport).processQueue(0xc8251e3a70, 0xc8250d4c60, 0x400000004, 0x4, 0x0, 0x0) /go/src/github.com/cockroachdb/cockroach/storage/raft_transport.go:214 +0x9fa github.com/cockroachdb/cockroach/storage.RaftSender.SendAsync.func1.1() /go/src/github.com/cockroachdb/cockroach/storage/raft_transport.go:285 +0x79 github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker.func1(0xc8208c4870, 0xc8251e9580) /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:187 +0x8b created by github.com/cockroachdb/cockroach/util/stop.(*Stopper).RunWorker /go/src/github.com/cockroachdb/cockroach/util/stop/stopper.go:188 +0x70 goroutine 75440 [select, 2 minutes]: google.golang.org/grpc.NewClientStream.func1(0x7f5c7806f798, 0xc825772960, 0xc8256e6ee0, 0xc8202503c0) /go/src/google.golang.org/grpc/stream.go:151 +0x2be created by google.golang.org/grpc.NewClientStream /go/src/google.golang.org/grpc/stream.go:159 +0xe96 goroutine 75442 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*RaftTransport).RaftMessage(0xc82526edb0, 0x7f5c78075140, 0xc825846410, 0x0, 0x0) /go/src/github.com/cockroachdb/cockroach/storage/raft_transport.go:151 +0x317 github.com/cockroachdb/cockroach/storage._MultiRaft_RaftMessage_Handler(0x1ee6dc0, 0xc82526edb0, 0x7f5c78074dd0, 0xc8258c1100, 0x0, 0x0) /go/src/github.com/cockroachdb/cockroach/storage/raft.pb.go:156 +0xff google.golang.org/grpc.(*Server).processStreamingRPC(0xc8208c4510, 0x7f5c7806f720, 0xc8208c55f0, 0xc8256e6fc0, 0xc82509a800, 0x2e5c280, 0x0, 0x0, 0x0) /go/src/google.golang.org/grpc/server.go:607 +0x6cf google.golang.org/grpc.(*Server).handleStream(0xc8208c4510, 0x7f5c7806f720, 0xc8208c55f0, 0xc8256e6fc0, 0x0) /go/src/google.golang.org/grpc/server.go:691 +0x150b google.golang.org/grpc.(*Server).serveStreams.func1.1(0xc82558b890, 0xc8208c4510, 0x7f5c7806f720, 0xc8208c55f0, 0xc8256e6fc0) /go/src/google.golang.org/grpc/server.go:352 +0xae created by google.golang.org/grpc.(*Server).serveStreams.func1 /go/src/google.golang.org/grpc/server.go:353 +0xa8 goroutine 75097 [select, 2 minutes]: github.com/cockroachdb/cockroach/storage.(*baseQueue).processLoop.func1() ``` Please assign, take a look and update the issue accordingly.",0,circleci failed tests testreplicateremovednodedisruptiveelection the following test appears to have failed kv txn coord sender go txn coordinator txn sec cmmt abrt abnd avg σ max duration avg σ max restarts samples kv txn coord sender go txn coordinator txn sec cmmt abrt abnd avg σ max duration avg σ max restarts samples kv txn coord sender go txn coordinator txn sec cmmt abrt abnd avg σ max duration avg σ max restarts samples kv txn coord sender go txn coordinator txn sec cmmt abrt abnd avg σ max duration avg σ max restarts samples kv txn coord sender go txn coordinator txn sec cmmt abrt abnd avg σ max duration avg σ max restarts samples panic test timed out after goroutine panic usr local go src runtime panic go testing startalarm usr local go src testing testing go created by time gofunc usr local go src time sleep go goroutine testing runtests usr local go src testing testing go testing m run usr local go src testing testing go github com cockroachdb cockroach storage test testmain go src github com cockroachdb cockroach storage main test go main main github com cockroachdb cockroach storage test testmain go goroutine runtime goexit usr local go src runtime asm s goroutine github com cockroachdb cockroach util log loggingt flushdaemon go src github com cockroachdb cockroach util log clog go created by github com cockroachdb cockroach util log init go src github com cockroachdb cockroach util log clog go goroutine github com cockroachdb cockroach storage storepool start go src github com cockroachdb cockroach storage store pool go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach storage basequeue processloop go src github com cockroachdb cockroach storage queue go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach storage rafttransport raftmessage go src github com cockroachdb cockroach storage raft transport go github com cockroachdb cockroach storage multiraft raftmessage handler go src github com cockroachdb cockroach storage raft pb go google golang org grpc server processstreamingrpc go src google golang org grpc server go google golang org grpc server handlestream go src google golang org grpc server go google golang org grpc server servestreams go src google golang org grpc server go created by google golang org grpc server servestreams go src google golang org grpc server go goroutine github com cockroachdb cockroach kv txncoordsender startstats go src github com cockroachdb cockroach kv txn coord sender go github com cockroachdb cockroach kv txncoordsender github com cockroachdb cockroach kv startstats fm go src github com cockroachdb cockroach kv txn coord sender go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach storage rafttransport raftmessage go src github com cockroachdb cockroach storage raft transport go github com cockroachdb cockroach storage multiraft raftmessage handler go src github com cockroachdb cockroach storage raft pb go google golang org grpc server processstreamingrpc go src google golang org grpc server go google golang org grpc server handlestream go src google golang org grpc server go google golang org grpc server servestreams go src google golang org grpc server go created by google golang org grpc server servestreams go src google golang org grpc server go goroutine github com cockroachdb cockroach rpc context runheartbeat go src github com cockroachdb cockroach rpc context go github com cockroachdb cockroach rpc context grpcdial go src github com cockroachdb cockroach rpc context go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach storage store processraft go src github com cockroachdb cockroach storage store go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach storage basequeue processloop go src github com cockroachdb cockroach storage queue go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine net runtime pollwait usr local go src runtime netpoll go net polldesc wait usr local go src net fd poll runtime go net polldesc waitread usr local go src net fd poll runtime go net netfd read usr local go src net fd unix go net conn read usr local go src net net go google golang org grpc transport reader go src google golang org grpc transport client go created by google golang org grpc transport go src google golang org grpc transport client go goroutine github com cockroachdb cockroach storage store start go src github com cockroachdb cockroach storage store go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach gossip gossip bootstrap go src github com cockroachdb cockroach gossip gossip go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine google golang org grpc transport recvbufferreader read go src google golang org grpc transport transport go google golang org grpc transport stream read go src google golang org grpc transport transport go io readatleast usr local go src io io go io readfull usr local go src io io go google golang org grpc parser recvmsg go src google golang org grpc rpc util go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine google golang org grpc transport controller go src google golang org grpc transport server go created by google golang org grpc transport go src google golang org grpc transport server go goroutine github com cockroachdb cockroach storage replicascanner waitandprocess go src github com cockroachdb cockroach storage scanner go github com cockroachdb cockroach storage replicascanner scanloop go src github com cockroachdb cockroach storage scanner go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach storage store startgossip go src github com cockroachdb cockroach storage store go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach storage basequeue processloop go src github com cockroachdb cockroach storage queue go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine net runtime pollwait usr local go src runtime netpoll go net polldesc wait usr local go src net fd poll runtime go net polldesc waitread usr local go src net fd poll runtime go net netfd read usr local go src net fd unix go net conn read usr local go src net net go google golang org grpc server handlerawconn go src google golang org grpc server go created by google golang org grpc server serve go src google golang org grpc server go goroutine google golang org grpc transport recvbufferreader read go src google golang org grpc transport transport go google golang org grpc transport stream read go src google golang org grpc transport transport go io readatleast usr local go src io io go io readfull usr local go src io io go google golang org grpc parser recvmsg go src google golang org grpc rpc util go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach storage engine rocksdb open go src github com cockroachdb cockroach storage engine rocksdb go created by github com cockroachdb cockroach storage engine rocksdb open go src github com cockroachdb cockroach storage engine rocksdb go goroutine github com cockroachdb cockroach storage replicascanner waitandprocess go src github com cockroachdb cockroach storage scanner go github com cockroachdb cockroach storage replicascanner scanloop go src github com cockroachdb cockroach storage scanner go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach storage basequeue processloop go src github com cockroachdb cockroach storage queue go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach storage store start go src github com cockroachdb cockroach storage store go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach kv txncoordsender startstats go src github com cockroachdb cockroach kv txn coord sender go github com cockroachdb cockroach kv txncoordsender github com cockroachdb cockroach kv startstats fm go src github com cockroachdb cockroach kv txn coord sender go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach util netutil listenandservegrpc go src github com cockroachdb cockroach util netutil net go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach storage engine rocksdb open go src github com cockroachdb cockroach storage engine rocksdb go created by github com cockroachdb cockroach storage engine rocksdb open go src github com cockroachdb cockroach storage engine rocksdb go goroutine github com cockroachdb cockroach storage basequeue processloop go src github com cockroachdb cockroach storage queue go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach util netutil listenandservegrpc go src github com cockroachdb cockroach util netutil net go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach storage basequeue processloop go src github com cockroachdb cockroach storage queue go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine net runtime pollwait usr local go src runtime netpoll go net polldesc wait usr local go src net fd poll runtime go net polldesc waitread usr local go src net fd poll runtime go net netfd read usr local go src net fd unix go net conn read usr local go src net net go google golang org grpc server handlerawconn go src google golang org grpc server go created by google golang org grpc server serve go src google golang org grpc server go goroutine github com cockroachdb cockroach storage storepool start go src github com cockroachdb cockroach storage store pool go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine net runtime pollwait usr local go src runtime netpoll go net polldesc wait usr local go src net fd poll runtime go net polldesc waitread usr local go src net fd poll runtime go net netfd read usr local go src net fd unix go net conn read usr local go src net net go google golang org grpc transport reader go src google golang org grpc transport client go created by google golang org grpc transport go src google golang org grpc transport client go goroutine github com cockroachdb cockroach storage bookie start go src github com cockroachdb cockroach storage reservation go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach storage basequeue processloop go src github com cockroachdb cockroach storage queue go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach storage store startgossip go src github com cockroachdb cockroach storage store go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine google golang org grpc newclientstream go src google golang org grpc stream go created by google golang org grpc newclientstream go src google golang org grpc stream go goroutine github com cockroachdb cockroach storage basequeue processloop go src github com cockroachdb cockroach storage queue go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach storage store startgossip go src github com cockroachdb cockroach storage store go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine github com cockroachdb cockroach storage basequeue processloop go src github com cockroachdb cockroach storage queue go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine google golang org grpc transport recvbufferreader read go src google golang org grpc transport transport go google golang org grpc transport stream read go src google golang org grpc transport transport go io readatleast usr local go src io io go io readfull usr local go src io io go google golang org grpc parser recvmsg go src google golang org grpc rpc util go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine google golang org grpc newclientstream go src google golang org grpc stream go created by google golang org grpc newclientstream go src google golang org grpc stream go goroutine github com cockroachdb cockroach storage basequeue processloop go src github com cockroachdb cockroach storage queue go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine google golang org grpc newclientstream go src google golang org grpc stream go created by google golang org grpc newclientstream go src google golang org grpc stream go goroutine google golang org grpc newclientstream go src google golang org grpc stream go created by google golang org grpc newclientstream go src google golang org grpc stream go goroutine github com cockroachdb cockroach storage rafttransport processqueue go src github com cockroachdb cockroach storage raft transport go github com cockroachdb cockroach storage raftsender sendasync go src github com cockroachdb cockroach storage raft transport go github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go created by github com cockroachdb cockroach util stop stopper runworker go src github com cockroachdb cockroach util stop stopper go goroutine google golang org grpc newclientstream go src google golang org grpc stream go created by google golang org grpc newclientstream go src google golang org grpc stream go goroutine github com cockroachdb cockroach storage rafttransport raftmessage go src github com cockroachdb cockroach storage raft transport go github com cockroachdb cockroach storage multiraft raftmessage handler go src github com cockroachdb cockroach storage raft pb go google golang org grpc server processstreamingrpc go src google golang org grpc server go google golang org grpc server handlestream go src google golang org grpc server go google golang org grpc server servestreams go src google golang org grpc server go created by google golang org grpc server servestreams go src google golang org grpc server go goroutine github com cockroachdb cockroach storage basequeue processloop please assign take a look and update the issue accordingly ,0 13676,8638305415.0,IssuesEvent,2018-11-23 14:20:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"3D Path - please add ""select control point"" button",enhancement topic:editor usability,"path in 3D does not have select control point button. but it's handled by shift drag ",True,"3D Path - please add ""select control point"" button - path in 3D does not have select control point button. but it's handled by shift drag ",1, path please add select control point button path in does not have select control point button but it s handled by shift drag ,1 597760,18171152294.0,IssuesEvent,2021-09-27 20:12:26,airqo-platform/AirQo-frontend,https://api.github.com/repos/airqo-platform/AirQo-frontend,opened, the resolution for online status chart - device management page.,enhancement priority-medium,"**Is your feature request related to a problem? Please describe.** The network manager would like to change the frequency of the online status accordingly. Change it from I hour but they are not able to do so right now. For example: If they want to know how the device has performed for the past 12 hours? ![Uploading Screenshot 2021-09-27 at 23.12.03.png…]() **Describe the solution you'd like** Allow the user to change the resolution of online status to their own liking for detailed analysis **Describe alternatives you've considered** Use the uptime graphs for this ---the graph on the left in the same device management page? **Additional context** Picked from the hardware demo last sprint. ",1.0," the resolution for online status chart - device management page. - **Is your feature request related to a problem? Please describe.** The network manager would like to change the frequency of the online status accordingly. Change it from I hour but they are not able to do so right now. For example: If they want to know how the device has performed for the past 12 hours? ![Uploading Screenshot 2021-09-27 at 23.12.03.png…]() **Describe the solution you'd like** Allow the user to change the resolution of online status to their own liking for detailed analysis **Describe alternatives you've considered** Use the uptime graphs for this ---the graph on the left in the same device management page? **Additional context** Picked from the hardware demo last sprint. ",0, the resolution for online status chart device management page is your feature request related to a problem please describe the network manager would like to change the frequency of the online status accordingly change it from i hour but they are not able to do so right now for example if they want to know how the device has performed for the past hours describe the solution you d like allow the user to change the resolution of online status to their own liking for detailed analysis describe alternatives you ve considered use the uptime graphs for this the graph on the left in the same device management page additional context picked from the hardware demo last sprint ,0 18104,12541756620.0,IssuesEvent,2020-06-05 12:56:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Built-in script warning overlaps buttons,bug regression topic:editor usability,"**Godot version:** 3.2.2 beta3 **Issue description:** ![HRQnUgE8kT](https://user-images.githubusercontent.com/2223172/82762150-b6f5ba00-9dff-11ea-8537-d63e32d4be19.gif) CC @Calinou EDIT: It only happens first time you create a script.",True,"Built-in script warning overlaps buttons - **Godot version:** 3.2.2 beta3 **Issue description:** ![HRQnUgE8kT](https://user-images.githubusercontent.com/2223172/82762150-b6f5ba00-9dff-11ea-8537-d63e32d4be19.gif) CC @Calinou EDIT: It only happens first time you create a script.",1,built in script warning overlaps buttons godot version issue description cc calinou edit it only happens first time you create a script ,1 18324,12760779005.0,IssuesEvent,2020-06-29 08:39:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,It's possible to create duplicate polygon 2D start point,bug topic:editor usability,"**Godot version:** 3.2 **Issue description:** ![VX9Y9S3tPr](https://user-images.githubusercontent.com/2223172/74090430-889bdb00-4aab-11ea-8a04-28634177be41.gif) **Steps to reproduce:** 1. Enable Grid Snap and zoom in, so that grid cells are *big* 2. Create (Collision)Polygon2D 3. Draw any polygon 4. For the last vertex, don't click on the first point, but a bit away from it, so that it's snapped to the point 5. You just created a point at the same position as first point, but it doesn't close the polygon This is especially bad if you do this without noticing. Collisions with this polygon will glitch out.",True,"It's possible to create duplicate polygon 2D start point - **Godot version:** 3.2 **Issue description:** ![VX9Y9S3tPr](https://user-images.githubusercontent.com/2223172/74090430-889bdb00-4aab-11ea-8a04-28634177be41.gif) **Steps to reproduce:** 1. Enable Grid Snap and zoom in, so that grid cells are *big* 2. Create (Collision)Polygon2D 3. Draw any polygon 4. For the last vertex, don't click on the first point, but a bit away from it, so that it's snapped to the point 5. You just created a point at the same position as first point, but it doesn't close the polygon This is especially bad if you do this without noticing. Collisions with this polygon will glitch out.",1,it s possible to create duplicate polygon start point godot version issue description steps to reproduce enable grid snap and zoom in so that grid cells are big create collision draw any polygon for the last vertex don t click on the first point but a bit away from it so that it s snapped to the point you just created a point at the same position as first point but it doesn t close the polygon this is especially bad if you do this without noticing collisions with this polygon will glitch out ,1 123212,17772188990.0,IssuesEvent,2021-08-30 14:50:12,kapseliboi/RDocumentation-app,https://api.github.com/repos/kapseliboi/RDocumentation-app,opened,CVE-2019-10752 (High) detected in sequelize-3.31.1.tgz,security vulnerability,"## CVE-2019-10752 - High Severity Vulnerability
Vulnerable Library - sequelize-3.31.1.tgz

Multi dialect ORM for Node.JS/io.js

Library home page: https://registry.npmjs.org/sequelize/-/sequelize-3.31.1.tgz

Path to dependency file: RDocumentation-app/package.json

Path to vulnerable library: RDocumentation-app/node_modules/sails-hook-sequelize/node_modules/sequelize/package.json

Dependency Hierarchy: - sails-hook-sequelize-1.0.1.tgz (Root Library) - :x: **sequelize-3.31.1.tgz** (Vulnerable Library)

Found in HEAD commit: ea1d4334329f74384d2d1b67f98e875da0b95310

Found in base branch: master

Vulnerability Details

Sequelize, all versions prior to version 4.44.3 and 5.15.1, is vulnerable to SQL Injection due to sequelize.json() helper function not escaping values properly when formatting sub paths for JSON queries for MySQL, MariaDB and SQLite.

Publish Date: 2019-10-17

URL: CVE-2019-10752

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2019-10752

Release Date: 2019-09-24

Fix Resolution: 4.44.3,5.15.1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2019-10752 (High) detected in sequelize-3.31.1.tgz - ## CVE-2019-10752 - High Severity Vulnerability
Vulnerable Library - sequelize-3.31.1.tgz

Multi dialect ORM for Node.JS/io.js

Library home page: https://registry.npmjs.org/sequelize/-/sequelize-3.31.1.tgz

Path to dependency file: RDocumentation-app/package.json

Path to vulnerable library: RDocumentation-app/node_modules/sails-hook-sequelize/node_modules/sequelize/package.json

Dependency Hierarchy: - sails-hook-sequelize-1.0.1.tgz (Root Library) - :x: **sequelize-3.31.1.tgz** (Vulnerable Library)

Found in HEAD commit: ea1d4334329f74384d2d1b67f98e875da0b95310

Found in base branch: master

Vulnerability Details

Sequelize, all versions prior to version 4.44.3 and 5.15.1, is vulnerable to SQL Injection due to sequelize.json() helper function not escaping values properly when formatting sub paths for JSON queries for MySQL, MariaDB and SQLite.

Publish Date: 2019-10-17

URL: CVE-2019-10752

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2019-10752

Release Date: 2019-09-24

Fix Resolution: 4.44.3,5.15.1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in sequelize tgz cve high severity vulnerability vulnerable library sequelize tgz multi dialect orm for node js io js library home page a href path to dependency file rdocumentation app package json path to vulnerable library rdocumentation app node modules sails hook sequelize node modules sequelize package json dependency hierarchy sails hook sequelize tgz root library x sequelize tgz vulnerable library found in head commit a href found in base branch master vulnerability details sequelize all versions prior to version and is vulnerable to sql injection due to sequelize json helper function not escaping values properly when formatting sub paths for json queries for mysql mariadb and sqlite publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution step up your open source security game with whitesource ,0 5975,4104707544.0,IssuesEvent,2016-06-05 15:15:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Node configuration warning doesn't show full text with Korean,bug junior job topic:editor usability,"![image](https://cloud.githubusercontent.com/assets/8281454/15805077/6f2c4e36-2b59-11e6-8c08-cb6271af159a.png) This is full text. ``CollisionShape2D는 CollisionObject2D에 충돌 모양을 지정하는 데에만 사용됩니다. Area2D, StaticBody2D, RigidBody2D, KinematicBody2D 등에 자식 노드로 추가하여 사용합니다.``",True,"Node configuration warning doesn't show full text with Korean - ![image](https://cloud.githubusercontent.com/assets/8281454/15805077/6f2c4e36-2b59-11e6-8c08-cb6271af159a.png) This is full text. ``CollisionShape2D는 CollisionObject2D에 충돌 모양을 지정하는 데에만 사용됩니다. Area2D, StaticBody2D, RigidBody2D, KinematicBody2D 등에 자식 노드로 추가하여 사용합니다.``",1,node configuration warning doesn t show full text with korean this is full text 충돌 모양을 지정하는 데에만 사용됩니다 등에 자식 노드로 추가하여 사용합니다 ,1 21041,16481481740.0,IssuesEvent,2021-05-24 12:18:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,It's really hard to tell if the Flip Option is on or off for Tilemap ,enhancement topic:editor usability," **Godot version:** 3.2.1 **OS/device including version:** macOS 10.15.5 **Issue description:** When the tiles are symmetry, it's impossible to tell the status of the Flip Horizontally and Flip Vertically Buttons. These buttons should have different icons for on and off. **Steps to reproduce:** **Minimal reproduction project:** ",True,"It's really hard to tell if the Flip Option is on or off for Tilemap - **Godot version:** 3.2.1 **OS/device including version:** macOS 10.15.5 **Issue description:** When the tiles are symmetry, it's impossible to tell the status of the Flip Horizontally and Flip Vertically Buttons. These buttons should have different icons for on and off. **Steps to reproduce:** **Minimal reproduction project:** ",1,it s really hard to tell if the flip option is on or off for tilemap please search existing issues for potential duplicates before filing yours godot version os device including version macos issue description when the tiles are symmetry it s impossible to tell the status of the flip horizontally and flip vertically buttons these buttons should have different icons for on and off steps to reproduce minimal reproduction project img width alt screen shot at am src ,1 20964,16374637279.0,IssuesEvent,2021-05-15 21:10:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Launch Options / Arguments not working properly in Steam,topic:editor usability,"**Godot version:** Godot 3.1 (Steam) **OS/device including version:** macOS Mojave 10.14.3 **Issue description:** Adding the launch options '/path/to/project' launches in maximized window but loads the Project Manager instead of the project. Godot is launched with `--path $HOME -p` via Steam, which prevent it from working **Steps to reproduce:** In Steam > Library, right click Godot and open Properties, in General > Set Launch Options add the arguments '/path/to/project' to launch directly into the project. **Minimal reproduction project:** [Test.zip](https://github.com/godotengine/godot/files/2922441/Test.zip) ",True,"Launch Options / Arguments not working properly in Steam - **Godot version:** Godot 3.1 (Steam) **OS/device including version:** macOS Mojave 10.14.3 **Issue description:** Adding the launch options '/path/to/project' launches in maximized window but loads the Project Manager instead of the project. Godot is launched with `--path $HOME -p` via Steam, which prevent it from working **Steps to reproduce:** In Steam > Library, right click Godot and open Properties, in General > Set Launch Options add the arguments '/path/to/project' to launch directly into the project. **Minimal reproduction project:** [Test.zip](https://github.com/godotengine/godot/files/2922441/Test.zip) ",1,launch options arguments not working properly in steam godot version godot steam os device including version macos mojave issue description adding the launch options path to project launches in maximized window but loads the project manager instead of the project godot is launched with path home p via steam which prevent it from working steps to reproduce in steam library right click godot and open properties in general set launch options add the arguments path to project to launch directly into the project minimal reproduction project ,1 17939,12439105105.0,IssuesEvent,2020-05-26 09:32:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to perform live editing from a PC to another PC,feature proposal topic:core usability,"It would be very welcome to have support for live editing (and one-click deploy, remote filesystem, …) when two PCs are on the same Ethernet or Wi-Fi network. This way, you could develop the game on one PC, and test it on another PC. ",True,"Ability to perform live editing from a PC to another PC - It would be very welcome to have support for live editing (and one-click deploy, remote filesystem, …) when two PCs are on the same Ethernet or Wi-Fi network. This way, you could develop the game on one PC, and test it on another PC. ",1,ability to perform live editing from a pc to another pc it would be very welcome to have support for live editing and one click deploy remote filesystem … when two pcs are on the same ethernet or wi fi network this way you could develop the game on one pc and test it on another pc ,1 7507,6924975896.0,IssuesEvent,2017-11-30 14:37:03,hpi-swt2/sport-portal,https://api.github.com/repos/hpi-swt2/sport-portal,closed,Users controller causes nil error on resource authorization,bug review security,"See [this error.](https://swt2-errbit-2017.herokuapp.com/apps/5a031be36caee90014ce8531/problems/5a1d947d46d3bb00089d941f) When a user that is not signed in tries to access the edit page of an existing user, this error occurs. No way to fix this is known so far.",True,"Users controller causes nil error on resource authorization - See [this error.](https://swt2-errbit-2017.herokuapp.com/apps/5a031be36caee90014ce8531/problems/5a1d947d46d3bb00089d941f) When a user that is not signed in tries to access the edit page of an existing user, this error occurs. No way to fix this is known so far.",0,users controller causes nil error on resource authorization see when a user that is not signed in tries to access the edit page of an existing user this error occurs no way to fix this is known so far ,0 56130,14940826062.0,IssuesEvent,2021-01-25 18:50:54,openzfs/zfs,https://api.github.com/repos/openzfs/zfs,closed,Deadlock when writing to ZFS 2.0.1 filesystem from Docker container,Type: Defect," ### System information Type | Version/Name --- | --- Distribution Name | CentOS Distribution Version | 7.9.2009 (Core) Linux Kernel | 3.10.0-1160.11.1 Architecture | x86_64 ZFS Version | 2.0.1 (kmod) SPL Version | 2.0.1 ### Describe the problem you're observing After updating my NAS from ZFS 0.8.5 to 2.0.1 and performing a zpool upgrade, I started encountering an issue where my docker containers (running local on the NAS) that mounted ZFS volumes would deadlock at 100% CPU as soon as they tried to perform any heavy write operations to the pool. I observed this behavior with both the linuxserver.io Sabnzbd and qBittorrent containers. The containers would appear to function normally until I tried to download a Linux ISO, then, the download would get stuck, container would lock at 100% CPU, and nothing would work to kill or stop the container until I rebooted. I was able to work around this issue by downgrading ZFS packages to 2.0.0. Everything is working correctly again. ### Describe how to reproduce the problem Create a RAID-Z2 pool using OpenZFS 2.0.1 on CentOS 7.9 (my pool has a both an L2ARC and a SLOG device) Install Docker CE 20.10 (problem occurs with 19.03 too) Launch a linuxserver.io Sabnzbd container, passing a ZFS volume to /config and /downloads Attempt to download a NZB Download will begin and then immediately deadlock ### Include any warning/errors/backtraces from the system logs There was no relevant log output from the docker application or in syslog, however, I did strace the process while it was locked at 100% CPU and it was repeating this system call over and over: ``` strace: Process 20733 attached select(0, NULL, NULL, NULL, {tv_sec=2, tv_usec=562986}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) ``` ",1.0,"Deadlock when writing to ZFS 2.0.1 filesystem from Docker container - ### System information Type | Version/Name --- | --- Distribution Name | CentOS Distribution Version | 7.9.2009 (Core) Linux Kernel | 3.10.0-1160.11.1 Architecture | x86_64 ZFS Version | 2.0.1 (kmod) SPL Version | 2.0.1 ### Describe the problem you're observing After updating my NAS from ZFS 0.8.5 to 2.0.1 and performing a zpool upgrade, I started encountering an issue where my docker containers (running local on the NAS) that mounted ZFS volumes would deadlock at 100% CPU as soon as they tried to perform any heavy write operations to the pool. I observed this behavior with both the linuxserver.io Sabnzbd and qBittorrent containers. The containers would appear to function normally until I tried to download a Linux ISO, then, the download would get stuck, container would lock at 100% CPU, and nothing would work to kill or stop the container until I rebooted. I was able to work around this issue by downgrading ZFS packages to 2.0.0. Everything is working correctly again. ### Describe how to reproduce the problem Create a RAID-Z2 pool using OpenZFS 2.0.1 on CentOS 7.9 (my pool has a both an L2ARC and a SLOG device) Install Docker CE 20.10 (problem occurs with 19.03 too) Launch a linuxserver.io Sabnzbd container, passing a ZFS volume to /config and /downloads Attempt to download a NZB Download will begin and then immediately deadlock ### Include any warning/errors/backtraces from the system logs There was no relevant log output from the docker application or in syslog, however, I did strace the process while it was locked at 100% CPU and it was repeating this system call over and over: ``` strace: Process 20733 attached select(0, NULL, NULL, NULL, {tv_sec=2, tv_usec=562986}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) select(0, NULL, NULL, NULL, {tv_sec=3, tv_usec=0}) = 0 (Timeout) ``` ",0,deadlock when writing to zfs filesystem from docker container thank you for reporting an issue important please check our issue tracker before opening a new issue additional valuable information can be found in the openzfs documentation and mailing list archives please fill in as much of the template as possible system information type version name distribution name centos distribution version core linux kernel architecture zfs version kmod spl version commands to find zfs spl versions modinfo zfs grep iw version modinfo spl grep iw version describe the problem you re observing after updating my nas from zfs to and performing a zpool upgrade i started encountering an issue where my docker containers running local on the nas that mounted zfs volumes would deadlock at cpu as soon as they tried to perform any heavy write operations to the pool i observed this behavior with both the linuxserver io sabnzbd and qbittorrent containers the containers would appear to function normally until i tried to download a linux iso then the download would get stuck container would lock at cpu and nothing would work to kill or stop the container until i rebooted i was able to work around this issue by downgrading zfs packages to everything is working correctly again describe how to reproduce the problem create a raid pool using openzfs on centos my pool has a both an and a slog device install docker ce problem occurs with too launch a linuxserver io sabnzbd container passing a zfs volume to config and downloads attempt to download a nzb download will begin and then immediately deadlock include any warning errors backtraces from the system logs there was no relevant log output from the docker application or in syslog however i did strace the process while it was locked at cpu and it was repeating this system call over and over strace process attached select null null null tv sec tv usec timeout select null null null tv sec tv usec timeout select null null null tv sec tv usec timeout select null null null tv sec tv usec timeout select null null null tv sec tv usec timeout select null null null tv sec tv usec timeout select null null null tv sec tv usec timeout select null null null tv sec tv usec timeout select null null null tv sec tv usec timeout select null null null tv sec tv usec timeout select null null null tv sec tv usec timeout select null null null tv sec tv usec timeout select null null null tv sec tv usec timeout select null null null tv sec tv usec timeout select null null null tv sec tv usec timeout select null null null tv sec tv usec timeout ,0 6165,4164628914.0,IssuesEvent,2016-06-18 23:05:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Font saving: engine should add the expected file ending if not provided,enhancement topic:editor usability,"I just received a message ""couldn't save font"" in the font import dialog, which I was able to fix by adding .fnt at the end of the file. When only one file ending is possible, I expect a file save dialog to add the ending if it is missing. I would like to request that either a file name ending is added automatically (needs to be clarified: what happens in .FNT/.FnT file ending cases?) or that the error message explains the reason for the failure (""You have to add the file name ending"").",True,"Font saving: engine should add the expected file ending if not provided - I just received a message ""couldn't save font"" in the font import dialog, which I was able to fix by adding .fnt at the end of the file. When only one file ending is possible, I expect a file save dialog to add the ending if it is missing. I would like to request that either a file name ending is added automatically (needs to be clarified: what happens in .FNT/.FnT file ending cases?) or that the error message explains the reason for the failure (""You have to add the file name ending"").",1,font saving engine should add the expected file ending if not provided i just received a message couldn t save font in the font import dialog which i was able to fix by adding fnt at the end of the file when only one file ending is possible i expect a file save dialog to add the ending if it is missing i would like to request that either a file name ending is added automatically needs to be clarified what happens in fnt fnt file ending cases or that the error message explains the reason for the failure you have to add the file name ending ,1 17937,12439089417.0,IssuesEvent,2020-05-26 09:31:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,add some visual effects to where undo/redo occurs (feature request),feature proposal topic:editor usability,"**Operating system or device - Godot version:** Official 2.0.2_stable win64 **Issue description** (what happened, and what was expected): When I work on several scenes at the same time, the undo/redo stack apply to all the scenes. Having one undo/redo stack per scene would be less confusing, but as @reduz stated into #3511, it is not possible to change this behavior. So, to make it less confusing, what about adding some visual effects to where a undo/redo is applied ? For instance, when a property or a node is undone/redone, something like a red or yellow circle could brievely appear over the concerned item to attract eyes. I think it would make easier to follow the undo/redo flow. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"add some visual effects to where undo/redo occurs (feature request) - **Operating system or device - Godot version:** Official 2.0.2_stable win64 **Issue description** (what happened, and what was expected): When I work on several scenes at the same time, the undo/redo stack apply to all the scenes. Having one undo/redo stack per scene would be less confusing, but as @reduz stated into #3511, it is not possible to change this behavior. So, to make it less confusing, what about adding some visual effects to where a undo/redo is applied ? For instance, when a property or a node is undone/redone, something like a red or yellow circle could brievely appear over the concerned item to attract eyes. I think it would make easier to follow the undo/redo flow. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,add some visual effects to where undo redo occurs feature request operating system or device godot version official stable issue description what happened and what was expected when i work on several scenes at the same time the undo redo stack apply to all the scenes having one undo redo stack per scene would be less confusing but as reduz stated into it is not possible to change this behavior so to make it less confusing what about adding some visual effects to where a undo redo is applied for instance when a property or a node is undone redone something like a red or yellow circle could brievely appear over the concerned item to attract eyes i think it would make easier to follow the undo redo flow steps to reproduce link to minimal example project optional but very welcome ,1 3599,3492045195.0,IssuesEvent,2016-01-04 18:27:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Allow to use constants in preload/load,enhancement topic:gdscript usability,"Currently it's impossible to write code like that: ``` const PATH_2_SCENE = ""ScenePath.xscn""; var scene = preload(PATH_2_SCENE); ``` In editor validation (before starting the program) It says ```""Expected string constant as 'preload' argument""``` It would be nice to allow developers to use static const variables in case together with preloads and loads since it would ease changes if there would be ability to define paths in one place for the whole project.",True,"Allow to use constants in preload/load - Currently it's impossible to write code like that: ``` const PATH_2_SCENE = ""ScenePath.xscn""; var scene = preload(PATH_2_SCENE); ``` In editor validation (before starting the program) It says ```""Expected string constant as 'preload' argument""``` It would be nice to allow developers to use static const variables in case together with preloads and loads since it would ease changes if there would be ability to define paths in one place for the whole project.",1,allow to use constants in preload load currently it s impossible to write code like that const path scene scenepath xscn var scene preload path scene in editor validation before starting the program it says expected string constant as preload argument it would be nice to allow developers to use static const variables in case together with preloads and loads since it would ease changes if there would be ability to define paths in one place for the whole project ,1 3631,3509383387.0,IssuesEvent,2016-01-08 22:26:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,GridMap is outdated when compared to TileMap,enhancement topic:core usability,"There is no way to set friction for GridMap, or set physic layer/mask. The missing properties are in the 'Collision' section of TileMap: ![gridmapcollision](https://cloud.githubusercontent.com/assets/6129594/12211105/324048ca-b65f-11e5-84c0-3d90d1b26ea0.png) ",True,"GridMap is outdated when compared to TileMap - There is no way to set friction for GridMap, or set physic layer/mask. The missing properties are in the 'Collision' section of TileMap: ![gridmapcollision](https://cloud.githubusercontent.com/assets/6129594/12211105/324048ca-b65f-11e5-84c0-3d90d1b26ea0.png) ",1,gridmap is outdated when compared to tilemap there is no way to set friction for gridmap or set physic layer mask the missing properties are in the collision section of tilemap ,1 89958,25935749363.0,IssuesEvent,2022-12-16 14:01:22,docker/docs,https://api.github.com/repos/docker/docs,closed,Higher level explanations + simple examples,area/Build lifecycle/stale,"File: [compose/reference/build.md](https://docs.docker.com/compose/reference/build/) Higher level summaries of what CLI options do + a simple example or two = everyone understands docs infinitely better.",1.0,"Higher level explanations + simple examples - File: [compose/reference/build.md](https://docs.docker.com/compose/reference/build/) Higher level summaries of what CLI options do + a simple example or two = everyone understands docs infinitely better.",0,higher level explanations simple examples file higher level summaries of what cli options do a simple example or two everyone understands docs infinitely better ,0 126767,17970706065.0,IssuesEvent,2021-09-14 01:21:07,benchmarkdebricked/sentry,https://api.github.com/repos/benchmarkdebricked/sentry,opened,WS-2021-0369 (Medium) detected in sqlparse-0.1.19.tar.gz,security vulnerability,"## WS-2021-0369 - Medium Severity Vulnerability
Vulnerable Library - sqlparse-0.1.19.tar.gz

Non-validating SQL parser

Library home page: https://files.pythonhosted.org/packages/9c/cc/3d8d34cfd0507dd3c278575e42baff2316a92513de0a87ac0ec9f32806c9/sqlparse-0.1.19.tar.gz

Path to dependency file: /sentry

Path to vulnerable library: teSource-ArchiveExtractor_bee03127-6406-4da0-8fa0-5859528886d4/20190610083249_33102/20190610083108_depth_0/sqlparse-0.1.19.tar/sqlparse-0.1.19

Dependency Hierarchy: - :x: **sqlparse-0.1.19.tar.gz** (Vulnerable Library)

Vulnerability Details

StripComments filter contains a regular expression that is vulnerable to ReDOS (Regular Expression Denial of Service) The formatter function that strips comments from a SQL contains a regular expression that is vulnerable to ReDoS (Regular Expression Denial of Service). The regular expression may cause exponential backtracking on strings containing many repetitions of '\r\n' in SQL comments.

Publish Date: 2021-09-10

URL: WS-2021-0369

CVSS 3 Score Details (5.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: N/A - Attack Complexity: N/A - Privileges Required: N/A - User Interaction: N/A - Scope: N/A - Impact Metrics: - Confidentiality Impact: N/A - Integrity Impact: N/A - Availability Impact: N/A

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/advisories/GHSA-p5w8-wqhj-9hhf

Release Date: 2021-09-10

Fix Resolution: sqlparse - 0.4.2

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"WS-2021-0369 (Medium) detected in sqlparse-0.1.19.tar.gz - ## WS-2021-0369 - Medium Severity Vulnerability
Vulnerable Library - sqlparse-0.1.19.tar.gz

Non-validating SQL parser

Library home page: https://files.pythonhosted.org/packages/9c/cc/3d8d34cfd0507dd3c278575e42baff2316a92513de0a87ac0ec9f32806c9/sqlparse-0.1.19.tar.gz

Path to dependency file: /sentry

Path to vulnerable library: teSource-ArchiveExtractor_bee03127-6406-4da0-8fa0-5859528886d4/20190610083249_33102/20190610083108_depth_0/sqlparse-0.1.19.tar/sqlparse-0.1.19

Dependency Hierarchy: - :x: **sqlparse-0.1.19.tar.gz** (Vulnerable Library)

Vulnerability Details

StripComments filter contains a regular expression that is vulnerable to ReDOS (Regular Expression Denial of Service) The formatter function that strips comments from a SQL contains a regular expression that is vulnerable to ReDoS (Regular Expression Denial of Service). The regular expression may cause exponential backtracking on strings containing many repetitions of '\r\n' in SQL comments.

Publish Date: 2021-09-10

URL: WS-2021-0369

CVSS 3 Score Details (5.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: N/A - Attack Complexity: N/A - Privileges Required: N/A - User Interaction: N/A - Scope: N/A - Impact Metrics: - Confidentiality Impact: N/A - Integrity Impact: N/A - Availability Impact: N/A

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/advisories/GHSA-p5w8-wqhj-9hhf

Release Date: 2021-09-10

Fix Resolution: sqlparse - 0.4.2

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,ws medium detected in sqlparse tar gz ws medium severity vulnerability vulnerable library sqlparse tar gz non validating sql parser library home page a href path to dependency file sentry path to vulnerable library tesource archiveextractor depth sqlparse tar sqlparse dependency hierarchy x sqlparse tar gz vulnerable library vulnerability details stripcomments filter contains a regular expression that is vulnerable to redos regular expression denial of service the formatter function that strips comments from a sql contains a regular expression that is vulnerable to redos regular expression denial of service the regular expression may cause exponential backtracking on strings containing many repetitions of r n in sql comments publish date url a href cvss score details base score metrics exploitability metrics attack vector n a attack complexity n a privileges required n a user interaction n a scope n a impact metrics confidentiality impact n a integrity impact n a availability impact n a for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution sqlparse step up your open source security game with whitesource ,0 400427,27284366215.0,IssuesEvent,2023-02-23 12:27:08,mindsdb/mindsdb,https://api.github.com/repos/mindsdb/mindsdb,closed,[Docs]: UI to connect to MindsDB from compass has changed - please update written instructions,help wanted good first issue documentation,"### Short description of what should be added or improved Should reflect the demo YouTube video ### Video or screenshots https://docs.mindsdb.com/connect/mongo-compass ### Anything else? _No response_",1.0,"[Docs]: UI to connect to MindsDB from compass has changed - please update written instructions - ### Short description of what should be added or improved Should reflect the demo YouTube video ### Video or screenshots https://docs.mindsdb.com/connect/mongo-compass ### Anything else? _No response_",0, ui to connect to mindsdb from compass has changed please update written instructions short description of what should be added or improved should reflect the demo youtube video video or screenshots anything else no response ,0 21288,16812271581.0,IssuesEvent,2021-06-17 00:25:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Help pages search jumping doesn't work,bug regression topic:editor usability," **Godot version:** c7b4514 **Steps to reproduce:** 1. Open any search page in the editor 2. Search something so the result count appears at the bottom 3. Try using the navigation arrows to jump to result Searching nor pressing arrows doesn't scroll.",True,"Help pages search jumping doesn't work - **Godot version:** c7b4514 **Steps to reproduce:** 1. Open any search page in the editor 2. Search something so the result count appears at the bottom 3. Try using the navigation arrows to jump to result Searching nor pressing arrows doesn't scroll.",1,help pages search jumping doesn t work please search existing issues for potential duplicates before filing yours godot version steps to reproduce open any search page in the editor search something so the result count appears at the bottom try using the navigation arrows to jump to result searching nor pressing arrows doesn t scroll ,1 15117,9784820050.0,IssuesEvent,2019-06-08 23:05:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Some node configuration warnings aren't displayed immediately after changing properties,bug topic:editor usability,"**Godot version:** Git https://github.com/godotengine/godot/commit/abbbde87e28982150d30e748b89c5303384909ca **OS/device including version:** Fedora 30, Clang 8.0.0 **Issue description:** When changing properties that *should* cause a node to display a configuration warning, the warning isn't displayed immediately. Instead, the warning is only displayed after reloading the scene. The opposite is also true: in some cases, fixing a warning will require the user to reload the scene to make the warning icon go away. **Steps to reproduce:** Create a CPUParticles node and assign a mesh to it. Notice how it still has a warning icon (but clicking it doesn't display anything). Reload the scene, and notice the warning icon disappearing.",True,"Some node configuration warnings aren't displayed immediately after changing properties - **Godot version:** Git https://github.com/godotengine/godot/commit/abbbde87e28982150d30e748b89c5303384909ca **OS/device including version:** Fedora 30, Clang 8.0.0 **Issue description:** When changing properties that *should* cause a node to display a configuration warning, the warning isn't displayed immediately. Instead, the warning is only displayed after reloading the scene. The opposite is also true: in some cases, fixing a warning will require the user to reload the scene to make the warning icon go away. **Steps to reproduce:** Create a CPUParticles node and assign a mesh to it. Notice how it still has a warning icon (but clicking it doesn't display anything). Reload the scene, and notice the warning icon disappearing.",1,some node configuration warnings aren t displayed immediately after changing properties godot version git os device including version fedora clang issue description when changing properties that should cause a node to display a configuration warning the warning isn t displayed immediately instead the warning is only displayed after reloading the scene the opposite is also true in some cases fixing a warning will require the user to reload the scene to make the warning icon go away steps to reproduce create a cpuparticles node and assign a mesh to it notice how it still has a warning icon but clicking it doesn t display anything reload the scene and notice the warning icon disappearing ,1 326951,28033925024.0,IssuesEvent,2023-03-28 14:01:07,QuantConnect/Lean,https://api.github.com/repos/QuantConnect/Lean,closed,Validates_SetEndTime Test Sporadic Failures,bug testing good first issue impact-low," #### Expected Behavior - No unit tests fails sporadically #### Actual Behavior - `Validates_SetEndTime` unit test fails sporadically around midnight I believe #### Potential Solution - Review & refactor to avoid race condition #### Reproducing the Problem N/A #### System Information N/A #### Checklist - [x] I have completely filled out this template - [x] I have confirmed that this issue exists on the current `master` branch - [x] I have confirmed that this is not a duplicate issue by searching [issues](https://github.com/QuantConnect/Lean/issues) - [x] I have provided detailed steps to reproduce the issue ",1.0,"Validates_SetEndTime Test Sporadic Failures - #### Expected Behavior - No unit tests fails sporadically #### Actual Behavior - `Validates_SetEndTime` unit test fails sporadically around midnight I believe #### Potential Solution - Review & refactor to avoid race condition #### Reproducing the Problem N/A #### System Information N/A #### Checklist - [x] I have completely filled out this template - [x] I have confirmed that this issue exists on the current `master` branch - [x] I have confirmed that this is not a duplicate issue by searching [issues](https://github.com/QuantConnect/Lean/issues) - [x] I have provided detailed steps to reproduce the issue ",0,validates setendtime test sporadic failures expected behavior no unit tests fails sporadically actual behavior validates setendtime unit test fails sporadically around midnight i believe potential solution review refactor to avoid race condition reproducing the problem n a system information n a checklist i have completely filled out this template i have confirmed that this issue exists on the current master branch i have confirmed that this is not a duplicate issue by searching i have provided detailed steps to reproduce the issue ,0 80956,15609560426.0,IssuesEvent,2021-03-19 12:04:24,fac21/week2--Http-Project--AJMS,https://api.github.com/repos/fac21/week2--Http-Project--AJMS,closed,Delete console.log on line 56 of index.js,code review,You are still logging the whole result to the console which is unnecessary,1.0,Delete console.log on line 56 of index.js - You are still logging the whole result to the console which is unnecessary,0,delete console log on line of index js you are still logging the whole result to the console which is unnecessary,0 279108,30702449573.0,IssuesEvent,2023-07-27 01:31:09,artsking/packages_apps_settings_10.0.0_r33,https://api.github.com/repos/artsking/packages_apps_settings_10.0.0_r33,reopened,CVE-2021-0336 (High) detected in Settingsandroid-10.0.0_r33,Mend: dependency security vulnerability,"## CVE-2021-0336 - High Severity Vulnerability
Vulnerable Library - Settingsandroid-10.0.0_r33

Library home page: https://android.googlesource.com/platform/packages/apps/Settings

Found in HEAD commit: 081b5699d08adc751bd29d01eff86bb13c550019

Found in base branch: master

Vulnerable Source Files (1)

/src/com/android/settings/bluetooth/BluetoothPermissionRequest.java

Vulnerability Details

In onReceive of BluetoothPermissionRequest.java, there is a possible permissions bypass due to a mutable PendingIntent. This could lead to local escalation of privilege that bypasses a permission check, with User execution privileges needed. User interaction is not needed for exploitation.Product: AndroidVersions: Android-9 Android-10 Android-11 Android-8.1Android ID: A-158219161

Publish Date: 2021-02-10

URL: CVE-2021-0336

CVSS 3 Score Details (7.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Local - Attack Complexity: Low - Privileges Required: Low - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://source.android.com/security/bulletin/2021-02-01

Release Date: 2021-02-10

Fix Resolution: android-11.0.0_r29

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2021-0336 (High) detected in Settingsandroid-10.0.0_r33 - ## CVE-2021-0336 - High Severity Vulnerability
Vulnerable Library - Settingsandroid-10.0.0_r33

Library home page: https://android.googlesource.com/platform/packages/apps/Settings

Found in HEAD commit: 081b5699d08adc751bd29d01eff86bb13c550019

Found in base branch: master

Vulnerable Source Files (1)

/src/com/android/settings/bluetooth/BluetoothPermissionRequest.java

Vulnerability Details

In onReceive of BluetoothPermissionRequest.java, there is a possible permissions bypass due to a mutable PendingIntent. This could lead to local escalation of privilege that bypasses a permission check, with User execution privileges needed. User interaction is not needed for exploitation.Product: AndroidVersions: Android-9 Android-10 Android-11 Android-8.1Android ID: A-158219161

Publish Date: 2021-02-10

URL: CVE-2021-0336

CVSS 3 Score Details (7.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Local - Attack Complexity: Low - Privileges Required: Low - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://source.android.com/security/bulletin/2021-02-01

Release Date: 2021-02-10

Fix Resolution: android-11.0.0_r29

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in settingsandroid cve high severity vulnerability vulnerable library settingsandroid library home page a href found in head commit a href found in base branch master vulnerable source files src com android settings bluetooth bluetoothpermissionrequest java vulnerability details in onreceive of bluetoothpermissionrequest java there is a possible permissions bypass due to a mutable pendingintent this could lead to local escalation of privilege that bypasses a permission check with user execution privileges needed user interaction is not needed for exploitation product androidversions android android android android id a publish date url a href cvss score details base score metrics exploitability metrics attack vector local attack complexity low privileges required low user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution android step up your open source security game with mend ,0 10615,6825120825.0,IssuesEvent,2017-11-08 09:23:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Add ""Make Resource Unique"" flag (allow unique Materials on instanced nodes)",feature proposal topic:core topic:rendering usability,"_bugsquad edit: The orginal title of this issue was ""Shader material not unique on instanced nodes""_ _Changed title to reflect ""feature proposal"" status in reaction to reduz comment: https://github.com/godotengine/godot/issues/3222#issuecomment-168666945_ --- Related to #2162 When using shader on sprites (haven tested on other nodes), the shader is the same for every instanced sprite. I have a setup where the sprites are instanced in the editor inside another scene. If the shader changes one of it's parameters it changes on every sprite instance. RootNode ===> Instanced1 =====> Sprite(shader) ===> Instanced2 ======> Sprite(shader) This happens even if I use the ""Make sub-resources unique"" on the instanced node. The only way to achive this is going node by node and set the ""Editable Children"" flag to true. Then navigating to the sprite child node and setting ""Make sub-resources unique"" flag. Is there a reason why the shader resources are not duplicated when duplicating nodes that are using them? PS: here's a test project https://dl.dropboxusercontent.com/u/274954519/godot-issues/test_shaders.zip ",True,"Add ""Make Resource Unique"" flag (allow unique Materials on instanced nodes) - _bugsquad edit: The orginal title of this issue was ""Shader material not unique on instanced nodes""_ _Changed title to reflect ""feature proposal"" status in reaction to reduz comment: https://github.com/godotengine/godot/issues/3222#issuecomment-168666945_ --- Related to #2162 When using shader on sprites (haven tested on other nodes), the shader is the same for every instanced sprite. I have a setup where the sprites are instanced in the editor inside another scene. If the shader changes one of it's parameters it changes on every sprite instance. RootNode ===> Instanced1 =====> Sprite(shader) ===> Instanced2 ======> Sprite(shader) This happens even if I use the ""Make sub-resources unique"" on the instanced node. The only way to achive this is going node by node and set the ""Editable Children"" flag to true. Then navigating to the sprite child node and setting ""Make sub-resources unique"" flag. Is there a reason why the shader resources are not duplicated when duplicating nodes that are using them? PS: here's a test project https://dl.dropboxusercontent.com/u/274954519/godot-issues/test_shaders.zip ",1,add make resource unique flag allow unique materials on instanced nodes bugsquad edit the orginal title of this issue was shader material not unique on instanced nodes changed title to reflect feature proposal status in reaction to reduz comment related to when using shader on sprites haven tested on other nodes the shader is the same for every instanced sprite i have a setup where the sprites are instanced in the editor inside another scene if the shader changes one of it s parameters it changes on every sprite instance rootnode sprite shader sprite shader this happens even if i use the make sub resources unique on the instanced node the only way to achive this is going node by node and set the editable children flag to true then navigating to the sprite child node and setting make sub resources unique flag is there a reason why the shader resources are not duplicated when duplicating nodes that are using them ps here s a test project ,1 319437,9744136859.0,IssuesEvent,2019-06-03 05:46:05,webcompat/web-bugs,https://api.github.com/repos/webcompat/web-bugs,closed,www.france.tv - video or audio doesn't play,browser-firefox-tablet engine-gecko priority-normal," **URL**: https://www.france.tv/france-2/un-si-grand-soleil/un-si-grand-soleil-saison-1/992189-un-si-grand-soleil.html **Browser / Version**: Firefox Mobile (Tablet) 68.0 **Operating System**: Android 7.0 **Tested Another Browser**: Unknown **Problem type**: Video or audio doesn't play **Description**: the replay tv is no longer playing **Steps to Reproduce**: i have 2 addons installed, ublock origins and https everywhere. the replay tv screen is coming up but nothing happens when i press the play button [![Screenshot Description](https://webcompat.com/uploads/2019/5/7e2ce4bb-4292-4cbe-84c9-cbf2d074c064-thumb.jpeg)](https://webcompat.com/uploads/2019/5/7e2ce4bb-4292-4cbe-84c9-cbf2d074c064.jpeg)
Browser Configuration
  • mixed active content blocked: false
  • image.mem.shared: true
  • buildID: 20190530070032
  • tracking content blocked: false
  • gfx.webrender.blob-images: true
  • hasTouchScreen: true
  • mixed passive content blocked: false
  • gfx.webrender.enabled: false
  • gfx.webrender.all: false
  • channel: nightly

Console Messages:

[u'[JavaScript Warning: ""chec du chargement pour llment  


Link created at page load
}] ``` 2. Click on `Link created at page load`. MapTool opens the default browser and launches www.google.com, as expected. 3. Click on the button, and then on the newly created link. The HTML5 frame changes to www.google.com instead. **Expected behavior** Links created via javascript behave the same as links created with HTML. **MapTool Info** - Version: 1.6 - Install: New **Desktop (please complete the following information):** - OS: Windows - Version: 10 ",1.0,"Macrolinks added via Javascript don't work in frame5/dialog5 - **Describe the bug** Macrolinks / hyperlinks added via Javascript after the page has been created are not properly handled by frame5/dialog5. **To Reproduce** Steps to reproduce the behavior: 1. Run the following script: ```html [frame5(""test""):{ Link created at page load
}] ``` 2. Click on `Link created at page load`. MapTool opens the default browser and launches www.google.com, as expected. 3. Click on the button, and then on the newly created link. The HTML5 frame changes to www.google.com instead. **Expected behavior** Links created via javascript behave the same as links created with HTML. **MapTool Info** - Version: 1.6 - Install: New **Desktop (please complete the following information):** - OS: Windows - Version: 10 ",0,macrolinks added via javascript don t work in describe the bug macrolinks hyperlinks added via javascript after the page has been created are not properly handled by to reproduce steps to reproduce the behavior run the following script html test r function add link var a document createelement a var link document createtextnode this is a new link a appendchild link a title this is a new link a href document body appendchild a click me click on link created at page load maptool opens the default browser and launches as expected click on the button and then on the newly created link the frame changes to instead expected behavior links created via javascript behave the same as links created with html maptool info version install new desktop please complete the following information os windows version ,0 74308,14232933936.0,IssuesEvent,2020-11-18 11:23:41,fossasia/open-event-frontend,https://api.github.com/repos/fossasia/open-event-frontend,reopened,Use closure actions instead of sendAction in the project.,codeheat enhancement newbie-friendly step-by-step,"**Is your feature request related to a problem? Please describe.** Right now we are using sendAction in various components. We should use closure actions in the project. Not a huge problem but can be done after handling major issues. ",1.0,"Use closure actions instead of sendAction in the project. - **Is your feature request related to a problem? Please describe.** Right now we are using sendAction in various components. We should use closure actions in the project. Not a huge problem but can be done after handling major issues. ",0,use closure actions instead of sendaction in the project is your feature request related to a problem please describe right now we are using sendaction in various components we should use closure actions in the project not a huge problem but can be done after handling major issues ,0 15639,10208266509.0,IssuesEvent,2019-08-14 09:42:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pressing F3 in text editor when search field is closed makes permanent search highlights that you need CTRL + F to disable,enhancement topic:editor usability,"Sooo... this issue requires a set of actions to appear, but paradoxically, it happened to me enough times to get me annoyed and I finally found a way to reproduce it. tl;dr it causes a permanent search highlight to appear and you need to CTRL + F to cancel it. **Steps to reproduce** 0. Here's example code to test it: ``` func _ready(): var a = 1 var b = 1 var c = 1 ``` 1. Press CTRL + F 2. Type ""1"". This will highlight all 1s in your editor ![image](https://user-images.githubusercontent.com/2223172/43479410-a689a384-9500-11e8-90b1-e85cf0220a40.png) 3. Press ESC to close the search text field. It will correctly remove highlights ![image](https://user-images.githubusercontent.com/2223172/43479570-fe3a00ce-9500-11e8-826b-6127a462671f.png) 4. Press F3. The highlights are back, but there's no search field ![image](https://user-images.githubusercontent.com/2223172/43479514-e01dc3aa-9500-11e8-92a0-58715400e7c3.png) You can't remove the highlights now. Pressing ESC does nothing, because there's no search field to close. You need to press CTRL + F to re-enable search field and then press ESC. My suggested fixes: -make F3 bring back search field if it's closed OR -make ESC always cancel search highlights even if search field is invisible",True,"Pressing F3 in text editor when search field is closed makes permanent search highlights that you need CTRL + F to disable - Sooo... this issue requires a set of actions to appear, but paradoxically, it happened to me enough times to get me annoyed and I finally found a way to reproduce it. tl;dr it causes a permanent search highlight to appear and you need to CTRL + F to cancel it. **Steps to reproduce** 0. Here's example code to test it: ``` func _ready(): var a = 1 var b = 1 var c = 1 ``` 1. Press CTRL + F 2. Type ""1"". This will highlight all 1s in your editor ![image](https://user-images.githubusercontent.com/2223172/43479410-a689a384-9500-11e8-90b1-e85cf0220a40.png) 3. Press ESC to close the search text field. It will correctly remove highlights ![image](https://user-images.githubusercontent.com/2223172/43479570-fe3a00ce-9500-11e8-826b-6127a462671f.png) 4. Press F3. The highlights are back, but there's no search field ![image](https://user-images.githubusercontent.com/2223172/43479514-e01dc3aa-9500-11e8-92a0-58715400e7c3.png) You can't remove the highlights now. Pressing ESC does nothing, because there's no search field to close. You need to press CTRL + F to re-enable search field and then press ESC. My suggested fixes: -make F3 bring back search field if it's closed OR -make ESC always cancel search highlights even if search field is invisible",1,pressing in text editor when search field is closed makes permanent search highlights that you need ctrl f to disable sooo this issue requires a set of actions to appear but paradoxically it happened to me enough times to get me annoyed and i finally found a way to reproduce it tl dr it causes a permanent search highlight to appear and you need to ctrl f to cancel it steps to reproduce here s example code to test it func ready var a var b var c press ctrl f type this will highlight all in your editor press esc to close the search text field it will correctly remove highlights press the highlights are back but there s no search field you can t remove the highlights now pressing esc does nothing because there s no search field to close you need to press ctrl f to re enable search field and then press esc my suggested fixes make bring back search field if it s closed or make esc always cancel search highlights even if search field is invisible,1 231391,18764366681.0,IssuesEvent,2021-11-05 20:52:42,OSC/ondemand,https://api.github.com/repos/OSC/ondemand,opened,Add system tests for products (usr sharing),area/testing,While working on #1579 I couldn't help but notice there are no tests around those pages. Specifically around `products#show` and likely `products#index` too.,1.0,Add system tests for products (usr sharing) - While working on #1579 I couldn't help but notice there are no tests around those pages. Specifically around `products#show` and likely `products#index` too.,0,add system tests for products usr sharing while working on i couldn t help but notice there are no tests around those pages specifically around products show and likely products index too ,0 250181,18874638553.0,IssuesEvent,2021-11-13 20:09:16,girlscript/winter-of-contributing,https://api.github.com/repos/girlscript/winter-of-contributing,closed,DSA 2.1.19.2 suffix trie and suffix array in strings,documentation GWOC21 Video Audio DSA Assigned,"## Description Explain suffix trie in strings with code. ## Task - [ ] Audio - [ ] Video - [ ] Documentation ## Note - While requesting the issue to be assigned, please mention your **NAME & BATCH NUMBER**. - **Mention the type of contribution you want to make**. - Kindly refer to the [Issue Guidelines](https://github.com/girlscript/winter-of-contributing/blob/DSA/DSA/CONTRIBUTING.md#issues). - **Do not use the assign command for this issue. Follow the above procedure.** - In case you see that the issue has already been assigned, try to request a different task within the same issue. - Changes should be made inside the ````DSA/directory```` & ````DSA```` branch. - Name of the file should be the same as the issue. - This issue is only for 'GWOC' contributors of the 'DSA' Domain. ### Domain DSA ### Type of Contribution Audio, Video, Documentation ### Code of Conduct - [X] I follow [Contributing Guidelines](https://github.com/girlscript/winter-of-contributing/blob/main/.github/CONTRIBUTING.md) & [Code of conduct](https://github.com/girlscript/winter-of-contributing/blob/main/.github/CODE_OF_CONDUCT.md) of this project.",1.0,"DSA 2.1.19.2 suffix trie and suffix array in strings - ## Description Explain suffix trie in strings with code. ## Task - [ ] Audio - [ ] Video - [ ] Documentation ## Note - While requesting the issue to be assigned, please mention your **NAME & BATCH NUMBER**. - **Mention the type of contribution you want to make**. - Kindly refer to the [Issue Guidelines](https://github.com/girlscript/winter-of-contributing/blob/DSA/DSA/CONTRIBUTING.md#issues). - **Do not use the assign command for this issue. Follow the above procedure.** - In case you see that the issue has already been assigned, try to request a different task within the same issue. - Changes should be made inside the ````DSA/directory```` & ````DSA```` branch. - Name of the file should be the same as the issue. - This issue is only for 'GWOC' contributors of the 'DSA' Domain. ### Domain DSA ### Type of Contribution Audio, Video, Documentation ### Code of Conduct - [X] I follow [Contributing Guidelines](https://github.com/girlscript/winter-of-contributing/blob/main/.github/CONTRIBUTING.md) & [Code of conduct](https://github.com/girlscript/winter-of-contributing/blob/main/.github/CODE_OF_CONDUCT.md) of this project.",0,dsa suffix trie and suffix array in strings description explain suffix trie in strings with code task audio video documentation note while requesting the issue to be assigned please mention your name batch number mention the type of contribution you want to make kindly refer to the do not use the assign command for this issue follow the above procedure in case you see that the issue has already been assigned try to request a different task within the same issue changes should be made inside the dsa directory dsa branch name of the file should be the same as the issue this issue is only for gwoc contributors of the dsa domain domain dsa type of contribution audio video documentation code of conduct i follow of this project ,0 68730,29494147116.0,IssuesEvent,2023-06-02 15:31:27,reapit/foundations,https://api.github.com/repos/reapit/foundations,closed,The rc service app should support groups management and be imported into Foundations,feature front-end rc-service-app,"**Background context or User story:** _The RC service app is being used actively and will need future development. It is also a pain to develop against and should be brought into Foundations and refactored as required._ **Specification or Acceptance Criteria:** - Should be a foundations app - Should support user group adding and removing - can lift and shift this behaviour from the MM App",1.0,"The rc service app should support groups management and be imported into Foundations - **Background context or User story:** _The RC service app is being used actively and will need future development. It is also a pain to develop against and should be brought into Foundations and refactored as required._ **Specification or Acceptance Criteria:** - Should be a foundations app - Should support user group adding and removing - can lift and shift this behaviour from the MM App",0,the rc service app should support groups management and be imported into foundations background context or user story the rc service app is being used actively and will need future development it is also a pain to develop against and should be brought into foundations and refactored as required specification or acceptance criteria should be a foundations app should support user group adding and removing can lift and shift this behaviour from the mm app,0 9870,6486004459.0,IssuesEvent,2017-08-19 15:44:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Laggy dock resizing, dragging split in editor low fps",bug topic:editor usability,"**Operating system or device - Godot version:** current master macOS **Issue description:** dragging the split to resize different editor docks is slow/laggy compared to 2.1 **Steps to reproduce:** Open godot 3.0 resize the right or left dock section. It will render with less than 10 fps. ## Things we know (would be good to know): - [x] This issue is not existing in the 2.1 version from the website - [x] Also present in release compile - [x] drawing texture style boxes needs less number calculations on the cpu when redrawn. (styleBoxFlat needs to calculate the size and position for multiple rectangles. This gets even more complex with the new style boxFlat (rounded borders) - [x] there is no noticeable difference in performance when I test it with the more complex calculations of the new style box. (taking all that into consideration, it does not seem like the lag has anything to do with the actual style box drawing) - [ ] the lag was introduced when switching to the new renderer in the viewport. - [x] the lag is much bigger when resizing the editor in a way that the main viewport gets resized. - [x] **probably has something to do with the input system** I marked things in the list which I know. the rest are more or the less questions which, when answered would help finding the issue for the low performance. @volzhs maybe you have already discovered additional information.",True,"Laggy dock resizing, dragging split in editor low fps - **Operating system or device - Godot version:** current master macOS **Issue description:** dragging the split to resize different editor docks is slow/laggy compared to 2.1 **Steps to reproduce:** Open godot 3.0 resize the right or left dock section. It will render with less than 10 fps. ## Things we know (would be good to know): - [x] This issue is not existing in the 2.1 version from the website - [x] Also present in release compile - [x] drawing texture style boxes needs less number calculations on the cpu when redrawn. (styleBoxFlat needs to calculate the size and position for multiple rectangles. This gets even more complex with the new style boxFlat (rounded borders) - [x] there is no noticeable difference in performance when I test it with the more complex calculations of the new style box. (taking all that into consideration, it does not seem like the lag has anything to do with the actual style box drawing) - [ ] the lag was introduced when switching to the new renderer in the viewport. - [x] the lag is much bigger when resizing the editor in a way that the main viewport gets resized. - [x] **probably has something to do with the input system** I marked things in the list which I know. the rest are more or the less questions which, when answered would help finding the issue for the low performance. @volzhs maybe you have already discovered additional information.",1,laggy dock resizing dragging split in editor low fps operating system or device godot version current master macos issue description dragging the split to resize different editor docks is slow laggy compared to steps to reproduce open godot resize the right or left dock section it will render with less than fps things we know would be good to know this issue is not existing in the version from the website also present in release compile drawing texture style boxes needs less number calculations on the cpu when redrawn styleboxflat needs to calculate the size and position for multiple rectangles this gets even more complex with the new style boxflat rounded borders there is no noticeable difference in performance when i test it with the more complex calculations of the new style box taking all that into consideration it does not seem like the lag has anything to do with the actual style box drawing the lag was introduced when switching to the new renderer in the viewport the lag is much bigger when resizing the editor in a way that the main viewport gets resized probably has something to do with the input system i marked things in the list which i know the rest are more or the less questions which when answered would help finding the issue for the low performance volzhs maybe you have already discovered additional information ,1 15641,10209049608.0,IssuesEvent,2019-08-14 11:44:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project Manager doesn't remember sorting option,bug topic:editor usability," **Godot version:** 52cfb5f **Issue description:** Not sure if it wasn't always like this, but when you change the sorting option in the manager and exit the editor, it will be reverted back to ""Name"" on another launch. Moreover, when you manually change the sorting in Editor Settings, it will be ok when running Project Manager, but will revert again when running editor. This actually seems to be similar to #24303, except it was fixed and now it isn't again.",True,"Project Manager doesn't remember sorting option - **Godot version:** 52cfb5f **Issue description:** Not sure if it wasn't always like this, but when you change the sorting option in the manager and exit the editor, it will be reverted back to ""Name"" on another launch. Moreover, when you manually change the sorting in Editor Settings, it will be ok when running Project Manager, but will revert again when running editor. This actually seems to be similar to #24303, except it was fixed and now it isn't again.",1,project manager doesn t remember sorting option please search existing issues for potential duplicates before filing yours godot version issue description not sure if it wasn t always like this but when you change the sorting option in the manager and exit the editor it will be reverted back to name on another launch moreover when you manually change the sorting in editor settings it will be ok when running project manager but will revert again when running editor this actually seems to be similar to except it was fixed and now it isn t again ,1 13646,8632097915.0,IssuesEvent,2018-11-22 09:50:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changing the tooltip delay in project settings affects the editor,bug topic:core topic:editor usability,"**Operating system or device - Godot version:** Windows 10 64bit - Godot 2.1.3 and Godot 3.0 **Issue description:** Changing the tooltip delay in project settings will affect the editor's tooltips (after closing the project and reopening it). It should only affect the tooltips in-game. **Steps to reproduce:** Open any project, go to project settings and set tooltip delay to 0, then close the project and reopen it. Now all tooltips in the editor appear instantly. ",True,"Changing the tooltip delay in project settings affects the editor - **Operating system or device - Godot version:** Windows 10 64bit - Godot 2.1.3 and Godot 3.0 **Issue description:** Changing the tooltip delay in project settings will affect the editor's tooltips (after closing the project and reopening it). It should only affect the tooltips in-game. **Steps to reproduce:** Open any project, go to project settings and set tooltip delay to 0, then close the project and reopen it. Now all tooltips in the editor appear instantly. ",1,changing the tooltip delay in project settings affects the editor operating system or device godot version windows godot and godot issue description changing the tooltip delay in project settings will affect the editor s tooltips after closing the project and reopening it it should only affect the tooltips in game steps to reproduce open any project go to project settings and set tooltip delay to then close the project and reopen it now all tooltips in the editor appear instantly ,1 18537,13019417708.0,IssuesEvent,2020-07-26 22:29:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Allow saving arrays as resource,discussion feature proposal topic:core usability,"**Operating system or device - Godot version:** Tested on 2.1.1 stable **Issue description** Resources like shapes and curves can be saved as files in the editor (with the save icon) but built in types like Arrays, which are often used like those resources (to make polygons and things like that), can't be saved, making it complicated to copy the data in a simple way. **Steps to reproduce:** Create a node that uses an Array or export an Array variable on a script, create a new array if needed and go to edit the array in the inspector, the save button is disabled. PS: the load button is enabled ~~but I'm not sure if it works because arrays can't be saved~~ and may break things because it can load anything (only tried with a mesh library resource)... ",True,"Allow saving arrays as resource - **Operating system or device - Godot version:** Tested on 2.1.1 stable **Issue description** Resources like shapes and curves can be saved as files in the editor (with the save icon) but built in types like Arrays, which are often used like those resources (to make polygons and things like that), can't be saved, making it complicated to copy the data in a simple way. **Steps to reproduce:** Create a node that uses an Array or export an Array variable on a script, create a new array if needed and go to edit the array in the inspector, the save button is disabled. PS: the load button is enabled ~~but I'm not sure if it works because arrays can't be saved~~ and may break things because it can load anything (only tried with a mesh library resource)... ",1,allow saving arrays as resource operating system or device godot version tested on stable issue description resources like shapes and curves can be saved as files in the editor with the save icon but built in types like arrays which are often used like those resources to make polygons and things like that can t be saved making it complicated to copy the data in a simple way steps to reproduce create a node that uses an array or export an array variable on a script create a new array if needed and go to edit the array in the inspector the save button is disabled ps the load button is enabled but i m not sure if it works because arrays can t be saved and may break things because it can load anything only tried with a mesh library resource ,1 27403,28363856795.0,IssuesEvent,2023-04-12 12:42:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,NodePaths display incorrectly in the inspector arrays,bug topic:editor usability,"### Godot version 4.0.2 ### System information Windows 10 x64 ### Issue description ![image](https://user-images.githubusercontent.com/2223172/231459722-294d88f9-dae3-4a3f-8e7f-e5340ca0dd25.png) Both paths point to the same node, but the second one appears as if the node wasn't found. I assume this is because the NodePaths in array don't have the scene's node as ""parent"", so the path can't be resolved properly. ### Steps to reproduce 1. ```GDScript @export var np1: NodePath @export var np2: Array[NodePath] ``` 2. Assign the same node 3. Compare the results ### Minimal reproduction project N/A",True,"NodePaths display incorrectly in the inspector arrays - ### Godot version 4.0.2 ### System information Windows 10 x64 ### Issue description ![image](https://user-images.githubusercontent.com/2223172/231459722-294d88f9-dae3-4a3f-8e7f-e5340ca0dd25.png) Both paths point to the same node, but the second one appears as if the node wasn't found. I assume this is because the NodePaths in array don't have the scene's node as ""parent"", so the path can't be resolved properly. ### Steps to reproduce 1. ```GDScript @export var np1: NodePath @export var np2: Array[NodePath] ``` 2. Assign the same node 3. Compare the results ### Minimal reproduction project N/A",1,nodepaths display incorrectly in the inspector arrays godot version system information windows issue description both paths point to the same node but the second one appears as if the node wasn t found i assume this is because the nodepaths in array don t have the scene s node as parent so the path can t be resolved properly steps to reproduce gdscript export var nodepath export var array assign the same node compare the results minimal reproduction project n a,1 13559,8568288925.0,IssuesEvent,2018-11-10 19:59:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Left and right docks get resized smaller when the editor is minimized and maximized,bug topic:editor usability,"Godot 3.1 alpha 2 Windows 10 64 bits Reproduction: 1) Open a project 2) Give some large width to any of the left or right docks 3) Minimize the Godot window by clicking `[_]` or the taskbar icon 4) Maximize back the Godot window: notice docks have been resized to a much smaller width (not always the minimal width) This reproduces with any of the modes selected (2D, 3D, Script). It could be related to #23289 but the occurence is slightly different so I made another issue",True,"Left and right docks get resized smaller when the editor is minimized and maximized - Godot 3.1 alpha 2 Windows 10 64 bits Reproduction: 1) Open a project 2) Give some large width to any of the left or right docks 3) Minimize the Godot window by clicking `[_]` or the taskbar icon 4) Maximize back the Godot window: notice docks have been resized to a much smaller width (not always the minimal width) This reproduces with any of the modes selected (2D, 3D, Script). It could be related to #23289 but the occurence is slightly different so I made another issue",1,left and right docks get resized smaller when the editor is minimized and maximized godot alpha windows bits reproduction open a project give some large width to any of the left or right docks minimize the godot window by clicking or the taskbar icon maximize back the godot window notice docks have been resized to a much smaller width not always the minimal width this reproduces with any of the modes selected script it could be related to but the occurence is slightly different so i made another issue,1 217176,24317179212.0,IssuesEvent,2022-09-30 07:32:42,H-459/exam_baragon_gal,https://api.github.com/repos/H-459/exam_baragon_gal,closed,dropwizard-configuration-1.3.12.jar: 2 vulnerabilities (highest severity is: 8.8) - autoclosed,security vulnerability,"
Vulnerable Library - dropwizard-configuration-1.3.12.jar

Path to dependency file: /BaragonData/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/io/dropwizard/dropwizard-validation/1.3.12/dropwizard-validation-1.3.12.jar,/home/wss-scanner/.m2/repository/io/dropwizard/dropwizard-validation/1.3.12/dropwizard-validation-1.3.12.jar,/home/wss-scanner/.m2/repository/io/dropwizard/dropwizard-validation/1.3.12/dropwizard-validation-1.3.12.jar

Found in HEAD commit: cb38b8a4b34aa4f243b9192cd8f632fd994cbb38

## Vulnerabilities | CVE | Severity | CVSS | Dependency | Type | Fixed in | Remediation Available | | ------------- | ------------- | ----- | ----- | ----- | --- | --- | | [CVE-2020-11002](https://vuln.whitesourcesoftware.com/vulnerability/CVE-2020-11002) | High | 8.8 | dropwizard-validation-1.3.12.jar | Transitive | 1.3.21 | ✅ | | [CVE-2020-5245](https://vuln.whitesourcesoftware.com/vulnerability/CVE-2020-5245) | High | 8.8 | dropwizard-validation-1.3.12.jar | Transitive | 1.3.19 | ✅ | ## Details
CVE-2020-11002 ### Vulnerable Library - dropwizard-validation-1.3.12.jar

Dropwizard is a Java framework for developing ops-friendly, high-performance, RESTful web applications.

Library home page: http://www.dropwizard.io/1.3.12

Path to dependency file: /BaragonService/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/io/dropwizard/dropwizard-validation/1.3.12/dropwizard-validation-1.3.12.jar,/home/wss-scanner/.m2/repository/io/dropwizard/dropwizard-validation/1.3.12/dropwizard-validation-1.3.12.jar,/home/wss-scanner/.m2/repository/io/dropwizard/dropwizard-validation/1.3.12/dropwizard-validation-1.3.12.jar

Dependency Hierarchy: - dropwizard-configuration-1.3.12.jar (Root Library) - :x: **dropwizard-validation-1.3.12.jar** (Vulnerable Library)

Found in HEAD commit: cb38b8a4b34aa4f243b9192cd8f632fd994cbb38

Found in base branch: master

### Vulnerability Details

dropwizard-validation before versions 2.0.3 and 1.3.21 has a remote code execution vulnerability. A server-side template injection was identified in the self-validating feature enabling attackers to inject arbitrary Java EL expressions, leading to Remote Code Execution (RCE) vulnerability. If you are using a self-validating bean an upgrade to Dropwizard 1.3.21/2.0.3 or later is strongly recommended. The changes introduced in Dropwizard 1.3.19 and 2.0.2 for CVE-2020-5245 unfortunately did not fix the underlying issue completely. The issue has been fixed in dropwizard-validation 1.3.21 and 2.0.3 or later. We strongly recommend upgrading to one of these versions.

Publish Date: 2020-04-10

URL: CVE-2020-11002

### CVSS 3 Score Details (8.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: Low - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Origin: https://github.com/dropwizard/dropwizard/security/advisories/GHSA-8jpx-m2wh-2v34

Release Date: 2020-04-13

Fix Resolution (io.dropwizard:dropwizard-validation): 1.3.21

Direct dependency fix Resolution (io.dropwizard:dropwizard-configuration): 1.3.21

:rescue_worker_helmet: Automatic Remediation is available for this issue
CVE-2020-5245 ### Vulnerable Library - dropwizard-validation-1.3.12.jar

Dropwizard is a Java framework for developing ops-friendly, high-performance, RESTful web applications.

Library home page: http://www.dropwizard.io/1.3.12

Path to dependency file: /BaragonService/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/io/dropwizard/dropwizard-validation/1.3.12/dropwizard-validation-1.3.12.jar,/home/wss-scanner/.m2/repository/io/dropwizard/dropwizard-validation/1.3.12/dropwizard-validation-1.3.12.jar,/home/wss-scanner/.m2/repository/io/dropwizard/dropwizard-validation/1.3.12/dropwizard-validation-1.3.12.jar

Dependency Hierarchy: - dropwizard-configuration-1.3.12.jar (Root Library) - :x: **dropwizard-validation-1.3.12.jar** (Vulnerable Library)

Found in HEAD commit: cb38b8a4b34aa4f243b9192cd8f632fd994cbb38

Found in base branch: master

### Vulnerability Details

Dropwizard-Validation before 1.3.19, and 2.0.2 may allow arbitrary code execution on the host system, with the privileges of the Dropwizard service account, by injecting arbitrary Java Expression Language expressions when using the self-validating feature. The issue has been fixed in dropwizard-validation 1.3.19 and 2.0.2.

Publish Date: 2020-02-24

URL: CVE-2020-5245

### CVSS 3 Score Details (8.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: Low - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2020-5245

Release Date: 2020-02-24

Fix Resolution (io.dropwizard:dropwizard-validation): 1.3.19

Direct dependency fix Resolution (io.dropwizard:dropwizard-configuration): 1.3.19

:rescue_worker_helmet: Automatic Remediation is available for this issue
***

:rescue_worker_helmet: Automatic Remediation is available for this issue.

",True,"dropwizard-configuration-1.3.12.jar: 2 vulnerabilities (highest severity is: 8.8) - autoclosed -
Vulnerable Library - dropwizard-configuration-1.3.12.jar

Path to dependency file: /BaragonData/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/io/dropwizard/dropwizard-validation/1.3.12/dropwizard-validation-1.3.12.jar,/home/wss-scanner/.m2/repository/io/dropwizard/dropwizard-validation/1.3.12/dropwizard-validation-1.3.12.jar,/home/wss-scanner/.m2/repository/io/dropwizard/dropwizard-validation/1.3.12/dropwizard-validation-1.3.12.jar

Found in HEAD commit: cb38b8a4b34aa4f243b9192cd8f632fd994cbb38

## Vulnerabilities | CVE | Severity | CVSS | Dependency | Type | Fixed in | Remediation Available | | ------------- | ------------- | ----- | ----- | ----- | --- | --- | | [CVE-2020-11002](https://vuln.whitesourcesoftware.com/vulnerability/CVE-2020-11002) | High | 8.8 | dropwizard-validation-1.3.12.jar | Transitive | 1.3.21 | ✅ | | [CVE-2020-5245](https://vuln.whitesourcesoftware.com/vulnerability/CVE-2020-5245) | High | 8.8 | dropwizard-validation-1.3.12.jar | Transitive | 1.3.19 | ✅ | ## Details
CVE-2020-11002 ### Vulnerable Library - dropwizard-validation-1.3.12.jar

Dropwizard is a Java framework for developing ops-friendly, high-performance, RESTful web applications.

Library home page: http://www.dropwizard.io/1.3.12

Path to dependency file: /BaragonService/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/io/dropwizard/dropwizard-validation/1.3.12/dropwizard-validation-1.3.12.jar,/home/wss-scanner/.m2/repository/io/dropwizard/dropwizard-validation/1.3.12/dropwizard-validation-1.3.12.jar,/home/wss-scanner/.m2/repository/io/dropwizard/dropwizard-validation/1.3.12/dropwizard-validation-1.3.12.jar

Dependency Hierarchy: - dropwizard-configuration-1.3.12.jar (Root Library) - :x: **dropwizard-validation-1.3.12.jar** (Vulnerable Library)

Found in HEAD commit: cb38b8a4b34aa4f243b9192cd8f632fd994cbb38

Found in base branch: master

### Vulnerability Details

dropwizard-validation before versions 2.0.3 and 1.3.21 has a remote code execution vulnerability. A server-side template injection was identified in the self-validating feature enabling attackers to inject arbitrary Java EL expressions, leading to Remote Code Execution (RCE) vulnerability. If you are using a self-validating bean an upgrade to Dropwizard 1.3.21/2.0.3 or later is strongly recommended. The changes introduced in Dropwizard 1.3.19 and 2.0.2 for CVE-2020-5245 unfortunately did not fix the underlying issue completely. The issue has been fixed in dropwizard-validation 1.3.21 and 2.0.3 or later. We strongly recommend upgrading to one of these versions.

Publish Date: 2020-04-10

URL: CVE-2020-11002

### CVSS 3 Score Details (8.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: Low - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Origin: https://github.com/dropwizard/dropwizard/security/advisories/GHSA-8jpx-m2wh-2v34

Release Date: 2020-04-13

Fix Resolution (io.dropwizard:dropwizard-validation): 1.3.21

Direct dependency fix Resolution (io.dropwizard:dropwizard-configuration): 1.3.21

:rescue_worker_helmet: Automatic Remediation is available for this issue
CVE-2020-5245 ### Vulnerable Library - dropwizard-validation-1.3.12.jar

Dropwizard is a Java framework for developing ops-friendly, high-performance, RESTful web applications.

Library home page: http://www.dropwizard.io/1.3.12

Path to dependency file: /BaragonService/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/io/dropwizard/dropwizard-validation/1.3.12/dropwizard-validation-1.3.12.jar,/home/wss-scanner/.m2/repository/io/dropwizard/dropwizard-validation/1.3.12/dropwizard-validation-1.3.12.jar,/home/wss-scanner/.m2/repository/io/dropwizard/dropwizard-validation/1.3.12/dropwizard-validation-1.3.12.jar

Dependency Hierarchy: - dropwizard-configuration-1.3.12.jar (Root Library) - :x: **dropwizard-validation-1.3.12.jar** (Vulnerable Library)

Found in HEAD commit: cb38b8a4b34aa4f243b9192cd8f632fd994cbb38

Found in base branch: master

### Vulnerability Details

Dropwizard-Validation before 1.3.19, and 2.0.2 may allow arbitrary code execution on the host system, with the privileges of the Dropwizard service account, by injecting arbitrary Java Expression Language expressions when using the self-validating feature. The issue has been fixed in dropwizard-validation 1.3.19 and 2.0.2.

Publish Date: 2020-02-24

URL: CVE-2020-5245

### CVSS 3 Score Details (8.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: Low - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2020-5245

Release Date: 2020-02-24

Fix Resolution (io.dropwizard:dropwizard-validation): 1.3.19

Direct dependency fix Resolution (io.dropwizard:dropwizard-configuration): 1.3.19

:rescue_worker_helmet: Automatic Remediation is available for this issue
***

:rescue_worker_helmet: Automatic Remediation is available for this issue.

",0,dropwizard configuration jar vulnerabilities highest severity is autoclosed vulnerable library dropwizard configuration jar path to dependency file baragondata pom xml path to vulnerable library home wss scanner repository io dropwizard dropwizard validation dropwizard validation jar home wss scanner repository io dropwizard dropwizard validation dropwizard validation jar home wss scanner repository io dropwizard dropwizard validation dropwizard validation jar found in head commit a href vulnerabilities cve severity cvss dependency type fixed in remediation available high dropwizard validation jar transitive high dropwizard validation jar transitive details cve vulnerable library dropwizard validation jar dropwizard is a java framework for developing ops friendly high performance restful web applications library home page a href path to dependency file baragonservice pom xml path to vulnerable library home wss scanner repository io dropwizard dropwizard validation dropwizard validation jar home wss scanner repository io dropwizard dropwizard validation dropwizard validation jar home wss scanner repository io dropwizard dropwizard validation dropwizard validation jar dependency hierarchy dropwizard configuration jar root library x dropwizard validation jar vulnerable library found in head commit a href found in base branch master vulnerability details dropwizard validation before versions and has a remote code execution vulnerability a server side template injection was identified in the self validating feature enabling attackers to inject arbitrary java el expressions leading to remote code execution rce vulnerability if you are using a self validating bean an upgrade to dropwizard or later is strongly recommended the changes introduced in dropwizard and for cve unfortunately did not fix the underlying issue completely the issue has been fixed in dropwizard validation and or later we strongly recommend upgrading to one of these versions publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required low user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution io dropwizard dropwizard validation direct dependency fix resolution io dropwizard dropwizard configuration rescue worker helmet automatic remediation is available for this issue cve vulnerable library dropwizard validation jar dropwizard is a java framework for developing ops friendly high performance restful web applications library home page a href path to dependency file baragonservice pom xml path to vulnerable library home wss scanner repository io dropwizard dropwizard validation dropwizard validation jar home wss scanner repository io dropwizard dropwizard validation dropwizard validation jar home wss scanner repository io dropwizard dropwizard validation dropwizard validation jar dependency hierarchy dropwizard configuration jar root library x dropwizard validation jar vulnerable library found in head commit a href found in base branch master vulnerability details dropwizard validation before and may allow arbitrary code execution on the host system with the privileges of the dropwizard service account by injecting arbitrary java expression language expressions when using the self validating feature the issue has been fixed in dropwizard validation and publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required low user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution io dropwizard dropwizard validation direct dependency fix resolution io dropwizard dropwizard configuration rescue worker helmet automatic remediation is available for this issue rescue worker helmet automatic remediation is available for this issue ,0 19879,26295071532.0,IssuesEvent,2023-01-08 21:48:16,jointakahe/takahe,https://api.github.com/repos/jointakahe/takahe,closed,activities.hashtag running the whole day,bug area/posts area/processing,"Currently, I've set up 2 stators only for `activities.hashtag` and still, it seems to run the whole day long. My instance is currently counting 8964 hashtags, but I bet, most of them are used one time only and that's it. Do they need to be updated that regular? My idea would be, as soon as a hashtag is received with a post, set them to `outdated` and let the stator do his job then. Else, they don't need to get touched, do they?",1.0,"activities.hashtag running the whole day - Currently, I've set up 2 stators only for `activities.hashtag` and still, it seems to run the whole day long. My instance is currently counting 8964 hashtags, but I bet, most of them are used one time only and that's it. Do they need to be updated that regular? My idea would be, as soon as a hashtag is received with a post, set them to `outdated` and let the stator do his job then. Else, they don't need to get touched, do they?",0,activities hashtag running the whole day currently i ve set up stators only for activities hashtag and still it seems to run the whole day long my instance is currently counting hashtags but i bet most of them are used one time only and that s it do they need to be updated that regular my idea would be as soon as a hashtag is received with a post set them to outdated and let the stator do his job then else they don t need to get touched do they ,0 5836,4021538018.0,IssuesEvent,2016-05-16 22:22:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Search and filter node on Scene tab,feature proposal topic:editor usability,"there should be a way to search and filter the nodes on the scene tab. I have a scene with a LOT of nodes and in the game i an devoloping having scenes with hundredes of nodes will be very common.",True,"Search and filter node on Scene tab - there should be a way to search and filter the nodes on the scene tab. I have a scene with a LOT of nodes and in the game i an devoloping having scenes with hundredes of nodes will be very common.",1,search and filter node on scene tab there should be a way to search and filter the nodes on the scene tab i have a scene with a lot of nodes and in the game i an devoloping having scenes with hundredes of nodes will be very common ,1 24133,16888335596.0,IssuesEvent,2021-06-23 05:37:23,Samsung/thorvg,https://api.github.com/repos/Samsung/thorvg,closed,Cannot compile svg2png with address sanitizer,infrastructure,"OS - Ubuntu 21.04, meson 0.56.2 Command ``` meson -Dtools=svg2png -Db_sanitize=address,undefined . build ninja -C build/ ``` fails with this errors ``` [31/35] Compiling C++ object src/libthorvg.so.0.2.99.p/loaders_svg_tvgSvgLoader.cpp.o ../src/loaders/svg/tvgSvgLoader.cpp: In function ‘void _copyAttr(SvgNode*, const SvgNode*)’: ../src/loaders/svg/tvgSvgLoader.cpp:1588:60: warning: ‘void* memcpy(void*, const void*, size_t)’ writing to an object of type ‘struct SvgStyleProperty’ with no trivial copy-assignment; use copy-assignment or copy-initialization instead [-Wclass-memaccess] 1588 | memcpy(to->style, from->style, sizeof(SvgStyleProperty)); | ^ In file included from ../src/loaders/svg/tvgXmlParser.h:26, from ../src/loaders/svg/tvgSvgLoader.cpp:26: ../src/loaders/svg/tvgSvgLoaderCommon.h:283:8: note: ‘struct SvgStyleProperty’ declared here 283 | struct SvgStyleProperty | ^~~~~~~~~~~~~~~~ [35/35] Linking target src/bin/svg2png/svg2png FAILED: src/bin/svg2png/svg2png c++ -o src/bin/svg2png/svg2png src/bin/svg2png/svg2png.p/svg2png.cpp.o src/bin/svg2png/svg2png.p/lodepng.cpp.o -fsanitize=address,undefined -Wl,--as-needed -Wl,--no-undefined -Wl,--start-group src/libthorvg.so.0.2.99 -Wl,--end-group '-Wl,-rpath,$ORIGIN/../..' -Wl,-rpath-link,/home/rafal/Downloads/thorvg/build/src /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x198): undefined reference to `typeinfo for tvg::Canvas' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x1f8): undefined reference to `typeinfo for tvg::Canvas' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x258): undefined reference to `typeinfo for tvg::SwCanvas' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x2b8): undefined reference to `typeinfo for tvg::SwCanvas' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x318): undefined reference to `typeinfo for tvg::SwCanvas' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x378): undefined reference to `typeinfo for tvg::Canvas' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x3d8): undefined reference to `typeinfo for tvg::Canvas' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x438): undefined reference to `typeinfo for tvg::Shape' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x498): undefined reference to `typeinfo for tvg::Shape' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x4f8): undefined reference to `typeinfo for tvg::Paint' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x558): undefined reference to `typeinfo for tvg::Picture' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x5b8): undefined reference to `typeinfo for tvg::Picture' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x618): undefined reference to `typeinfo for tvg::Picture' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x678): undefined reference to `typeinfo for tvg::Shape' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x6d8): undefined reference to `typeinfo for tvg::Paint' collect2: error: ld returned 1 exit status ninja: build stopped: subcommand failed. ```",1.0,"Cannot compile svg2png with address sanitizer - OS - Ubuntu 21.04, meson 0.56.2 Command ``` meson -Dtools=svg2png -Db_sanitize=address,undefined . build ninja -C build/ ``` fails with this errors ``` [31/35] Compiling C++ object src/libthorvg.so.0.2.99.p/loaders_svg_tvgSvgLoader.cpp.o ../src/loaders/svg/tvgSvgLoader.cpp: In function ‘void _copyAttr(SvgNode*, const SvgNode*)’: ../src/loaders/svg/tvgSvgLoader.cpp:1588:60: warning: ‘void* memcpy(void*, const void*, size_t)’ writing to an object of type ‘struct SvgStyleProperty’ with no trivial copy-assignment; use copy-assignment or copy-initialization instead [-Wclass-memaccess] 1588 | memcpy(to->style, from->style, sizeof(SvgStyleProperty)); | ^ In file included from ../src/loaders/svg/tvgXmlParser.h:26, from ../src/loaders/svg/tvgSvgLoader.cpp:26: ../src/loaders/svg/tvgSvgLoaderCommon.h:283:8: note: ‘struct SvgStyleProperty’ declared here 283 | struct SvgStyleProperty | ^~~~~~~~~~~~~~~~ [35/35] Linking target src/bin/svg2png/svg2png FAILED: src/bin/svg2png/svg2png c++ -o src/bin/svg2png/svg2png src/bin/svg2png/svg2png.p/svg2png.cpp.o src/bin/svg2png/svg2png.p/lodepng.cpp.o -fsanitize=address,undefined -Wl,--as-needed -Wl,--no-undefined -Wl,--start-group src/libthorvg.so.0.2.99 -Wl,--end-group '-Wl,-rpath,$ORIGIN/../..' -Wl,-rpath-link,/home/rafal/Downloads/thorvg/build/src /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x198): undefined reference to `typeinfo for tvg::Canvas' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x1f8): undefined reference to `typeinfo for tvg::Canvas' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x258): undefined reference to `typeinfo for tvg::SwCanvas' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x2b8): undefined reference to `typeinfo for tvg::SwCanvas' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x318): undefined reference to `typeinfo for tvg::SwCanvas' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x378): undefined reference to `typeinfo for tvg::Canvas' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x3d8): undefined reference to `typeinfo for tvg::Canvas' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x438): undefined reference to `typeinfo for tvg::Shape' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x498): undefined reference to `typeinfo for tvg::Shape' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x4f8): undefined reference to `typeinfo for tvg::Paint' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x558): undefined reference to `typeinfo for tvg::Picture' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x5b8): undefined reference to `typeinfo for tvg::Picture' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x618): undefined reference to `typeinfo for tvg::Picture' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x678): undefined reference to `typeinfo for tvg::Shape' /usr/bin/ld: src/bin/svg2png/svg2png.p/svg2png.cpp.o:(.data.rel+0x6d8): undefined reference to `typeinfo for tvg::Paint' collect2: error: ld returned 1 exit status ninja: build stopped: subcommand failed. ```",0,cannot compile with address sanitizer os ubuntu meson command meson dtools db sanitize address undefined build ninja c build fails with this errors compiling c object src libthorvg so p loaders svg tvgsvgloader cpp o src loaders svg tvgsvgloader cpp in function ‘void copyattr svgnode const svgnode ’ src loaders svg tvgsvgloader cpp warning ‘void memcpy void const void size t ’ writing to an object of type ‘struct svgstyleproperty’ with no trivial copy assignment use copy assignment or copy initialization instead memcpy to style from style sizeof svgstyleproperty in file included from src loaders svg tvgxmlparser h from src loaders svg tvgsvgloader cpp src loaders svg tvgsvgloadercommon h note ‘struct svgstyleproperty’ declared here struct svgstyleproperty linking target src bin failed src bin c o src bin src bin p cpp o src bin p lodepng cpp o fsanitize address undefined wl as needed wl no undefined wl start group src libthorvg so wl end group wl rpath origin wl rpath link home rafal downloads thorvg build src usr bin ld src bin p cpp o data rel undefined reference to typeinfo for tvg canvas usr bin ld src bin p cpp o data rel undefined reference to typeinfo for tvg canvas usr bin ld src bin p cpp o data rel undefined reference to typeinfo for tvg swcanvas usr bin ld src bin p cpp o data rel undefined reference to typeinfo for tvg swcanvas usr bin ld src bin p cpp o data rel undefined reference to typeinfo for tvg swcanvas usr bin ld src bin p cpp o data rel undefined reference to typeinfo for tvg canvas usr bin ld src bin p cpp o data rel undefined reference to typeinfo for tvg canvas usr bin ld src bin p cpp o data rel undefined reference to typeinfo for tvg shape usr bin ld src bin p cpp o data rel undefined reference to typeinfo for tvg shape usr bin ld src bin p cpp o data rel undefined reference to typeinfo for tvg paint usr bin ld src bin p cpp o data rel undefined reference to typeinfo for tvg picture usr bin ld src bin p cpp o data rel undefined reference to typeinfo for tvg picture usr bin ld src bin p cpp o data rel undefined reference to typeinfo for tvg picture usr bin ld src bin p cpp o data rel undefined reference to typeinfo for tvg shape usr bin ld src bin p cpp o data rel undefined reference to typeinfo for tvg paint error ld returned exit status ninja build stopped subcommand failed ,0 27722,30269244656.0,IssuesEvent,2023-07-07 14:10:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Renaming unique node name to the same name,enhancement topic:editor usability,"### Godot version v4.1.rc2.official [46424488e] ### System information Godot v4.1.rc2 - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz (4 Threads) ### Issue description A minor annoyance when accidentally editing the name of a uniquely named node. Nothing gets broken. But you get an incorrect alert. **Addendum 1**: Actually I was using rename to copy the name of the controls, because of this I was not changing their names. ### Steps to reproduce 1. In any scene 2. Add or make a Node uniquely named (%) 3. Rename the Node to the same it had You get an alert saying ""Another node already uses this unique name in the scene."". ![image](https://github.com/godotengine/godot/assets/1212509/7ea60403-4bc1-4332-961e-3b9c36bf9216) **Addendum 2**: It appears to not always happen, but if I make a change of the name, and revert it to what it was, it will happen for sure. It does not happen if I cancel (ESC). *It is a matter of muscle memory, sorry by the confusion.* ### Minimal reproduction project *Any project would do*",True,"Renaming unique node name to the same name - ### Godot version v4.1.rc2.official [46424488e] ### System information Godot v4.1.rc2 - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz (4 Threads) ### Issue description A minor annoyance when accidentally editing the name of a uniquely named node. Nothing gets broken. But you get an incorrect alert. **Addendum 1**: Actually I was using rename to copy the name of the controls, because of this I was not changing their names. ### Steps to reproduce 1. In any scene 2. Add or make a Node uniquely named (%) 3. Rename the Node to the same it had You get an alert saying ""Another node already uses this unique name in the scene."". ![image](https://github.com/godotengine/godot/assets/1212509/7ea60403-4bc1-4332-961e-3b9c36bf9216) **Addendum 2**: It appears to not always happen, but if I make a change of the name, and revert it to what it was, it will happen for sure. It does not happen if I cancel (ESC). *It is a matter of muscle memory, sorry by the confusion.* ### Minimal reproduction project *Any project would do*",1,renaming unique node name to the same name godot version official system information godot windows vulkan mobile dedicated nvidia geforce gtx ti nvidia intel r core tm cpu threads issue description a minor annoyance when accidentally editing the name of a uniquely named node nothing gets broken but you get an incorrect alert addendum actually i was using rename to copy the name of the controls because of this i was not changing their names steps to reproduce in any scene add or make a node uniquely named rename the node to the same it had you get an alert saying another node already uses this unique name in the scene addendum it appears to not always happen but if i make a change of the name and revert it to what it was it will happen for sure it does not happen if i cancel esc it is a matter of muscle memory sorry by the confusion minimal reproduction project any project would do ,1 13094,8251930511.0,IssuesEvent,2018-09-12 09:18:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Sort Scripts by Name"" does not seem to work",bug hero wanted! topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Windows 10. Godot 3 beta 1. I was a bit surprised to not find an open issue for this, perhaps I missed it? Sorting open scripts by name simply does not work, new scripts are always added to the bottom of the list when they are opened.",True,"""Sort Scripts by Name"" does not seem to work - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Windows 10. Godot 3 beta 1. I was a bit surprised to not find an open issue for this, perhaps I missed it? Sorting open scripts by name simply does not work, new scripts are always added to the bottom of the list when they are opened.",1, sort scripts by name does not seem to work operating system or device godot version gpu model and driver if graphics related windows godot beta i was a bit surprised to not find an open issue for this perhaps i missed it sorting open scripts by name simply does not work new scripts are always added to the bottom of the list when they are opened ,1 351959,10525704446.0,IssuesEvent,2019-09-30 15:33:48,forceworkbench/forceworkbench,https://api.github.com/repos/forceworkbench/forceworkbench,closed,Add UI support for SOQL/SOSL WITH (DATA CATEGORY) clause,Component-Query Component-Search Priority-Medium Scheduled-Backlog enhancement imported,"_Original author: ryan.bra...@gmail.com (February 06, 2010 03:55:15)_ WITH filteringExpression The WITH clause is used in a SELECT statement to filter records based on field values. Unlike the WHERE clause which only supports fields from the object specified in the FROM clause, WITH allows you to filter by other related criteria. For example, you can use the WITH clause to filter articles based on their classification in one or more data category groups. The WITH clause can only be used in the following cases: ``` * To filter records based on their categorization. See WITH DATA ``` CATEGORYfilteringExpression. \* To query and retrieve record changes tracked in a user profile feed. See UserProfileFeed. If WITH is specified, the query only returns records that match the filter and are visible to the user. If unspecified, the query only returns the matching records that are visible to the user. The filtering expression in the statements below is highlighted in bold. The syntax is explained in the following sections. ``` * SELECT Title FROM KnowledgeArticleVersion WHERE ``` PublishStatus='online' WITH DATA CATEGORY Geography__c ABOVE usa__c \* SELECT Id FROM UserProfileFeed WITH UserId='005D0000001AamR' ORDER BY CreatedDate DESC, Id DESC LIMIT 20 _Original issue: http://code.google.com/p/forceworkbench/issues/detail?id=270_ ",1.0,"Add UI support for SOQL/SOSL WITH (DATA CATEGORY) clause - _Original author: ryan.bra...@gmail.com (February 06, 2010 03:55:15)_ WITH filteringExpression The WITH clause is used in a SELECT statement to filter records based on field values. Unlike the WHERE clause which only supports fields from the object specified in the FROM clause, WITH allows you to filter by other related criteria. For example, you can use the WITH clause to filter articles based on their classification in one or more data category groups. The WITH clause can only be used in the following cases: ``` * To filter records based on their categorization. See WITH DATA ``` CATEGORYfilteringExpression. \* To query and retrieve record changes tracked in a user profile feed. See UserProfileFeed. If WITH is specified, the query only returns records that match the filter and are visible to the user. If unspecified, the query only returns the matching records that are visible to the user. The filtering expression in the statements below is highlighted in bold. The syntax is explained in the following sections. ``` * SELECT Title FROM KnowledgeArticleVersion WHERE ``` PublishStatus='online' WITH DATA CATEGORY Geography__c ABOVE usa__c \* SELECT Id FROM UserProfileFeed WITH UserId='005D0000001AamR' ORDER BY CreatedDate DESC, Id DESC LIMIT 20 _Original issue: http://code.google.com/p/forceworkbench/issues/detail?id=270_ ",0,add ui support for soql sosl with data category clause original author ryan bra gmail com february with filteringexpression the with clause is used in a select statement to filter records based on field values unlike the where clause which only supports fields from the object specified in the from clause with allows you to filter by other related criteria for example you can use the with clause to filter articles based on their classification in one or more data category groups the with clause can only be used in the following cases to filter records based on their categorization see with data categoryfilteringexpression to query and retrieve record changes tracked in a user profile feed see userprofilefeed if with is specified the query only returns records that match the filter and are visible to the user if unspecified the query only returns the matching records that are visible to the user the filtering expression in the statements below is highlighted in bold the syntax is explained in the following sections select title from knowledgearticleversion where publishstatus online with data category geography c above usa c select id from userprofilefeed with userid order by createddate desc id desc limit original issue ,0 529335,15386597244.0,IssuesEvent,2021-03-03 08:26:31,mantidproject/mantid,https://api.github.com/repos/mantidproject/mantid,closed,Multiple VSI Windows,Framework High Priority Stale Vates,"This issue was originally [TRAC 11557](http://trac.mantidproject.org/mantid/ticket/11557) Utkarsh showed us how to create multiple VSI windows. I temporarily removed it because it isn't ready for 3.4, but this is something we should work on early in the 3.5 release. https://github.com/mantidproject/mantid/commit/2149a0930887b3a48ed5a1d56e1a6bf27892dc29 --- Keywords: vates ",1.0,"Multiple VSI Windows - This issue was originally [TRAC 11557](http://trac.mantidproject.org/mantid/ticket/11557) Utkarsh showed us how to create multiple VSI windows. I temporarily removed it because it isn't ready for 3.4, but this is something we should work on early in the 3.5 release. https://github.com/mantidproject/mantid/commit/2149a0930887b3a48ed5a1d56e1a6bf27892dc29 --- Keywords: vates ",0,multiple vsi windows this issue was originally utkarsh showed us how to create multiple vsi windows i temporarily removed it because it isn t ready for but this is something we should work on early in the release keywords vates ,0 197721,15688961794.0,IssuesEvent,2021-03-25 15:12:02,confluentinc/ksql,https://api.github.com/repos/confluentinc/ksql,opened,Control center: Missing parameter for user authentication,documentation needs-triage,"Hi guys, I am not sure if this is place here right but I am having troubles solving this issue and could not find any hint in the docs of [ksqlDB](https://docs.ksqldb.io/en/0.14.0-ksqldb/operate-and-deploy/installation/server-config/security/?&_ga=2.177216236.899666571.1616402526-958780848.1603189971#configure-ksqldb-for-https) nor [Control Center](https://docs.confluent.io/platform/current/control-center/security/ssl.html#ksqldb). Here is the issue. Whenever I open the ksql CLI or curl a ksql server I run one of the following commands: ```bash docker exec -it ksql --user user --password password --config-file /path/to/ksql_cli.properties https://ksqlserver:8088 sudo curl -X ""GET"" https://ksqlserver:8088/info --cert-type P12 --cert /path/to/ksql.keystore.p12:kspwd -k --user user:password ``` Now I want to deploy Control Center in my environment but I am lacking of how to provide a user in cc's config. All I could find are the parameters below. But where / how to place a user and its password? ```bash confluent.controlcenter.ksql.url=https://ksqlserver1:8088,https://ksqlserver1:8088 confluent.controlcenter.ksql.ssl.truststore.location=/path/to/truststore.jks confluent.controlcenter.ksql.ssl.truststore.password=tspwd confluent.controlcenter.ksql.ssl.keystore.location=/path/to/ksql.keystore.p12 confluent.controlcenter.ksql.ssl.keystore.password=kspwd confluent.controlcenter.ksql.ssl.key.password=kspwd ``` This is really bugging me and I have no idea what I am missing here. Any help would be highly appreciated. Kind regards",1.0,"Control center: Missing parameter for user authentication - Hi guys, I am not sure if this is place here right but I am having troubles solving this issue and could not find any hint in the docs of [ksqlDB](https://docs.ksqldb.io/en/0.14.0-ksqldb/operate-and-deploy/installation/server-config/security/?&_ga=2.177216236.899666571.1616402526-958780848.1603189971#configure-ksqldb-for-https) nor [Control Center](https://docs.confluent.io/platform/current/control-center/security/ssl.html#ksqldb). Here is the issue. Whenever I open the ksql CLI or curl a ksql server I run one of the following commands: ```bash docker exec -it ksql --user user --password password --config-file /path/to/ksql_cli.properties https://ksqlserver:8088 sudo curl -X ""GET"" https://ksqlserver:8088/info --cert-type P12 --cert /path/to/ksql.keystore.p12:kspwd -k --user user:password ``` Now I want to deploy Control Center in my environment but I am lacking of how to provide a user in cc's config. All I could find are the parameters below. But where / how to place a user and its password? ```bash confluent.controlcenter.ksql.url=https://ksqlserver1:8088,https://ksqlserver1:8088 confluent.controlcenter.ksql.ssl.truststore.location=/path/to/truststore.jks confluent.controlcenter.ksql.ssl.truststore.password=tspwd confluent.controlcenter.ksql.ssl.keystore.location=/path/to/ksql.keystore.p12 confluent.controlcenter.ksql.ssl.keystore.password=kspwd confluent.controlcenter.ksql.ssl.key.password=kspwd ``` This is really bugging me and I have no idea what I am missing here. Any help would be highly appreciated. Kind regards",0,control center missing parameter for user authentication hi guys i am not sure if this is place here right but i am having troubles solving this issue and could not find any hint in the docs of nor here is the issue whenever i open the ksql cli or curl a ksql server i run one of the following commands bash docker exec it ksql user user password password config file path to ksql cli properties sudo curl x get cert type cert path to ksql keystore kspwd k user user password now i want to deploy control center in my environment but i am lacking of how to provide a user in cc s config all i could find are the parameters below but where how to place a user and its password bash confluent controlcenter ksql url confluent controlcenter ksql ssl truststore location path to truststore jks confluent controlcenter ksql ssl truststore password tspwd confluent controlcenter ksql ssl keystore location path to ksql keystore confluent controlcenter ksql ssl keystore password kspwd confluent controlcenter ksql ssl key password kspwd this is really bugging me and i have no idea what i am missing here any help would be highly appreciated kind regards,0 131165,12476734955.0,IssuesEvent,2020-05-29 13:58:24,jenkins-infra/jenkins.io,https://api.github.com/repos/jenkins-infra/jenkins.io,closed,Convert 'Authenticating scripted clients' wiki page to jenkins.io,documentation wiki-migration,Use the [documentation page conversion instructions](https://issues.jenkins-ci.org/browse/INFRA-2328) to convert [Authenticating scripted clients](https://wiki.jenkins.io/display/JENKINS//Authenticating+scripted+clients) from the wiki to jenkins.io.,1.0,Convert 'Authenticating scripted clients' wiki page to jenkins.io - Use the [documentation page conversion instructions](https://issues.jenkins-ci.org/browse/INFRA-2328) to convert [Authenticating scripted clients](https://wiki.jenkins.io/display/JENKINS//Authenticating+scripted+clients) from the wiki to jenkins.io.,0,convert authenticating scripted clients wiki page to jenkins io use the to convert from the wiki to jenkins io ,0 122116,26088606270.0,IssuesEvent,2022-12-26 07:56:22,Clueless-Community/seamless-ui,https://api.github.com/repos/Clueless-Community/seamless-ui,closed,Create readme for movie card,codepeak 22 issue:3,"

How to create a Readme for Movie card?

1.Copy each component code and paste it in [Tailwind Playground](https://play.tailwindcss.com/) 2.Take a screenshot of that. (Make sure to have a proper aspect ratio. 16:9 will be good) and add it to the readme in the table format 3.Make sure to enclose the screenshot under anchor tag so that one can just choose the stats and after clicking that image will be redirected to the code of that component. NOTE:- Make sure each component screenshot is of equal size so that it fits in the layout. For Reference you can see [Button Readme](https://github.com/Clueless-Community/seamless-ui/blob/main/Buttons/README.md)",1.0,"Create readme for movie card -

How to create a Readme for Movie card?

1.Copy each component code and paste it in [Tailwind Playground](https://play.tailwindcss.com/) 2.Take a screenshot of that. (Make sure to have a proper aspect ratio. 16:9 will be good) and add it to the readme in the table format 3.Make sure to enclose the screenshot under anchor tag so that one can just choose the stats and after clicking that image will be redirected to the code of that component. NOTE:- Make sure each component screenshot is of equal size so that it fits in the layout. For Reference you can see [Button Readme](https://github.com/Clueless-Community/seamless-ui/blob/main/Buttons/README.md)",0,create readme for movie card how to create a readme for movie card copy each component code and paste it in take a screenshot of that make sure to have a proper aspect ratio will be good and add it to the readme in the table format make sure to enclose the screenshot under anchor tag so that one can just choose the stats and after clicking that image will be redirected to the code of that component note make sure each component screenshot is of equal size so that it fits in the layout for reference you can see ,0 302062,22786102388.0,IssuesEvent,2022-07-09 09:05:03,h2xd/exposition,https://api.github.com/repos/h2xd/exposition,closed,Create Documentation based on Vitepress,📚 documentation ✨enhancement,"Add Vitepress and remove the automatic documentation generation with api-extractor. API-Extractor is cool and nice, but does not provide any value right now. In fact, with that in mind comes more complexity. - [ ] Add Vitepress - [ ] Move examples to Vitepress - [ ] Add hook that releases a to GitHub-Pages - [ ] Remove `api-extractor`",1.0,"Create Documentation based on Vitepress - Add Vitepress and remove the automatic documentation generation with api-extractor. API-Extractor is cool and nice, but does not provide any value right now. In fact, with that in mind comes more complexity. - [ ] Add Vitepress - [ ] Move examples to Vitepress - [ ] Add hook that releases a to GitHub-Pages - [ ] Remove `api-extractor`",0,create documentation based on vitepress add vitepress and remove the automatic documentation generation with api extractor api extractor is cool and nice but does not provide any value right now in fact with that in mind comes more complexity add vitepress move examples to vitepress add hook that releases a to github pages remove api extractor ,0 12234,7759113757.0,IssuesEvent,2018-05-31 21:56:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Add the ability to import projects by selecting a ZIP archive,feature proposal topic:editor topic:import usability,"It would be easier for users if Godot could import projects as ZIP archives directly (as an alternative to selecting a `project.godot` file). This way, less clicks would be required to import a freshly-downloaded project; this would also solve the issue with [some beginners forgetting to extract the ZIP and wondering how to import the project](https://www.reddit.com/r/godot/comments/8n0nxv/problem_with_godot_tutorial_it_may_seem_very_dumb/). This could work in two cases: - If the `project.godot` file is located at the root of the ZIP archive. - This is the kind of ZIP that is created when selecting all files in the project's root directory then adding them to a ZIP archive. - Or, if the project.godot file is located at the root of the only directory contained in the ZIP archive. - This is how most ZIP archives are created, such as automatically-generated ZIPs from GitHub. For the record, this is supported in other software such as Blender, which is able to import add-ons directly from a ZIP archive.",True,"Add the ability to import projects by selecting a ZIP archive - It would be easier for users if Godot could import projects as ZIP archives directly (as an alternative to selecting a `project.godot` file). This way, less clicks would be required to import a freshly-downloaded project; this would also solve the issue with [some beginners forgetting to extract the ZIP and wondering how to import the project](https://www.reddit.com/r/godot/comments/8n0nxv/problem_with_godot_tutorial_it_may_seem_very_dumb/). This could work in two cases: - If the `project.godot` file is located at the root of the ZIP archive. - This is the kind of ZIP that is created when selecting all files in the project's root directory then adding them to a ZIP archive. - Or, if the project.godot file is located at the root of the only directory contained in the ZIP archive. - This is how most ZIP archives are created, such as automatically-generated ZIPs from GitHub. For the record, this is supported in other software such as Blender, which is able to import add-ons directly from a ZIP archive.",1,add the ability to import projects by selecting a zip archive it would be easier for users if godot could import projects as zip archives directly as an alternative to selecting a project godot file this way less clicks would be required to import a freshly downloaded project this would also solve the issue with this could work in two cases if the project godot file is located at the root of the zip archive this is the kind of zip that is created when selecting all files in the project s root directory then adding them to a zip archive or if the project godot file is located at the root of the only directory contained in the zip archive this is how most zip archives are created such as automatically generated zips from github for the record this is supported in other software such as blender which is able to import add ons directly from a zip archive ,1 255202,8114521518.0,IssuesEvent,2018-08-15 00:53:39,Extum/flarum-ext-material,https://api.github.com/repos/Extum/flarum-ext-material,reopened,Extension icon fix issues,bug help wanted priority: high,"https://github.com/Extum/flarum-ext-material/commit/6cc8253489c3b32c5924086a04e674832a50c7da caused some size issues on other icons. ![screenshot_2018-08-01 extum](https://user-images.githubusercontent.com/17576065/43538225-16283f2e-95ca-11e8-93ab-147511bfa3b8.png) ![screenshot_2018-08-01 extum 1](https://user-images.githubusercontent.com/17576065/43538227-179d42a0-95ca-11e8-94a9-1785c6eb05a0.png) Maybe more? @PartialDevAdmin @TristianK3604 Is there any way we can apply that change only to the extension items area instead of the whole admin.less file? I did this on purpose and I don't want to undo this change, the icons on the extensions look great, we just have to find a way to apply that only to that area.",1.0,"Extension icon fix issues - https://github.com/Extum/flarum-ext-material/commit/6cc8253489c3b32c5924086a04e674832a50c7da caused some size issues on other icons. ![screenshot_2018-08-01 extum](https://user-images.githubusercontent.com/17576065/43538225-16283f2e-95ca-11e8-93ab-147511bfa3b8.png) ![screenshot_2018-08-01 extum 1](https://user-images.githubusercontent.com/17576065/43538227-179d42a0-95ca-11e8-94a9-1785c6eb05a0.png) Maybe more? @PartialDevAdmin @TristianK3604 Is there any way we can apply that change only to the extension items area instead of the whole admin.less file? I did this on purpose and I don't want to undo this change, the icons on the extensions look great, we just have to find a way to apply that only to that area.",0,extension icon fix issues caused some size issues on other icons maybe more partialdevadmin is there any way we can apply that change only to the extension items area instead of the whole admin less file i did this on purpose and i don t want to undo this change the icons on the extensions look great we just have to find a way to apply that only to that area ,0 12532,7929043585.0,IssuesEvent,2018-07-06 13:50:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,The number of voices in the inspector doesn't change when changing 'voice_count' property of AudioEffectChorus.,bug topic:editor usability," **Godot version:** ecee0c9 **OS/device including version:** Antergos x86_64 **Issue description:** Expected: changing voice_count of AudioEffectChorus will add/remove voice entries in the inspector Happened: it doesn't. you have to select something else then come back to it. **Steps to reproduce:** 1. Audio > Add Effect: Chorus 2. change voice_count to 1, you can still see voice/2 ![image](https://user-images.githubusercontent.com/26753932/42382337-2e5d3f2a-815e-11e8-8a37-81fdda5a814e.png) **Minimal reproduction project:** ",True,"The number of voices in the inspector doesn't change when changing 'voice_count' property of AudioEffectChorus. - **Godot version:** ecee0c9 **OS/device including version:** Antergos x86_64 **Issue description:** Expected: changing voice_count of AudioEffectChorus will add/remove voice entries in the inspector Happened: it doesn't. you have to select something else then come back to it. **Steps to reproduce:** 1. Audio > Add Effect: Chorus 2. change voice_count to 1, you can still see voice/2 ![image](https://user-images.githubusercontent.com/26753932/42382337-2e5d3f2a-815e-11e8-8a37-81fdda5a814e.png) **Minimal reproduction project:** ",1,the number of voices in the inspector doesn t change when changing voice count property of audioeffectchorus please search existing issues for potential duplicates before filing yours godot version os device including version antergos issue description expected changing voice count of audioeffectchorus will add remove voice entries in the inspector happened it doesn t you have to select something else then come back to it steps to reproduce audio add effect chorus change voice count to you can still see voice minimal reproduction project ,1 5752,3985191867.0,IssuesEvent,2016-05-07 18:19:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,duplicating an animation doesn't copy next auto-queue,confirmed enhancement junior job topic:editor usability,"If you duplicate an animation, the copy should copy everything, including the next auto-queue (in Blend dialog) also, would be nice if the next auto-queue option was a dropdown menu instead of a text box, unless there's a reason we would want a text box?",True,"duplicating an animation doesn't copy next auto-queue - If you duplicate an animation, the copy should copy everything, including the next auto-queue (in Blend dialog) also, would be nice if the next auto-queue option was a dropdown menu instead of a text box, unless there's a reason we would want a text box?",1,duplicating an animation doesn t copy next auto queue if you duplicate an animation the copy should copy everything including the next auto queue in blend dialog also would be nice if the next auto queue option was a dropdown menu instead of a text box unless there s a reason we would want a text box ,1 157559,19959057838.0,IssuesEvent,2022-01-28 05:22:25,JeffResc/TinyURL-Node.js,https://api.github.com/repos/JeffResc/TinyURL-Node.js,closed,CVE-2018-16487 (Medium) detected in multiple libraries,security vulnerability,"## CVE-2018-16487 - Medium Severity Vulnerability
Vulnerable Libraries - lodash-1.0.2.tgz, lodash-3.10.1.tgz, lodash-2.4.2.tgz

lodash-1.0.2.tgz

A utility library delivering consistency, customization, performance, and extras.

Library home page: https://registry.npmjs.org/lodash/-/lodash-1.0.2.tgz

Path to dependency file: TinyURL-Node.js/package.json

Path to vulnerable library: TinyURL-Node.js/node_modules/lodash/package.json

Dependency Hierarchy: - gulp-3.8.11.tgz (Root Library) - vinyl-fs-0.3.14.tgz - glob-watcher-0.0.6.tgz - gaze-0.5.2.tgz - globule-0.1.0.tgz - :x: **lodash-1.0.2.tgz** (Vulnerable Library)

lodash-3.10.1.tgz

The modern build of lodash modular utilities.

Library home page: https://registry.npmjs.org/lodash/-/lodash-3.10.1.tgz

Path to dependency file: TinyURL-Node.js/package.json

Path to vulnerable library: TinyURL-Node.js/node_modules/gulp-jshint/node_modules/lodash/package.json

Dependency Hierarchy: - gulp-jshint-1.10.0.tgz (Root Library) - :x: **lodash-3.10.1.tgz** (Vulnerable Library)

lodash-2.4.2.tgz

A utility library delivering consistency, customization, performance, & extras.

Library home page: https://registry.npmjs.org/lodash/-/lodash-2.4.2.tgz

Path to dependency file: TinyURL-Node.js/package.json

Path to vulnerable library: TinyURL-Node.js/node_modules/rcloader/node_modules/lodash/package.json

Dependency Hierarchy: - gulp-jshint-1.10.0.tgz (Root Library) - rcloader-0.1.2.tgz - :x: **lodash-2.4.2.tgz** (Vulnerable Library)

Found in HEAD commit: 246f78657477824a6b5a35dcd0706571d25a6eb7

Found in base branch: master

Vulnerability Details

A prototype pollution vulnerability was found in lodash <4.17.11 where the functions merge, mergeWith, and defaultsDeep can be tricked into adding or modifying properties of Object.prototype.

Publish Date: 2019-02-01

URL: CVE-2018-16487

CVSS 3 Score Details (5.6)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://bugzilla.redhat.com/show_bug.cgi?id=CVE-2018-16487

Release Date: 2019-02-01

Fix Resolution: 4.17.11

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2018-16487 (Medium) detected in multiple libraries - ## CVE-2018-16487 - Medium Severity Vulnerability
Vulnerable Libraries - lodash-1.0.2.tgz, lodash-3.10.1.tgz, lodash-2.4.2.tgz

lodash-1.0.2.tgz

A utility library delivering consistency, customization, performance, and extras.

Library home page: https://registry.npmjs.org/lodash/-/lodash-1.0.2.tgz

Path to dependency file: TinyURL-Node.js/package.json

Path to vulnerable library: TinyURL-Node.js/node_modules/lodash/package.json

Dependency Hierarchy: - gulp-3.8.11.tgz (Root Library) - vinyl-fs-0.3.14.tgz - glob-watcher-0.0.6.tgz - gaze-0.5.2.tgz - globule-0.1.0.tgz - :x: **lodash-1.0.2.tgz** (Vulnerable Library)

lodash-3.10.1.tgz

The modern build of lodash modular utilities.

Library home page: https://registry.npmjs.org/lodash/-/lodash-3.10.1.tgz

Path to dependency file: TinyURL-Node.js/package.json

Path to vulnerable library: TinyURL-Node.js/node_modules/gulp-jshint/node_modules/lodash/package.json

Dependency Hierarchy: - gulp-jshint-1.10.0.tgz (Root Library) - :x: **lodash-3.10.1.tgz** (Vulnerable Library)

lodash-2.4.2.tgz

A utility library delivering consistency, customization, performance, & extras.

Library home page: https://registry.npmjs.org/lodash/-/lodash-2.4.2.tgz

Path to dependency file: TinyURL-Node.js/package.json

Path to vulnerable library: TinyURL-Node.js/node_modules/rcloader/node_modules/lodash/package.json

Dependency Hierarchy: - gulp-jshint-1.10.0.tgz (Root Library) - rcloader-0.1.2.tgz - :x: **lodash-2.4.2.tgz** (Vulnerable Library)

Found in HEAD commit: 246f78657477824a6b5a35dcd0706571d25a6eb7

Found in base branch: master

Vulnerability Details

A prototype pollution vulnerability was found in lodash <4.17.11 where the functions merge, mergeWith, and defaultsDeep can be tricked into adding or modifying properties of Object.prototype.

Publish Date: 2019-02-01

URL: CVE-2018-16487

CVSS 3 Score Details (5.6)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://bugzilla.redhat.com/show_bug.cgi?id=CVE-2018-16487

Release Date: 2019-02-01

Fix Resolution: 4.17.11

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in multiple libraries cve medium severity vulnerability vulnerable libraries lodash tgz lodash tgz lodash tgz lodash tgz a utility library delivering consistency customization performance and extras library home page a href path to dependency file tinyurl node js package json path to vulnerable library tinyurl node js node modules lodash package json dependency hierarchy gulp tgz root library vinyl fs tgz glob watcher tgz gaze tgz globule tgz x lodash tgz vulnerable library lodash tgz the modern build of lodash modular utilities library home page a href path to dependency file tinyurl node js package json path to vulnerable library tinyurl node js node modules gulp jshint node modules lodash package json dependency hierarchy gulp jshint tgz root library x lodash tgz vulnerable library lodash tgz a utility library delivering consistency customization performance extras library home page a href path to dependency file tinyurl node js package json path to vulnerable library tinyurl node js node modules rcloader node modules lodash package json dependency hierarchy gulp jshint tgz root library rcloader tgz x lodash tgz vulnerable library found in head commit a href found in base branch master vulnerability details a prototype pollution vulnerability was found in lodash where the functions merge mergewith and defaultsdeep can be tricked into adding or modifying properties of object prototype publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity high privileges required none user interaction none scope unchanged impact metrics confidentiality impact low integrity impact low availability impact low for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution step up your open source security game with whitesource ,0 3363,3418492592.0,IssuesEvent,2015-12-08 02:25:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AutoLoad script order,enhancement topic:editor usability,"Since, in some cases, order would matter when the engine is calling _ready() in Autoloaded scripts, it would be nice if you could move them up and down in the Project Settings->Autoload list. To move one to the top of the list so it loads first you have to remove all of them then re-add them in the correct order. A workaround, of course, is to not use _ready() but have a init() function that gets called by the _ready() function of another autoloaded script that calls the inits in the correct order.",True,"AutoLoad script order - Since, in some cases, order would matter when the engine is calling _ready() in Autoloaded scripts, it would be nice if you could move them up and down in the Project Settings->Autoload list. To move one to the top of the list so it loads first you have to remove all of them then re-add them in the correct order. A workaround, of course, is to not use _ready() but have a init() function that gets called by the _ready() function of another autoloaded script that calls the inits in the correct order.",1,autoload script order since in some cases order would matter when the engine is calling ready in autoloaded scripts it would be nice if you could move them up and down in the project settings autoload list to move one to the top of the list so it loads first you have to remove all of them then re add them in the correct order a workaround of course is to not use ready but have a init function that gets called by the ready function of another autoloaded script that calls the inits in the correct order ,1 246924,7895833188.0,IssuesEvent,2018-06-29 06:01:30,aowen87/BAR,https://api.github.com/repos/aowen87/BAR,closed,import visit w/ 2.6.1 ignores launch args,Likelihood: 3 - Occasional OS: All Priority: Normal Severity: 2 - Minor Irritation Support Group: Any bug version: 2.6.1,"On LC, try the following python script: import sys sys.path.insert(0,""/usr/gapps/visit/2.6.1/linux-x86_64/lib/site-packages/"") import visit visit.AddArgument(""-nowin"") visit.AddArgument(""-v 2.6.1"") visit.Launch() # or visit.LaunchNowin() # The full gui will pop up, this doesn't happen with 2.6.0 or 2.5.2 -----------------------REDMINE MIGRATION----------------------- This ticket was migrated from Redmine. The following information could not be accurately captured in the new ticket: Original author: Cyrus Harrison Original creation: 02/28/2013 02:10 pm Original update: 03/14/2013 05:34 pm Ticket number: 1358",1.0,"import visit w/ 2.6.1 ignores launch args - On LC, try the following python script: import sys sys.path.insert(0,""/usr/gapps/visit/2.6.1/linux-x86_64/lib/site-packages/"") import visit visit.AddArgument(""-nowin"") visit.AddArgument(""-v 2.6.1"") visit.Launch() # or visit.LaunchNowin() # The full gui will pop up, this doesn't happen with 2.6.0 or 2.5.2 -----------------------REDMINE MIGRATION----------------------- This ticket was migrated from Redmine. The following information could not be accurately captured in the new ticket: Original author: Cyrus Harrison Original creation: 02/28/2013 02:10 pm Original update: 03/14/2013 05:34 pm Ticket number: 1358",0,import visit w ignores launch args on lc try the following python script import sys sys path insert usr gapps visit linux lib site packages import visit visit addargument nowin visit addargument v visit launch or visit launchnowin the full gui will pop up this doesn t happen with or redmine migration this ticket was migrated from redmine the following information could not be accurately captured in the new ticket original author cyrus harrison original creation pm original update pm ticket number ,0 129370,17775244601.0,IssuesEvent,2021-08-30 18:19:39,napari/napari,https://api.github.com/repos/napari/napari,opened,✨ Brush cursor is too small to notice when zoomed out,good first issue design,"### Overview of design need - **Is there an existing GitHub issue this design work pertains to?** [Cursor should be a crosshairs cursor for points 'add' mode #2142](https://github.com/napari/napari/issues/2142) - **Also link to any specific comments or threads where the problem to be solved by design is mentioned** [Comment explaining the current issue with brush cursor](https://github.com/napari/napari/issues/2142#issuecomment-780375973) - **In a sentence or two, describe the problem to be solved for users** The brush size can be selected to be very small, and when an image is zoomed out this makes it very easy to lose track of. There may be different ways to solve for this: can we indicate that the brush size is small, but still make (surrounding design elements of the) cursor larger or stand out better? Or what about the [""loupe"" concept suggested by emilmelnikov](https://github.com/napari/napari/issues/2142#issuecomment-780375973)? We should investigate how other tools handle this and also consider other possible ideas. ### What level of design is needed? (Choose all that apply) - [X] **User experience research:** high-level recommendation/exploration of user needs, design heuristics, and / or best practices to inform a design experience (Use this option when you feel there’s a challenge to be solved, but you’re curious about what the experience should be — may involve research studies to understand challenges/opportunities for design) - [ ] **Information flow / conceptual:** organizing and structuring of information flow and content, including layout on screen or across multiple steps - [X] **Visual:** creating mockups, icons, etc (If choosing this level alone, it means that the content to be mocked up and its organization is already known and specified) ### Is design a blocker? - [ ] **Yes:** engineering cannot proceed without a design first - [X] **No:** engineering can create a first version, and design can come in later to iterate and refine If selecting **Yes**, how much design input is needed to unblock engineering? For example, is a full, final visual design needed, or just a recommendation of which conceptual direction to go? ### T-shirt size - [ ] ●○○○○ XS: able to be done in a typical workday or two - [X] ●●○○○ S: able to do within one sprint, if also working on other things in the sprint - [ ] ●●●○○ M: able to do within one sprint, if it is the sole focus - [ ] ●●●●○ L: will likely take more than one sprint to complete, but less than two - [ ] ●●●●● XL: a very large experience to be determined or overhauled, will need to be broken down further",1.0,"✨ Brush cursor is too small to notice when zoomed out - ### Overview of design need - **Is there an existing GitHub issue this design work pertains to?** [Cursor should be a crosshairs cursor for points 'add' mode #2142](https://github.com/napari/napari/issues/2142) - **Also link to any specific comments or threads where the problem to be solved by design is mentioned** [Comment explaining the current issue with brush cursor](https://github.com/napari/napari/issues/2142#issuecomment-780375973) - **In a sentence or two, describe the problem to be solved for users** The brush size can be selected to be very small, and when an image is zoomed out this makes it very easy to lose track of. There may be different ways to solve for this: can we indicate that the brush size is small, but still make (surrounding design elements of the) cursor larger or stand out better? Or what about the [""loupe"" concept suggested by emilmelnikov](https://github.com/napari/napari/issues/2142#issuecomment-780375973)? We should investigate how other tools handle this and also consider other possible ideas. ### What level of design is needed? (Choose all that apply) - [X] **User experience research:** high-level recommendation/exploration of user needs, design heuristics, and / or best practices to inform a design experience (Use this option when you feel there’s a challenge to be solved, but you’re curious about what the experience should be — may involve research studies to understand challenges/opportunities for design) - [ ] **Information flow / conceptual:** organizing and structuring of information flow and content, including layout on screen or across multiple steps - [X] **Visual:** creating mockups, icons, etc (If choosing this level alone, it means that the content to be mocked up and its organization is already known and specified) ### Is design a blocker? - [ ] **Yes:** engineering cannot proceed without a design first - [X] **No:** engineering can create a first version, and design can come in later to iterate and refine If selecting **Yes**, how much design input is needed to unblock engineering? For example, is a full, final visual design needed, or just a recommendation of which conceptual direction to go? ### T-shirt size - [ ] ●○○○○ XS: able to be done in a typical workday or two - [X] ●●○○○ S: able to do within one sprint, if also working on other things in the sprint - [ ] ●●●○○ M: able to do within one sprint, if it is the sole focus - [ ] ●●●●○ L: will likely take more than one sprint to complete, but less than two - [ ] ●●●●● XL: a very large experience to be determined or overhauled, will need to be broken down further",0,✨ brush cursor is too small to notice when zoomed out overview of design need is there an existing github issue this design work pertains to also link to any specific comments or threads where the problem to be solved by design is mentioned in a sentence or two describe the problem to be solved for users the brush size can be selected to be very small and when an image is zoomed out this makes it very easy to lose track of there may be different ways to solve for this can we indicate that the brush size is small but still make surrounding design elements of the cursor larger or stand out better or what about the we should investigate how other tools handle this and also consider other possible ideas what level of design is needed choose all that apply user experience research high level recommendation exploration of user needs design heuristics and or best practices to inform a design experience use this option when you feel there’s a challenge to be solved but you’re curious about what the experience should be — may involve research studies to understand challenges opportunities for design information flow conceptual organizing and structuring of information flow and content including layout on screen or across multiple steps visual creating mockups icons etc if choosing this level alone it means that the content to be mocked up and its organization is already known and specified is design a blocker yes engineering cannot proceed without a design first no engineering can create a first version and design can come in later to iterate and refine if selecting yes how much design input is needed to unblock engineering for example is a full final visual design needed or just a recommendation of which conceptual direction to go t shirt size ●○○○○ xs able to be done in a typical workday or two ●●○○○ s able to do within one sprint if also working on other things in the sprint ●●●○○ m able to do within one sprint if it is the sole focus ●●●●○ l will likely take more than one sprint to complete but less than two ●●●●● xl a very large experience to be determined or overhauled will need to be broken down further,0 14211,8921366113.0,IssuesEvent,2019-01-21 09:56:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Make ""Export with Debug"" more visible to the user",enhancement topic:editor usability,"**Godot version:** 3.1 beta2 **OS/device including version:** Windows 10 64bit **Issue description:** I notice this question coming up a lot ""does exports always show a terminal?"" Well if you look, you'll notice this text is almost invisible to the user. The color is close to the background color and the on/off button is way to the right which in theory should be obvious, but it clearly isn't obvious to the user because it's a question that constantly comes up on the discord ![image](https://user-images.githubusercontent.com/16387107/51442245-8bf5d600-1ca0-11e9-8df7-11905f6b6aab.png) ",True,"Make ""Export with Debug"" more visible to the user - **Godot version:** 3.1 beta2 **OS/device including version:** Windows 10 64bit **Issue description:** I notice this question coming up a lot ""does exports always show a terminal?"" Well if you look, you'll notice this text is almost invisible to the user. The color is close to the background color and the on/off button is way to the right which in theory should be obvious, but it clearly isn't obvious to the user because it's a question that constantly comes up on the discord ![image](https://user-images.githubusercontent.com/16387107/51442245-8bf5d600-1ca0-11e9-8df7-11905f6b6aab.png) ",1,make export with debug more visible to the user godot version os device including version windows issue description i notice this question coming up a lot does exports always show a terminal well if you look you ll notice this text is almost invisible to the user the color is close to the background color and the on off button is way to the right which in theory should be obvious but it clearly isn t obvious to the user because it s a question that constantly comes up on the discord ,1 50637,13546330920.0,IssuesEvent,2020-09-17 01:00:38,jtimberlake/rojo,https://api.github.com/repos/jtimberlake/rojo,opened,CVE-2020-25576 (Medium) detected in rand_core-0.3.1.crate,security vulnerability,"## CVE-2020-25576 - Medium Severity Vulnerability
Vulnerable Library - rand_core-0.3.1.crate

Core random number generator traits and tools for implementation.

Library home page: https://crates.io/api/v1/crates/rand_core/0.3.1/download

Dependency Hierarchy: - reqwest-0.9.24.crate (Root Library) - uuid-0.7.4.crate - rand-0.6.5.crate - rand_xorshift-0.1.1.crate - :x: **rand_core-0.3.1.crate** (Vulnerable Library)

Vulnerability Details

An issue was discovered in the rand_core crate before 0.4.2 for Rust. Casting of byte slices to integer slices mishandles alignment constraints.

Publish Date: 2020-09-14

URL: CVE-2020-25576

CVSS 3 Score Details (4.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Adjacent - Attack Complexity: High - Privileges Required: Low - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://rustsec.org/advisories/RUSTSEC-2019-0035.html

Release Date: 2020-09-14

Fix Resolution: rand_core - 0.4.2

",True,"CVE-2020-25576 (Medium) detected in rand_core-0.3.1.crate - ## CVE-2020-25576 - Medium Severity Vulnerability
Vulnerable Library - rand_core-0.3.1.crate

Core random number generator traits and tools for implementation.

Library home page: https://crates.io/api/v1/crates/rand_core/0.3.1/download

Dependency Hierarchy: - reqwest-0.9.24.crate (Root Library) - uuid-0.7.4.crate - rand-0.6.5.crate - rand_xorshift-0.1.1.crate - :x: **rand_core-0.3.1.crate** (Vulnerable Library)

Vulnerability Details

An issue was discovered in the rand_core crate before 0.4.2 for Rust. Casting of byte slices to integer slices mishandles alignment constraints.

Publish Date: 2020-09-14

URL: CVE-2020-25576

CVSS 3 Score Details (4.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Adjacent - Attack Complexity: High - Privileges Required: Low - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://rustsec.org/advisories/RUSTSEC-2019-0035.html

Release Date: 2020-09-14

Fix Resolution: rand_core - 0.4.2

",0,cve medium detected in rand core crate cve medium severity vulnerability vulnerable library rand core crate core random number generator traits and tools for implementation library home page a href dependency hierarchy reqwest crate root library uuid crate rand crate rand xorshift crate x rand core crate vulnerable library vulnerability details an issue was discovered in the rand core crate before for rust casting of byte slices to integer slices mishandles alignment constraints publish date url a href cvss score details base score metrics exploitability metrics attack vector adjacent attack complexity high privileges required low user interaction required scope unchanged impact metrics confidentiality impact low integrity impact low availability impact low for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution rand core isopenpronvulnerability false ispackagebased true isdefaultbranch true packages vulnerabilityidentifier cve vulnerabilitydetails an issue was discovered in the rand core crate before for rust casting of byte slices to integer slices mishandles alignment constraints vulnerabilityurl ,0 12367,7834829893.0,IssuesEvent,2018-06-16 19:07:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Gradient texture 'expands' Inspector window,bug confirmed topic:editor usability," **Godot version:** 76875ba **Issue description:** Inspector window 'expands' to the right. ![inspectorexpands-01](https://user-images.githubusercontent.com/15687516/41292821-eb78e186-6e53-11e8-807d-dc48db616c7b.jpg) ![inspectorexpands-02](https://user-images.githubusercontent.com/15687516/41292827-ed60c9c8-6e53-11e8-93c3-b2d13f2e2c9b.jpg) **Steps to reproduce:** New project, new scene, add 2D Root node, add 2D particle system, add Particles material, add Gradient Texture, add New Gradient. Now click the Gradient Texture area again and the Inspector expands to the right. **Minimal reproduction project:** The included project has all the above except the Gradient. [Godot3Master.zip](https://github.com/godotengine/godot/files/2094240/Godot3Master.zip) ",True,"Gradient texture 'expands' Inspector window - **Godot version:** 76875ba **Issue description:** Inspector window 'expands' to the right. ![inspectorexpands-01](https://user-images.githubusercontent.com/15687516/41292821-eb78e186-6e53-11e8-807d-dc48db616c7b.jpg) ![inspectorexpands-02](https://user-images.githubusercontent.com/15687516/41292827-ed60c9c8-6e53-11e8-93c3-b2d13f2e2c9b.jpg) **Steps to reproduce:** New project, new scene, add 2D Root node, add 2D particle system, add Particles material, add Gradient Texture, add New Gradient. Now click the Gradient Texture area again and the Inspector expands to the right. **Minimal reproduction project:** The included project has all the above except the Gradient. [Godot3Master.zip](https://github.com/godotengine/godot/files/2094240/Godot3Master.zip) ",1,gradient texture expands inspector window please search existing issues for potential duplicates before filing yours godot version issue description inspector window expands to the right steps to reproduce new project new scene add root node add particle system add particles material add gradient texture add new gradient now click the gradient texture area again and the inspector expands to the right minimal reproduction project the included project has all the above except the gradient ,1 7319,4891171303.0,IssuesEvent,2016-11-18 15:58:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,godot scaling error ide,bug platform:linux topic:editor usability,"**Operating system or device - Godot version:** kubuntu 16.04 X64 core i5 ram 12gb ati readeon hd 6870 Godot_v2.1-stable_x11.64 **Issue description** (what happened, and what was expected): ide not scaled correctly, so you can not see the interface. 1920 \* 1080 is correctly but not in 1360 \* 768 image http://postimg.org/gallery/2wz56gdbw/ **Steps to reproduce:** godot open in a new installation of Kubuntu with the same resolution. **Link to minimal example project** (optional but very welcome): ",True,"godot scaling error ide - **Operating system or device - Godot version:** kubuntu 16.04 X64 core i5 ram 12gb ati readeon hd 6870 Godot_v2.1-stable_x11.64 **Issue description** (what happened, and what was expected): ide not scaled correctly, so you can not see the interface. 1920 \* 1080 is correctly but not in 1360 \* 768 image http://postimg.org/gallery/2wz56gdbw/ **Steps to reproduce:** godot open in a new installation of Kubuntu with the same resolution. **Link to minimal example project** (optional but very welcome): ",1,godot scaling error ide operating system or device godot version kubuntu core ram ati readeon hd godot stable issue description what happened and what was expected ide not scaled correctly so you can not see the interface is correctly but not in image steps to reproduce godot open in a new installation of kubuntu with the same resolution link to minimal example project optional but very welcome ,1 215255,7292894741.0,IssuesEvent,2018-02-25 07:43:02,Jumpscale/lib9,https://api.github.com/repos/Jumpscale/lib9,opened,implement CoreDNSClient,priority_major,"- .../JumpScale9Lib/clients/coredns/CoreDNSClient.py the different record types - ../JumpScale9Lib/clients/coredns/CoreDNSFactory.py the test()... - ../docs/despiegk/itenv_test/dns_test.py implement the test here, should execute as is ``` from lib.base import * reset=False m,n=proxy_get() p=n.prefab p.network.coredns.install(reset=reset) n.portforward(6379,6380) #will connect remote redis port to the local one on 6380 j.clients.redis_config.get_by_params(instance=""coredns"",port=6380) #will use the coredns redis connection and now set records on the redis on port 6380 #will then use python dns tools to make sure all was configured properly j.clients.coredns.test() ``` this dns will be used in deployments in OVC ",1.0,"implement CoreDNSClient - - .../JumpScale9Lib/clients/coredns/CoreDNSClient.py the different record types - ../JumpScale9Lib/clients/coredns/CoreDNSFactory.py the test()... - ../docs/despiegk/itenv_test/dns_test.py implement the test here, should execute as is ``` from lib.base import * reset=False m,n=proxy_get() p=n.prefab p.network.coredns.install(reset=reset) n.portforward(6379,6380) #will connect remote redis port to the local one on 6380 j.clients.redis_config.get_by_params(instance=""coredns"",port=6380) #will use the coredns redis connection and now set records on the redis on port 6380 #will then use python dns tools to make sure all was configured properly j.clients.coredns.test() ``` this dns will be used in deployments in OVC ",0,implement corednsclient clients coredns corednsclient py the different record types clients coredns corednsfactory py the test docs despiegk itenv test dns test py implement the test here should execute as is from lib base import reset false m n proxy get p n prefab p network coredns install reset reset n portforward will connect remote redis port to the local one on j clients redis config get by params instance coredns port will use the coredns redis connection and now set records on the redis on port will then use python dns tools to make sure all was configured properly j clients coredns test this dns will be used in deployments in ovc ,0 16204,10631407345.0,IssuesEvent,2019-10-15 08:18:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Area2D Collision disabled, can't be enabled inside of a signal",topic:physics usability," **Godot version:** v3.1.beta4.official **OS/device including version:** macOS Mojave 10.14.3 **Issue description:** When you disable an Area2D's collision you can't enable it inside of another node signal. **Steps to reproduce:** - Create an Area2D (""Goal"") with CollisionShape2D - Disable CollisionShape2D Collision - Connect the signal body_entered and put a print inside of it - Create another Area2D (""Toggler"") with CollisionShape2D - Connect the signal body_entered and enable the ""Goal"" Collision inside of it - Create a KinematicBody2D (""Player"") with CollisionShape2D - Make the ""Player"" pass through the ""Toggler"", ""Goal"" will look like it's enabled but if the ""Player"" pass through it, it will not print anything **Minimal reproduction project:** [area_2d_collision_bug.zip](https://github.com/godotengine/godot/files/2873009/area_2d_collision_bug.zip)",True,"Area2D Collision disabled, can't be enabled inside of a signal - **Godot version:** v3.1.beta4.official **OS/device including version:** macOS Mojave 10.14.3 **Issue description:** When you disable an Area2D's collision you can't enable it inside of another node signal. **Steps to reproduce:** - Create an Area2D (""Goal"") with CollisionShape2D - Disable CollisionShape2D Collision - Connect the signal body_entered and put a print inside of it - Create another Area2D (""Toggler"") with CollisionShape2D - Connect the signal body_entered and enable the ""Goal"" Collision inside of it - Create a KinematicBody2D (""Player"") with CollisionShape2D - Make the ""Player"" pass through the ""Toggler"", ""Goal"" will look like it's enabled but if the ""Player"" pass through it, it will not print anything **Minimal reproduction project:** [area_2d_collision_bug.zip](https://github.com/godotengine/godot/files/2873009/area_2d_collision_bug.zip)",1, collision disabled can t be enabled inside of a signal please search existing issues for potential duplicates before filing yours godot version official os device including version macos mojave issue description when you disable an s collision you can t enable it inside of another node signal steps to reproduce create an goal with disable collision connect the signal body entered and put a print inside of it create another toggler with connect the signal body entered and enable the goal collision inside of it create a player with make the player pass through the toggler goal will look like it s enabled but if the player pass through it it will not print anything minimal reproduction project ,1 17740,12299178778.0,IssuesEvent,2020-05-11 11:54:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"[TRACKER] Internationalization-related issues (CJK and RTL support, IME, fonts, etc.)",discussion feature proposal topic:core topic:editor tracker usability,"We have quite a few issues and PRs (both new and old) related to internationalization issues, especially CJK and Arabic input and display support, input method engines, etc., so I thought to list them all here so that a global solution can be discussed and implemented. **Issues:** - [x] #29: IME support for non-latin Unicode characters (CJK, Arabic, etc.) - [x] #531: Default font in editor is non-unicode - [x] #871: Godot editor accepts non-ascii chars but doesn't show them - [ ] #982: Support for RTL input and display - [x] #1708: Can't import template if folder contains non-ascii characters - [x] #1848: RichTextLabel does not support wrapping for Chinese font - [x] #2379: International font problem with OptionButton - [x] #2491: Cannot display CJK properly on linux - [ ] #2689: Alt codes aren’t picked up by text - [ ] #2915: Missing support for non-ascii keyboard bindings - [ ] #9961: Add HarfBuzz for text shaping - [x] #9398: Improve internationalization support for projects via gettext - [ ] #31432: Add support for gettext plural forms **Pull requests:** - #194: Fixed issue #29 Editor doesn't support CJK **(closed)** - #245: Split font atlas texture into 1024*1024 size if atlas size > 1024 **(merge conflicts, closed)** - #257: New add dynamic ttf loading support **(closed, obsoleted by 2.1 developments)** - #287: Add editor localization support (WIP) **(closed, obsoleted by 2.1 developments)** - #300: Fix CJK input on ios platform **(merge conflicts)** - #2297: Add RTL text support and fa locale **(closed, was using copylefted code apparently)** - #2799: Add character selection to font importer **(merge conflicts)** - #2886: RTL support based on ICU library **(merge conflicts, but could likely get rebased if asked for)** ",True,"[TRACKER] Internationalization-related issues (CJK and RTL support, IME, fonts, etc.) - We have quite a few issues and PRs (both new and old) related to internationalization issues, especially CJK and Arabic input and display support, input method engines, etc., so I thought to list them all here so that a global solution can be discussed and implemented. **Issues:** - [x] #29: IME support for non-latin Unicode characters (CJK, Arabic, etc.) - [x] #531: Default font in editor is non-unicode - [x] #871: Godot editor accepts non-ascii chars but doesn't show them - [ ] #982: Support for RTL input and display - [x] #1708: Can't import template if folder contains non-ascii characters - [x] #1848: RichTextLabel does not support wrapping for Chinese font - [x] #2379: International font problem with OptionButton - [x] #2491: Cannot display CJK properly on linux - [ ] #2689: Alt codes aren’t picked up by text - [ ] #2915: Missing support for non-ascii keyboard bindings - [ ] #9961: Add HarfBuzz for text shaping - [x] #9398: Improve internationalization support for projects via gettext - [ ] #31432: Add support for gettext plural forms **Pull requests:** - #194: Fixed issue #29 Editor doesn't support CJK **(closed)** - #245: Split font atlas texture into 1024*1024 size if atlas size > 1024 **(merge conflicts, closed)** - #257: New add dynamic ttf loading support **(closed, obsoleted by 2.1 developments)** - #287: Add editor localization support (WIP) **(closed, obsoleted by 2.1 developments)** - #300: Fix CJK input on ios platform **(merge conflicts)** - #2297: Add RTL text support and fa locale **(closed, was using copylefted code apparently)** - #2799: Add character selection to font importer **(merge conflicts)** - #2886: RTL support based on ICU library **(merge conflicts, but could likely get rebased if asked for)** ",1, internationalization related issues cjk and rtl support ime fonts etc we have quite a few issues and prs both new and old related to internationalization issues especially cjk and arabic input and display support input method engines etc so i thought to list them all here so that a global solution can be discussed and implemented issues ime support for non latin unicode characters cjk arabic etc default font in editor is non unicode godot editor accepts non ascii chars but doesn t show them support for rtl input and display can t import template if folder contains non ascii characters richtextlabel does not support wrapping for chinese font international font problem with optionbutton cannot display cjk properly on linux alt codes aren’t picked up by text missing support for non ascii keyboard bindings add harfbuzz for text shaping improve internationalization support for projects via gettext add support for gettext plural forms pull requests fixed issue editor doesn t support cjk closed split font atlas texture into size if atlas size merge conflicts closed new add dynamic ttf loading support closed obsoleted by developments add editor localization support wip closed obsoleted by developments fix cjk input on ios platform merge conflicts add rtl text support and fa locale closed was using copylefted code apparently add character selection to font importer merge conflicts rtl support based on icu library merge conflicts but could likely get rebased if asked for ,1 18178,12625916066.0,IssuesEvent,2020-06-14 14:14:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Small animation editor and bones improvements ,discussion enhancement topic:editor usability,"This is an issue for small anim editor improvements. After working for quite some time with it following issues appeared for me. 1. It would be nice to move the timeline cursor beyond the animation lenght. Preferable would be a toggle button which can release the cursor or keep it within the limits. Sometimes it is nice to duplicate keyframes beyond the timeline. 2.Imho it would be good if we just see the node name with pos,loc,rot and not the complete path to the node. Often you cannot see which keys you are editing, because the path is so long. If then pressing on the name you could edit the whole path. 2. There is the clear pose operator. But it is useless for a character because the default pos is at 0,0 scale is at 1,1 and rot at 0. Would be nice if we can define an anim as default pose which this function will use as reference for clearing the pose. 3. I wish we can hide Bone Armatures. Maybe add is as a function into the skeleton menu. 4. Coloring Bones would be awesome too. 5. adding IK with reference bones would be great! So we can for example move the upper body and the feet will always stay at its place 6. constraint bone width to viewport zoom. Currently the width is absolute, which can result in very fat bones when zooming out, so you the character is hardly to see. ",True,"Small animation editor and bones improvements - This is an issue for small anim editor improvements. After working for quite some time with it following issues appeared for me. 1. It would be nice to move the timeline cursor beyond the animation lenght. Preferable would be a toggle button which can release the cursor or keep it within the limits. Sometimes it is nice to duplicate keyframes beyond the timeline. 2.Imho it would be good if we just see the node name with pos,loc,rot and not the complete path to the node. Often you cannot see which keys you are editing, because the path is so long. If then pressing on the name you could edit the whole path. 2. There is the clear pose operator. But it is useless for a character because the default pos is at 0,0 scale is at 1,1 and rot at 0. Would be nice if we can define an anim as default pose which this function will use as reference for clearing the pose. 3. I wish we can hide Bone Armatures. Maybe add is as a function into the skeleton menu. 4. Coloring Bones would be awesome too. 5. adding IK with reference bones would be great! So we can for example move the upper body and the feet will always stay at its place 6. constraint bone width to viewport zoom. Currently the width is absolute, which can result in very fat bones when zooming out, so you the character is hardly to see. ",1,small animation editor and bones improvements this is an issue for small anim editor improvements after working for quite some time with it following issues appeared for me it would be nice to move the timeline cursor beyond the animation lenght preferable would be a toggle button which can release the cursor or keep it within the limits sometimes it is nice to duplicate keyframes beyond the timeline imho it would be good if we just see the node name with pos loc rot and not the complete path to the node often you cannot see which keys you are editing because the path is so long if then pressing on the name you could edit the whole path there is the clear pose operator but it is useless for a character because the default pos is at scale is at and rot at would be nice if we can define an anim as default pose which this function will use as reference for clearing the pose i wish we can hide bone armatures maybe add is as a function into the skeleton menu coloring bones would be awesome too adding ik with reference bones would be great so we can for example move the upper body and the feet will always stay at its place constraint bone width to viewport zoom currently the width is absolute which can result in very fat bones when zooming out so you the character is hardly to see ,1 15336,9965453994.0,IssuesEvent,2019-07-08 08:48:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add string pattern found count to find/replace tools.,feature proposal topic:editor usability,"When I refactor my code using the find and replace tools, it would be extremely helpful to know how many instances of the search string the tool has found. Sometimes I need to create const string references in a huge source file and there is no point in making them if the string is used only once, so I create the constant strings only if there are multiple instances of the string used. I _could_ use the ""up"" or ""down"" arrow to check if the editor jumps to another instance if there exists one, but that's not an elegant solution...",True,"Add string pattern found count to find/replace tools. - When I refactor my code using the find and replace tools, it would be extremely helpful to know how many instances of the search string the tool has found. Sometimes I need to create const string references in a huge source file and there is no point in making them if the string is used only once, so I create the constant strings only if there are multiple instances of the string used. I _could_ use the ""up"" or ""down"" arrow to check if the editor jumps to another instance if there exists one, but that's not an elegant solution...",1,add string pattern found count to find replace tools when i refactor my code using the find and replace tools it would be extremely helpful to know how many instances of the search string the tool has found sometimes i need to create const string references in a huge source file and there is no point in making them if the string is used only once so i create the constant strings only if there are multiple instances of the string used i could use the up or down arrow to check if the editor jumps to another instance if there exists one but that s not an elegant solution ,1 30931,14700936232.0,IssuesEvent,2021-01-04 11:00:43,JuliaReach/LazySets.jl,https://api.github.com/repos/JuliaReach/LazySets.jl,closed,Improve intersection of VPolygon,intersection performance :racehorse:,"--- On the other hand intersection of original `VPolygon` is slow: ```julia @btime intersection($p, $q) # as VPolygon 2.594 ms (32355 allocations: 1.84 MiB) ``` (this passes through Polyhedra through [this function](https://github.com/JuliaReach/LazySets.jl/blob/6289f14b24c78f8e13a7824bafc0487ec2408169/src/concrete_intersection.jl#L412), i'm thinking if we should rather use a 2D implementation, or at least convert to HPolygon and then use the intersection of HPolygon should be cheaper. _Originally posted by @mforets in https://github.com/JuliaReach/LazySets.jl/issues/672#issuecomment-490281146_",True,"Improve intersection of VPolygon - --- On the other hand intersection of original `VPolygon` is slow: ```julia @btime intersection($p, $q) # as VPolygon 2.594 ms (32355 allocations: 1.84 MiB) ``` (this passes through Polyhedra through [this function](https://github.com/JuliaReach/LazySets.jl/blob/6289f14b24c78f8e13a7824bafc0487ec2408169/src/concrete_intersection.jl#L412), i'm thinking if we should rather use a 2D implementation, or at least convert to HPolygon and then use the intersection of HPolygon should be cheaper. _Originally posted by @mforets in https://github.com/JuliaReach/LazySets.jl/issues/672#issuecomment-490281146_",0,improve intersection of vpolygon on the other hand intersection of original vpolygon is slow julia btime intersection p q as vpolygon ms allocations mib this passes through polyhedra through i m thinking if we should rather use a implementation or at least convert to hpolygon and then use the intersection of hpolygon should be cheaper originally posted by mforets in ,0 22550,19636035273.0,IssuesEvent,2022-01-08 09:43:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,tileset editor can't reliably select which tile to edit,enhancement topic:editor usability," **Godot version:** 3.1 Scenario: One file, several tiles. Some tiles use the same texture. For example i have an autotile using a 3x3 region, but want to manually be able to place these tiles as well. For that i add 9 single tiles, which overlap the autotile. This prevents me from reliably selecting the correct tile to edit. I propose we add a list of all the tiles on the current texture, or make the names you can optionally display atm clickable.",True,"tileset editor can't reliably select which tile to edit - **Godot version:** 3.1 Scenario: One file, several tiles. Some tiles use the same texture. For example i have an autotile using a 3x3 region, but want to manually be able to place these tiles as well. For that i add 9 single tiles, which overlap the autotile. This prevents me from reliably selecting the correct tile to edit. I propose we add a list of all the tiles on the current texture, or make the names you can optionally display atm clickable.",1,tileset editor can t reliably select which tile to edit please search existing issues for potential duplicates before filing yours godot version scenario one file several tiles some tiles use the same texture for example i have an autotile using a region but want to manually be able to place these tiles as well for that i add single tiles which overlap the autotile this prevents me from reliably selecting the correct tile to edit i propose we add a list of all the tiles on the current texture or make the names you can optionally display atm clickable ,1 152969,13489807407.0,IssuesEvent,2020-09-11 14:20:12,bnspalding/wordlists,https://api.github.com/repos/bnspalding/wordlists,closed,Add missing descriptions to README,documentation,ensure every resource is properly described in the README. Take the opportunity to check word counts for resources.,1.0,Add missing descriptions to README - ensure every resource is properly described in the README. Take the opportunity to check word counts for resources.,0,add missing descriptions to readme ensure every resource is properly described in the readme take the opportunity to check word counts for resources ,0 24308,23616862578.0,IssuesEvent,2022-08-24 16:36:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Rotation on 3D transform animation track in inspector with Quaternion is hard to use,enhancement topic:editor usability topic:animation," **Godot version:** 3.2.1 stable official **OS/device including version:** Geforce 750 TI, GLES3 **Issue description:** when using a 3d transform track adding rotation information to keys is simply ignored (P.S. why does the editors axis lines intersect at (0.5, 0, 0) ?) **Steps to reproduce:** add a 3d transform track to an object, change the rotation information, observe no change. **Minimal reproduction project:** [no rotation.zip](https://github.com/godotengine/godot/files/4713785/no.rotation.zip) ",True,"Rotation on 3D transform animation track in inspector with Quaternion is hard to use - **Godot version:** 3.2.1 stable official **OS/device including version:** Geforce 750 TI, GLES3 **Issue description:** when using a 3d transform track adding rotation information to keys is simply ignored (P.S. why does the editors axis lines intersect at (0.5, 0, 0) ?) **Steps to reproduce:** add a 3d transform track to an object, change the rotation information, observe no change. **Minimal reproduction project:** [no rotation.zip](https://github.com/godotengine/godot/files/4713785/no.rotation.zip) ",1,rotation on transform animation track in inspector with quaternion is hard to use please search existing issues for potential duplicates before filing yours godot version stable official os device including version geforce ti issue description when using a transform track adding rotation information to keys is simply ignored p s why does the editors axis lines intersect at steps to reproduce add a transform track to an object change the rotation information observe no change minimal reproduction project ,1 6251,4194755007.0,IssuesEvent,2016-06-25 08:36:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor Tabbing hotkeys for OSX,enhancement junior job platform:osx topic:editor usability,For OSX selecting next/previous tab should be possible with META+SHIFT+[ and META+SHIFT+] as it's default behaviour by all other applications,True,Editor Tabbing hotkeys for OSX - For OSX selecting next/previous tab should be possible with META+SHIFT+[ and META+SHIFT+] as it's default behaviour by all other applications,1,editor tabbing hotkeys for osx for osx selecting next previous tab should be possible with meta shift as it s default behaviour by all other applications,1 13130,8301238025.0,IssuesEvent,2018-09-21 10:40:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"New ""Toggle split mode"" button sometimes stops working",bug topic:editor usability,"**Godot version:** 8e4b18a **OS/device including version:** Win10 **Issue description:** ![image](http://g.recordit.co/rVnPdBzko6.gif) **Steps to reproduce:** Click it several times or switch to internal folder, Im not found the pattern which causes it ",True,"New ""Toggle split mode"" button sometimes stops working - **Godot version:** 8e4b18a **OS/device including version:** Win10 **Issue description:** ![image](http://g.recordit.co/rVnPdBzko6.gif) **Steps to reproduce:** Click it several times or switch to internal folder, Im not found the pattern which causes it ",1,new toggle split mode button sometimes stops working godot version os device including version issue description steps to reproduce click it several times or switch to internal folder im not found the pattern which causes it ,1 21903,18058447184.0,IssuesEvent,2021-09-20 11:16:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't close all scripts if some are unsaved,bug topic:editor usability," **Godot version:** 3.2.4 rc3 / dd1881a **Issue description:** When there is an unsaved script on your script list, using Close All or Close Others will stop on that script. The unsaved dialog will interrupt closing scripts, so you have to use it again. This is especially problematic with built-in scripts, which tend to ask you to save changes even if they are unmodified. **Steps to reproduce:** 1. Open few scripts 2. Modify 1 of them (or 2 for best effect) 3. Right click script list and Close All 4. Not all scripts are closed, because of the dialog",True,"Can't close all scripts if some are unsaved - **Godot version:** 3.2.4 rc3 / dd1881a **Issue description:** When there is an unsaved script on your script list, using Close All or Close Others will stop on that script. The unsaved dialog will interrupt closing scripts, so you have to use it again. This is especially problematic with built-in scripts, which tend to ask you to save changes even if they are unmodified. **Steps to reproduce:** 1. Open few scripts 2. Modify 1 of them (or 2 for best effect) 3. Right click script list and Close All 4. Not all scripts are closed, because of the dialog",1,can t close all scripts if some are unsaved please search existing issues for potential duplicates before filing yours godot version issue description when there is an unsaved script on your script list using close all or close others will stop on that script the unsaved dialog will interrupt closing scripts so you have to use it again this is especially problematic with built in scripts which tend to ask you to save changes even if they are unmodified steps to reproduce open few scripts modify of them or for best effect right click script list and close all not all scripts are closed because of the dialog,1 558748,16541799098.0,IssuesEvent,2021-05-27 17:47:55,metabase/metabase,https://api.github.com/repos/metabase/metabase,opened,Broken layout on Data Model page on locales with longer text,.Frontend Priority:P3 Type:Bug,"**Describe the bug** Broken layout on Data Model page on locales with longer text: **To Reproduce** Steps to reproduce the behavior: 1. Change locale to Russian 2. Login as Admin 3. Go to Admin panel -> Data Model ",1.0,"Broken layout on Data Model page on locales with longer text - **Describe the bug** Broken layout on Data Model page on locales with longer text: **To Reproduce** Steps to reproduce the behavior: 1. Change locale to Russian 2. Login as Admin 3. Go to Admin panel -> Data Model ",0,broken layout on data model page on locales with longer text describe the bug broken layout on data model page on locales with longer text img width alt screen shot at src to reproduce steps to reproduce the behavior change locale to russian login as admin go to admin panel data model ,0 25731,25782467307.0,IssuesEvent,2022-12-09 17:07:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The selection rectangle is barely visible on some tiles,enhancement topic:editor usability," **Godot version:** cb82442 **Issue description:** I have a tileset with blue tiles and the selection rectangle for alternate tiles seems to be of similar color. The result is this: ![image](https://user-images.githubusercontent.com/2223172/120940950-3b239280-c720-11eb-9b75-0a41755753a2.png) (seems to depend on screen color settings) I think the rectangle should be thicker, or better, bicolored.",True,"The selection rectangle is barely visible on some tiles - **Godot version:** cb82442 **Issue description:** I have a tileset with blue tiles and the selection rectangle for alternate tiles seems to be of similar color. The result is this: ![image](https://user-images.githubusercontent.com/2223172/120940950-3b239280-c720-11eb-9b75-0a41755753a2.png) (seems to depend on screen color settings) I think the rectangle should be thicker, or better, bicolored.",1,the selection rectangle is barely visible on some tiles please search existing issues for potential duplicates before filing yours godot version issue description i have a tileset with blue tiles and the selection rectangle for alternate tiles seems to be of similar color the result is this seems to depend on screen color settings i think the rectangle should be thicker or better bicolored ,1 15069,9703050449.0,IssuesEvent,2019-05-27 10:17:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Selected Node in Editors Node Tree isn't deselected when filtered,bug topic:editor usability,"**Godot version:** 3.1beta 3 **OS/device including version:** Windows 10 (Project was using GLES2, but I doubt that this matters) **Issue description:** 1. Select a node in the node tree of the editor. 2. Filter the node list. So the selected node isn't visible in node tree. 3. Select another node by simply clicking (no modifier keys) 4. Properties shows ""Multinode Edit"" because previous node stays selected -> two selected nodes. Expected behaviour: All other nodes should be deselected when clicking a node in the node tree (be them filtered or not). **Steps to reproduce:** ![demonstration](https://i.imgur.com/SLtkTqJ.gif) **Minimal reproduction project:** (any project with more than one node in a scene should do as testing ground)",True,"Selected Node in Editors Node Tree isn't deselected when filtered - **Godot version:** 3.1beta 3 **OS/device including version:** Windows 10 (Project was using GLES2, but I doubt that this matters) **Issue description:** 1. Select a node in the node tree of the editor. 2. Filter the node list. So the selected node isn't visible in node tree. 3. Select another node by simply clicking (no modifier keys) 4. Properties shows ""Multinode Edit"" because previous node stays selected -> two selected nodes. Expected behaviour: All other nodes should be deselected when clicking a node in the node tree (be them filtered or not). **Steps to reproduce:** ![demonstration](https://i.imgur.com/SLtkTqJ.gif) **Minimal reproduction project:** (any project with more than one node in a scene should do as testing ground)",1,selected node in editors node tree isn t deselected when filtered godot version os device including version windows project was using but i doubt that this matters issue description select a node in the node tree of the editor filter the node list so the selected node isn t visible in node tree select another node by simply clicking no modifier keys properties shows multinode edit because previous node stays selected two selected nodes expected behaviour all other nodes should be deselected when clicking a node in the node tree be them filtered or not steps to reproduce minimal reproduction project any project with more than one node in a scene should do as testing ground ,1 141931,5447100236.0,IssuesEvent,2017-03-07 12:36:52,PhantasarProductions/TFTRevamp,https://api.github.com/repos/PhantasarProductions/TFTRevamp,opened,Extra Cards ignored,!!! VERY EXTREMELY CRITICAL — PROJECT AS A WHOLE IS ON THE LINE !!! Affects Demo Bug Char: Dandor Char: Hando Stillor Char: Jake Char: Krandar Char: Marrilona Data: Characters Data: Foes Data: Items and abilities Database Priority: TOP PRIORITY Undesirable Use: CharacterMeta,"Extra cards containing spells or abilities ignored and the reason is not clear at all.... As soon as I have time to resume my work on this game fixing this issue will happen first and the development will NOT proceed until this one is fixed!!!",2.0,"Extra Cards ignored - Extra cards containing spells or abilities ignored and the reason is not clear at all.... As soon as I have time to resume my work on this game fixing this issue will happen first and the development will NOT proceed until this one is fixed!!!",0,extra cards ignored extra cards containing spells or abilities ignored and the reason is not clear at all as soon as i have time to resume my work on this game fixing this issue will happen first and the development will not proceed until this one is fixed ,0 11184,7096960648.0,IssuesEvent,2018-01-14 14:16:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,VS Code opens every time you switch scene tabs,bug topic:editor usability,"**Godot version:** 3.0 beta 2 **OS/device including version:** Windows 10 **Issue description:** Every time you switch scene tabs in the IDE, VS Code opens up. This is annoying if you are using the IDE and VS Code on the same screen. **Steps to reproduce:** Switch scene tabs. EDIT: Seems to only occur when you switch to a scene that has a script on the base node.",True,"VS Code opens every time you switch scene tabs - **Godot version:** 3.0 beta 2 **OS/device including version:** Windows 10 **Issue description:** Every time you switch scene tabs in the IDE, VS Code opens up. This is annoying if you are using the IDE and VS Code on the same screen. **Steps to reproduce:** Switch scene tabs. EDIT: Seems to only occur when you switch to a scene that has a script on the base node.",1,vs code opens every time you switch scene tabs godot version beta os device including version windows issue description every time you switch scene tabs in the ide vs code opens up this is annoying if you are using the ide and vs code on the same screen steps to reproduce switch scene tabs edit seems to only occur when you switch to a scene that has a script on the base node ,1 20519,15624074464.0,IssuesEvent,2021-03-21 00:19:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Measurements are difficult with new infinite grid,discussion topic:editor usability," **Godot version:** 3.2.4 RC 5 **OS/device including version:** Linux **Issue description:** Scale is almost impossible to judge with the new infinite grid. Before, I could use the grid to judge 1x1 meter distances so I could build maps based on that scale. Now that the grid gets infinitely smaller it's almost impossible to judge that scale because it's constantly shifting. The only workaround I've found is to create a 1x1 csg mesh that I leave floating, but having the grid stop shrinking at 1x1 meter squares would be better. | New Grid | Old Grid | | --------- | ---------- | | ![Screenshot from 2021-03-17 13-54-16](https://user-images.githubusercontent.com/57882701/111514630-4de18900-8728-11eb-801f-c753c9fc0678.png) | ![Screenshot from 2021-03-17 13-58-09](https://user-images.githubusercontent.com/57882701/111515292-ff80ba00-8728-11eb-8b9d-848b32c1078f.png) | | Zooming in without this 1x1 block will make users lose track of the scale. | The old grid stops at 1x1 so it can be used for scale. | Making maps to realize that they are 1/10th the size I need is frustrating. The new grid is great besides for this issue. **Steps to reproduce:** N/A **Minimal reproduction project:** N/A",True,"Measurements are difficult with new infinite grid - **Godot version:** 3.2.4 RC 5 **OS/device including version:** Linux **Issue description:** Scale is almost impossible to judge with the new infinite grid. Before, I could use the grid to judge 1x1 meter distances so I could build maps based on that scale. Now that the grid gets infinitely smaller it's almost impossible to judge that scale because it's constantly shifting. The only workaround I've found is to create a 1x1 csg mesh that I leave floating, but having the grid stop shrinking at 1x1 meter squares would be better. | New Grid | Old Grid | | --------- | ---------- | | ![Screenshot from 2021-03-17 13-54-16](https://user-images.githubusercontent.com/57882701/111514630-4de18900-8728-11eb-801f-c753c9fc0678.png) | ![Screenshot from 2021-03-17 13-58-09](https://user-images.githubusercontent.com/57882701/111515292-ff80ba00-8728-11eb-8b9d-848b32c1078f.png) | | Zooming in without this 1x1 block will make users lose track of the scale. | The old grid stops at 1x1 so it can be used for scale. | Making maps to realize that they are 1/10th the size I need is frustrating. The new grid is great besides for this issue. **Steps to reproduce:** N/A **Minimal reproduction project:** N/A",1,measurements are difficult with new infinite grid please search existing issues for potential duplicates before filing yours godot version rc os device including version linux issue description scale is almost impossible to judge with the new infinite grid before i could use the grid to judge meter distances so i could build maps based on that scale now that the grid gets infinitely smaller it s almost impossible to judge that scale because it s constantly shifting the only workaround i ve found is to create a csg mesh that i leave floating but having the grid stop shrinking at meter squares would be better new grid old grid zooming in without this block will make users lose track of the scale the old grid stops at so it can be used for scale making maps to realize that they are the size i need is frustrating the new grid is great besides for this issue steps to reproduce n a minimal reproduction project n a,1 17982,12465528599.0,IssuesEvent,2020-05-28 14:10:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual script node search,feature proposal topic:editor topic:visualscript usability,"There is currently no way to find where which nodes are used. Maybe making it so that if you press Ctrl+Shift+F whilst selecting a node, it will select all the same nodes and show you a panel similar to the script text editor search panel: ![image](https://user-images.githubusercontent.com/28286961/56076508-53165a80-5dd2-11e9-8297-15b9e7624de0.png) There could also be settings to match data, connections, where it should be searched etc.",True,"Visual script node search - There is currently no way to find where which nodes are used. Maybe making it so that if you press Ctrl+Shift+F whilst selecting a node, it will select all the same nodes and show you a panel similar to the script text editor search panel: ![image](https://user-images.githubusercontent.com/28286961/56076508-53165a80-5dd2-11e9-8297-15b9e7624de0.png) There could also be settings to match data, connections, where it should be searched etc.",1,visual script node search there is currently no way to find where which nodes are used maybe making it so that if you press ctrl shift f whilst selecting a node it will select all the same nodes and show you a panel similar to the script text editor search panel there could also be settings to match data connections where it should be searched etc ,1 16572,11091773255.0,IssuesEvent,2019-12-15 14:39:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Create a shortcut key to return to the previous line on Script Editor,enhancement topic:editor usability,"**Godot version:** 3.2 dev **OS/device including version:** Windows 10 x64 / NVIDIA GeForce GTX 1060 6GB / Intel Core i7 4790K **Issue description:** If the cursor goes to another part of the script and I want the cursor returns to the line it was previously. Ex: if the cursor is in line 150, I press Ctrl+Home accidentally and it goes to line 1, I want to press a key to return this line 150.",True,"Create a shortcut key to return to the previous line on Script Editor - **Godot version:** 3.2 dev **OS/device including version:** Windows 10 x64 / NVIDIA GeForce GTX 1060 6GB / Intel Core i7 4790K **Issue description:** If the cursor goes to another part of the script and I want the cursor returns to the line it was previously. Ex: if the cursor is in line 150, I press Ctrl+Home accidentally and it goes to line 1, I want to press a key to return this line 150.",1,create a shortcut key to return to the previous line on script editor godot version dev os device including version windows nvidia geforce gtx intel core issue description if the cursor goes to another part of the script and i want the cursor returns to the line it was previously ex if the cursor is in line i press ctrl home accidentally and it goes to line i want to press a key to return this line ,1 6190,4173937515.0,IssuesEvent,2016-06-21 12:30:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't drag child nodes if base node of scene is a Popup node,bug confirmed topic:editor usability,"in version 2.01stable 64bit windows10 If you make the base node of a scene a Popup node, it seems that you can't drag it's child nodes with your mouse. You can still change the size of the node with the mouse, but you can't change its position. You can also still change the child nodes' positions by editing their values. This only happens if the popup node is the base node of the scene, so if it were a child of a node you could still drag its children normally. To reproduce, create a new scene and make the base node a Popup node. Then make any kind of child node and see if you can change its position by mouse.",True,"Can't drag child nodes if base node of scene is a Popup node - in version 2.01stable 64bit windows10 If you make the base node of a scene a Popup node, it seems that you can't drag it's child nodes with your mouse. You can still change the size of the node with the mouse, but you can't change its position. You can also still change the child nodes' positions by editing their values. This only happens if the popup node is the base node of the scene, so if it were a child of a node you could still drag its children normally. To reproduce, create a new scene and make the base node a Popup node. Then make any kind of child node and see if you can change its position by mouse.",1,can t drag child nodes if base node of scene is a popup node in version if you make the base node of a scene a popup node it seems that you can t drag it s child nodes with your mouse you can still change the size of the node with the mouse but you can t change its position you can also still change the child nodes positions by editing their values this only happens if the popup node is the base node of the scene so if it were a child of a node you could still drag its children normally to reproduce create a new scene and make the base node a popup node then make any kind of child node and see if you can change its position by mouse ,1 676025,23113932505.0,IssuesEvent,2022-07-27 15:05:46,Unity-Technologies/com.unity.netcode.gameobjects,https://api.github.com/repos/Unity-Technologies/com.unity.netcode.gameobjects,closed,NetworkAnimator not sending state to clients on connection,type:bug priority:high stat:imported,"### Description When clients connect to host, they won't receive a packet containing the state of the host's version of NetworkAnimator. So, if the host's version of an animator has transitioned to a state that **isn't** the default state, the client won't be aware of that transition and so visual desyncs will naturally occur. ### Reproduce Steps 1. Host a game where the host's player contains a NetworkAnimator, as well as an Animator component. 2. Transition to a new state on the host player. 3. Have a client join host. 4. Notice that on the client, the host's player is still in the Default state. ### Actual Outcome A client will not receive a state sync packet on connection, so the Animator component on the client is desynced. ### Expected Outcome NetworkAnimator should send Animator state on connection so that clients are synced when joining. ### Screenshots If applicable, add screenshots to help explain your problem. ### Environment - OS: Windows - Unity Version: 2021.3.3f1 - Netcode Version: 1.0.0 - Netcode Commit: [e.g. https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/commit/fddb7cd920e1db9e49d44846d7121e38f59bd137] ### Additional Context Add any other context about the problem here. Logs, code snippets would be useful here but please also consider attaching a minimal Unity project that reproduces the issue.",1.0,"NetworkAnimator not sending state to clients on connection - ### Description When clients connect to host, they won't receive a packet containing the state of the host's version of NetworkAnimator. So, if the host's version of an animator has transitioned to a state that **isn't** the default state, the client won't be aware of that transition and so visual desyncs will naturally occur. ### Reproduce Steps 1. Host a game where the host's player contains a NetworkAnimator, as well as an Animator component. 2. Transition to a new state on the host player. 3. Have a client join host. 4. Notice that on the client, the host's player is still in the Default state. ### Actual Outcome A client will not receive a state sync packet on connection, so the Animator component on the client is desynced. ### Expected Outcome NetworkAnimator should send Animator state on connection so that clients are synced when joining. ### Screenshots If applicable, add screenshots to help explain your problem. ### Environment - OS: Windows - Unity Version: 2021.3.3f1 - Netcode Version: 1.0.0 - Netcode Commit: [e.g. https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/commit/fddb7cd920e1db9e49d44846d7121e38f59bd137] ### Additional Context Add any other context about the problem here. Logs, code snippets would be useful here but please also consider attaching a minimal Unity project that reproduces the issue.",0,networkanimator not sending state to clients on connection description when clients connect to host they won t receive a packet containing the state of the host s version of networkanimator so if the host s version of an animator has transitioned to a state that isn t the default state the client won t be aware of that transition and so visual desyncs will naturally occur reproduce steps host a game where the host s player contains a networkanimator as well as an animator component transition to a new state on the host player have a client join host notice that on the client the host s player is still in the default state actual outcome a client will not receive a state sync packet on connection so the animator component on the client is desynced expected outcome networkanimator should send animator state on connection so that clients are synced when joining screenshots if applicable add screenshots to help explain your problem environment os windows unity version netcode version netcode commit additional context add any other context about the problem here logs code snippets would be useful here but please also consider attaching a minimal unity project that reproduces the issue ,0 12873,8140987499.0,IssuesEvent,2018-08-20 23:30:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project/Editor Settings properties are all in snake_case,bug topic:editor usability," **Godot version:** cfcb6e11f25adb13177ba08777263288a5ec6f61 **Issue description:** Could be related to #19019.",True,"Project/Editor Settings properties are all in snake_case - **Godot version:** cfcb6e11f25adb13177ba08777263288a5ec6f61 **Issue description:** Could be related to #19019.",1,project editor settings properties are all in snake case please search existing issues for potential duplicates before filing yours godot version issue description could be related to ,1 11503,7268867346.0,IssuesEvent,2018-02-20 11:38:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Not possible to drag and drop textures into Material slots (Godot 3.0),bug topic:editor usability,"**Operating system or device - Godot version:** Windows 10, Godot 3.0, alpha 1 **Issue description:** Drag and drop a texture from file system to a material slot is not allowed. ![godot3draganddrop](https://user-images.githubusercontent.com/24936603/28913992-4dc00308-783a-11e7-831c-b60683d5822f.jpg) **Steps to reproduce:** Try drag and drop a texture from file system to a texture slot in a material ",True,"Not possible to drag and drop textures into Material slots (Godot 3.0) - **Operating system or device - Godot version:** Windows 10, Godot 3.0, alpha 1 **Issue description:** Drag and drop a texture from file system to a material slot is not allowed. ![godot3draganddrop](https://user-images.githubusercontent.com/24936603/28913992-4dc00308-783a-11e7-831c-b60683d5822f.jpg) **Steps to reproduce:** Try drag and drop a texture from file system to a texture slot in a material ",1,not possible to drag and drop textures into material slots godot operating system or device godot version windows godot alpha issue description drag and drop a texture from file system to a material slot is not allowed steps to reproduce try drag and drop a texture from file system to a texture slot in a material ,1 24856,24390468320.0,IssuesEvent,2022-10-04 14:52:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Several vulkan_context @ _debug_messenger_callback() errors on run,enhancement platform:windows topic:rendering usability,"### Godot version 4.0beta2 ### System information Windows11, i7-11700, GTX 970 ### Issue description When running a project, I get a few GOG Galaxy and OBS Studio related errors, yet the project seems to run fine otherwise. I do have GOG Galaxy installed but not OBS Studio. Here is the log output: ``` Godot Engine v4.0.beta2.official.f8745f2f7 - https://godotengine.org USER WARNING: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message loaderAddLayerProperties: 'layers' tag not supported until file version 1.0.1, but C:\ProgramData\GOG.com\Galaxy\redists\overlay\injected\galaxy_overlay_vklayer_x64.json is reporting version ""1 Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:168) - GENERAL - Message Id Number: 0 | Message Id Name: Loader Message loaderAddLayerProperties: 'layers' tag not supported until file version 1.0.1, but C:\ProgramData\GOG.com\Galaxy\redists\overlay\injected\galaxy_overlay_vklayer_x64.json is reporting version ""1 Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 USER WARNING: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message ReadDataFilesInRegistry: Registry lookup failed to get layer manifest files. Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:168) - GENERAL - Message Id Number: 0 | Message Id Name: Loader Message ReadDataFilesInRegistry: Registry lookup failed to get layer manifest files. Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 USER ERROR: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message Failed to open dynamic library ""C:\ProgramData\obs-studio-hook\.\graphics-hook32.dll"" with error 193 Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:171) - GENERAL - Message Id Number: 0 | Message Id Name: Loader Message Failed to open dynamic library ""C:\ProgramData\obs-studio-hook\.\graphics-hook32.dll"" with error 193 Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 Vulkan API 1.2.182 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 970 USER ERROR: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message Failed to open dynamic library ""C:\ProgramData\obs-studio-hook\.\graphics-hook32.dll"" with error 193 Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:171) - GENERAL - Message Id Number: 0 | Message Id Name: Loader Message Failed to open dynamic library ""C:\ProgramData\obs-studio-hook\.\graphics-hook32.dll"" with error 193 Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 ``` ### Steps to reproduce No specific steps, errors occur on run in a new project with one scene and one node. ### Minimal reproduction project _No response_",True,"Several vulkan_context @ _debug_messenger_callback() errors on run - ### Godot version 4.0beta2 ### System information Windows11, i7-11700, GTX 970 ### Issue description When running a project, I get a few GOG Galaxy and OBS Studio related errors, yet the project seems to run fine otherwise. I do have GOG Galaxy installed but not OBS Studio. Here is the log output: ``` Godot Engine v4.0.beta2.official.f8745f2f7 - https://godotengine.org USER WARNING: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message loaderAddLayerProperties: 'layers' tag not supported until file version 1.0.1, but C:\ProgramData\GOG.com\Galaxy\redists\overlay\injected\galaxy_overlay_vklayer_x64.json is reporting version ""1 Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:168) - GENERAL - Message Id Number: 0 | Message Id Name: Loader Message loaderAddLayerProperties: 'layers' tag not supported until file version 1.0.1, but C:\ProgramData\GOG.com\Galaxy\redists\overlay\injected\galaxy_overlay_vklayer_x64.json is reporting version ""1 Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 USER WARNING: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message ReadDataFilesInRegistry: Registry lookup failed to get layer manifest files. Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:168) - GENERAL - Message Id Number: 0 | Message Id Name: Loader Message ReadDataFilesInRegistry: Registry lookup failed to get layer manifest files. Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 USER ERROR: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message Failed to open dynamic library ""C:\ProgramData\obs-studio-hook\.\graphics-hook32.dll"" with error 193 Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:171) - GENERAL - Message Id Number: 0 | Message Id Name: Loader Message Failed to open dynamic library ""C:\ProgramData\obs-studio-hook\.\graphics-hook32.dll"" with error 193 Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 Vulkan API 1.2.182 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 970 USER ERROR: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message Failed to open dynamic library ""C:\ProgramData\obs-studio-hook\.\graphics-hook32.dll"" with error 193 Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:171) - GENERAL - Message Id Number: 0 | Message Id Name: Loader Message Failed to open dynamic library ""C:\ProgramData\obs-studio-hook\.\graphics-hook32.dll"" with error 193 Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 ``` ### Steps to reproduce No specific steps, errors occur on run in a new project with one scene and one node. ### Minimal reproduction project _No response_",1,several vulkan context debug messenger callback errors on run godot version system information gtx issue description when running a project i get a few gog galaxy and obs studio related errors yet the project seems to run fine otherwise i do have gog galaxy installed but not obs studio here is the log output godot engine official user warning general message id number message id name loader message loaderaddlayerproperties layers tag not supported until file version but c programdata gog com galaxy redists overlay injected galaxy overlay vklayer json is reporting version objects object vk object type instance handle at debug messenger callback drivers vulkan vulkan context cpp general message id number message id name loader message loaderaddlayerproperties layers tag not supported until file version but c programdata gog com galaxy redists overlay injected galaxy overlay vklayer json is reporting version objects object vk object type instance handle user warning general message id number message id name loader message readdatafilesinregistry registry lookup failed to get layer manifest files objects object vk object type instance handle at debug messenger callback drivers vulkan vulkan context cpp general message id number message id name loader message readdatafilesinregistry registry lookup failed to get layer manifest files objects object vk object type instance handle user error general message id number message id name loader message failed to open dynamic library c programdata obs studio hook graphics dll with error objects object vk object type instance handle at debug messenger callback drivers vulkan vulkan context cpp general message id number message id name loader message failed to open dynamic library c programdata obs studio hook graphics dll with error objects object vk object type instance handle vulkan api using vulkan device nvidia nvidia geforce gtx user error general message id number message id name loader message failed to open dynamic library c programdata obs studio hook graphics dll with error objects object vk object type instance handle at debug messenger callback drivers vulkan vulkan context cpp general message id number message id name loader message failed to open dynamic library c programdata obs studio hook graphics dll with error objects object vk object type instance handle steps to reproduce no specific steps errors occur on run in a new project with one scene and one node minimal reproduction project no response ,1 772952,27141714730.0,IssuesEvent,2023-02-16 16:47:55,googleapis/python-bigquery-sqlalchemy,https://api.github.com/repos/googleapis/python-bigquery-sqlalchemy,closed,tests.sqlalchemy_dialect_compliance.test_dialect_compliance.RowFetchTest_bigquery+bigquery: test_via_attr failed,type: bug priority: p1 flakybot: issue api: bigquery,"Note: #662 was also for this test, but it was closed more than 10 days ago. So, I didn't mark it flaky. ---- commit: 074321ddaa10001773e7e6044f4a0df1bb530331 buildURL: [Build Status](https://source.cloud.google.com/results/invocations/82580611-18ba-4d10-8e25-a7bf752e1da1), [Sponge](http://sponge2/82580611-18ba-4d10-8e25-a7bf752e1da1) status: failed
Test output
Traceback (most recent call last):
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/_pytest/runner.py"", line 311, in from_call
    result: Optional[TResult] = func()
                                ^^^^^^
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/_pytest/runner.py"", line 255, in 
    lambda: ihook(item=item, **kwds), when=when, reraise=reraise
            ^^^^^^^^^^^^^^^^^^^^^^^^
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/pluggy/_hooks.py"", line 265, in __call__
    return self._hookexec(self.name, self.get_hookimpls(), kwargs, firstresult)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/pluggy/_manager.py"", line 80, in _hookexec
    return self._inner_hookexec(hook_name, methods, kwargs, firstresult)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/pluggy/_callers.py"", line 60, in _multicall
    return outcome.get_result()
           ^^^^^^^^^^^^^^^^^^^^
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/pluggy/_result.py"", line 60, in get_result
    raise ex[1].with_traceback(ex[2])
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/pluggy/_callers.py"", line 39, in _multicall
    res = hook_impl.function(*args)
          ^^^^^^^^^^^^^^^^^^^^^^^^^
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/_pytest/runner.py"", line 175, in pytest_runtest_teardown
    item.session._setupstate.teardown_exact(item, nextitem)
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/_pytest/runner.py"", line 419, in teardown_exact
    self._teardown_towards(needed_collectors)
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/_pytest/runner.py"", line 434, in _teardown_towards
    raise exc
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/_pytest/runner.py"", line 427, in _teardown_towards
    self._pop_and_teardown()
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/_pytest/runner.py"", line 387, in _pop_and_teardown
    self._teardown_with_finalization(colitem)
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/_pytest/runner.py"", line 408, in _teardown_with_finalization
    assert colitem in self.stack
           ^^^^^^^^^^^^^^^^^^^^^
AssertionError
",1.0,"tests.sqlalchemy_dialect_compliance.test_dialect_compliance.RowFetchTest_bigquery+bigquery: test_via_attr failed - Note: #662 was also for this test, but it was closed more than 10 days ago. So, I didn't mark it flaky. ---- commit: 074321ddaa10001773e7e6044f4a0df1bb530331 buildURL: [Build Status](https://source.cloud.google.com/results/invocations/82580611-18ba-4d10-8e25-a7bf752e1da1), [Sponge](http://sponge2/82580611-18ba-4d10-8e25-a7bf752e1da1) status: failed
Test output
Traceback (most recent call last):
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/_pytest/runner.py"", line 311, in from_call
    result: Optional[TResult] = func()
                                ^^^^^^
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/_pytest/runner.py"", line 255, in 
    lambda: ihook(item=item, **kwds), when=when, reraise=reraise
            ^^^^^^^^^^^^^^^^^^^^^^^^
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/pluggy/_hooks.py"", line 265, in __call__
    return self._hookexec(self.name, self.get_hookimpls(), kwargs, firstresult)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/pluggy/_manager.py"", line 80, in _hookexec
    return self._inner_hookexec(hook_name, methods, kwargs, firstresult)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/pluggy/_callers.py"", line 60, in _multicall
    return outcome.get_result()
           ^^^^^^^^^^^^^^^^^^^^
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/pluggy/_result.py"", line 60, in get_result
    raise ex[1].with_traceback(ex[2])
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/pluggy/_callers.py"", line 39, in _multicall
    res = hook_impl.function(*args)
          ^^^^^^^^^^^^^^^^^^^^^^^^^
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/_pytest/runner.py"", line 175, in pytest_runtest_teardown
    item.session._setupstate.teardown_exact(item, nextitem)
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/_pytest/runner.py"", line 419, in teardown_exact
    self._teardown_towards(needed_collectors)
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/_pytest/runner.py"", line 434, in _teardown_towards
    raise exc
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/_pytest/runner.py"", line 427, in _teardown_towards
    self._pop_and_teardown()
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/_pytest/runner.py"", line 387, in _pop_and_teardown
    self._teardown_with_finalization(colitem)
  File ""/tmpfs/src/github/python-bigquery-sqlalchemy/.nox/compliance/lib/python3.11/site-packages/_pytest/runner.py"", line 408, in _teardown_with_finalization
    assert colitem in self.stack
           ^^^^^^^^^^^^^^^^^^^^^
AssertionError
",0,tests sqlalchemy dialect compliance test dialect compliance rowfetchtest bigquery bigquery test via attr failed note was also for this test but it was closed more than days ago so i didn t mark it flaky commit buildurl status failed test output traceback most recent call last file tmpfs src github python bigquery sqlalchemy nox compliance lib site packages pytest runner py line in from call result optional func file tmpfs src github python bigquery sqlalchemy nox compliance lib site packages pytest runner py line in lambda ihook item item kwds when when reraise reraise file tmpfs src github python bigquery sqlalchemy nox compliance lib site packages pluggy hooks py line in call return self hookexec self name self get hookimpls kwargs firstresult file tmpfs src github python bigquery sqlalchemy nox compliance lib site packages pluggy manager py line in hookexec return self inner hookexec hook name methods kwargs firstresult file tmpfs src github python bigquery sqlalchemy nox compliance lib site packages pluggy callers py line in multicall return outcome get result file tmpfs src github python bigquery sqlalchemy nox compliance lib site packages pluggy result py line in get result raise ex with traceback ex file tmpfs src github python bigquery sqlalchemy nox compliance lib site packages pluggy callers py line in multicall res hook impl function args file tmpfs src github python bigquery sqlalchemy nox compliance lib site packages pytest runner py line in pytest runtest teardown item session setupstate teardown exact item nextitem file tmpfs src github python bigquery sqlalchemy nox compliance lib site packages pytest runner py line in teardown exact self teardown towards needed collectors file tmpfs src github python bigquery sqlalchemy nox compliance lib site packages pytest runner py line in teardown towards raise exc file tmpfs src github python bigquery sqlalchemy nox compliance lib site packages pytest runner py line in teardown towards self pop and teardown file tmpfs src github python bigquery sqlalchemy nox compliance lib site packages pytest runner py line in pop and teardown self teardown with finalization colitem file tmpfs src github python bigquery sqlalchemy nox compliance lib site packages pytest runner py line in teardown with finalization assert colitem in self stack assertionerror ,0 13963,8753318304.0,IssuesEvent,2018-12-14 07:56:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changes made to a Resource in a nested inspector cannot be undone,bug confirmed topic:editor usability,"Godot 3.1 alpha 1 Reproduction steps: 1) Open a new scene 2) Create a `MeshInstance` 3) Assign a new CubeMesh to its `mesh` property 4) Click on the property: this opens a nested inspector inside the `MeshInstance` inspector 5) Modify the `X` size of the `CubeMesh` 6) Press `Ctrl`+`Z`: notice the whole mesh resource is removed, which is not expected. I expected only the modification made in 5) to be undone. Note: if you choose to click `Edit` instead of using the nested inspector, undoing works properly.",True,"Changes made to a Resource in a nested inspector cannot be undone - Godot 3.1 alpha 1 Reproduction steps: 1) Open a new scene 2) Create a `MeshInstance` 3) Assign a new CubeMesh to its `mesh` property 4) Click on the property: this opens a nested inspector inside the `MeshInstance` inspector 5) Modify the `X` size of the `CubeMesh` 6) Press `Ctrl`+`Z`: notice the whole mesh resource is removed, which is not expected. I expected only the modification made in 5) to be undone. Note: if you choose to click `Edit` instead of using the nested inspector, undoing works properly.",1,changes made to a resource in a nested inspector cannot be undone godot alpha reproduction steps open a new scene create a meshinstance assign a new cubemesh to its mesh property click on the property this opens a nested inspector inside the meshinstance inspector modify the x size of the cubemesh press ctrl z notice the whole mesh resource is removed which is not expected i expected only the modification made in to be undone note if you choose to click edit instead of using the nested inspector undoing works properly ,1 15564,10136906384.0,IssuesEvent,2019-08-02 14:05:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Find"" and ""Find Next"" should highlight found text, so any typing/pasting replaces found text",enhancement topic:editor usability,"**Godot version:** Godot 3.0 through 3.1 Alpha 3. **OS/device including version:** macOS 10.13.6 **Issue description:** A common feature of all IDE editors I've ever used is that typing text after a Find operation replaces the found text. In Godot's text editors (GDScript and shader editors), a box is drawn around each occurrence of the searched text and the cursor moves to the next box with each Find Next operation, but the text that the cursor moves next to is not actually selected. This results in a very unusual (as far as text editors go) behaviour where typed/pasted text is appended to the found text instead of replacing it, even though the found text looks like it was selected due to the box around it and hence should have gotten replaced. So my request is to please automatically select the current occurrence of the searched text that the cursor is placed next to as a result of a ""Find"" or ""Find Next"" operation. P.S. #2982 seems to track script editor related enhancement requests, which might be a good place to add this.",True,"""Find"" and ""Find Next"" should highlight found text, so any typing/pasting replaces found text - **Godot version:** Godot 3.0 through 3.1 Alpha 3. **OS/device including version:** macOS 10.13.6 **Issue description:** A common feature of all IDE editors I've ever used is that typing text after a Find operation replaces the found text. In Godot's text editors (GDScript and shader editors), a box is drawn around each occurrence of the searched text and the cursor moves to the next box with each Find Next operation, but the text that the cursor moves next to is not actually selected. This results in a very unusual (as far as text editors go) behaviour where typed/pasted text is appended to the found text instead of replacing it, even though the found text looks like it was selected due to the box around it and hence should have gotten replaced. So my request is to please automatically select the current occurrence of the searched text that the cursor is placed next to as a result of a ""Find"" or ""Find Next"" operation. P.S. #2982 seems to track script editor related enhancement requests, which might be a good place to add this.",1, find and find next should highlight found text so any typing pasting replaces found text godot version godot through alpha os device including version macos issue description a common feature of all ide editors i ve ever used is that typing text after a find operation replaces the found text in godot s text editors gdscript and shader editors a box is drawn around each occurrence of the searched text and the cursor moves to the next box with each find next operation but the text that the cursor moves next to is not actually selected this results in a very unusual as far as text editors go behaviour where typed pasted text is appended to the found text instead of replacing it even though the found text looks like it was selected due to the box around it and hence should have gotten replaced so my request is to please automatically select the current occurrence of the searched text that the cursor is placed next to as a result of a find or find next operation p s seems to track script editor related enhancement requests which might be a good place to add this ,1 13085,8245459518.0,IssuesEvent,2018-09-11 09:45:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Stopped Profiler still show graph after clearing,bug junior job topic:editor usability,"**Godot version:** 3.1 9bd5315 **OS/device including version:** Windows 10 Intel HD 4600 **Issue description:** When game is launched(to see the graph), need to start, wait a moment and stop Profiler and click to Clear button. Graph still is visible even left panel was cleared. This only happens when Profiler is stopped. https://streamable.com/iq2im ",True,"Stopped Profiler still show graph after clearing - **Godot version:** 3.1 9bd5315 **OS/device including version:** Windows 10 Intel HD 4600 **Issue description:** When game is launched(to see the graph), need to start, wait a moment and stop Profiler and click to Clear button. Graph still is visible even left panel was cleared. This only happens when Profiler is stopped. https://streamable.com/iq2im ",1,stopped profiler still show graph after clearing godot version os device including version windows intel hd issue description when game is launched to see the graph need to start wait a moment and stop profiler and click to clear button graph still is visible even left panel was cleared this only happens when profiler is stopped ,1 269694,28960250973.0,IssuesEvent,2023-05-10 01:26:51,praneethpanasala/linux,https://api.github.com/repos/praneethpanasala/linux,reopened,CVE-2019-15220 (Medium) detected in linuxlinux-4.19.6,Mend: dependency security vulnerability,"## CVE-2019-15220 - Medium Severity Vulnerability
Vulnerable Library - linuxlinux-4.19.6

Apache Software Foundation (ASF)

Library home page: https://mirrors.edge.kernel.org/pub/linux/kernel/v4.x/?wsslib=linux

Found in HEAD commit: d80c4f847c91020292cb280132b15e2ea147f1a3

Found in base branch: master

Vulnerable Source Files (2)

/drivers/net/wireless/intersil/p54/p54usb.c /drivers/net/wireless/intersil/p54/p54usb.c

Vulnerability Details

An issue was discovered in the Linux kernel before 5.2.1. There is a use-after-free caused by a malicious USB device in the drivers/net/wireless/intersil/p54/p54usb.c driver.

Publish Date: 2019-08-19

URL: CVE-2019-15220

CVSS 3 Score Details (4.6)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Physical - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2019-15220

Release Date: 2019-09-03

Fix Resolution: v5.3-rc1

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2019-15220 (Medium) detected in linuxlinux-4.19.6 - ## CVE-2019-15220 - Medium Severity Vulnerability
Vulnerable Library - linuxlinux-4.19.6

Apache Software Foundation (ASF)

Library home page: https://mirrors.edge.kernel.org/pub/linux/kernel/v4.x/?wsslib=linux

Found in HEAD commit: d80c4f847c91020292cb280132b15e2ea147f1a3

Found in base branch: master

Vulnerable Source Files (2)

/drivers/net/wireless/intersil/p54/p54usb.c /drivers/net/wireless/intersil/p54/p54usb.c

Vulnerability Details

An issue was discovered in the Linux kernel before 5.2.1. There is a use-after-free caused by a malicious USB device in the drivers/net/wireless/intersil/p54/p54usb.c driver.

Publish Date: 2019-08-19

URL: CVE-2019-15220

CVSS 3 Score Details (4.6)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Physical - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2019-15220

Release Date: 2019-09-03

Fix Resolution: v5.3-rc1

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in linuxlinux cve medium severity vulnerability vulnerable library linuxlinux apache software foundation asf library home page a href found in head commit a href found in base branch master vulnerable source files drivers net wireless intersil c drivers net wireless intersil c vulnerability details an issue was discovered in the linux kernel before there is a use after free caused by a malicious usb device in the drivers net wireless intersil c driver publish date url a href cvss score details base score metrics exploitability metrics attack vector physical attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution step up your open source security game with mend ,0 6297,4215712680.0,IssuesEvent,2016-06-30 06:04:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,CTRL+TAB should cycle tabs in Script Editor,enhancement topic:editor usability,"Pretty much what the title says. If a custom keyboard shortcut can be set, even better!",True,"CTRL+TAB should cycle tabs in Script Editor - Pretty much what the title says. If a custom keyboard shortcut can be set, even better!",1,ctrl tab should cycle tabs in script editor pretty much what the title says if a custom keyboard shortcut can be set even better ,1 435026,12530688491.0,IssuesEvent,2020-06-04 13:28:18,google/pywebsocket,https://api.github.com/repos/google/pywebsocket,closed,Msgutil reduce read timeout,Priority-Medium Type-Enhancement auto-migrated,"``` Hi, how can I change the value for the read timeout in msgutil.receive_message in my websockethandler? I'm new in python and wasn't able to figure it out, so I would be thankful if someone can give me a hint. Regards Jan ``` Original issue reported on code.google.com by `jstuhlm...@gmail.com` on 25 Aug 2010 at 9:01 ",1.0,"Msgutil reduce read timeout - ``` Hi, how can I change the value for the read timeout in msgutil.receive_message in my websockethandler? I'm new in python and wasn't able to figure it out, so I would be thankful if someone can give me a hint. Regards Jan ``` Original issue reported on code.google.com by `jstuhlm...@gmail.com` on 25 Aug 2010 at 9:01 ",0,msgutil reduce read timeout hi how can i change the value for the read timeout in msgutil receive message in my websockethandler i m new in python and wasn t able to figure it out so i would be thankful if someone can give me a hint regards jan original issue reported on code google com by jstuhlm gmail com on aug at ,0 36244,17572468353.0,IssuesEvent,2021-08-15 01:03:14,UpVent/upvent.codes,https://api.github.com/repos/UpVent/upvent.codes,closed,[Meta] Start using semantic HTML tags,enhancement help wanted unstable UI/UX Performance SEO :mag:,Semantic HTML tags will help us increase SEO and detect problems more easily as it is machine readable. ,True,[Meta] Start using semantic HTML tags - Semantic HTML tags will help us increase SEO and detect problems more easily as it is machine readable. ,0, start using semantic html tags semantic html tags will help us increase seo and detect problems more easily as it is machine readable ,0 170155,13175390902.0,IssuesEvent,2020-08-12 01:28:23,cockroachdb/cockroach,https://api.github.com/repos/cockroachdb/cockroach,opened,teamcity: failed test: TestBackupRestoreSubsetCreatedStats,C-test-failure O-robot,"The following tests appear to have failed on release-19.2 (test): TestBackupRestoreSubsetCreatedStats You may want to check [for open issues](https://github.com/cockroachdb/cockroach/issues?q=is%3Aissue+is%3Aopen+TestBackupRestoreSubsetCreatedStats). [#2172256](https://teamcity.cockroachdb.com/viewLog.html?buildId=2172256): ``` TestBackupRestoreSubsetCreatedStats ...2 01:11:26.868918 183889 storage/replica_command.go:411 [n1,split,s1,r24/1:/{Table/28-Max}] initiating a split of this range at key /Table/53 [r25] (zone config) I200812 01:11:26.875159 182881 workload/workloadsql/dataload.go:135 imported bank (0s, 1 rows) I200812 01:11:26.879217 183908 sql/event_log.go:130 [n1,client=127.0.0.1:52922,user=root] Event: ""set_cluster_setting"", target: 0, info: {SettingName:kv.range_merge.queue_enabled Value:false User:root} I200812 01:11:26.880101 182881 testutils/testcluster/testcluster.go:747 WaitForFullReplication took: 7.325µs I200812 01:11:26.884777 183908 sql/event_log.go:130 [n1,client=127.0.0.1:52922,user=root] Event: ""set_cluster_setting"", target: 0, info: {SettingName:sql.stats.automatic_collection.enabled Value:false User:root} I200812 01:11:26.890012 183908 sql/event_log.go:130 [n1,client=127.0.0.1:52922,user=root] Event: ""create_table"", target: 54, info: {TableName:data.public.foo Statement:CREATE TABLE data.public.foo (a INT8) User:root} I200812 01:11:26.890889 184268 storage/replica_command.go:411 [n1,split,s1,r25/1:/{Table/53-Max}] initiating a split of this range at key /Table/54 [r26] (zone config) I200812 01:11:26.968356 184367 ccl/storageccl/export.go:77 [n1,s1,r26/1:/{Table/54-Max}] export [/Table/54/1,/Table/54/2) I200812 01:11:26.972091 184366 ccl/storageccl/export.go:77 [n1,s1,r25/1:/Table/5{3-4}] export [/Table/53/1,/Table/53/2) I200812 01:11:26.997754 183908 sql/event_log.go:130 [n1,client=127.0.0.1:52922,user=root] Event: ""create_database"", target: 55, info: {DatabaseName:""data 2"" Statement:CREATE DATABASE ""data 2"" User:root} I200812 01:11:27.007834 184495 storage/replica_command.go:411 [n1,s1,r26/1:/{Table/54-Max}] initiating a split of this range at key /Table/56 [r27] (manual) I200812 01:11:27.033823 184507 util/stop/stopper.go:542 quiescing; tasks left: 18 [async] storage.IntentResolver: cleanup txn records 1 storage.IntentResolver: processing intents 1 [async] intent_resolver_ir_batcher 1 [async] intent_resolver_gc_batcher 1 [async] closedts-rangefeed-subscriber W200812 01:11:27.033957 183378 storage/intentresolver/intent_resolver.go:830 failed to gc transaction record: could not GC completed transaction anchored at /Table/SystemConfigSpan/Start: node unavailable; try another peer I200812 01:11:27.034036 184507 util/stop/stopper.go:542 quiescing; tasks left: 7 [async] storage.IntentResolver: cleanup txn records 1 storage.IntentResolver: processing intents 1 [async] intent_resolver_ir_batcher 1 [async] intent_resolver_gc_batcher 1 [async] closedts-rangefeed-subscriber I200812 01:11:27.034070 184507 util/stop/stopper.go:542 quiescing; tasks left: 5 [async] storage.IntentResolver: cleanup txn records 1 [async] closedts-rangefeed-subscriber I200812 01:11:27.034097 184507 util/stop/stopper.go:542 quiescing; tasks left: 4 [async] storage.IntentResolver: cleanup txn records 1 [async] closedts-rangefeed-subscriber I200812 01:11:27.034133 184507 util/stop/stopper.go:542 quiescing; tasks left: 3 [async] storage.IntentResolver: cleanup txn records 1 [async] closedts-rangefeed-subscriber I200812 01:11:27.034203 184507 util/stop/stopper.go:542 quiescing; tasks left: 2 [async] storage.IntentResolver: cleanup txn records 1 [async] closedts-rangefeed-subscriber I200812 01:11:27.034266 184507 util/stop/stopper.go:542 quiescing; tasks left: 1 [async] storage.IntentResolver: cleanup txn records 1 [async] closedts-rangefeed-subscriber I200812 01:11:27.034376 184507 util/stop/stopper.go:542 quiescing; tasks left: 1 [async] closedts-rangefeed-subscriber backup_test.go:3245: query 'SELECT name, ""columnIDs"", ""rowCount"", ""distinctCount"", ""nullCount"" FROM system.table_statistics': expected: bank_stats, {1}, 1, 1, 0 bank_stats, {2}, 1, 1, 0 bank_stats, {3}, 1, 1, 0 got: ``` Please assign, take a look and update the issue accordingly. ",1.0,"teamcity: failed test: TestBackupRestoreSubsetCreatedStats - The following tests appear to have failed on release-19.2 (test): TestBackupRestoreSubsetCreatedStats You may want to check [for open issues](https://github.com/cockroachdb/cockroach/issues?q=is%3Aissue+is%3Aopen+TestBackupRestoreSubsetCreatedStats). [#2172256](https://teamcity.cockroachdb.com/viewLog.html?buildId=2172256): ``` TestBackupRestoreSubsetCreatedStats ...2 01:11:26.868918 183889 storage/replica_command.go:411 [n1,split,s1,r24/1:/{Table/28-Max}] initiating a split of this range at key /Table/53 [r25] (zone config) I200812 01:11:26.875159 182881 workload/workloadsql/dataload.go:135 imported bank (0s, 1 rows) I200812 01:11:26.879217 183908 sql/event_log.go:130 [n1,client=127.0.0.1:52922,user=root] Event: ""set_cluster_setting"", target: 0, info: {SettingName:kv.range_merge.queue_enabled Value:false User:root} I200812 01:11:26.880101 182881 testutils/testcluster/testcluster.go:747 WaitForFullReplication took: 7.325µs I200812 01:11:26.884777 183908 sql/event_log.go:130 [n1,client=127.0.0.1:52922,user=root] Event: ""set_cluster_setting"", target: 0, info: {SettingName:sql.stats.automatic_collection.enabled Value:false User:root} I200812 01:11:26.890012 183908 sql/event_log.go:130 [n1,client=127.0.0.1:52922,user=root] Event: ""create_table"", target: 54, info: {TableName:data.public.foo Statement:CREATE TABLE data.public.foo (a INT8) User:root} I200812 01:11:26.890889 184268 storage/replica_command.go:411 [n1,split,s1,r25/1:/{Table/53-Max}] initiating a split of this range at key /Table/54 [r26] (zone config) I200812 01:11:26.968356 184367 ccl/storageccl/export.go:77 [n1,s1,r26/1:/{Table/54-Max}] export [/Table/54/1,/Table/54/2) I200812 01:11:26.972091 184366 ccl/storageccl/export.go:77 [n1,s1,r25/1:/Table/5{3-4}] export [/Table/53/1,/Table/53/2) I200812 01:11:26.997754 183908 sql/event_log.go:130 [n1,client=127.0.0.1:52922,user=root] Event: ""create_database"", target: 55, info: {DatabaseName:""data 2"" Statement:CREATE DATABASE ""data 2"" User:root} I200812 01:11:27.007834 184495 storage/replica_command.go:411 [n1,s1,r26/1:/{Table/54-Max}] initiating a split of this range at key /Table/56 [r27] (manual) I200812 01:11:27.033823 184507 util/stop/stopper.go:542 quiescing; tasks left: 18 [async] storage.IntentResolver: cleanup txn records 1 storage.IntentResolver: processing intents 1 [async] intent_resolver_ir_batcher 1 [async] intent_resolver_gc_batcher 1 [async] closedts-rangefeed-subscriber W200812 01:11:27.033957 183378 storage/intentresolver/intent_resolver.go:830 failed to gc transaction record: could not GC completed transaction anchored at /Table/SystemConfigSpan/Start: node unavailable; try another peer I200812 01:11:27.034036 184507 util/stop/stopper.go:542 quiescing; tasks left: 7 [async] storage.IntentResolver: cleanup txn records 1 storage.IntentResolver: processing intents 1 [async] intent_resolver_ir_batcher 1 [async] intent_resolver_gc_batcher 1 [async] closedts-rangefeed-subscriber I200812 01:11:27.034070 184507 util/stop/stopper.go:542 quiescing; tasks left: 5 [async] storage.IntentResolver: cleanup txn records 1 [async] closedts-rangefeed-subscriber I200812 01:11:27.034097 184507 util/stop/stopper.go:542 quiescing; tasks left: 4 [async] storage.IntentResolver: cleanup txn records 1 [async] closedts-rangefeed-subscriber I200812 01:11:27.034133 184507 util/stop/stopper.go:542 quiescing; tasks left: 3 [async] storage.IntentResolver: cleanup txn records 1 [async] closedts-rangefeed-subscriber I200812 01:11:27.034203 184507 util/stop/stopper.go:542 quiescing; tasks left: 2 [async] storage.IntentResolver: cleanup txn records 1 [async] closedts-rangefeed-subscriber I200812 01:11:27.034266 184507 util/stop/stopper.go:542 quiescing; tasks left: 1 [async] storage.IntentResolver: cleanup txn records 1 [async] closedts-rangefeed-subscriber I200812 01:11:27.034376 184507 util/stop/stopper.go:542 quiescing; tasks left: 1 [async] closedts-rangefeed-subscriber backup_test.go:3245: query 'SELECT name, ""columnIDs"", ""rowCount"", ""distinctCount"", ""nullCount"" FROM system.table_statistics': expected: bank_stats, {1}, 1, 1, 0 bank_stats, {2}, 1, 1, 0 bank_stats, {3}, 1, 1, 0 got: ``` Please assign, take a look and update the issue accordingly. ",0,teamcity failed test testbackuprestoresubsetcreatedstats the following tests appear to have failed on release test testbackuprestoresubsetcreatedstats you may want to check testbackuprestoresubsetcreatedstats storage replica command go initiating a split of this range at key table zone config workload workloadsql dataload go imported bank rows sql event log go event set cluster setting target info settingname kv range merge queue enabled value false user root testutils testcluster testcluster go waitforfullreplication took sql event log go event set cluster setting target info settingname sql stats automatic collection enabled value false user root sql event log go event create table target info tablename data public foo statement create table data public foo a user root storage replica command go initiating a split of this range at key table zone config ccl storageccl export go export table table ccl storageccl export go export table table sql event log go event create database target info databasename data statement create database data user root storage replica command go initiating a split of this range at key table manual util stop stopper go quiescing tasks left storage intentresolver cleanup txn records storage intentresolver processing intents intent resolver ir batcher intent resolver gc batcher closedts rangefeed subscriber storage intentresolver intent resolver go failed to gc transaction record could not gc completed transaction anchored at table systemconfigspan start node unavailable try another peer util stop stopper go quiescing tasks left storage intentresolver cleanup txn records storage intentresolver processing intents intent resolver ir batcher intent resolver gc batcher closedts rangefeed subscriber util stop stopper go quiescing tasks left storage intentresolver cleanup txn records closedts rangefeed subscriber util stop stopper go quiescing tasks left storage intentresolver cleanup txn records closedts rangefeed subscriber util stop stopper go quiescing tasks left storage intentresolver cleanup txn records closedts rangefeed subscriber util stop stopper go quiescing tasks left storage intentresolver cleanup txn records closedts rangefeed subscriber util stop stopper go quiescing tasks left storage intentresolver cleanup txn records closedts rangefeed subscriber util stop stopper go quiescing tasks left closedts rangefeed subscriber backup test go query select name columnids rowcount distinctcount nullcount from system table statistics expected bank stats bank stats bank stats got please assign take a look and update the issue accordingly ,0 773008,27142649231.0,IssuesEvent,2023-02-16 17:24:34,inverse-inc/packetfence,https://api.github.com/repos/inverse-inc/packetfence,closed,web admin: embedded documentation has a different look and links to sections doesn't work,Type: Bug Priority: Low,"**Describe the bug** If you try to open embedded documentation in web admin, you will notice a slight difference compared to what you have if you open HTML file (see screenshots below). Also if you try to click to a link (on left panel) to access directly a section, nothing occured. **To Reproduce** Steps to reproduce the behavior: 1. Try to open documentation inside web admin **Screenshots** #### Inside web admin ![image](https://user-images.githubusercontent.com/10830260/198057542-e91abf33-be42-4879-8fe8-da3fa6b64bf1.png) #### Outside web admin ![image](https://user-images.githubusercontent.com/10830260/198057901-c37f1587-0633-422f-86cd-a9cc90d04f26.png) **Expected behavior** - Display is identical - When you click to a section in left panel, you are redirected to that section **Additional context** Tested on a development machine. I didn't look if it happens on a 12.0.0 release. ",1.0,"web admin: embedded documentation has a different look and links to sections doesn't work - **Describe the bug** If you try to open embedded documentation in web admin, you will notice a slight difference compared to what you have if you open HTML file (see screenshots below). Also if you try to click to a link (on left panel) to access directly a section, nothing occured. **To Reproduce** Steps to reproduce the behavior: 1. Try to open documentation inside web admin **Screenshots** #### Inside web admin ![image](https://user-images.githubusercontent.com/10830260/198057542-e91abf33-be42-4879-8fe8-da3fa6b64bf1.png) #### Outside web admin ![image](https://user-images.githubusercontent.com/10830260/198057901-c37f1587-0633-422f-86cd-a9cc90d04f26.png) **Expected behavior** - Display is identical - When you click to a section in left panel, you are redirected to that section **Additional context** Tested on a development machine. I didn't look if it happens on a 12.0.0 release. ",0,web admin embedded documentation has a different look and links to sections doesn t work describe the bug if you try to open embedded documentation in web admin you will notice a slight difference compared to what you have if you open html file see screenshots below also if you try to click to a link on left panel to access directly a section nothing occured to reproduce steps to reproduce the behavior try to open documentation inside web admin screenshots inside web admin outside web admin expected behavior display is identical when you click to a section in left panel you are redirected to that section additional context tested on a development machine i didn t look if it happens on a release ,0 530399,15422475434.0,IssuesEvent,2021-03-05 14:26:33,citysciencelab/open-city-toolkit,https://api.github.com/repos/citysciencelab/open-city-toolkit,closed,Set average speed on the road needs improvement,enhancement high priority time map,"If you want to change the average road speed, it gives you the option to put a general % - but i think this option should be for cities where the average speed is different from the given values and you want to adapt it, e.g. because of road condtion or cultural habits. Therefore you need the option to change average speed on all road types to a different average - instead of a %.",1.0,"Set average speed on the road needs improvement - If you want to change the average road speed, it gives you the option to put a general % - but i think this option should be for cities where the average speed is different from the given values and you want to adapt it, e.g. because of road condtion or cultural habits. Therefore you need the option to change average speed on all road types to a different average - instead of a %.",0,set average speed on the road needs improvement if you want to change the average road speed it gives you the option to put a general but i think this option should be for cities where the average speed is different from the given values and you want to adapt it e g because of road condtion or cultural habits therefore you need the option to change average speed on all road types to a different average instead of a ,0 14658,9396757566.0,IssuesEvent,2019-04-08 08:05:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The cursor in the Label/RichTextLabel text editors is hard to see and doesn't blink,enhancement topic:editor usability,"Godot 3.1 beta6 The default settings for `TextEdit` cursors in the editor is hard to see and doesn't blink, which makes it harder to use. Both in the inspector: ![image](https://user-images.githubusercontent.com/1311555/53303432-2037f780-3862-11e9-8e6d-73693d31a805.png) And the popup: ![image](https://user-images.githubusercontent.com/1311555/53303421-05fe1980-3862-11e9-8fe2-b73b61b92aca.png) Note: that's also generally the case for `TextEdit` nodes which are added by custom editor plugins.",True,"The cursor in the Label/RichTextLabel text editors is hard to see and doesn't blink - Godot 3.1 beta6 The default settings for `TextEdit` cursors in the editor is hard to see and doesn't blink, which makes it harder to use. Both in the inspector: ![image](https://user-images.githubusercontent.com/1311555/53303432-2037f780-3862-11e9-8e6d-73693d31a805.png) And the popup: ![image](https://user-images.githubusercontent.com/1311555/53303421-05fe1980-3862-11e9-8fe2-b73b61b92aca.png) Note: that's also generally the case for `TextEdit` nodes which are added by custom editor plugins.",1,the cursor in the label richtextlabel text editors is hard to see and doesn t blink godot the default settings for textedit cursors in the editor is hard to see and doesn t blink which makes it harder to use both in the inspector and the popup note that s also generally the case for textedit nodes which are added by custom editor plugins ,1 20168,15088112119.0,IssuesEvent,2021-02-05 23:47:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Reset zoom shortcut doesn't work,bug regression topic:editor usability," **Godot version:** b70836c **Issue description:** In 2D editor, the Reset Zoom (Ctrl+0 by default) shortcut does nothing. Might apply to other shortcuts, but not all (e.g. tools work properly).",True,"Reset zoom shortcut doesn't work - **Godot version:** b70836c **Issue description:** In 2D editor, the Reset Zoom (Ctrl+0 by default) shortcut does nothing. Might apply to other shortcuts, but not all (e.g. tools work properly).",1,reset zoom shortcut doesn t work please search existing issues for potential duplicates before filing yours godot version issue description in editor the reset zoom ctrl by default shortcut does nothing might apply to other shortcuts but not all e g tools work properly ,1 14653,9393529662.0,IssuesEvent,2019-04-07 12:24:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,VisualShader problem with UI,enhancement topic:editor usability,"**Godot version:** 3.1 **OS/device including version:** win10, gt1030 **Issue description:** In create node menu via right-click, there are no items to scroll through. You can scroll only with the mouse wheel, which is not available to me. ![visualshader_1](https://user-images.githubusercontent.com/10414783/53299113-23db7680-3882-11e9-95dc-ed96e6632c2f.png) Please add any buttons for scrolling. For example: ![visualshader_2](https://user-images.githubusercontent.com/10414783/53299118-2c33b180-3882-11e9-97c3-97df50843588.png) A mouse click does not process the layer, a click is made on any node from the stack. ![visualshader_3](https://user-images.githubusercontent.com/10414783/53299124-39e93700-3882-11e9-8b67-5b661a37ffa9.png) And in general, in Godot, working with the viewport (3d / 2d - view) takes place through the mouse wheel, which not available for many people. Please do as in Blender the ""emulate middle mouse button"" mode.",True,"VisualShader problem with UI - **Godot version:** 3.1 **OS/device including version:** win10, gt1030 **Issue description:** In create node menu via right-click, there are no items to scroll through. You can scroll only with the mouse wheel, which is not available to me. ![visualshader_1](https://user-images.githubusercontent.com/10414783/53299113-23db7680-3882-11e9-95dc-ed96e6632c2f.png) Please add any buttons for scrolling. For example: ![visualshader_2](https://user-images.githubusercontent.com/10414783/53299118-2c33b180-3882-11e9-97c3-97df50843588.png) A mouse click does not process the layer, a click is made on any node from the stack. ![visualshader_3](https://user-images.githubusercontent.com/10414783/53299124-39e93700-3882-11e9-8b67-5b661a37ffa9.png) And in general, in Godot, working with the viewport (3d / 2d - view) takes place through the mouse wheel, which not available for many people. Please do as in Blender the ""emulate middle mouse button"" mode.",1,visualshader problem with ui godot version os device including version issue description in create node menu via right click there are no items to scroll through you can scroll only with the mouse wheel which is not available to me please add any buttons for scrolling for example a mouse click does not process the layer a click is made on any node from the stack and in general in godot working with the viewport view takes place through the mouse wheel which not available for many people please do as in blender the emulate middle mouse button mode ,1 153446,24129482867.0,IssuesEvent,2022-09-21 05:52:16,calcom/cal.com,https://api.github.com/repos/calcom/cal.com,closed,"/booking-page - Change ""Add guests"" button to a button-icon",🎨 needs design,"Currently we're having issues with the ""Add guests"" button not fitting in German. ![Image](https://user-images.githubusercontent.com/4536123/191281089-8021880e-0f0f-41fd-a80b-0905d12f9923.png) We need to change this to an icon button so that it fits better. ",1.0,"/booking-page - Change ""Add guests"" button to a button-icon - Currently we're having issues with the ""Add guests"" button not fitting in German. ![Image](https://user-images.githubusercontent.com/4536123/191281089-8021880e-0f0f-41fd-a80b-0905d12f9923.png) We need to change this to an icon button so that it fits better. ",0, booking page change add guests button to a button icon currently we re having issues with the add guests button not fitting in german we need to change this to an icon button so that it fits better ,0 15080,9742674627.0,IssuesEvent,2019-06-02 19:06:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TileSet Theme Menu Hard to See,enhancement topic:editor usability,"**Operating system or device - Godot version:** Ubuntu, Godot 2.1.1 **Issue description** (what happened, and what was expected): When editing a tileset the ""Theme"" menu isn't obvious. I'm coming back to Godot from a break and I wasn't sure where it was supposed to show up, but then I saw it. Because it doesn't move the panels out of the way it's not obvious at first where it is. For a new user it could be frustrating. Maybe also making it more obvious that the Theme menu is for editing a tileset. Like perhaps renaming it from just ""Theme"" to ""Tileset"" theme. **Steps to reproduce:** Edit a Tileset **Link to minimal example project** (optional but very welcome): -------------- *NOTE: Incompatibilities are broken features in the current master branch / 3.0-alpha are expected, so no need to report them for now. Thanks!* ",True,"TileSet Theme Menu Hard to See - **Operating system or device - Godot version:** Ubuntu, Godot 2.1.1 **Issue description** (what happened, and what was expected): When editing a tileset the ""Theme"" menu isn't obvious. I'm coming back to Godot from a break and I wasn't sure where it was supposed to show up, but then I saw it. Because it doesn't move the panels out of the way it's not obvious at first where it is. For a new user it could be frustrating. Maybe also making it more obvious that the Theme menu is for editing a tileset. Like perhaps renaming it from just ""Theme"" to ""Tileset"" theme. **Steps to reproduce:** Edit a Tileset **Link to minimal example project** (optional but very welcome): -------------- *NOTE: Incompatibilities are broken features in the current master branch / 3.0-alpha are expected, so no need to report them for now. Thanks!* ",1,tileset theme menu hard to see operating system or device godot version ubuntu godot issue description what happened and what was expected when editing a tileset the theme menu isn t obvious i m coming back to godot from a break and i wasn t sure where it was supposed to show up but then i saw it because it doesn t move the panels out of the way it s not obvious at first where it is for a new user it could be frustrating maybe also making it more obvious that the theme menu is for editing a tileset like perhaps renaming it from just theme to tileset theme steps to reproduce edit a tileset link to minimal example project optional but very welcome note incompatibilities are broken features in the current master branch alpha are expected so no need to report them for now thanks ,1 11798,7461378313.0,IssuesEvent,2018-03-31 02:05:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Signal method inserted after the end of C# class implementation in the Godot editor,topic:editor usability,"Signal method inserted after the end of C# class implementation when connecting a signal in the Godot editor to a node with a C# script attached. Presents with error: ""A namespace cannot directly contain members such as fields or methods"" Godot version: 3.1.dev.mono.custom_build.b49ca94 OS/device including version: Windows 8.1 64bit, 8GB AMD FX 6350 6 core Graphics Chipset AMD Radeon HD 7700 Series Memory Size 1024 MB Radeon Software Version 17.4.4 Issue description: Signal method inserted after end of the C# class implementation when connecting a signal in the Godot editor to a node with a C# script attached. Error: ""A namespace cannot directly contain members such as fields or methods"" Just have to drag the signal handler back inside the class brackets. ![godotsignalinsert](https://user-images.githubusercontent.com/7356383/38110770-b580f57e-336a-11e8-930a-a8493484d885.PNG) Steps to reproduce: Connect a signal from a node in the editor to a node with a C# script attached. Signal method inserted after end of class implementation. **Minimal reproduction project:** Basic 3D scene such as https://www.youtube.com/watch?v=-D-IcbsdT04",True,"Signal method inserted after the end of C# class implementation in the Godot editor - Signal method inserted after the end of C# class implementation when connecting a signal in the Godot editor to a node with a C# script attached. Presents with error: ""A namespace cannot directly contain members such as fields or methods"" Godot version: 3.1.dev.mono.custom_build.b49ca94 OS/device including version: Windows 8.1 64bit, 8GB AMD FX 6350 6 core Graphics Chipset AMD Radeon HD 7700 Series Memory Size 1024 MB Radeon Software Version 17.4.4 Issue description: Signal method inserted after end of the C# class implementation when connecting a signal in the Godot editor to a node with a C# script attached. Error: ""A namespace cannot directly contain members such as fields or methods"" Just have to drag the signal handler back inside the class brackets. ![godotsignalinsert](https://user-images.githubusercontent.com/7356383/38110770-b580f57e-336a-11e8-930a-a8493484d885.PNG) Steps to reproduce: Connect a signal from a node in the editor to a node with a C# script attached. Signal method inserted after end of class implementation. **Minimal reproduction project:** Basic 3D scene such as https://www.youtube.com/watch?v=-D-IcbsdT04",1,signal method inserted after the end of c class implementation in the godot editor signal method inserted after the end of c class implementation when connecting a signal in the godot editor to a node with a c script attached presents with error a namespace cannot directly contain members such as fields or methods godot version dev mono custom build os device including version windows amd fx core graphics chipset amd radeon hd series memory size mb radeon software version issue description signal method inserted after end of the c class implementation when connecting a signal in the godot editor to a node with a c script attached error a namespace cannot directly contain members such as fields or methods just have to drag the signal handler back inside the class brackets steps to reproduce connect a signal from a node in the editor to a node with a c script attached signal method inserted after end of class implementation minimal reproduction project basic scene such as ,1 22466,19488529952.0,IssuesEvent,2021-12-26 21:57:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Warnings are not cleared when disabled until script update,bug topic:gdscript topic:editor usability,"### Godot version 28174d5 ### System information W10 ### Issue description When you have a warning in script, e.g. ```GDScript func _input(event): pass ``` warns about unused parameter. Go to Project Settings and disable this warning (or all warnings). The warning will stay in editor until you modify the script. This is especially a problem when you have multiple scripts open. The warnings will linger in scripts you don't need to edit right now. ### Steps to reproduce 1. Have a warning 2. Disable it 3. Still warning ### Minimal reproduction project _No response_",True,"Warnings are not cleared when disabled until script update - ### Godot version 28174d5 ### System information W10 ### Issue description When you have a warning in script, e.g. ```GDScript func _input(event): pass ``` warns about unused parameter. Go to Project Settings and disable this warning (or all warnings). The warning will stay in editor until you modify the script. This is especially a problem when you have multiple scripts open. The warnings will linger in scripts you don't need to edit right now. ### Steps to reproduce 1. Have a warning 2. Disable it 3. Still warning ### Minimal reproduction project _No response_",1,warnings are not cleared when disabled until script update godot version system information issue description when you have a warning in script e g gdscript func input event pass warns about unused parameter go to project settings and disable this warning or all warnings the warning will stay in editor until you modify the script this is especially a problem when you have multiple scripts open the warnings will linger in scripts you don t need to edit right now steps to reproduce have a warning disable it still warning minimal reproduction project no response ,1 7250,4837527260.0,IssuesEvent,2016-11-08 22:53:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Hold Ctrl to turn all objects/functions into links to their help files,feature proposal topic:editor usability,"I was trying to find something similar already submitted but I haven't found anything. So yeah Hold Ctrl (or any other modifier key) to turn all the recognized objects or functions in the current script to links to their respective help classes. Also optionally it should even autoscroll the help file to where the entry is located. Additionally when hovering over recognized objects/functions it should show the help file description as a tooltip. Some IDEs have the ability to do this and I always found it quite useful. Alternatively simply tries to turn only the keyword the mouse is over rather than ALL keywords. Might be easier to implement and equally useful. ",True,"Hold Ctrl to turn all objects/functions into links to their help files - I was trying to find something similar already submitted but I haven't found anything. So yeah Hold Ctrl (or any other modifier key) to turn all the recognized objects or functions in the current script to links to their respective help classes. Also optionally it should even autoscroll the help file to where the entry is located. Additionally when hovering over recognized objects/functions it should show the help file description as a tooltip. Some IDEs have the ability to do this and I always found it quite useful. Alternatively simply tries to turn only the keyword the mouse is over rather than ALL keywords. Might be easier to implement and equally useful. ",1,hold ctrl to turn all objects functions into links to their help files i was trying to find something similar already submitted but i haven t found anything so yeah hold ctrl or any other modifier key to turn all the recognized objects or functions in the current script to links to their respective help classes also optionally it should even autoscroll the help file to where the entry is located additionally when hovering over recognized objects functions it should show the help file description as a tooltip some ides have the ability to do this and i always found it quite useful alternatively simply tries to turn only the keyword the mouse is over rather than all keywords might be easier to implement and equally useful ,1 206088,23365659560.0,IssuesEvent,2022-08-10 15:09:33,pactflow/example-bi-directional-provider-restassured,https://api.github.com/repos/pactflow/example-bi-directional-provider-restassured,opened,CVE-2021-25329 (High) detected in tomcat-embed-core-9.0.29.jar,security vulnerability,"## CVE-2021-25329 - High Severity Vulnerability
Vulnerable Library - tomcat-embed-core-9.0.29.jar

Core Tomcat implementation

Library home page: https://tomcat.apache.org/

Path to dependency file: /build.gradle

Path to vulnerable library: /home/wss-scanner/.gradle/caches/modules-2/files-2.1/org.apache.tomcat.embed/tomcat-embed-core/9.0.29/207dc9ca4215853d96ed695862f9873001f02a4b/tomcat-embed-core-9.0.29.jar

Dependency Hierarchy: - spring-boot-starter-web-2.2.2.RELEASE.jar (Root Library) - spring-boot-starter-tomcat-2.2.2.RELEASE.jar - :x: **tomcat-embed-core-9.0.29.jar** (Vulnerable Library)

Found in HEAD commit: f89cca989323a3ac73aac3d278cab02a868ac80b

Found in base branch: master

Vulnerability Details

The fix for CVE-2020-9484 was incomplete. When using Apache Tomcat 10.0.0-M1 to 10.0.0, 9.0.0.M1 to 9.0.41, 8.5.0 to 8.5.61 or 7.0.0. to 7.0.107 with a configuration edge case that was highly unlikely to be used, the Tomcat instance was still vulnerable to CVE-2020-9494. Note that both the previously published prerequisites for CVE-2020-9484 and the previously published mitigations for CVE-2020-9484 also apply to this issue.

Publish Date: 2021-03-01

URL: CVE-2021-25329

CVSS 3 Score Details (7.0)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Local - Attack Complexity: High - Privileges Required: Low - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://lists.apache.org/thread.html/rfe62fbf9d4c314f166fe8c668e50e5d9dd882a99447f26f0367474bf%40%3Cannounce.tomcat.apache.org%3E

Release Date: 2021-03-01

Fix Resolution (org.apache.tomcat.embed:tomcat-embed-core): 9.0.43

Direct dependency fix Resolution (org.springframework.boot:spring-boot-starter-web): 2.3.9.RELEASE

*** - [ ] Check this box to open an automated fix PR ",True,"CVE-2021-25329 (High) detected in tomcat-embed-core-9.0.29.jar - ## CVE-2021-25329 - High Severity Vulnerability
Vulnerable Library - tomcat-embed-core-9.0.29.jar

Core Tomcat implementation

Library home page: https://tomcat.apache.org/

Path to dependency file: /build.gradle

Path to vulnerable library: /home/wss-scanner/.gradle/caches/modules-2/files-2.1/org.apache.tomcat.embed/tomcat-embed-core/9.0.29/207dc9ca4215853d96ed695862f9873001f02a4b/tomcat-embed-core-9.0.29.jar

Dependency Hierarchy: - spring-boot-starter-web-2.2.2.RELEASE.jar (Root Library) - spring-boot-starter-tomcat-2.2.2.RELEASE.jar - :x: **tomcat-embed-core-9.0.29.jar** (Vulnerable Library)

Found in HEAD commit: f89cca989323a3ac73aac3d278cab02a868ac80b

Found in base branch: master

Vulnerability Details

The fix for CVE-2020-9484 was incomplete. When using Apache Tomcat 10.0.0-M1 to 10.0.0, 9.0.0.M1 to 9.0.41, 8.5.0 to 8.5.61 or 7.0.0. to 7.0.107 with a configuration edge case that was highly unlikely to be used, the Tomcat instance was still vulnerable to CVE-2020-9494. Note that both the previously published prerequisites for CVE-2020-9484 and the previously published mitigations for CVE-2020-9484 also apply to this issue.

Publish Date: 2021-03-01

URL: CVE-2021-25329

CVSS 3 Score Details (7.0)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Local - Attack Complexity: High - Privileges Required: Low - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://lists.apache.org/thread.html/rfe62fbf9d4c314f166fe8c668e50e5d9dd882a99447f26f0367474bf%40%3Cannounce.tomcat.apache.org%3E

Release Date: 2021-03-01

Fix Resolution (org.apache.tomcat.embed:tomcat-embed-core): 9.0.43

Direct dependency fix Resolution (org.springframework.boot:spring-boot-starter-web): 2.3.9.RELEASE

*** - [ ] Check this box to open an automated fix PR ",0,cve high detected in tomcat embed core jar cve high severity vulnerability vulnerable library tomcat embed core jar core tomcat implementation library home page a href path to dependency file build gradle path to vulnerable library home wss scanner gradle caches modules files org apache tomcat embed tomcat embed core tomcat embed core jar dependency hierarchy spring boot starter web release jar root library spring boot starter tomcat release jar x tomcat embed core jar vulnerable library found in head commit a href found in base branch master vulnerability details the fix for cve was incomplete when using apache tomcat to to to or to with a configuration edge case that was highly unlikely to be used the tomcat instance was still vulnerable to cve note that both the previously published prerequisites for cve and the previously published mitigations for cve also apply to this issue publish date url a href cvss score details base score metrics exploitability metrics attack vector local attack complexity high privileges required low user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution org apache tomcat embed tomcat embed core direct dependency fix resolution org springframework boot spring boot starter web release check this box to open an automated fix pr ,0 51562,27143164638.0,IssuesEvent,2023-02-16 17:47:15,flannel-io/flannel,https://api.github.com/repos/flannel-io/flannel,closed,Investigate use of multiple route tables on AWS,kind/enhancement area/performance components/backend/aws wontfix,"This would help us overcome the 50 entries per route table limitation. ",True,"Investigate use of multiple route tables on AWS - This would help us overcome the 50 entries per route table limitation. ",0,investigate use of multiple route tables on aws this would help us overcome the entries per route table limitation ,0 370959,25932013412.0,IssuesEvent,2022-12-16 10:49:34,IUT-Blagnac/sae3-01-devapp-g1a-1,https://api.github.com/repos/IUT-Blagnac/sae3-01-devapp-g1a-1,closed,Ajouter les fichiers de gestion de projet/suivi du projet manquant,Documentation Tâche,- Ajouter les fichiers manquant pour finaliser la tâche ( #38 ),1.0,Ajouter les fichiers de gestion de projet/suivi du projet manquant - - Ajouter les fichiers manquant pour finaliser la tâche ( #38 ),0,ajouter les fichiers de gestion de projet suivi du projet manquant ajouter les fichiers manquant pour finaliser la tâche ,0 236049,25971426112.0,IssuesEvent,2022-12-19 11:32:57,nk7598/linux-4.19.72,https://api.github.com/repos/nk7598/linux-4.19.72,closed,CVE-2019-15223 (Medium) detected in linuxlinux-4.19.269 - autoclosed,security vulnerability,"## CVE-2019-15223 - Medium Severity Vulnerability
Vulnerable Library - linuxlinux-4.19.269

The Linux Kernel

Library home page: https://mirrors.edge.kernel.org/pub/linux/kernel/v4.x/?wsslib=linux

Found in HEAD commit: 8d6de636016872da224f31e7d9d0fe96d373b46c

Vulnerable Source Files (1)

Vulnerability Details

An issue was discovered in the Linux kernel before 5.1.8. There is a NULL pointer dereference caused by a malicious USB device in the sound/usb/line6/driver.c driver.

Publish Date: 2019-08-19

URL: CVE-2019-15223

CVSS 3 Score Details (4.6)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Physical - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2019-15223

Release Date: 2019-09-06

Fix Resolution: v5.3-rc3

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2019-15223 (Medium) detected in linuxlinux-4.19.269 - autoclosed - ## CVE-2019-15223 - Medium Severity Vulnerability
Vulnerable Library - linuxlinux-4.19.269

The Linux Kernel

Library home page: https://mirrors.edge.kernel.org/pub/linux/kernel/v4.x/?wsslib=linux

Found in HEAD commit: 8d6de636016872da224f31e7d9d0fe96d373b46c

Vulnerable Source Files (1)

Vulnerability Details

An issue was discovered in the Linux kernel before 5.1.8. There is a NULL pointer dereference caused by a malicious USB device in the sound/usb/line6/driver.c driver.

Publish Date: 2019-08-19

URL: CVE-2019-15223

CVSS 3 Score Details (4.6)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Physical - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2019-15223

Release Date: 2019-09-06

Fix Resolution: v5.3-rc3

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in linuxlinux autoclosed cve medium severity vulnerability vulnerable library linuxlinux the linux kernel library home page a href found in head commit a href vulnerable source files vulnerability details an issue was discovered in the linux kernel before there is a null pointer dereference caused by a malicious usb device in the sound usb driver c driver publish date url a href cvss score details base score metrics exploitability metrics attack vector physical attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution step up your open source security game with mend ,0 38389,10191928579.0,IssuesEvent,2019-08-12 09:43:08,digital-asset/daml,https://api.github.com/repos/digital-asset/daml,closed,engineering.da-int.net references,component/build-system,"To make daml usable by the public, all the internal engineering.da-int.net need to be replaced with public-accessible equivalents. See #304 for the epic. ``` dev-env/bin/dade-copyright-headers 17:# http://engineering.da-int.net/docs/engineering-handbook/licenses-copyrights.html dev-env/bin/da-sdk-head 20: echo ""Please visit https://engineering.da-int.net/sdk/summary/releases/latest/doc/packages/sdk-docs-installation/"" dev-env/windows/manifests/java-oraclejdk-8u111.json 8: ""url"": ""https://engineering.da-int.net/nix-vendored/jdk-8u111-windows-x64.exe#/dl.7z"", 12: ""url"": ""https://engineering.da-int.net/nix-vendored/jdk-8u111-windows-i586.exe#/dl.7z"", 40: ""dl https://engineering.da-int.net/nix-vendored/jce_policy-8.zip \""$dir\\tmp\\jce_policy-8.zip\"""", dev-env/windows/manifests/README.md 40:In general, binaries are provided from: https://engineering.da-int.net/nix-vendored// dev-env/windows/manifests/vcredist-14.0.23026.json 9: ""url"": ""https://engineering.da-int.net/nix-vendored/vc_redist/vc_redist.x64.14.0.23026.exe"", dev-env/windows/README.md 11: iex (new-object net.webclient).downloadstring('https://engineering.da-int.net/download/dadew-installer') dev-env/windows/dadew-installer.ps1 38:(new-object net.webclient).downloadFile(""https://engineering.da-int.net/download/dadew.zip"", $zipFile) ledger/sandbox/README.md 41:The dar files are the archives containing compiled DAML code. We highly recommend generating the dar files using the new DAML packaging, as described in https://engineering.da-int.net/docs/da-all-docs/packages/daml-project/. This will ensure that you're generating the .dar files correctly. The linked page also gives a good overview of what the dar files are, along with other key concepts. ```",1.0,"engineering.da-int.net references - To make daml usable by the public, all the internal engineering.da-int.net need to be replaced with public-accessible equivalents. See #304 for the epic. ``` dev-env/bin/dade-copyright-headers 17:# http://engineering.da-int.net/docs/engineering-handbook/licenses-copyrights.html dev-env/bin/da-sdk-head 20: echo ""Please visit https://engineering.da-int.net/sdk/summary/releases/latest/doc/packages/sdk-docs-installation/"" dev-env/windows/manifests/java-oraclejdk-8u111.json 8: ""url"": ""https://engineering.da-int.net/nix-vendored/jdk-8u111-windows-x64.exe#/dl.7z"", 12: ""url"": ""https://engineering.da-int.net/nix-vendored/jdk-8u111-windows-i586.exe#/dl.7z"", 40: ""dl https://engineering.da-int.net/nix-vendored/jce_policy-8.zip \""$dir\\tmp\\jce_policy-8.zip\"""", dev-env/windows/manifests/README.md 40:In general, binaries are provided from: https://engineering.da-int.net/nix-vendored// dev-env/windows/manifests/vcredist-14.0.23026.json 9: ""url"": ""https://engineering.da-int.net/nix-vendored/vc_redist/vc_redist.x64.14.0.23026.exe"", dev-env/windows/README.md 11: iex (new-object net.webclient).downloadstring('https://engineering.da-int.net/download/dadew-installer') dev-env/windows/dadew-installer.ps1 38:(new-object net.webclient).downloadFile(""https://engineering.da-int.net/download/dadew.zip"", $zipFile) ledger/sandbox/README.md 41:The dar files are the archives containing compiled DAML code. We highly recommend generating the dar files using the new DAML packaging, as described in https://engineering.da-int.net/docs/da-all-docs/packages/daml-project/. This will ensure that you're generating the .dar files correctly. The linked page also gives a good overview of what the dar files are, along with other key concepts. ```",0,engineering da int net references to make daml usable by the public all the internal engineering da int net need to be replaced with public accessible equivalents see for the epic dev env bin dade copyright headers dev env bin da sdk head echo please visit dev env windows manifests java oraclejdk json url url dl dir tmp jce policy zip dev env windows manifests readme md in general binaries are provided from dev env windows manifests vcredist json url dev env windows readme md iex new object net webclient downloadstring dev env windows dadew installer new object net webclient downloadfile zipfile ledger sandbox readme md the dar files are the archives containing compiled daml code we highly recommend generating the dar files using the new daml packaging as described in this will ensure that you re generating the dar files correctly the linked page also gives a good overview of what the dar files are along with other key concepts ,0 162632,6156810220.0,IssuesEvent,2017-06-28 17:33:19,pravega/pravega,https://api.github.com/repos/pravega/pravega,closed,Transaction commit idempotence,area/client area/controller priority/P1,"**Problem description** If commit is called twice for the same transaction, the transaction will not be recognized by the controller so a Failed status is returned to the client which in turn throws TransactionFailedException to the caller. This is confusing as the transaction may have committed. **Problem location** Client and controller **Suggestions for an improvement** We need to retain a record for some time of transactions that committed so we can tell if it failed or not. ",1.0,"Transaction commit idempotence - **Problem description** If commit is called twice for the same transaction, the transaction will not be recognized by the controller so a Failed status is returned to the client which in turn throws TransactionFailedException to the caller. This is confusing as the transaction may have committed. **Problem location** Client and controller **Suggestions for an improvement** We need to retain a record for some time of transactions that committed so we can tell if it failed or not. ",0,transaction commit idempotence problem description if commit is called twice for the same transaction the transaction will not be recognized by the controller so a failed status is returned to the client which in turn throws transactionfailedexception to the caller this is confusing as the transaction may have committed problem location client and controller suggestions for an improvement we need to retain a record for some time of transactions that committed so we can tell if it failed or not ,0 10037,6548066118.0,IssuesEvent,2017-09-04 18:36:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The script editor caret isn't blinking,bug topic:editor usability,"Godot 3.0 9575dbdf788e8a5154b3ec2f66913e731ac02850 Windows 10 64 bits I just noticed the cursor doesn't blink in the script editor, although the ""redraw"" spinner indicates a redraw every second.",True,"The script editor caret isn't blinking - Godot 3.0 9575dbdf788e8a5154b3ec2f66913e731ac02850 Windows 10 64 bits I just noticed the cursor doesn't blink in the script editor, although the ""redraw"" spinner indicates a redraw every second.",1,the script editor caret isn t blinking godot windows bits i just noticed the cursor doesn t blink in the script editor although the redraw spinner indicates a redraw every second ,1 350401,10483594903.0,IssuesEvent,2019-09-24 14:12:00,python/mypy,https://api.github.com/repos/python/mypy,closed,Simple module with harmless import cycle results in `Cannot determine type` error,bug false-positive priority-1-normal topic-import-cycles topic-usability,"To repro (I'm using mypy 0.660): In `models/__init__.py`: ``` config = object() from .user import User ``` In `models/user.py`: ``` from . import config print(config) class User: ... ``` It runs fine: ``` ~/tmp/repro$ python3 -c 'import models' ``` But mypy fails: ``` ~/tmp/repro$ mypy -m models models/user.py:2: error: Cannot determine type of 'config' ``` There are two issues here (I'm happy to file another one to track them separately if that helps): 1) This should probably be supported by mypy 2) Regardless of whether this particular case is fixed, the error message should say something about import cycles (looks like there have been several issues similar to this in the past; this probably won't be the last) Related issues: https://github.com/python/mypy/issues/2015 https://github.com/python/mypy/issues/2016 https://github.com/python/mypy/issues/1185 https://github.com/python/mypy/issues/481 ",1.0,"Simple module with harmless import cycle results in `Cannot determine type` error - To repro (I'm using mypy 0.660): In `models/__init__.py`: ``` config = object() from .user import User ``` In `models/user.py`: ``` from . import config print(config) class User: ... ``` It runs fine: ``` ~/tmp/repro$ python3 -c 'import models' ``` But mypy fails: ``` ~/tmp/repro$ mypy -m models models/user.py:2: error: Cannot determine type of 'config' ``` There are two issues here (I'm happy to file another one to track them separately if that helps): 1) This should probably be supported by mypy 2) Regardless of whether this particular case is fixed, the error message should say something about import cycles (looks like there have been several issues similar to this in the past; this probably won't be the last) Related issues: https://github.com/python/mypy/issues/2015 https://github.com/python/mypy/issues/2016 https://github.com/python/mypy/issues/1185 https://github.com/python/mypy/issues/481 ",0,simple module with harmless import cycle results in cannot determine type error to repro i m using mypy in models init py config object from user import user in models user py from import config print config class user it runs fine tmp repro c import models but mypy fails tmp repro mypy m models models user py error cannot determine type of config there are two issues here i m happy to file another one to track them separately if that helps this should probably be supported by mypy regardless of whether this particular case is fixed the error message should say something about import cycles looks like there have been several issues similar to this in the past this probably won t be the last related issues ,0 17966,12441466261.0,IssuesEvent,2020-05-26 13:42:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"A ""center"" option for interactive shapes",feature proposal topic:editor usability,"Drawing lines (Line2D), polygons (Polygon2D) and curves (Path2D) on the editor can lead to the figure being displaced from the node center and sometimes is hard to re-position them. A (scene editor) way to center the figure to the origin of the node could be really useful. ps: This ""center"" (or arbitrary ""displace"") option could be part of Vector arrays too to make it more generic but I don't know if there are plans to give extra functions to these kind of arrays. ",True,"A ""center"" option for interactive shapes - Drawing lines (Line2D), polygons (Polygon2D) and curves (Path2D) on the editor can lead to the figure being displaced from the node center and sometimes is hard to re-position them. A (scene editor) way to center the figure to the origin of the node could be really useful. ps: This ""center"" (or arbitrary ""displace"") option could be part of Vector arrays too to make it more generic but I don't know if there are plans to give extra functions to these kind of arrays. ",1,a center option for interactive shapes drawing lines polygons and curves on the editor can lead to the figure being displaced from the node center and sometimes is hard to re position them a scene editor way to center the figure to the origin of the node could be really useful ps this center or arbitrary displace option could be part of vector arrays too to make it more generic but i don t know if there are plans to give extra functions to these kind of arrays ,1 22002,18266694064.0,IssuesEvent,2021-10-04 09:16:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Input Mapping configuration popup size doesn't fit all contents,bug topic:editor usability,"### Godot version 4.0.dev (66ab3ce95) ### System information Linux, Mageia 9 x86_64 ### Issue description In the Project Settings > Input Map, when adding a new input event to a mapping, the dialog used to capture events is not properly resized to fit its contents: ![Screenshot_20211004_100241](https://user-images.githubusercontent.com/4701338/135825173-5ebb993b-01f8-496e-ac52-b52f60b9a086.png) CC @EricEzaM @jmb462 ### Steps to reproduce - Open Project Settings > Input Map - Add new action, add new binding ### Minimal reproduction project _No response_",True,"Input Mapping configuration popup size doesn't fit all contents - ### Godot version 4.0.dev (66ab3ce95) ### System information Linux, Mageia 9 x86_64 ### Issue description In the Project Settings > Input Map, when adding a new input event to a mapping, the dialog used to capture events is not properly resized to fit its contents: ![Screenshot_20211004_100241](https://user-images.githubusercontent.com/4701338/135825173-5ebb993b-01f8-496e-ac52-b52f60b9a086.png) CC @EricEzaM @jmb462 ### Steps to reproduce - Open Project Settings > Input Map - Add new action, add new binding ### Minimal reproduction project _No response_",1,input mapping configuration popup size doesn t fit all contents godot version dev system information linux mageia issue description in the project settings input map when adding a new input event to a mapping the dialog used to capture events is not properly resized to fit its contents cc ericezam steps to reproduce open project settings input map add new action add new binding minimal reproduction project no response ,1 22614,19749834523.0,IssuesEvent,2022-01-15 01:05:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Renaming a file causes the FileSystem panel to lose focus,bug topic:editor usability,"### Godot version v3.4.1.stable.official [aa1b95889] ### System information Windows 10 21H1 ### Issue description The FileSystem panel loses focus when a file is renamed. It should be possible to select/rename multiple files, without having to mouse click in the FileSystem panel first. ### Steps to reproduce In the FileSystem panel - Create a new script - Rename the script - Press `arrow up` or `arrow down` to select the previous or next file - Or `F2` to rename the selected file again. ### Observed `arrow keys`: Nothing happens. `F2`: If a Scene panel node was selected before renaming the file, then `F2` makes the Scene panel nodes text editable. ### Expected The FileSystem panel should remain focused. And the file/folder above or below the renamed file should become selected. Or the rename window should open for the selected file. ### Minimal reproduction project _No response_",True,"Renaming a file causes the FileSystem panel to lose focus - ### Godot version v3.4.1.stable.official [aa1b95889] ### System information Windows 10 21H1 ### Issue description The FileSystem panel loses focus when a file is renamed. It should be possible to select/rename multiple files, without having to mouse click in the FileSystem panel first. ### Steps to reproduce In the FileSystem panel - Create a new script - Rename the script - Press `arrow up` or `arrow down` to select the previous or next file - Or `F2` to rename the selected file again. ### Observed `arrow keys`: Nothing happens. `F2`: If a Scene panel node was selected before renaming the file, then `F2` makes the Scene panel nodes text editable. ### Expected The FileSystem panel should remain focused. And the file/folder above or below the renamed file should become selected. Or the rename window should open for the selected file. ### Minimal reproduction project _No response_",1,renaming a file causes the filesystem panel to lose focus godot version stable official system information windows issue description the filesystem panel loses focus when a file is renamed it should be possible to select rename multiple files without having to mouse click in the filesystem panel first steps to reproduce in the filesystem panel create a new script rename the script press arrow up or arrow down to select the previous or next file or to rename the selected file again observed arrow keys nothing happens if a scene panel node was selected before renaming the file then makes the scene panel nodes text editable expected the filesystem panel should remain focused and the file folder above or below the renamed file should become selected or the rename window should open for the selected file minimal reproduction project no response ,1 107353,11540689937.0,IssuesEvent,2020-02-18 01:06:40,scikit-learn/scikit-learn,https://api.github.com/repos/scikit-learn/scikit-learn,closed,Add examples in docstring of plot_confusion_matrix,Documentation good first issue help wanted,We should add a small example to illustrate how to use `plot_confusion_matrix`. This example will be a section in the docsting of this function.,1.0,Add examples in docstring of plot_confusion_matrix - We should add a small example to illustrate how to use `plot_confusion_matrix`. This example will be a section in the docsting of this function.,0,add examples in docstring of plot confusion matrix we should add a small example to illustrate how to use plot confusion matrix this example will be a section in the docsting of this function ,0 3250,3377905465.0,IssuesEvent,2015-11-25 07:50:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Set ONESHOT connections from the Node Connections dialog,enhancement topic:editor usability,"I think right now it can only be done from script. You can set deferred, but not oneshot in the Confirm dialog.",True,"Set ONESHOT connections from the Node Connections dialog - I think right now it can only be done from script. You can set deferred, but not oneshot in the Confirm dialog.",1,set oneshot connections from the node connections dialog i think right now it can only be done from script you can set deferred but not oneshot in the confirm dialog ,1 77750,7601450977.0,IssuesEvent,2018-04-28 13:37:48,intesar/Fx-Test-Data,https://api.github.com/repos/intesar/Fx-Test-Data,reopened,Fx-Test-Data : vault_create_valid_desc,Fx-Test-Data Fx-Test-Data,"Project : Fx-Test-Data Job : Stg Env : Stg Region : FxLabs/US_WEST_1 Result : fail Status Code : 200 Headers : {X-Content-Type-Options=[nosniff], X-XSS-Protection=[1; mode=block], Cache-Control=[no-cache, no-store, max-age=0, must-revalidate], Pragma=[no-cache], Expires=[0], X-Frame-Options=[DENY], Set-Cookie=[SESSION=ZThlNTc0NDAtZTczMS00MjgyLWI5ZGMtYTlkOTA1NGYyMjNi; Path=/; HttpOnly], Content-Type=[application/json;charset=UTF-8], Transfer-Encoding=[chunked], Date=[Fri, 27 Apr 2018 19:35:21 GMT]} Endpoint : http://stg1.fxlabs.io/api/v1/vault Request : { ""key"" : ""k5WZN7"", ""val"" : ""4zwJ6"" } Response : { ""requestId"" : ""None"", ""requestTime"" : ""2018-04-27T19:35:21.633+0000"", ""errors"" : false, ""messages"" : [ ], ""data"" : { ""id"" : ""8a8082a062f91bad0163089a53207b52"", ""createdBy"" : ""8a80829061c17be10161c18999480002"", ""createdDate"" : ""2018-04-27T19:35:21.632+0000"", ""modifiedBy"" : ""8a80829061c17be10161c18999480002"", ""modifiedDate"" : ""2018-04-27T19:35:21.632+0000"", ""version"" : null, ""inactive"" : false, ""org"" : { ""id"" : ""8a80829061c17be10161c189993d0001"", ""createdBy"" : null, ""createdDate"" : null, ""modifiedBy"" : null, ""modifiedDate"" : null, ""version"" : null, ""inactive"" : false, ""name"" : null }, ""key"" : ""k5WZN7"", ""val"" : ""4zwJ6"", ""description"" : null, ""visibility"" : ""PRIVATE"" }, ""totalPages"" : 1, ""totalElements"" : 1 } Logs : Assertion [@Response.data.key == @Request.key] passed, expected [k5WZN7] and found [k5WZN7]Assertion [@Response.data.val == @Request.val] passed, expected [4zwJ6] and found [4zwJ6]Assertion [@Response.errors == false] passed, expected [false] and found [false]Assertion [@StatusCode == 200] passed, expected [200] and found [200] ",2.0,"Fx-Test-Data : vault_create_valid_desc - Project : Fx-Test-Data Job : Stg Env : Stg Region : FxLabs/US_WEST_1 Result : fail Status Code : 200 Headers : {X-Content-Type-Options=[nosniff], X-XSS-Protection=[1; mode=block], Cache-Control=[no-cache, no-store, max-age=0, must-revalidate], Pragma=[no-cache], Expires=[0], X-Frame-Options=[DENY], Set-Cookie=[SESSION=ZThlNTc0NDAtZTczMS00MjgyLWI5ZGMtYTlkOTA1NGYyMjNi; Path=/; HttpOnly], Content-Type=[application/json;charset=UTF-8], Transfer-Encoding=[chunked], Date=[Fri, 27 Apr 2018 19:35:21 GMT]} Endpoint : http://stg1.fxlabs.io/api/v1/vault Request : { ""key"" : ""k5WZN7"", ""val"" : ""4zwJ6"" } Response : { ""requestId"" : ""None"", ""requestTime"" : ""2018-04-27T19:35:21.633+0000"", ""errors"" : false, ""messages"" : [ ], ""data"" : { ""id"" : ""8a8082a062f91bad0163089a53207b52"", ""createdBy"" : ""8a80829061c17be10161c18999480002"", ""createdDate"" : ""2018-04-27T19:35:21.632+0000"", ""modifiedBy"" : ""8a80829061c17be10161c18999480002"", ""modifiedDate"" : ""2018-04-27T19:35:21.632+0000"", ""version"" : null, ""inactive"" : false, ""org"" : { ""id"" : ""8a80829061c17be10161c189993d0001"", ""createdBy"" : null, ""createdDate"" : null, ""modifiedBy"" : null, ""modifiedDate"" : null, ""version"" : null, ""inactive"" : false, ""name"" : null }, ""key"" : ""k5WZN7"", ""val"" : ""4zwJ6"", ""description"" : null, ""visibility"" : ""PRIVATE"" }, ""totalPages"" : 1, ""totalElements"" : 1 } Logs : Assertion [@Response.data.key == @Request.key] passed, expected [k5WZN7] and found [k5WZN7]Assertion [@Response.data.val == @Request.val] passed, expected [4zwJ6] and found [4zwJ6]Assertion [@Response.errors == false] passed, expected [false] and found [false]Assertion [@StatusCode == 200] passed, expected [200] and found [200] ",0,fx test data vault create valid desc project fx test data job stg env stg region fxlabs us west result fail status code headers x content type options x xss protection cache control pragma expires x frame options set cookie content type transfer encoding date endpoint request key val response requestid none requesttime errors false messages data id createdby createddate modifiedby modifieddate version null inactive false org id createdby null createddate null modifiedby null modifieddate null version null inactive false name null key val description null visibility private totalpages totalelements logs assertion passed expected and found assertion passed expected and found assertion passed expected and found assertion passed expected and found ,0 132548,10759006504.0,IssuesEvent,2019-10-31 15:53:38,elastic/kibana,https://api.github.com/repos/elastic/kibana,opened,Failing test: X-Pack Jest Tests.x-pack/legacy/plugins/uptime/server/lib/adapters/pings/__tests__ - ElasticsearchPingsAdapter class getPingHistogram handles simple_text_query without issues,failed-test,"A test failed on a tracked branch ``` Error: expect(received).toMatchSnapshot() Snapshot name: `ElasticsearchPingsAdapter class getPingHistogram handles simple_text_query without issues 1` - Snapshot + Received @@ -17,7 +17,7 @@ ""upCount"": 3, ""x"": 3, ""y"": 1, }, ], - ""interval"": 36000, + ""interval"": 36001, } at Object.toMatchSnapshot (/var/lib/jenkins/workspace/elastic+kibana+7.x/kibana/x-pack/legacy/plugins/uptime/server/lib/adapters/pings/__tests__/elasticsearch_pings_adapter.test.ts:258:22) at process._tickCallback (internal/process/next_tick.js:68:7) ``` First failure: [Jenkins Build](https://kibana-ci.elastic.co/job/elastic+kibana+7.x/875/) ",1.0,"Failing test: X-Pack Jest Tests.x-pack/legacy/plugins/uptime/server/lib/adapters/pings/__tests__ - ElasticsearchPingsAdapter class getPingHistogram handles simple_text_query without issues - A test failed on a tracked branch ``` Error: expect(received).toMatchSnapshot() Snapshot name: `ElasticsearchPingsAdapter class getPingHistogram handles simple_text_query without issues 1` - Snapshot + Received @@ -17,7 +17,7 @@ ""upCount"": 3, ""x"": 3, ""y"": 1, }, ], - ""interval"": 36000, + ""interval"": 36001, } at Object.toMatchSnapshot (/var/lib/jenkins/workspace/elastic+kibana+7.x/kibana/x-pack/legacy/plugins/uptime/server/lib/adapters/pings/__tests__/elasticsearch_pings_adapter.test.ts:258:22) at process._tickCallback (internal/process/next_tick.js:68:7) ``` First failure: [Jenkins Build](https://kibana-ci.elastic.co/job/elastic+kibana+7.x/875/) ",0,failing test x pack jest tests x pack legacy plugins uptime server lib adapters pings tests elasticsearchpingsadapter class getpinghistogram handles simple text query without issues a test failed on a tracked branch error expect received tomatchsnapshot snapshot name elasticsearchpingsadapter class getpinghistogram handles simple text query without issues snapshot received upcount x y interval interval at object tomatchsnapshot var lib jenkins workspace elastic kibana x kibana x pack legacy plugins uptime server lib adapters pings tests elasticsearch pings adapter test ts at process tickcallback internal process next tick js first failure ,0 21657,17400374091.0,IssuesEvent,2021-08-02 18:44:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Minor usability issue with triple quotes,bug topic:editor usability," **Godot version:** v3.2.2.stable.official **OS/device including version:** MacBookAir8,1 macOS Catalina 10.15.5 (19F101) **Issue description:** When I type three quotes in a row for a multiline comment or string, the script editor shouldn't automatically close the last one. **Steps to reproduce:** Type three quotes in any script **Minimal reproduction project:** ",True,"Minor usability issue with triple quotes - **Godot version:** v3.2.2.stable.official **OS/device including version:** MacBookAir8,1 macOS Catalina 10.15.5 (19F101) **Issue description:** When I type three quotes in a row for a multiline comment or string, the script editor shouldn't automatically close the last one. **Steps to reproduce:** Type three quotes in any script **Minimal reproduction project:** ",1,minor usability issue with triple quotes please search existing issues for potential duplicates before filing yours godot version stable official os device including version macos catalina issue description when i type three quotes in a row for a multiline comment or string the script editor shouldn t automatically close the last one steps to reproduce type three quotes in any script minimal reproduction project ,1 49302,6193572547.0,IssuesEvent,2017-07-05 07:37:20,CaerusKaru/ngvirtualgrade,https://api.github.com/repos/CaerusKaru/ngvirtualgrade,opened,data-table for grading landing page,enhancement grading needs design wip,"Use `md-table` to show submissions report for graders. More watered down than admin view. Backend necessarily obfuscates the submission names (and front-end won't create a scheme to override this). Clicking on a name launches their submission report, not the grading modal (ability to launch from report supported).",1.0,"data-table for grading landing page - Use `md-table` to show submissions report for graders. More watered down than admin view. Backend necessarily obfuscates the submission names (and front-end won't create a scheme to override this). Clicking on a name launches their submission report, not the grading modal (ability to launch from report supported).",0,data table for grading landing page use md table to show submissions report for graders more watered down than admin view backend necessarily obfuscates the submission names and front end won t create a scheme to override this clicking on a name launches their submission report not the grading modal ability to launch from report supported ,0 11498,7268050692.0,IssuesEvent,2018-02-20 08:40:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Close Docs"" changes which script you're currently editing",bug topic:editor usability," **Godot version:** ea99b90 **Issue description:** In the script editor, when you click in `File>Close Docs`, it will sometimes change which script you're currently editing.",True,"""Close Docs"" changes which script you're currently editing - **Godot version:** ea99b90 **Issue description:** In the script editor, when you click in `File>Close Docs`, it will sometimes change which script you're currently editing.",1, close docs changes which script you re currently editing please search existing issues for potential duplicates before filing yours godot version issue description in the script editor when you click in file close docs it will sometimes change which script you re currently editing ,1 17426,12013874691.0,IssuesEvent,2020-04-10 09:55:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Time line zoom is confusing in Animation player,enhancement topic:editor usability,"**Godot version:** 3.2.1 **OS/device including version:** Solus **Issue description:** It supposed to be zoom in but it zooms out. ![Peek 2020-03-29 21-12](https://user-images.githubusercontent.com/29702428/77853515-13729980-7202-11ea-8225-0b6fe1497754.gif) **Steps to reproduce:** N/A **Minimal reproduction project:** N/A",True,"Time line zoom is confusing in Animation player - **Godot version:** 3.2.1 **OS/device including version:** Solus **Issue description:** It supposed to be zoom in but it zooms out. ![Peek 2020-03-29 21-12](https://user-images.githubusercontent.com/29702428/77853515-13729980-7202-11ea-8225-0b6fe1497754.gif) **Steps to reproduce:** N/A **Minimal reproduction project:** N/A",1,time line zoom is confusing in animation player godot version os device including version solus issue description it supposed to be zoom in but it zooms out steps to reproduce n a minimal reproduction project n a,1 5308,3560939702.0,IssuesEvent,2016-01-23 12:45:51,tarantool/tarantool,https://api.github.com/repos/tarantool/tarantool,opened,Permission denied on tarantoolctl enter ,build,"``` [buildslave@localhost ~]$ tarantoolctl enter example /usr/bin/tarantoolctl: Found example.lua in /etc/tarantool/instances.available /usr/bin/tarantoolctl: Connecting to /var/run/tarantool/example.control /usr/bin/tarantoolctl: unix/:/var/run/tarantool/example.control: Permission denied ``` My user was added to `tarantool` group: ``` [buildslave@localhost ~]$ id uid=1000(buildslave) gid=1000(buildslave) groups=1000(buildslave),992(tarantool) context=unconfined_u:unconfined_r:unconfined_t:s0-s0:c0.c1023 ``` A control socket should be group-readable: ``` ls -l /var/run/tarantool/ total 4 srwxr-xr-x. 1 tarantool tarantool 0 Jan 23 15:35 example.control -rw-r--r--. 1 tarantool tarantool 5 Jan 23 15:35 example.pid ``` Both RPM and Debian packages are affected. ",1.0,"Permission denied on tarantoolctl enter - ``` [buildslave@localhost ~]$ tarantoolctl enter example /usr/bin/tarantoolctl: Found example.lua in /etc/tarantool/instances.available /usr/bin/tarantoolctl: Connecting to /var/run/tarantool/example.control /usr/bin/tarantoolctl: unix/:/var/run/tarantool/example.control: Permission denied ``` My user was added to `tarantool` group: ``` [buildslave@localhost ~]$ id uid=1000(buildslave) gid=1000(buildslave) groups=1000(buildslave),992(tarantool) context=unconfined_u:unconfined_r:unconfined_t:s0-s0:c0.c1023 ``` A control socket should be group-readable: ``` ls -l /var/run/tarantool/ total 4 srwxr-xr-x. 1 tarantool tarantool 0 Jan 23 15:35 example.control -rw-r--r--. 1 tarantool tarantool 5 Jan 23 15:35 example.pid ``` Both RPM and Debian packages are affected. ",0,permission denied on tarantoolctl enter tarantoolctl enter example usr bin tarantoolctl found example lua in etc tarantool instances available usr bin tarantoolctl connecting to var run tarantool example control usr bin tarantoolctl unix var run tarantool example control permission denied my user was added to tarantool group id uid buildslave gid buildslave groups buildslave tarantool context unconfined u unconfined r unconfined t a control socket should be group readable ls l var run tarantool total srwxr xr x tarantool tarantool jan example control rw r r tarantool tarantool jan example pid both rpm and debian packages are affected ,0 6463,4307399520.0,IssuesEvent,2016-07-21 08:52:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Reload all scenes button in editor,feature proposal topic:editor usability,"From the Facebook group discussion. Please add reload all edited scenes button. Thanks! :D",True,"Reload all scenes button in editor - From the Facebook group discussion. Please add reload all edited scenes button. Thanks! :D",1,reload all scenes button in editor from the facebook group discussion please add reload all edited scenes button thanks d,1 615230,19250404016.0,IssuesEvent,2021-12-09 04:03:40,space-wizards/space-station-14,https://api.github.com/repos/space-wizards/space-station-14,opened,ExamineSystem crash,Type: Bug Priority: 2-Before Release Difficulty: 2-Medium,I had this happen on the sus branch but essentially during update the examinedentity threw. I assume it's related to IEntity caching removal.,1.0,ExamineSystem crash - I had this happen on the sus branch but essentially during update the examinedentity threw. I assume it's related to IEntity caching removal.,0,examinesystem crash i had this happen on the sus branch but essentially during update the examinedentity threw i assume it s related to ientity caching removal ,0 6624,4388503472.0,IssuesEvent,2016-08-08 19:05:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,It's hard to D&D nodes from scene tree to VS sheet,enhancement topic:visualscript usability,"**Operating system or device - Godot version:** **Issue description** (what happened, and what was expected): It's possible to drag and drop nodes from scene tree to visual script board. Unfortunately there is problem with context switching. While for me relatively fast drag always works fine it seems on other devices it's very hard to drag node on VS sheet. I was talking about this with @TheoXD here: https://github.com/godotengine/godot/issues/6075#issuecomment-238337278 He was surprised it's even possible, and he have real problems with doing this, so it's probably somehow resolution/fps/system dependent. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"It's hard to D&D nodes from scene tree to VS sheet - **Operating system or device - Godot version:** **Issue description** (what happened, and what was expected): It's possible to drag and drop nodes from scene tree to visual script board. Unfortunately there is problem with context switching. While for me relatively fast drag always works fine it seems on other devices it's very hard to drag node on VS sheet. I was talking about this with @TheoXD here: https://github.com/godotengine/godot/issues/6075#issuecomment-238337278 He was surprised it's even possible, and he have real problems with doing this, so it's probably somehow resolution/fps/system dependent. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,it s hard to d d nodes from scene tree to vs sheet operating system or device godot version issue description what happened and what was expected it s possible to drag and drop nodes from scene tree to visual script board unfortunately there is problem with context switching while for me relatively fast drag always works fine it seems on other devices it s very hard to drag node on vs sheet i was talking about this with theoxd here he was surprised it s even possible and he have real problems with doing this so it s probably somehow resolution fps system dependent steps to reproduce link to minimal example project optional but very welcome ,1 13656,8632998416.0,IssuesEvent,2018-11-22 12:32:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Hold Shift to draw anchor perpendicularly,enhancement topic:editor usability,"Holding shift key to draw new anchor point only in n*45 degrees ( also perpendicularly ) according to the last one, would be a big adventage. So as snaping not only to grid but also ie. to other anchor points. ",True,"Hold Shift to draw anchor perpendicularly - Holding shift key to draw new anchor point only in n*45 degrees ( also perpendicularly ) according to the last one, would be a big adventage. So as snaping not only to grid but also ie. to other anchor points. ",1,hold shift to draw anchor perpendicularly holding shift key to draw new anchor point only in n degrees also perpendicularly according to the last one would be a big adventage so as snaping not only to grid but also ie to other anchor points ,1 132273,12502511413.0,IssuesEvent,2020-06-02 04:47:18,R-K-Associates/Valuation-Intelligent-System,https://api.github.com/repos/R-K-Associates/Valuation-Intelligent-System,opened,Email Notification Changes To be done,documentation enhancement,"1. If coordinating person and customer are same then email has to go only once. 2. In Quotation email notification, for multiple properties Quotation should be displayed in Table properly. 3. **Along with email, Quotation to be sent in .pdf format mentioning the terms of reference properly.** // pdf format will be shared soon 4. Display in Red on Quotation Page – Request has been sent to DGM VIS for Approval for processing the case without advance. 5. Display DGM VIS response on Quotation Page. 6. After creation of Lead Id, show that Lead Id on every Page of that Lead. 7. After creation of Case id, show that Case Id on every Page of that Case. 8. Payment Process Page - No advance amount had been selected for this case. > Payment will be made after completion of the assignment since no advance amount had been selected for this case. 9. Documentations > Documentation( here only name will be changed) 10. Address of the Asset located: and Address Information, both are coming on Asset Details Page. I believe Address of the Asset located should be removed. 11. Wherever Covered Area is shown, it should show in drop down as Covered Area, Built-up Area, Super Built-up Area, Carpet Area in drop down. 12. On Opening of the Lead or Case, request should take by default to that section where the pending action has to be taken. 13. After completion of a particular section, request should jump to next section automatically. 14. On “Estimated Quotation” tab resend email button is coming even without sending email to DGM VIS. 15. For Bank Manager dashboard, in case Quotation is not yet set by the BA then following message should be displayed in “Estimated Quotation” Tab: Estimated quotation is awaited from Business Analyst Mr. In case of any query/ concern please contact the BA at / <01204110117/ 01204324647 or email us / valuers@rkassociates.org. 16. In case estimated quotation is already set then show it in some good looking professional format. To Bank it should not be displayed in such simple form. Some format quotation can be chosen from public domain. 17. In onboarding resource section option for putting Official Mobile number to be created. 18. Wherever any resource contact or email has to be displayed or has to be mentioned in the system, it has to be / <01204110117/ 01204324647 or email / valuers@rkassociates.org. So everywhere it has to be connected from his official number and not personal mobile number. 19. Wherever we are giving links in Email notification, it has to be changed to Live server link appropriately, currently it is pointing on stage. 20. Payment Process Confirmation Page design is required to be improvised a bit. 21. One more confirmation message has to be corrected. Varun will inform about it. [Annexure A.docx](https://github.com/R-K-Associates/Valuation-Intelligent-System/files/4714802/Annexure.A.docx) [Annexure B.docx](https://github.com/R-K-Associates/Valuation-Intelligent-System/files/4714803/Annexure.B.docx) **Please Refer the attached document for the Email Notification Table** [Email Notification Tables.docx](https://github.com/R-K-Associates/Valuation-Intelligent-System/files/4714814/Email.Notification.Tables.docx) ",1.0,"Email Notification Changes To be done - 1. If coordinating person and customer are same then email has to go only once. 2. In Quotation email notification, for multiple properties Quotation should be displayed in Table properly. 3. **Along with email, Quotation to be sent in .pdf format mentioning the terms of reference properly.** // pdf format will be shared soon 4. Display in Red on Quotation Page – Request has been sent to DGM VIS for Approval for processing the case without advance. 5. Display DGM VIS response on Quotation Page. 6. After creation of Lead Id, show that Lead Id on every Page of that Lead. 7. After creation of Case id, show that Case Id on every Page of that Case. 8. Payment Process Page - No advance amount had been selected for this case. > Payment will be made after completion of the assignment since no advance amount had been selected for this case. 9. Documentations > Documentation( here only name will be changed) 10. Address of the Asset located: and Address Information, both are coming on Asset Details Page. I believe Address of the Asset located should be removed. 11. Wherever Covered Area is shown, it should show in drop down as Covered Area, Built-up Area, Super Built-up Area, Carpet Area in drop down. 12. On Opening of the Lead or Case, request should take by default to that section where the pending action has to be taken. 13. After completion of a particular section, request should jump to next section automatically. 14. On “Estimated Quotation” tab resend email button is coming even without sending email to DGM VIS. 15. For Bank Manager dashboard, in case Quotation is not yet set by the BA then following message should be displayed in “Estimated Quotation” Tab: Estimated quotation is awaited from Business Analyst Mr. In case of any query/ concern please contact the BA at / <01204110117/ 01204324647 or email us / valuers@rkassociates.org. 16. In case estimated quotation is already set then show it in some good looking professional format. To Bank it should not be displayed in such simple form. Some format quotation can be chosen from public domain. 17. In onboarding resource section option for putting Official Mobile number to be created. 18. Wherever any resource contact or email has to be displayed or has to be mentioned in the system, it has to be / <01204110117/ 01204324647 or email / valuers@rkassociates.org. So everywhere it has to be connected from his official number and not personal mobile number. 19. Wherever we are giving links in Email notification, it has to be changed to Live server link appropriately, currently it is pointing on stage. 20. Payment Process Confirmation Page design is required to be improvised a bit. 21. One more confirmation message has to be corrected. Varun will inform about it. [Annexure A.docx](https://github.com/R-K-Associates/Valuation-Intelligent-System/files/4714802/Annexure.A.docx) [Annexure B.docx](https://github.com/R-K-Associates/Valuation-Intelligent-System/files/4714803/Annexure.B.docx) **Please Refer the attached document for the Email Notification Table** [Email Notification Tables.docx](https://github.com/R-K-Associates/Valuation-Intelligent-System/files/4714814/Email.Notification.Tables.docx) ",0,email notification changes to be done if coordinating person and customer are same then email has to go only once in quotation email notification for multiple properties quotation should be displayed in table properly along with email quotation to be sent in pdf format mentioning the terms of reference properly pdf format will be shared soon display in red on quotation page – request has been sent to dgm vis for approval for processing the case without advance display dgm vis response on quotation page after creation of lead id show that lead id on every page of that lead after creation of case id show that case id on every page of that case payment process page no advance amount had been selected for this case payment will be made after completion of the assignment since no advance amount had been selected for this case documentations documentation here only name will be changed address of the asset located and address information both are coming on asset details page i believe address of the asset located should be removed wherever covered area is shown it should show in drop down as covered area built up area super built up area carpet area in drop down on opening of the lead or case request should take by default to that section where the pending action has to be taken after completion of a particular section request should jump to next section automatically on “estimated quotation” tab resend email button is coming even without sending email to dgm vis for bank manager dashboard in case quotation is not yet set by the ba then following message should be displayed in “estimated quotation” tab estimated quotation is awaited from business analyst mr in case of any query concern please contact the ba at valuers rkassociates org in case estimated quotation is already set then show it in some good looking professional format to bank it should not be displayed in such simple form some format quotation can be chosen from public domain in onboarding resource section option for putting official mobile number to be created wherever any resource contact or email has to be displayed or has to be mentioned in the system it has to be valuers rkassociates org so everywhere it has to be connected from his official number and not personal mobile number wherever we are giving links in email notification it has to be changed to live server link appropriately currently it is pointing on stage payment process confirmation page design is required to be improvised a bit one more confirmation message has to be corrected varun will inform about it please refer the attached document for the email notification table ,0 9955,6529246106.0,IssuesEvent,2017-08-30 10:46:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Ability to translate and scale 3D nodes on two axes at once, locking the remaining axis",enhancement topic:editor usability,"In Blender, it is possible to translate and scale 3D nodes on two axes at once (XY, YZ, or XZ) while locking the remaining axis (it is done by holding Shift while pressing an axis modifier key). This makes it easier and quicker to move or scale 3D geometry along a flat surface, for example. Supporting this in Godot would make the 3D workflow more convenient.",True,"Ability to translate and scale 3D nodes on two axes at once, locking the remaining axis - In Blender, it is possible to translate and scale 3D nodes on two axes at once (XY, YZ, or XZ) while locking the remaining axis (it is done by holding Shift while pressing an axis modifier key). This makes it easier and quicker to move or scale 3D geometry along a flat surface, for example. Supporting this in Godot would make the 3D workflow more convenient.",1,ability to translate and scale nodes on two axes at once locking the remaining axis in blender it is possible to translate and scale nodes on two axes at once xy yz or xz while locking the remaining axis it is done by holding shift while pressing an axis modifier key this makes it easier and quicker to move or scale geometry along a flat surface for example supporting this in godot would make the workflow more convenient ,1 61852,17023792712.0,IssuesEvent,2021-07-03 03:53:06,tomhughes/trac-tickets,https://api.github.com/repos/tomhughes/trac-tickets,closed,"Search ""Go"" button too narrow for translations",Component: website Priority: minor Resolution: fixed Type: defect,"**[Submitted to the original trac issue database at 6.44am, Friday, 20th April 2012]** In some languages we don't have a suitable two letter word to replace ""Go"" in the button on the left side panel seach bar. Any translation gets truncated to 2 - 2.3 letters, depending on the browser (tested with ff 11, ie 9). That's like reading ""Fin"" instead of ""Find"". As far as we remember, the layout used to allow the side bar to get wider if needed (it was min-width: 170px, since two months it's width: 185px).",1.0,"Search ""Go"" button too narrow for translations - **[Submitted to the original trac issue database at 6.44am, Friday, 20th April 2012]** In some languages we don't have a suitable two letter word to replace ""Go"" in the button on the left side panel seach bar. Any translation gets truncated to 2 - 2.3 letters, depending on the browser (tested with ff 11, ie 9). That's like reading ""Fin"" instead of ""Find"". As far as we remember, the layout used to allow the side bar to get wider if needed (it was min-width: 170px, since two months it's width: 185px).",0,search go button too narrow for translations in some languages we don t have a suitable two letter word to replace go in the button on the left side panel seach bar any translation gets truncated to letters depending on the browser tested with ff ie that s like reading fin instead of find as far as we remember the layout used to allow the side bar to get wider if needed it was min width since two months it s width ,0 26103,26421711369.0,IssuesEvent,2023-01-13 21:14:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add child node shortcut (CTRL + A) is not working while the scene dock has been clicked or selected,bug topic:editor confirmed usability topic:input regression," **Godot version:** 4.0 **OS/device including version:** Windows/ HP Omen 15 **Issue description:** Add child node shortcut (CTRL + A) is pressed while the scene dock has been selected, the add child node button i.e. the '+' button is holding the pressed state and not being released, so it can generate the 'add child node' window. **Steps to reproduce:** 1. Click anywhere in the scene dock. Then press (CTRL+A) **Minimal reproduction project:** ",True,"Add child node shortcut (CTRL + A) is not working while the scene dock has been clicked or selected - **Godot version:** 4.0 **OS/device including version:** Windows/ HP Omen 15 **Issue description:** Add child node shortcut (CTRL + A) is pressed while the scene dock has been selected, the add child node button i.e. the '+' button is holding the pressed state and not being released, so it can generate the 'add child node' window. **Steps to reproduce:** 1. Click anywhere in the scene dock. Then press (CTRL+A) **Minimal reproduction project:** ",1,add child node shortcut ctrl a is not working while the scene dock has been clicked or selected please search existing issues for potential duplicates before filing yours godot version os device including version windows hp omen issue description add child node shortcut ctrl a is pressed while the scene dock has been selected the add child node button i e the button is holding the pressed state and not being released so it can generate the add child node window steps to reproduce click anywhere in the scene dock then press ctrl a minimal reproduction project ,1 6178,4165965265.0,IssuesEvent,2016-06-19 21:05:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,More keyboard shortcuts please. ,feature proposal junior job topic:editor usability,"The keyboard shortcuts that the editor already has are great, but there are some obvious (to me) ones missing that would make production way faster. Primarily: **Ctrl-N** - new scene **Ctrl-Tab** and **Ctrl-Shift-Tab** - switch scene, next and previous And a couple others that would make sense: **Ctrl-Shift-N** - new inherited scene **Ctrl-Shift-A** - add scene file instance as a node A haven't used the engine a lot yet, but as far as I can tell none of those combinations are used anywhere. ",True,"More keyboard shortcuts please. - The keyboard shortcuts that the editor already has are great, but there are some obvious (to me) ones missing that would make production way faster. Primarily: **Ctrl-N** - new scene **Ctrl-Tab** and **Ctrl-Shift-Tab** - switch scene, next and previous And a couple others that would make sense: **Ctrl-Shift-N** - new inherited scene **Ctrl-Shift-A** - add scene file instance as a node A haven't used the engine a lot yet, but as far as I can tell none of those combinations are used anywhere. ",1,more keyboard shortcuts please the keyboard shortcuts that the editor already has are great but there are some obvious to me ones missing that would make production way faster primarily ctrl n new scene ctrl tab and ctrl shift tab switch scene next and previous and a couple others that would make sense ctrl shift n new inherited scene ctrl shift a add scene file instance as a node a haven t used the engine a lot yet but as far as i can tell none of those combinations are used anywhere ,1 102140,21917322781.0,IssuesEvent,2022-05-22 02:34:14,jongfeel/BookReview,https://api.github.com/repos/jongfeel/BookReview,closed,Chapter 11 Pressure,2022 The Clean Coder,"## Chapter 11 Pressure 저자의 압박을 주는 위치에서의 일화가 있다. 직원들에게 윽박지르고 주 80시간 일하면서 일 못하는 직원 짜르는 그런 사람이 바로 자신이었다고, 그러다가 문득 비가 내리는 날 걸으면서 깨달은 바가 있었으니... > 그날 이후로 다른 사람의 명령을 받으며 일한 적이 없다. ``` 의견) 위 마지막 문장이 시사하는 바가 굉장이 크다고 생각한다. 내가 생각하는 프로 개발자의 모습은 능동적으로 일하고 스스로 올바른 결정을 내리고 진행하며 책임을 질 수 있는 사람이어야 한다고 생각하기 때문이다. ``` ## Discussions 저도 시연 일정의 압박 혹은 생각한 대로 동작하지 않아서 당황하고 그걸 바로 잡기 위해 시간을 보내서 일정이 연기되는 것의 압박 등 다양한 경험을 했는데요. 저는 일단 동작하게 만들고, 이후 문제는 나중에 해결하자 식으로 넘어가는 경우가 있고 그게 압박을 받는 상황에서 저의 안좋은 자세라고 생각하고 있습니다. 각자 자신이 생각하는 **압박 받는 상황에서의 본인의 태도가 있다면 얘기**해 보면 좋을 것 같습니다. 반성하는 시간도 가질 수 있을 것 같고요. ### AVOIDING PRESSURE #### COMMITMENTS 달성할 확신이 없는 마감일 약속을 피하는 것이 중요하다. 프로라면 언제나 사업부를 도와 목표를 달성하는 법을 찾아내야 한다. 하지만 프로는 사업부에서 멋대로 한 약속은 받아들이지 않아도 된다. ``` 의견) 만약 개발자와 상의 없이 멋대로 일정 약속을 한 사업부 사람이라면 한편으로는 무능한 사람 혹은 협업을 할 줄 모르는 사람 쯤으로 여기고 싶다. ``` #### STAYING CLEAN 최선을 다 해 일하고 만든 것은 가능한 한 깔끔히 유지해야 한다. 그럼으로써 압박을 피할 수 있다. #### CRISIS DISCIPLINE 위기에 처했을 때의 모습을 관찰하면 어떤 믿음을 가지고 있는지 알게 된다. - TDD - Refactoring - Pair programming 평소에는 위의 규율을 따르지만 위기가 닥쳤을때 실천하지 않는다면 마음 속 깊은 곳에서 위의 규율을 따를 마음이 없다는 뜻. ``` 의견) 평소에 개발하다가도 '급하면 나중에 하면 되지'라는 생각에 그냥 개발했던 때가 많이 생각난다. 규율을 지키는 개발자가 되어야 할 것 같다. ``` ### HANDLING PRESSURE - DON'T PANIC - 가능한 최선의 결과로 가는 길을 짜고 이성적이고 꾸준한 속도로 진행하자 - COMMUNICATE - 어려움에 빠진 사실을 팀 동료와 상사에게 알려야 한다. - RELY ON YOUR DISCIPLINES - 압박을 빠져나가는 유일한 길은 이미 좋은 방법임을 아는 자신의 규율에 기대는 것이다. - GET HELP - 짝 프로그래밍을 하자!",1.0,"Chapter 11 Pressure - ## Chapter 11 Pressure 저자의 압박을 주는 위치에서의 일화가 있다. 직원들에게 윽박지르고 주 80시간 일하면서 일 못하는 직원 짜르는 그런 사람이 바로 자신이었다고, 그러다가 문득 비가 내리는 날 걸으면서 깨달은 바가 있었으니... > 그날 이후로 다른 사람의 명령을 받으며 일한 적이 없다. ``` 의견) 위 마지막 문장이 시사하는 바가 굉장이 크다고 생각한다. 내가 생각하는 프로 개발자의 모습은 능동적으로 일하고 스스로 올바른 결정을 내리고 진행하며 책임을 질 수 있는 사람이어야 한다고 생각하기 때문이다. ``` ## Discussions 저도 시연 일정의 압박 혹은 생각한 대로 동작하지 않아서 당황하고 그걸 바로 잡기 위해 시간을 보내서 일정이 연기되는 것의 압박 등 다양한 경험을 했는데요. 저는 일단 동작하게 만들고, 이후 문제는 나중에 해결하자 식으로 넘어가는 경우가 있고 그게 압박을 받는 상황에서 저의 안좋은 자세라고 생각하고 있습니다. 각자 자신이 생각하는 **압박 받는 상황에서의 본인의 태도가 있다면 얘기**해 보면 좋을 것 같습니다. 반성하는 시간도 가질 수 있을 것 같고요. ### AVOIDING PRESSURE #### COMMITMENTS 달성할 확신이 없는 마감일 약속을 피하는 것이 중요하다. 프로라면 언제나 사업부를 도와 목표를 달성하는 법을 찾아내야 한다. 하지만 프로는 사업부에서 멋대로 한 약속은 받아들이지 않아도 된다. ``` 의견) 만약 개발자와 상의 없이 멋대로 일정 약속을 한 사업부 사람이라면 한편으로는 무능한 사람 혹은 협업을 할 줄 모르는 사람 쯤으로 여기고 싶다. ``` #### STAYING CLEAN 최선을 다 해 일하고 만든 것은 가능한 한 깔끔히 유지해야 한다. 그럼으로써 압박을 피할 수 있다. #### CRISIS DISCIPLINE 위기에 처했을 때의 모습을 관찰하면 어떤 믿음을 가지고 있는지 알게 된다. - TDD - Refactoring - Pair programming 평소에는 위의 규율을 따르지만 위기가 닥쳤을때 실천하지 않는다면 마음 속 깊은 곳에서 위의 규율을 따를 마음이 없다는 뜻. ``` 의견) 평소에 개발하다가도 '급하면 나중에 하면 되지'라는 생각에 그냥 개발했던 때가 많이 생각난다. 규율을 지키는 개발자가 되어야 할 것 같다. ``` ### HANDLING PRESSURE - DON'T PANIC - 가능한 최선의 결과로 가는 길을 짜고 이성적이고 꾸준한 속도로 진행하자 - COMMUNICATE - 어려움에 빠진 사실을 팀 동료와 상사에게 알려야 한다. - RELY ON YOUR DISCIPLINES - 압박을 빠져나가는 유일한 길은 이미 좋은 방법임을 아는 자신의 규율에 기대는 것이다. - GET HELP - 짝 프로그래밍을 하자!",0,chapter pressure chapter pressure 저자의 압박을 주는 위치에서의 일화가 있다 직원들에게 윽박지르고 주 일하면서 일 못하는 직원 짜르는 그런 사람이 바로 자신이었다고 그러다가 문득 비가 내리는 날 걸으면서 깨달은 바가 있었으니 그날 이후로 다른 사람의 명령을 받으며 일한 적이 없다 의견 위 마지막 문장이 시사하는 바가 굉장이 크다고 생각한다 내가 생각하는 프로 개발자의 모습은 능동적으로 일하고 스스로 올바른 결정을 내리고 진행하며 책임을 질 수 있는 사람이어야 한다고 생각하기 때문이다 discussions 저도 시연 일정의 압박 혹은 생각한 대로 동작하지 않아서 당황하고 그걸 바로 잡기 위해 시간을 보내서 일정이 연기되는 것의 압박 등 다양한 경험을 했는데요 저는 일단 동작하게 만들고 이후 문제는 나중에 해결하자 식으로 넘어가는 경우가 있고 그게 압박을 받는 상황에서 저의 안좋은 자세라고 생각하고 있습니다 각자 자신이 생각하는 압박 받는 상황에서의 본인의 태도가 있다면 얘기 해 보면 좋을 것 같습니다 반성하는 시간도 가질 수 있을 것 같고요 avoiding pressure commitments 달성할 확신이 없는 마감일 약속을 피하는 것이 중요하다 프로라면 언제나 사업부를 도와 목표를 달성하는 법을 찾아내야 한다 하지만 프로는 사업부에서 멋대로 한 약속은 받아들이지 않아도 된다 의견 만약 개발자와 상의 없이 멋대로 일정 약속을 한 사업부 사람이라면 한편으로는 무능한 사람 혹은 협업을 할 줄 모르는 사람 쯤으로 여기고 싶다 staying clean 최선을 다 해 일하고 만든 것은 가능한 한 깔끔히 유지해야 한다 그럼으로써 압박을 피할 수 있다 crisis discipline 위기에 처했을 때의 모습을 관찰하면 어떤 믿음을 가지고 있는지 알게 된다 tdd refactoring pair programming 평소에는 위의 규율을 따르지만 위기가 닥쳤을때 실천하지 않는다면 마음 속 깊은 곳에서 위의 규율을 따를 마음이 없다는 뜻 의견 평소에 개발하다가도 급하면 나중에 하면 되지 라는 생각에 그냥 개발했던 때가 많이 생각난다 규율을 지키는 개발자가 되어야 할 것 같다 handling pressure don t panic 가능한 최선의 결과로 가는 길을 짜고 이성적이고 꾸준한 속도로 진행하자 communicate 어려움에 빠진 사실을 팀 동료와 상사에게 알려야 한다 rely on your disciplines 압박을 빠져나가는 유일한 길은 이미 좋은 방법임을 아는 자신의 규율에 기대는 것이다 get help 짝 프로그래밍을 하자 ,0 18179,12625997327.0,IssuesEvent,2020-06-14 14:36:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Keep Debugger Open"" conflicts with ""Always Open|Close Output On Play|Stop""",enhancement topic:editor usability,"**Issue description:** This two settings: ![2017-09-17-165430_700x63_scrot](https://user-images.githubusercontent.com/1387165/30524380-e5537a5e-9bc8-11e7-8f61-9f285c11aa4c.png) conflict with this: ![2017-09-17-165324_243x185_scrot](https://user-images.githubusercontent.com/1387165/30524376-d181f898-9bc8-11e7-888a-49966f560d29.png) - ~The option ""Always Open Output On Play"" not really works because when some print occurs the output always open.~ Fixed by #15869 - When I am in debugger, for example in tab ""Monitors"", and I stop the game I always go to first tab, can we change this behavior to not do it? I think we need to simplify this options some way.",True,"""Keep Debugger Open"" conflicts with ""Always Open|Close Output On Play|Stop"" - **Issue description:** This two settings: ![2017-09-17-165430_700x63_scrot](https://user-images.githubusercontent.com/1387165/30524380-e5537a5e-9bc8-11e7-8f61-9f285c11aa4c.png) conflict with this: ![2017-09-17-165324_243x185_scrot](https://user-images.githubusercontent.com/1387165/30524376-d181f898-9bc8-11e7-888a-49966f560d29.png) - ~The option ""Always Open Output On Play"" not really works because when some print occurs the output always open.~ Fixed by #15869 - When I am in debugger, for example in tab ""Monitors"", and I stop the game I always go to first tab, can we change this behavior to not do it? I think we need to simplify this options some way.",1, keep debugger open conflicts with always open close output on play stop issue description this two settings conflict with this the option always open output on play not really works because when some print occurs the output always open fixed by when i am in debugger for example in tab monitors and i stop the game i always go to first tab can we change this behavior to not do it i think we need to simplify this options some way ,1 252544,27245769992.0,IssuesEvent,2023-02-22 01:47:28,Baneeishaque/locations,https://api.github.com/repos/Baneeishaque/locations,opened,CVE-2021-23440 (High) detected in set-value-2.0.1.tgz,security vulnerability,"## CVE-2021-23440 - High Severity Vulnerability
Vulnerable Library - set-value-2.0.1.tgz

Create nested values and any intermediaries using dot notation (`'a.b.c'`) paths.

Library home page: https://registry.npmjs.org/set-value/-/set-value-2.0.1.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/set-value/package.json

Dependency Hierarchy: - react-native-0.55.4.tgz (Root Library) - metro-0.30.2.tgz - jest-haste-map-22.4.2.tgz - sane-2.5.2.tgz - micromatch-3.1.10.tgz - snapdragon-0.8.2.tgz - base-0.11.2.tgz - cache-base-1.0.1.tgz - :x: **set-value-2.0.1.tgz** (Vulnerable Library)

Found in HEAD commit: b8d5a4143a4e0caa970dcb555e1daf11e1ebbc43

Vulnerability Details

This affects the package set-value before <2.0.1, >=3.0.0 <4.0.1. A type confusion vulnerability can lead to a bypass of CVE-2019-10747 when the user-provided keys used in the path parameter are arrays. Mend Note: After conducting further research, Mend has determined that all versions of set-value up to version 4.0.0 are vulnerable to CVE-2021-23440.

Publish Date: 2021-09-12

URL: CVE-2021-23440

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Release Date: 2021-09-12

Fix Resolution (set-value): 4.0.1

Direct dependency fix Resolution (react-native): 0.65.0

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2021-23440 (High) detected in set-value-2.0.1.tgz - ## CVE-2021-23440 - High Severity Vulnerability
Vulnerable Library - set-value-2.0.1.tgz

Create nested values and any intermediaries using dot notation (`'a.b.c'`) paths.

Library home page: https://registry.npmjs.org/set-value/-/set-value-2.0.1.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/set-value/package.json

Dependency Hierarchy: - react-native-0.55.4.tgz (Root Library) - metro-0.30.2.tgz - jest-haste-map-22.4.2.tgz - sane-2.5.2.tgz - micromatch-3.1.10.tgz - snapdragon-0.8.2.tgz - base-0.11.2.tgz - cache-base-1.0.1.tgz - :x: **set-value-2.0.1.tgz** (Vulnerable Library)

Found in HEAD commit: b8d5a4143a4e0caa970dcb555e1daf11e1ebbc43

Vulnerability Details

This affects the package set-value before <2.0.1, >=3.0.0 <4.0.1. A type confusion vulnerability can lead to a bypass of CVE-2019-10747 when the user-provided keys used in the path parameter are arrays. Mend Note: After conducting further research, Mend has determined that all versions of set-value up to version 4.0.0 are vulnerable to CVE-2021-23440.

Publish Date: 2021-09-12

URL: CVE-2021-23440

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Release Date: 2021-09-12

Fix Resolution (set-value): 4.0.1

Direct dependency fix Resolution (react-native): 0.65.0

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in set value tgz cve high severity vulnerability vulnerable library set value tgz create nested values and any intermediaries using dot notation a b c paths library home page a href path to dependency file package json path to vulnerable library node modules set value package json dependency hierarchy react native tgz root library metro tgz jest haste map tgz sane tgz micromatch tgz snapdragon tgz base tgz cache base tgz x set value tgz vulnerable library found in head commit a href vulnerability details this affects the package set value before a type confusion vulnerability can lead to a bypass of cve when the user provided keys used in the path parameter are arrays mend note after conducting further research mend has determined that all versions of set value up to version are vulnerable to cve publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version release date fix resolution set value direct dependency fix resolution react native step up your open source security game with mend ,0 123534,10272105809.0,IssuesEvent,2019-08-23 15:36:03,istio/istio,https://api.github.com/repos/istio/istio,opened,"Helm versioning broken, therefor breaking CNI Test",area/test and release,"``` $HELM_HOME has been configured at /root/.helm. Not installing Tiller due to 'client-only' flag having been set Happy Helming! + helm repo add istio.io https://gcsweb.istio.io/gcs/istio-prerelease/daily-build/master-latest-daily/charts/ ""istio.io"" has been added to your repositories + helm fetch --untar --untardir /tmp/tmp.OZoSnpX6qd istio.io/istio-cni Error: chart ""istio-cni"" matching not found in istio.io index. (try 'helm repo update'). No chart version found for istio-cni- + cleanup_kind_cluster + kind export logs --name istio-testing /logs/artifacts/kind Exported logs to: /logs/artifacts/kind + [[ -z '' ]] + echo 'Cleaning up kind cluster' Cleaning up kind cluster + kind delete cluster --name=istio-testing ``` Basically the problem is that the cni version is now `master-something`. Helm doesn't recognize this as a semantic version (its not :slightly_frowning_face: ), so it fails to find a version to use. Long term we should actually use semver instead of this ""master-latest"" stuff Based on https://github.com/helm/helm/issues/3009 I thought we may just be able to add `--devel` flag but it doesn't work either ``` $ helm install istio.io/istio --name foo --namespace istio-system --debug --devel [debug] Created tunnel using local port: '46263' [debug] SERVER: ""127.0.0.1:46263"" [debug] Original chart version: """" [debug] setting version to >0.0.0-0 Error: chart ""istio"" matching version "">0.0.0-0"" not found in istio.io index. (try 'helm repo update'). No chart version found for istio->0.0.0-0 ``` Note -- istio is broken too, its not just the CNI charts, we must just not have anything using master-latest-daily charts for istio",1.0,"Helm versioning broken, therefor breaking CNI Test - ``` $HELM_HOME has been configured at /root/.helm. Not installing Tiller due to 'client-only' flag having been set Happy Helming! + helm repo add istio.io https://gcsweb.istio.io/gcs/istio-prerelease/daily-build/master-latest-daily/charts/ ""istio.io"" has been added to your repositories + helm fetch --untar --untardir /tmp/tmp.OZoSnpX6qd istio.io/istio-cni Error: chart ""istio-cni"" matching not found in istio.io index. (try 'helm repo update'). No chart version found for istio-cni- + cleanup_kind_cluster + kind export logs --name istio-testing /logs/artifacts/kind Exported logs to: /logs/artifacts/kind + [[ -z '' ]] + echo 'Cleaning up kind cluster' Cleaning up kind cluster + kind delete cluster --name=istio-testing ``` Basically the problem is that the cni version is now `master-something`. Helm doesn't recognize this as a semantic version (its not :slightly_frowning_face: ), so it fails to find a version to use. Long term we should actually use semver instead of this ""master-latest"" stuff Based on https://github.com/helm/helm/issues/3009 I thought we may just be able to add `--devel` flag but it doesn't work either ``` $ helm install istio.io/istio --name foo --namespace istio-system --debug --devel [debug] Created tunnel using local port: '46263' [debug] SERVER: ""127.0.0.1:46263"" [debug] Original chart version: """" [debug] setting version to >0.0.0-0 Error: chart ""istio"" matching version "">0.0.0-0"" not found in istio.io index. (try 'helm repo update'). No chart version found for istio->0.0.0-0 ``` Note -- istio is broken too, its not just the CNI charts, we must just not have anything using master-latest-daily charts for istio",0,helm versioning broken therefor breaking cni test helm home has been configured at root helm not installing tiller due to client only flag having been set happy helming helm repo add istio io istio io has been added to your repositories helm fetch untar untardir tmp tmp istio io istio cni error chart istio cni matching not found in istio io index try helm repo update no chart version found for istio cni cleanup kind cluster kind export logs name istio testing logs artifacts kind exported logs to logs artifacts kind echo cleaning up kind cluster cleaning up kind cluster kind delete cluster name istio testing basically the problem is that the cni version is now master something helm doesn t recognize this as a semantic version its not slightly frowning face so it fails to find a version to use long term we should actually use semver instead of this master latest stuff based on i thought we may just be able to add devel flag but it doesn t work either helm install istio io istio name foo namespace istio system debug devel created tunnel using local port server original chart version setting version to error chart istio matching version not found in istio io index try helm repo update no chart version found for istio note istio is broken too its not just the cni charts we must just not have anything using master latest daily charts for istio,0 186674,6741868779.0,IssuesEvent,2017-10-20 03:52:17,opencurrents/opencurrents,https://api.github.com/repos/opencurrents/opencurrents,opened,Our Story: Lets change on location of picture in vertical mobile,mvp priority low,Make the Sky the background or the Balancing Rock. The Current one seems strange,1.0,Our Story: Lets change on location of picture in vertical mobile - Make the Sky the background or the Balancing Rock. The Current one seems strange,0,our story lets change on location of picture in vertical mobile make the sky the background or the balancing rock the current one seems strange,0 286190,21566033513.0,IssuesEvent,2022-05-01 21:41:52,sebringrose/peko,https://api.github.com/repos/sebringrose/peko,closed,Example Structure,documentation good first issue,"Move preact example code (""example.js"" file and ""exampleSrc"" dir) into a new ""examples"" directory so that future examples can be housed alongside. These files should be put within ""examples/preact"" and maybe renamed for clarity. It would also be good to have a preact TypeScript example file as well as the existing JavaScript one to demonstrate using Peko and Preact with TypeScript.",1.0,"Example Structure - Move preact example code (""example.js"" file and ""exampleSrc"" dir) into a new ""examples"" directory so that future examples can be housed alongside. These files should be put within ""examples/preact"" and maybe renamed for clarity. It would also be good to have a preact TypeScript example file as well as the existing JavaScript one to demonstrate using Peko and Preact with TypeScript.",0,example structure move preact example code example js file and examplesrc dir into a new examples directory so that future examples can be housed alongside these files should be put within examples preact and maybe renamed for clarity it would also be good to have a preact typescript example file as well as the existing javascript one to demonstrate using peko and preact with typescript ,0 407707,11936076293.0,IssuesEvent,2020-04-02 09:41:25,marklogic-community/pipes,https://api.github.com/repos/marklogic-community/pipes,closed,"As a Pipes user, it's not clear to me how to define Subgraph inputs and outputs so that they are visible in the main graph",enhancement fixed-in-branch high-priority user-interface,"Before I start working on compiler support for subgraphs, I tried to create a subgraph, but it is not working on master. Reproduction: - Start Pipes ![image](https://user-images.githubusercontent.com/9380618/78172117-cf77d280-7455-11ea-9221-e422218b59d4.png) - Add Sugraph ![image](https://user-images.githubusercontent.com/9380618/78172170-e1f20c00-7455-11ea-9c6e-9f1dc6901231.png) - Open Subgraph - Add Graph -> Input - Add Graph -> Output - Add String -> Normalize Space (or link input to output directly) - Link them together ![image](https://user-images.githubusercontent.com/9380618/78172314-241b4d80-7456-11ea-89ac-e9865bbd58b9.png) - Close the subgraph - **ERROR The input/output is not visible** ![image](https://user-images.githubusercontent.com/9380618/78172399-4745fd00-7456-11ea-8b0e-602693f5fab3.png) ",1.0,"As a Pipes user, it's not clear to me how to define Subgraph inputs and outputs so that they are visible in the main graph - Before I start working on compiler support for subgraphs, I tried to create a subgraph, but it is not working on master. Reproduction: - Start Pipes ![image](https://user-images.githubusercontent.com/9380618/78172117-cf77d280-7455-11ea-9221-e422218b59d4.png) - Add Sugraph ![image](https://user-images.githubusercontent.com/9380618/78172170-e1f20c00-7455-11ea-9c6e-9f1dc6901231.png) - Open Subgraph - Add Graph -> Input - Add Graph -> Output - Add String -> Normalize Space (or link input to output directly) - Link them together ![image](https://user-images.githubusercontent.com/9380618/78172314-241b4d80-7456-11ea-89ac-e9865bbd58b9.png) - Close the subgraph - **ERROR The input/output is not visible** ![image](https://user-images.githubusercontent.com/9380618/78172399-4745fd00-7456-11ea-8b0e-602693f5fab3.png) ",0,as a pipes user it s not clear to me how to define subgraph inputs and outputs so that they are visible in the main graph before i start working on compiler support for subgraphs i tried to create a subgraph but it is not working on master reproduction start pipes add sugraph open subgraph add graph input add graph output add string normalize space or link input to output directly link them together close the subgraph error the input output is not visible ,0 16730,11271914697.0,IssuesEvent,2020-01-14 13:58:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Problem with grid in tileset ,bug discussion topic:editor usability,"This picked cell in grid doesn't disappear no matter what I do. ![godot 3 1 bug](https://user-images.githubusercontent.com/46073558/53681457-5f06fb00-3d03-11e9-96fc-0bf12e08d507.JPG) ![godot 3 1 bug 2](https://user-images.githubusercontent.com/46073558/53681530-93c78200-3d04-11e9-94a7-5c8428988886.JPG) ",True,"Problem with grid in tileset - This picked cell in grid doesn't disappear no matter what I do. ![godot 3 1 bug](https://user-images.githubusercontent.com/46073558/53681457-5f06fb00-3d03-11e9-96fc-0bf12e08d507.JPG) ![godot 3 1 bug 2](https://user-images.githubusercontent.com/46073558/53681530-93c78200-3d04-11e9-94a7-5c8428988886.JPG) ",1,problem with grid in tileset this picked cell in grid doesn t disappear no matter what i do ,1 50508,6397266460.0,IssuesEvent,2017-08-04 17:34:48,cs340tabyu/CS340Summer2017,https://api.github.com/repos/cs340tabyu/CS340Summer2017,opened,"When a player tries to claim a route parallel to one they have already claimed, the game reports that they didn't have enough trains.",P4: Aesthetic or Design Flaw Team FYSH,It should probably report a different message,1.0,"When a player tries to claim a route parallel to one they have already claimed, the game reports that they didn't have enough trains. - It should probably report a different message",0,when a player tries to claim a route parallel to one they have already claimed the game reports that they didn t have enough trains it should probably report a different message,0 132786,28323892093.0,IssuesEvent,2023-04-11 05:09:21,wso2/ballerina-plugin-vscode,https://api.github.com/repos/wso2/ballerina-plugin-vscode,closed,[Improvement] RegExp template support under template expressions,Type/Improvement Area/LowCode lowcode/component/statement-editor,"**Description:** $subject **Describe your problem(s)** ![Screenshot 2023-04-06 at 10 42 46](https://user-images.githubusercontent.com/46857198/230281061-dad02b05-b538-4eb0-985a-44d3541fba75.png) Support ``` re `value` ```",2.0,"[Improvement] RegExp template support under template expressions - **Description:** $subject **Describe your problem(s)** ![Screenshot 2023-04-06 at 10 42 46](https://user-images.githubusercontent.com/46857198/230281061-dad02b05-b538-4eb0-985a-44d3541fba75.png) Support ``` re `value` ```",0, regexp template support under template expressions description subject describe your problem s support re value ,0 10274,6658100138.0,IssuesEvent,2017-09-30 15:06:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Lock/unlock and selectable/not selectable children aren't working,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3.0 master https://github.com/godotengine/godot/commit/2c5fa0947d724c0dcb24643f692f7a9d686a5490 **Issue description:** ![https://i.imgur.com/svBKXTd.gifv](https://i.imgur.com/svBKXTd.gif) ",True,"Lock/unlock and selectable/not selectable children aren't working - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3.0 master https://github.com/godotengine/godot/commit/2c5fa0947d724c0dcb24643f692f7a9d686a5490 **Issue description:** ![https://i.imgur.com/svBKXTd.gifv](https://i.imgur.com/svBKXTd.gif) ",1,lock unlock and selectable not selectable children aren t working operating system or device godot version gpu model and driver if graphics related godot master issue description ,1 21701,11348340032.0,IssuesEvent,2020-01-24 00:03:29,golang/go,https://api.github.com/repos/golang/go,reopened,runtime: non-blocking read on an empty closed channel takes the slow path,NeedsInvestigation Performance,"On my workstation, nonblocking receive on an empty open channel is about 700 times faster than nonblocking receive on an empty closed channel. This is because `chanrecv()` in `runtime/chan.go` has a special-case optimization that takes a lock-free path in this case. A similar lock-free path can be implemented for closed channels, and should result in similar performance.",True,"runtime: non-blocking read on an empty closed channel takes the slow path - On my workstation, nonblocking receive on an empty open channel is about 700 times faster than nonblocking receive on an empty closed channel. This is because `chanrecv()` in `runtime/chan.go` has a special-case optimization that takes a lock-free path in this case. A similar lock-free path can be implemented for closed channels, and should result in similar performance.",0,runtime non blocking read on an empty closed channel takes the slow path on my workstation nonblocking receive on an empty open channel is about times faster than nonblocking receive on an empty closed channel this is because chanrecv in runtime chan go has a special case optimization that takes a lock free path in this case a similar lock free path can be implemented for closed channels and should result in similar performance ,0 6148,4163201152.0,IssuesEvent,2016-06-18 00:23:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot Code Editor Highlight All Occurrences,enhancement topic:editor usability,"Something that I really miss from more featured code editors is being able to highlight all occurrences of a selected portion of the code. On the most basic level this act like a find all feature that immediately highlights everything that matches the highlighted (or selected) portion of the code, this helps you see the flow of a particular variable or function through a script, allowing you to identify where it is introduced and where it is utilized. On a more advanced level this type of feature can be paired with multiple cursors for a powerful and more flexible reversion of replace, quick limited replace, etc. It is particular useful since you can use different forms of selection for different results, for instance, if you have nothing highlighted, but your caret is over something, then the feature will expand the ""selection"" to the name that caret is hovering over, this can be done intelligently since the editor understands the syntax of GDScript, and find all matching instances of the selected name. On the other hand if you have something highlighted it acts like a ""dumb"" find where it will find anything that has the matching text, to better explain the difference: If you have variables and functions with the following names: player, player1_score, player2_score, get_player, and find_all_players and you place your caret on an instance of player, then hit find-all-occurrences (or find next/previous occurrence) it will find all instances of the variable player, it will NOT highlight player1_score, player_score, get_player or find_all_players, however it would highlight player.get_node(""something""), as it would understand that the dot operator isn't changing the variable name player into something else. However, on the other end of the spectrum, if you highlight ""player"" from any of the instances mentioned above, it will do a dumb search and find the occurrence of player in all of the above, so it will highlight the text ""player"" in all instances of player1_score, player2_score, get_player and find_all_players. I'm not sure if adding multiple cursors is really within the scope of this issue post, but potential keybindings for this feature could be split into three different features: Alt-J : Find Next Occurrence (Go down in the script, if the last occurrence is found then tell the user, if they hit this key again it will wrap to the top of the script) Shift-Alt-J : Find Previous Occurrence (Go up in the script, if the first occurrence is found then tell the user, if they hit this key again then the search will wrap to the bottom of the script) Ctrl-Shift-Alt-J : Find All Occurrences (Highlights all occurrences in the script) Highlighted sections will remain shown until a key is pressed or your click off with the mouse, you should be free to scroll to look at everything. Without a multiple cursor feature, find next and previous occurrence should leave the cursor at the last found occurrence, while find all occurrences will leave the cursor where it was when the feature was activated. Find next and previous should move your view of the script so that you can see the next or previous occurrence, however, find all occurrences should leave the screen location where it is.",True,"Godot Code Editor Highlight All Occurrences - Something that I really miss from more featured code editors is being able to highlight all occurrences of a selected portion of the code. On the most basic level this act like a find all feature that immediately highlights everything that matches the highlighted (or selected) portion of the code, this helps you see the flow of a particular variable or function through a script, allowing you to identify where it is introduced and where it is utilized. On a more advanced level this type of feature can be paired with multiple cursors for a powerful and more flexible reversion of replace, quick limited replace, etc. It is particular useful since you can use different forms of selection for different results, for instance, if you have nothing highlighted, but your caret is over something, then the feature will expand the ""selection"" to the name that caret is hovering over, this can be done intelligently since the editor understands the syntax of GDScript, and find all matching instances of the selected name. On the other hand if you have something highlighted it acts like a ""dumb"" find where it will find anything that has the matching text, to better explain the difference: If you have variables and functions with the following names: player, player1_score, player2_score, get_player, and find_all_players and you place your caret on an instance of player, then hit find-all-occurrences (or find next/previous occurrence) it will find all instances of the variable player, it will NOT highlight player1_score, player_score, get_player or find_all_players, however it would highlight player.get_node(""something""), as it would understand that the dot operator isn't changing the variable name player into something else. However, on the other end of the spectrum, if you highlight ""player"" from any of the instances mentioned above, it will do a dumb search and find the occurrence of player in all of the above, so it will highlight the text ""player"" in all instances of player1_score, player2_score, get_player and find_all_players. I'm not sure if adding multiple cursors is really within the scope of this issue post, but potential keybindings for this feature could be split into three different features: Alt-J : Find Next Occurrence (Go down in the script, if the last occurrence is found then tell the user, if they hit this key again it will wrap to the top of the script) Shift-Alt-J : Find Previous Occurrence (Go up in the script, if the first occurrence is found then tell the user, if they hit this key again then the search will wrap to the bottom of the script) Ctrl-Shift-Alt-J : Find All Occurrences (Highlights all occurrences in the script) Highlighted sections will remain shown until a key is pressed or your click off with the mouse, you should be free to scroll to look at everything. Without a multiple cursor feature, find next and previous occurrence should leave the cursor at the last found occurrence, while find all occurrences will leave the cursor where it was when the feature was activated. Find next and previous should move your view of the script so that you can see the next or previous occurrence, however, find all occurrences should leave the screen location where it is.",1,godot code editor highlight all occurrences something that i really miss from more featured code editors is being able to highlight all occurrences of a selected portion of the code on the most basic level this act like a find all feature that immediately highlights everything that matches the highlighted or selected portion of the code this helps you see the flow of a particular variable or function through a script allowing you to identify where it is introduced and where it is utilized on a more advanced level this type of feature can be paired with multiple cursors for a powerful and more flexible reversion of replace quick limited replace etc it is particular useful since you can use different forms of selection for different results for instance if you have nothing highlighted but your caret is over something then the feature will expand the selection to the name that caret is hovering over this can be done intelligently since the editor understands the syntax of gdscript and find all matching instances of the selected name on the other hand if you have something highlighted it acts like a dumb find where it will find anything that has the matching text to better explain the difference if you have variables and functions with the following names player score score get player and find all players and you place your caret on an instance of player then hit find all occurrences or find next previous occurrence it will find all instances of the variable player it will not highlight score player score get player or find all players however it would highlight player get node something as it would understand that the dot operator isn t changing the variable name player into something else however on the other end of the spectrum if you highlight player from any of the instances mentioned above it will do a dumb search and find the occurrence of player in all of the above so it will highlight the text player in all instances of score score get player and find all players i m not sure if adding multiple cursors is really within the scope of this issue post but potential keybindings for this feature could be split into three different features alt j find next occurrence go down in the script if the last occurrence is found then tell the user if they hit this key again it will wrap to the top of the script shift alt j find previous occurrence go up in the script if the first occurrence is found then tell the user if they hit this key again then the search will wrap to the bottom of the script ctrl shift alt j find all occurrences highlights all occurrences in the script highlighted sections will remain shown until a key is pressed or your click off with the mouse you should be free to scroll to look at everything without a multiple cursor feature find next and previous occurrence should leave the cursor at the last found occurrence while find all occurrences will leave the cursor where it was when the feature was activated find next and previous should move your view of the script so that you can see the next or previous occurrence however find all occurrences should leave the screen location where it is ,1 164349,13941122090.0,IssuesEvent,2020-10-22 18:55:43,yugabyte/yugabyte-db,https://api.github.com/repos/yugabyte/yugabyte-db,closed,"[DOC] Five SQL statements missing on the ""Categorized list of SQL statements"" page",area/documentation,"These following SQL statements _are_ documented and they're listed in the mechanically constructed list on the left-hand-side nav menu that shows when you go to the [Categorized list of SQL statements](https://docs.yugabyte.com/latest/api/ysql/the-sql-language/statements/) page: > `ALTER DOMAIN`, `COMMENT`, `CREATE DOMAIN`, `DROP DOMAIN`, `LOCK` However, they are not found in the tables that list the statements in each category.",1.0,"[DOC] Five SQL statements missing on the ""Categorized list of SQL statements"" page - These following SQL statements _are_ documented and they're listed in the mechanically constructed list on the left-hand-side nav menu that shows when you go to the [Categorized list of SQL statements](https://docs.yugabyte.com/latest/api/ysql/the-sql-language/statements/) page: > `ALTER DOMAIN`, `COMMENT`, `CREATE DOMAIN`, `DROP DOMAIN`, `LOCK` However, they are not found in the tables that list the statements in each category.",0, five sql statements missing on the categorized list of sql statements page these following sql statements are documented and they re listed in the mechanically constructed list on the left hand side nav menu that shows when you go to the page alter domain comment create domain drop domain lock however they are not found in the tables that list the statements in each category ,0 22542,19610245894.0,IssuesEvent,2022-01-06 14:37:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Popup window to change language(and other similar too) should show first entry around mouse,enhancement topic:editor usability,"**Godot version:** 3.1 Alpha **Issue description:** When I try to change language to english, I must move mouse above because first entry is very high. It should be placed around location where we click. Try to right click at the web browser to see that first entry is at the right at the bottom of mouse cursor Now: ![aaaa](https://user-images.githubusercontent.com/41945903/45963383-5a873980-c023-11e8-9000-3a5aefe98dc6.png) How should it look: ![bbbb](https://user-images.githubusercontent.com/41945903/45963432-72f75400-c023-11e8-8a63-4169f45d2d98.png) ",True,"Popup window to change language(and other similar too) should show first entry around mouse - **Godot version:** 3.1 Alpha **Issue description:** When I try to change language to english, I must move mouse above because first entry is very high. It should be placed around location where we click. Try to right click at the web browser to see that first entry is at the right at the bottom of mouse cursor Now: ![aaaa](https://user-images.githubusercontent.com/41945903/45963383-5a873980-c023-11e8-9000-3a5aefe98dc6.png) How should it look: ![bbbb](https://user-images.githubusercontent.com/41945903/45963432-72f75400-c023-11e8-8a63-4169f45d2d98.png) ",1,popup window to change language and other similar too should show first entry around mouse godot version alpha issue description when i try to change language to english i must move mouse above because first entry is very high it should be placed around location where we click try to right click at the web browser to see that first entry is at the right at the bottom of mouse cursor now how should it look ,1 34684,9436086453.0,IssuesEvent,2019-04-13 02:56:09,php-censor/php-censor,https://api.github.com/repos/php-censor/php-censor,closed,"Add ""remote"" field for PR builds",component:build-source priority:normal type:enhancement,"Add ""remote"" field for PR builds and filter branches with remote.",1.0,"Add ""remote"" field for PR builds - Add ""remote"" field for PR builds and filter branches with remote.",0,add remote field for pr builds add remote field for pr builds and filter branches with remote ,0 3423,3448897374.0,IssuesEvent,2015-12-16 10:50:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Clicking on holding the increment/decrement arrows could change the value continuously.,enhancement topic:editor usability,"Arrow is the white up/down Arrow behind the variable.Editing the number should be more convenient. More thing to do,the step of variable's change can be set up. ",True,"Clicking on holding the increment/decrement arrows could change the value continuously. - Arrow is the white up/down Arrow behind the variable.Editing the number should be more convenient. More thing to do,the step of variable's change can be set up. ",1,clicking on holding the increment decrement arrows could change the value continuously arrow is the white up down arrow behind the variable editing the number should be more convenient more thing to do the step of variable s change can be set up ,1 38841,10256253658.0,IssuesEvent,2019-08-21 17:13:22,trilinos/Trilinos,https://api.github.com/repos/trilinos/Trilinos,opened,Tpetra: Tpetra_LocalCrsMatrixOperator_INT_SERIAL.cpp.o rebuilds unconditionally,impacting: build type: bug,"@trilinos/tpetra Immediately after doing a complete build of Trilinos, I edited the file `CMakeLists.txt` to change the install location for headers/libraries. When I reran `make`, one object file ``` packages/tpetra/core/src/CMakeFiles/tpetra.dir/Tpetra_LocalCrsMatrixOperator_INT_SERIAL.cpp.o ``` rebuilt, even though nothing changed in the source.",1.0,"Tpetra: Tpetra_LocalCrsMatrixOperator_INT_SERIAL.cpp.o rebuilds unconditionally - @trilinos/tpetra Immediately after doing a complete build of Trilinos, I edited the file `CMakeLists.txt` to change the install location for headers/libraries. When I reran `make`, one object file ``` packages/tpetra/core/src/CMakeFiles/tpetra.dir/Tpetra_LocalCrsMatrixOperator_INT_SERIAL.cpp.o ``` rebuilt, even though nothing changed in the source.",0,tpetra tpetra localcrsmatrixoperator int serial cpp o rebuilds unconditionally trilinos tpetra immediately after doing a complete build of trilinos i edited the file cmakelists txt to change the install location for headers libraries when i reran make one object file packages tpetra core src cmakefiles tpetra dir tpetra localcrsmatrixoperator int serial cpp o rebuilt even though nothing changed in the source ,0 388379,11487264832.0,IssuesEvent,2020-02-11 11:35:40,AugurProject/augur,https://api.github.com/repos/AugurProject/augur,closed,twitter template allows me to set resolution date to same day as in the market question,Bug Needed for V2 launch Priority: High,"Will @miketrout gave 2.5 or more twitter followers on Jan 30 2020? I can set reporting to begin at 10 pm on Jan 30.....Reporting needs to start on the following day in case a person reaches the number of twiiter followers by the end of the day.",1.0,"twitter template allows me to set resolution date to same day as in the market question - Will @miketrout gave 2.5 or more twitter followers on Jan 30 2020? I can set reporting to begin at 10 pm on Jan 30.....Reporting needs to start on the following day in case a person reaches the number of twiiter followers by the end of the day.",0,twitter template allows me to set resolution date to same day as in the market question will miketrout gave or more twitter followers on jan i can set reporting to begin at pm on jan reporting needs to start on the following day in case a person reaches the number of twiiter followers by the end of the day ,0 10038,6548345630.0,IssuesEvent,2017-09-04 21:01:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Opening a 3D scene tab containing 2D elements switches to 2D regardless of selection,bug topic:editor usability,"Godot 3.0 alpha1 Windows 10 64 bits I have a 3D scene that contains spatial nodes, but also contains some 2D ones. I can see the 2D view when selecting 2D nodes, and 3D view when I select spatial nodes. However, If I switch to another tab, then come back to the first one, the viewport switches back to 2D even though I have a spatial node still selected: ![image](https://user-images.githubusercontent.com/1311555/29435090-f1141a5a-83a5-11e7-85a5-29252f2e06a4.png) ",True,"Opening a 3D scene tab containing 2D elements switches to 2D regardless of selection - Godot 3.0 alpha1 Windows 10 64 bits I have a 3D scene that contains spatial nodes, but also contains some 2D ones. I can see the 2D view when selecting 2D nodes, and 3D view when I select spatial nodes. However, If I switch to another tab, then come back to the first one, the viewport switches back to 2D even though I have a spatial node still selected: ![image](https://user-images.githubusercontent.com/1311555/29435090-f1141a5a-83a5-11e7-85a5-29252f2e06a4.png) ",1,opening a scene tab containing elements switches to regardless of selection godot windows bits i have a scene that contains spatial nodes but also contains some ones i can see the view when selecting nodes and view when i select spatial nodes however if i switch to another tab then come back to the first one the viewport switches back to even though i have a spatial node still selected ,1 14833,9539281295.0,IssuesEvent,2019-04-30 16:32:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Installing projects in a folder that doesn't exist,enhancement topic:editor usability,"**Godot version:** 3.1 beta **OS/device including version:** GTX 1060 6GB on a Ubuntu 18.04 **Enhancement description:** Installing projects in paths that don't exist should create the path on request. **Steps to reproduce:** Install a project in a folder that doesn't exist. Godot refuses to create this folder on this own or at least ask to create it.",True,"Installing projects in a folder that doesn't exist - **Godot version:** 3.1 beta **OS/device including version:** GTX 1060 6GB on a Ubuntu 18.04 **Enhancement description:** Installing projects in paths that don't exist should create the path on request. **Steps to reproduce:** Install a project in a folder that doesn't exist. Godot refuses to create this folder on this own or at least ask to create it.",1,installing projects in a folder that doesn t exist godot version beta os device including version gtx on a ubuntu enhancement description installing projects in paths that don t exist should create the path on request steps to reproduce install a project in a folder that doesn t exist godot refuses to create this folder on this own or at least ask to create it ,1 7311,4882704084.0,IssuesEvent,2016-11-17 10:16:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Don't default the FileSystem pane to expanding every folder,enhancement junior job topic:editor usability,"This is a UI/Usability improvement request In most file explorers (such as Windows Explorer, Mac OS Finder) that have a tree style representation of the directory structure of a file system, they do not default to having every folder expanded. However godot's FileSystem pane defaults to having every single folder in the file system expanded every time a project is opened. For large projects with complex directory structures, this makes finding a specific folder tedious. Some people (those with less complex directory structures) may prefer having them all expanded though. Advanced IDEs actually remember the expand/collapse state of their project explorers - which is something that would be a nice improvement to Godot.",True,"Don't default the FileSystem pane to expanding every folder - This is a UI/Usability improvement request In most file explorers (such as Windows Explorer, Mac OS Finder) that have a tree style representation of the directory structure of a file system, they do not default to having every folder expanded. However godot's FileSystem pane defaults to having every single folder in the file system expanded every time a project is opened. For large projects with complex directory structures, this makes finding a specific folder tedious. Some people (those with less complex directory structures) may prefer having them all expanded though. Advanced IDEs actually remember the expand/collapse state of their project explorers - which is something that would be a nice improvement to Godot.",1,don t default the filesystem pane to expanding every folder this is a ui usability improvement request in most file explorers such as windows explorer mac os finder that have a tree style representation of the directory structure of a file system they do not default to having every folder expanded however godot s filesystem pane defaults to having every single folder in the file system expanded every time a project is opened for large projects with complex directory structures this makes finding a specific folder tedious some people those with less complex directory structures may prefer having them all expanded though advanced ides actually remember the expand collapse state of their project explorers which is something that would be a nice improvement to godot ,1 55851,3074972578.0,IssuesEvent,2015-08-20 10:45:39,pavel-pimenov/flylinkdc-r5xx,https://api.github.com/repos/pavel-pimenov/flylinkdc-r5xx,closed,r500beta74build6047 виснет в Windows 7,bug Component-Logic imported Priority-Critical wontfix,"_From [Fedor.Gr...@gmail.com](https://code.google.com/u/117894932048221318229/) on February 04, 2011 16:12:54_ виснет по непонятной причине, предыдущая версия не висла, помогает только убийство диспетчером задач. _Original issue: http://code.google.com/p/flylinkdc/issues/detail?id=334_",1.0,"r500beta74build6047 виснет в Windows 7 - _From [Fedor.Gr...@gmail.com](https://code.google.com/u/117894932048221318229/) on February 04, 2011 16:12:54_ виснет по непонятной причине, предыдущая версия не висла, помогает только убийство диспетчером задач. _Original issue: http://code.google.com/p/flylinkdc/issues/detail?id=334_",0, виснет в windows from on february виснет по непонятной причине предыдущая версия не висла помогает только убийство диспетчером задач original issue ,0 390918,11565757794.0,IssuesEvent,2020-02-20 11:06:35,IncendiaryCode/TimeTracker,https://api.github.com/repos/IncendiaryCode/TimeTracker,opened,Can add the task without punch in.,Bug New Priority: High,"**Reproducible steps** 1.Login with valid credentials. 2.Don't punch in for the day. 3.Go to My activities page. 4.Click on add task and add the task. **Observation** - Can add the task without punch in. **Expectation** - Should not allow to add the task without punch in. ![Capture 2522PNG](https://user-images.githubusercontent.com/41984345/74928200-0c848a00-53ff-11ea-93eb-fcf1d7a4ce3d.PNG) ",1.0,"Can add the task without punch in. - **Reproducible steps** 1.Login with valid credentials. 2.Don't punch in for the day. 3.Go to My activities page. 4.Click on add task and add the task. **Observation** - Can add the task without punch in. **Expectation** - Should not allow to add the task without punch in. ![Capture 2522PNG](https://user-images.githubusercontent.com/41984345/74928200-0c848a00-53ff-11ea-93eb-fcf1d7a4ce3d.PNG) ",0,can add the task without punch in reproducible steps login with valid credentials don t punch in for the day go to my activities page click on add task and add the task observation can add the task without punch in expectation should not allow to add the task without punch in ,0 604982,18722365433.0,IssuesEvent,2021-11-03 13:12:59,Lightcaster-Studios/Beamerman,https://api.github.com/repos/Lightcaster-Studios/Beamerman,closed,[Online Multiplayer] The lazers that players shoot are laggy,Bug Priority.Medium Feature.Multiplayer Sprint.Week 11 Sprint.Week 12,"The lazers, when shot, are very laggy (moves slowly) when used in online multiplayer.",1.0,"[Online Multiplayer] The lazers that players shoot are laggy - The lazers, when shot, are very laggy (moves slowly) when used in online multiplayer.",0, the lazers that players shoot are laggy the lazers when shot are very laggy moves slowly when used in online multiplayer ,0 145671,5579640013.0,IssuesEvent,2017-03-28 15:00:22,status-im/status-react,https://api.github.com/repos/status-im/status-react,closed,Interpolation in the phrases better than naive concatination,in progress intermediate low-priority translation,"In German you order the sentence differently ""vor 1 Minute"" not ""1 minute ago"" https://github.com/status-im/status-react/blob/develop/src/status_im/translations/de.cljs#L57 So the strategy for I18n should be to always inerpolate the prases, e.g. ""{{value}} minute ago"", ""vor {{value}} Minute"". ",1.0,"Interpolation in the phrases better than naive concatination - In German you order the sentence differently ""vor 1 Minute"" not ""1 minute ago"" https://github.com/status-im/status-react/blob/develop/src/status_im/translations/de.cljs#L57 So the strategy for I18n should be to always inerpolate the prases, e.g. ""{{value}} minute ago"", ""vor {{value}} Minute"". ",0,interpolation in the phrases better than naive concatination in german you order the sentence differently vor minute not minute ago so the strategy for should be to always inerpolate the prases e g value minute ago vor value minute ,0 12494,7919284169.0,IssuesEvent,2018-07-04 16:07:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot is randomly unable to write to config files and file cache,bug platform:windows topic:editor usability,"Godot 3.0 beta 1 and master and 2.1.4 Windows 10 64 bits Every so often, under pretty random occasions, I see error messages in which I see Godot is unable to write to some config file or file cache, things like `Unable to write to file , file in use, locked or lacking permissions`. Example here, I got this one 1 second after opening a scene: ![image](https://user-images.githubusercontent.com/1311555/33687232-d3333ece-dad7-11e7-8964-206bd54bcd8a.png) Another one with file cache, when I use Ctrl+S: ![image](https://user-images.githubusercontent.com/1311555/33689339-5a0ebb2e-dadf-11e7-8a00-19111f67a875.png) ",True,"Godot is randomly unable to write to config files and file cache - Godot 3.0 beta 1 and master and 2.1.4 Windows 10 64 bits Every so often, under pretty random occasions, I see error messages in which I see Godot is unable to write to some config file or file cache, things like `Unable to write to file , file in use, locked or lacking permissions`. Example here, I got this one 1 second after opening a scene: ![image](https://user-images.githubusercontent.com/1311555/33687232-d3333ece-dad7-11e7-8964-206bd54bcd8a.png) Another one with file cache, when I use Ctrl+S: ![image](https://user-images.githubusercontent.com/1311555/33689339-5a0ebb2e-dadf-11e7-8a00-19111f67a875.png) ",1,godot is randomly unable to write to config files and file cache godot beta and master and windows bits every so often under pretty random occasions i see error messages in which i see godot is unable to write to some config file or file cache things like unable to write to file file in use locked or lacking permissions example here i got this one second after opening a scene another one with file cache when i use ctrl s ,1 34643,4559131998.0,IssuesEvent,2016-09-14 00:26:10,SSgoldwater/GoldwaterIO,https://api.github.com/repos/SSgoldwater/GoldwaterIO,opened,Design search selection page,Design,"When a user searches if they are already on a page, it will simply filter their current page. If they search on the homepage, there needs to be a way to select which category result list they want to view",1.0,"Design search selection page - When a user searches if they are already on a page, it will simply filter their current page. If they search on the homepage, there needs to be a way to select which category result list they want to view",0,design search selection page when a user searches if they are already on a page it will simply filter their current page if they search on the homepage there needs to be a way to select which category result list they want to view,0 18857,13339941204.0,IssuesEvent,2020-08-28 13:41:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improve scrollbar design?,discussion enhancement topic:editor topic:gui usability,"Version: v3.2.dev.calinou.093798c97 The current scrollbars are small, have no arrows and are too similar in color to the rest of the interface. It's really hard to use them or even find them. How about a look like this: https://bipedu.files.wordpress.com/2013/01/xfce_samba10.png.",True,"Improve scrollbar design? - Version: v3.2.dev.calinou.093798c97 The current scrollbars are small, have no arrows and are too similar in color to the rest of the interface. It's really hard to use them or even find them. How about a look like this: https://bipedu.files.wordpress.com/2013/01/xfce_samba10.png.",1,improve scrollbar design version dev calinou the current scrollbars are small have no arrows and are too similar in color to the rest of the interface it s really hard to use them or even find them how about a look like this ,1 8816,2605300333.0,IssuesEvent,2015-02-25 05:57:38,garywmendel/Yopine,https://api.github.com/repos/garywmendel/Yopine,closed,APP - we need a gear/search for the 'Near Me' tab,1 priority enhancement,"search bar as on explore (from gear) but its always there. same view as explore search list comes back as it normally would with Near Me...ie not small square summaries. ![image](https://cloud.githubusercontent.com/assets/5401514/6200955/77c6f500-b45e-11e4-8cca-8ac94a8024e8.png) ",1.0,"APP - we need a gear/search for the 'Near Me' tab - search bar as on explore (from gear) but its always there. same view as explore search list comes back as it normally would with Near Me...ie not small square summaries. ![image](https://cloud.githubusercontent.com/assets/5401514/6200955/77c6f500-b45e-11e4-8cca-8ac94a8024e8.png) ",0,app we need a gear search for the near me tab search bar as on explore from gear but its always there same view as explore search list comes back as it normally would with near me ie not small square summaries ,0 168001,14135567425.0,IssuesEvent,2020-11-10 02:02:18,hannakim91/city-settlr,https://api.github.com/repos/hannakim91/city-settlr,closed,README,priority: 1 🚨 type: documentation 📓,"- [ ] GIFs of working app - [x] Abstract - [x] Contributors - [x] Setup & Install - [x] Skils & tech (separate or combined sections) - [x] Wins - [x] Challenges - [x] Additional Links - [x] Media credits",1.0,"README - - [ ] GIFs of working app - [x] Abstract - [x] Contributors - [x] Setup & Install - [x] Skils & tech (separate or combined sections) - [x] Wins - [x] Challenges - [x] Additional Links - [x] Media credits",0,readme gifs of working app abstract contributors setup install skils tech separate or combined sections wins challenges additional links media credits,0 14645,9383200773.0,IssuesEvent,2019-04-05 02:09:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Zooming in Texture Region editor is inconvient,bug topic:editor usability,"**Godot version:** 3.0.6 official (steam) **OS/device including version:** Linux, x86_64 (with GTX1070) **Issue description:** Zoom in Texture Region editor is inconsistent with zoom in 2D scene editor. In 2D scene editor if I scroll mouse wheel, the scene will zoom isuch way that pixel which is located under the mouse cursor will still stay on the screen no matter how much I zoom. In texture region editor it doesn't happen. **Steps to reproduce:** if I try to zoom with mouse near the center of the texture (mouse position circled) ![a](https://user-images.githubusercontent.com/13607441/43675982-cf759886-980a-11e8-8cf6-a804af855dbc.jpg) instead of zooming around that position, it will change zoom level such way, that it will push the region which I was interested in off screen, which is very inconvenient as I have to look for it while still being zoomed in at very high zoom level (here's the result after scrolling up - red tank nowhere to be seen) ![b](https://user-images.githubusercontent.com/13607441/43676049-888915d2-980b-11e8-83d5-a4de62bb45b8.jpg) (and I'd expect zoom in/zoom out buttons in top bar to zoom around screen center, right now they behave the same way as mouse wheel) ",True,"Zooming in Texture Region editor is inconvient - **Godot version:** 3.0.6 official (steam) **OS/device including version:** Linux, x86_64 (with GTX1070) **Issue description:** Zoom in Texture Region editor is inconsistent with zoom in 2D scene editor. In 2D scene editor if I scroll mouse wheel, the scene will zoom isuch way that pixel which is located under the mouse cursor will still stay on the screen no matter how much I zoom. In texture region editor it doesn't happen. **Steps to reproduce:** if I try to zoom with mouse near the center of the texture (mouse position circled) ![a](https://user-images.githubusercontent.com/13607441/43675982-cf759886-980a-11e8-8cf6-a804af855dbc.jpg) instead of zooming around that position, it will change zoom level such way, that it will push the region which I was interested in off screen, which is very inconvenient as I have to look for it while still being zoomed in at very high zoom level (here's the result after scrolling up - red tank nowhere to be seen) ![b](https://user-images.githubusercontent.com/13607441/43676049-888915d2-980b-11e8-83d5-a4de62bb45b8.jpg) (and I'd expect zoom in/zoom out buttons in top bar to zoom around screen center, right now they behave the same way as mouse wheel) ",1,zooming in texture region editor is inconvient godot version official steam os device including version linux with issue description zoom in texture region editor is inconsistent with zoom in scene editor in scene editor if i scroll mouse wheel the scene will zoom isuch way that pixel which is located under the mouse cursor will still stay on the screen no matter how much i zoom in texture region editor it doesn t happen steps to reproduce if i try to zoom with mouse near the center of the texture mouse position circled instead of zooming around that position it will change zoom level such way that it will push the region which i was interested in off screen which is very inconvenient as i have to look for it while still being zoomed in at very high zoom level here s the result after scrolling up red tank nowhere to be seen and i d expect zoom in zoom out buttons in top bar to zoom around screen center right now they behave the same way as mouse wheel ,1 15772,10291392277.0,IssuesEvent,2019-08-27 14:24:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,MenuItem toolbar tool could use an option for radio check items.,enhancement topic:editor usability,"3.1 Alpha 2 @groud This editor for MenuItems is quite nice, but I think it is missing the option to make standard checkboxes into radio options. `PopupMenu.add_radio_check_item()` Maybe an additional option under ""Checkable"" to convert them to radio checks? ![image](https://user-images.githubusercontent.com/13004169/48462090-6e5b4a80-e7df-11e8-856d-5e7d74c6538d.png) ",True,"MenuItem toolbar tool could use an option for radio check items. - 3.1 Alpha 2 @groud This editor for MenuItems is quite nice, but I think it is missing the option to make standard checkboxes into radio options. `PopupMenu.add_radio_check_item()` Maybe an additional option under ""Checkable"" to convert them to radio checks? ![image](https://user-images.githubusercontent.com/13004169/48462090-6e5b4a80-e7df-11e8-856d-5e7d74c6538d.png) ",1,menuitem toolbar tool could use an option for radio check items alpha groud this editor for menuitems is quite nice but i think it is missing the option to make standard checkboxes into radio options popupmenu add radio check item maybe an additional option under checkable to convert them to radio checks ,1 17964,12441425219.0,IssuesEvent,2020-05-26 13:38:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to encapsulate tool subscenes (New ways of using tool keyword),discussion feature proposal topic:plugin usability,"**Issue description:** Quite often I have tool scene which is working inside editor. Sometimes I need for those scenes to be encapsulated inside other bigger scenes. To make them work in reaction to level designer actions I need to heavily modify the bigger scene, and this usually a lot of work and sometimes it's not even possible (when scenes are using/based on many other scenes/scripts which should not work in tool mode). What I would want to have would be some kind of ability to notify child tool subscene about exported variable change without making owner scene a tool, maybe some kind of 'tool redirect' keyword for exported variables? Maybe even better would be to have more general ability of using 'tool' keyword not for whole scripts, but only for single members/functions instead. Though for a second I will be able to overpass this issue with multi-script (different script for normal usage and different script for working inside the editor), but as many people pointed out there is little benefit from introducing multiscript and a lot of problems. ",True,"Ability to encapsulate tool subscenes (New ways of using tool keyword) - **Issue description:** Quite often I have tool scene which is working inside editor. Sometimes I need for those scenes to be encapsulated inside other bigger scenes. To make them work in reaction to level designer actions I need to heavily modify the bigger scene, and this usually a lot of work and sometimes it's not even possible (when scenes are using/based on many other scenes/scripts which should not work in tool mode). What I would want to have would be some kind of ability to notify child tool subscene about exported variable change without making owner scene a tool, maybe some kind of 'tool redirect' keyword for exported variables? Maybe even better would be to have more general ability of using 'tool' keyword not for whole scripts, but only for single members/functions instead. Though for a second I will be able to overpass this issue with multi-script (different script for normal usage and different script for working inside the editor), but as many people pointed out there is little benefit from introducing multiscript and a lot of problems. ",1,ability to encapsulate tool subscenes new ways of using tool keyword issue description quite often i have tool scene which is working inside editor sometimes i need for those scenes to be encapsulated inside other bigger scenes to make them work in reaction to level designer actions i need to heavily modify the bigger scene and this usually a lot of work and sometimes it s not even possible when scenes are using based on many other scenes scripts which should not work in tool mode what i would want to have would be some kind of ability to notify child tool subscene about exported variable change without making owner scene a tool maybe some kind of tool redirect keyword for exported variables maybe even better would be to have more general ability of using tool keyword not for whole scripts but only for single members functions instead though for a second i will be able to overpass this issue with multi script different script for normal usage and different script for working inside the editor but as many people pointed out there is little benefit from introducing multiscript and a lot of problems ,1 4077,2702670863.0,IssuesEvent,2015-04-06 10:58:39,pretix/pretix,https://api.github.com/repos/pretix/pretix,closed,Required boolean question,bug easy pretix.presale test case,"A required question of type boolean should require the user to select either Yes or No, but currently requires the user to select Yes (because the checkbox is otherwise not checked). A SelectInput could be the solution to this.",1.0,"Required boolean question - A required question of type boolean should require the user to select either Yes or No, but currently requires the user to select Yes (because the checkbox is otherwise not checked). A SelectInput could be the solution to this.",0,required boolean question a required question of type boolean should require the user to select either yes or no but currently requires the user to select yes because the checkbox is otherwise not checked a selectinput could be the solution to this ,0 347469,31166493844.0,IssuesEvent,2023-08-16 20:09:52,cockroachdb/cockroach,https://api.github.com/repos/cockroachdb/cockroach,opened,roachtest: cdc/kafka-oauth failed,C-test-failure O-robot O-roachtest release-blocker T-cdc branch-release-23.1.9-rc,"roachtest.cdc/kafka-oauth [failed](https://teamcity.cockroachdb.com/buildConfiguration/Cockroach_Nightlies_RoachtestNightlyGceBazel/11339580?buildTab=log) with [artifacts](https://teamcity.cockroachdb.com/buildConfiguration/Cockroach_Nightlies_RoachtestNightlyGceBazel/11339580?buildTab=artifacts#/cdc/kafka-oauth) on release-23.1.9-rc @ [3d6afb8046128e00fd7b2a0c5fec18dd0018d7bd](https://github.com/cockroachdb/cockroach/commits/3d6afb8046128e00fd7b2a0c5fec18dd0018d7bd): ``` (test_runner.go:1073).runTest: test timed out (10h0m0s) (monitor.go:140).Wait: monitor failure: unexpected node event: n2: cockroach process died (exit code 137) test artifacts and logs in: /artifacts/cdc/kafka-oauth/run_1 ```

Parameters: ROACHTEST_arch=amd64 , ROACHTEST_cloud=gce , ROACHTEST_cpu=4 , ROACHTEST_encrypted=false , ROACHTEST_ssd=0

Help

See: [roachtest README](https://github.com/cockroachdb/cockroach/blob/master/pkg/cmd/roachtest/README.md) See: [How To Investigate \(internal\)](https://cockroachlabs.atlassian.net/l/c/SSSBr8c7)

/cc @cockroachdb/cdc [This test on roachdash](https://roachdash.crdb.dev/?filter=status:open%20t:.*cdc/kafka-oauth.*&sort=title+created&display=lastcommented+project) | [Improve this report!](https://github.com/cockroachdb/cockroach/tree/master/pkg/cmd/internal/issues) ",2.0,"roachtest: cdc/kafka-oauth failed - roachtest.cdc/kafka-oauth [failed](https://teamcity.cockroachdb.com/buildConfiguration/Cockroach_Nightlies_RoachtestNightlyGceBazel/11339580?buildTab=log) with [artifacts](https://teamcity.cockroachdb.com/buildConfiguration/Cockroach_Nightlies_RoachtestNightlyGceBazel/11339580?buildTab=artifacts#/cdc/kafka-oauth) on release-23.1.9-rc @ [3d6afb8046128e00fd7b2a0c5fec18dd0018d7bd](https://github.com/cockroachdb/cockroach/commits/3d6afb8046128e00fd7b2a0c5fec18dd0018d7bd): ``` (test_runner.go:1073).runTest: test timed out (10h0m0s) (monitor.go:140).Wait: monitor failure: unexpected node event: n2: cockroach process died (exit code 137) test artifacts and logs in: /artifacts/cdc/kafka-oauth/run_1 ```

Parameters: ROACHTEST_arch=amd64 , ROACHTEST_cloud=gce , ROACHTEST_cpu=4 , ROACHTEST_encrypted=false , ROACHTEST_ssd=0

Help

See: [roachtest README](https://github.com/cockroachdb/cockroach/blob/master/pkg/cmd/roachtest/README.md) See: [How To Investigate \(internal\)](https://cockroachlabs.atlassian.net/l/c/SSSBr8c7)

/cc @cockroachdb/cdc [This test on roachdash](https://roachdash.crdb.dev/?filter=status:open%20t:.*cdc/kafka-oauth.*&sort=title+created&display=lastcommented+project) | [Improve this report!](https://github.com/cockroachdb/cockroach/tree/master/pkg/cmd/internal/issues) ",0,roachtest cdc kafka oauth failed roachtest cdc kafka oauth with on release rc test runner go runtest test timed out monitor go wait monitor failure unexpected node event cockroach process died exit code test artifacts and logs in artifacts cdc kafka oauth run parameters roachtest arch roachtest cloud gce roachtest cpu roachtest encrypted false roachtest ssd help see see cc cockroachdb cdc ,0 10802,6923036316.0,IssuesEvent,2017-11-30 07:08:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Lose setting items in editor settings after reset,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Windows 10, compiled with edde719 **Issue description:** Setting items missing after reset the value button is pressed. ![scenetree2](https://user-images.githubusercontent.com/6964556/33360593-5471cbaa-d50f-11e7-9a62-5a346c06e22e.gif) **Steps to reproduce:** 1. Open editor setting dialog 2. Rest any value and watch it disappear ",True,"Lose setting items in editor settings after reset - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Windows 10, compiled with edde719 **Issue description:** Setting items missing after reset the value button is pressed. ![scenetree2](https://user-images.githubusercontent.com/6964556/33360593-5471cbaa-d50f-11e7-9a62-5a346c06e22e.gif) **Steps to reproduce:** 1. Open editor setting dialog 2. Rest any value and watch it disappear ",1,lose setting items in editor settings after reset operating system or device godot version gpu model and driver if graphics related windows compiled with issue description setting items missing after reset the value button is pressed steps to reproduce open editor setting dialog rest any value and watch it disappear ,1 25060,24647027022.0,IssuesEvent,2022-10-17 15:32:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Re-organize Script Editor's Edit menu,discussion topic:editor usability," **Godot version:** ae65c610e **Issue description:** This is the edit menu right now: ![image](https://user-images.githubusercontent.com/2223172/60536213-0d4c9c80-9d06-11e9-9cfb-fc41b4ec3ca8.png) It's... long. Especially compared to other menus. Many of the positions can be moved to sub-menus, like Convert Case, to make it shorter and probably more accessible. My proposals are: - ~~Rename ""Bookmarks"" to ""Go to"" (as discussed in #29071), and move Breakpoint-related actions there.~~ - Fold/Unfold Line/All Lines -> Folding sub-menu - Convert/Auto Indent (also maybe Indent Left/Right) -> Indent sub-menu - _Optionally:_ Move Up/Down, Delete Line, Toggle Comment -> Line (or Line Operations) sub-menu This would make the menu 8 (or 10) positions shorter. (actually, similar thing could be done with File menu...) Any other propositions? Or the menu should stay as now?",True,"Re-organize Script Editor's Edit menu - **Godot version:** ae65c610e **Issue description:** This is the edit menu right now: ![image](https://user-images.githubusercontent.com/2223172/60536213-0d4c9c80-9d06-11e9-9cfb-fc41b4ec3ca8.png) It's... long. Especially compared to other menus. Many of the positions can be moved to sub-menus, like Convert Case, to make it shorter and probably more accessible. My proposals are: - ~~Rename ""Bookmarks"" to ""Go to"" (as discussed in #29071), and move Breakpoint-related actions there.~~ - Fold/Unfold Line/All Lines -> Folding sub-menu - Convert/Auto Indent (also maybe Indent Left/Right) -> Indent sub-menu - _Optionally:_ Move Up/Down, Delete Line, Toggle Comment -> Line (or Line Operations) sub-menu This would make the menu 8 (or 10) positions shorter. (actually, similar thing could be done with File menu...) Any other propositions? Or the menu should stay as now?",1,re organize script editor s edit menu please search existing issues for potential duplicates before filing yours godot version issue description this is the edit menu right now it s long especially compared to other menus many of the positions can be moved to sub menus like convert case to make it shorter and probably more accessible my proposals are rename bookmarks to go to as discussed in and move breakpoint related actions there fold unfold line all lines folding sub menu convert auto indent also maybe indent left right indent sub menu optionally move up down delete line toggle comment line or line operations sub menu this would make the menu or positions shorter actually similar thing could be done with file menu any other propositions or the menu should stay as now ,1 8226,7298839336.0,IssuesEvent,2018-02-26 18:11:40,GoogleCloudPlatform/forseti-security,https://api.github.com/repos/GoogleCloudPlatform/forseti-security,closed,Handle Database Migration When Schema Changes,module: crawler module: infrastructure module: installer module: inventory priority: p1 resolution: obsolete status: assigned,"- [ ] db queries need to take the schema version into account - [ ] clean migrations",1.0,"Handle Database Migration When Schema Changes - - [ ] db queries need to take the schema version into account - [ ] clean migrations",0,handle database migration when schema changes db queries need to take the schema version into account clean migrations,0 14902,9561269811.0,IssuesEvent,2019-05-03 22:27:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,CheckButton has no disabled theme,bug junior job topic:core usability," **Godot version:** 554e957 **Issue description:** Neither in-game, nor in the editor.",True,"CheckButton has no disabled theme - **Godot version:** 554e957 **Issue description:** Neither in-game, nor in the editor.",1,checkbutton has no disabled theme please search existing issues for potential duplicates before filing yours godot version issue description neither in game nor in the editor ,1 6046,4127839026.0,IssuesEvent,2016-06-10 01:16:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Font Import Plug-in Discrepancy.,bug topic:editor usability,"When a large path to a font file is present the options box is crammed into an unusable section on the window making it unusable. If this bug is present here it might also be present in other parts of the editor. Visual of the Problem: ![](https://s-media-cache-ak0.pinimg.com/originals/5a/57/b3/5a57b33da22a53efdb870928b0297d57.png) ",True,"Font Import Plug-in Discrepancy. - When a large path to a font file is present the options box is crammed into an unusable section on the window making it unusable. If this bug is present here it might also be present in other parts of the editor. Visual of the Problem: ![](https://s-media-cache-ak0.pinimg.com/originals/5a/57/b3/5a57b33da22a53efdb870928b0297d57.png) ",1,font import plug in discrepancy when a large path to a font file is present the options box is crammed into an unusable section on the window making it unusable if this bug is present here it might also be present in other parts of the editor visual of the problem ,1 44735,2911420025.0,IssuesEvent,2015-06-22 09:27:51,duckduckgo/community-platform,https://api.github.com/repos/duckduckgo/community-platform,closed,Double import of tokens - duplicates now exist,Bug Priority: High Translations,"Last token import should have been 12 new tokens, but the notification was for 24 and when publishing locale packages... ``` Token #1254 is a double of Token #1255, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1258 is a double of Token #1256, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1260 is a double of Token #1257, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1261 is a double of Token #1259, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1264 is a double of Token #1262, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1265 is a double of Token #1263, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1267 is a double of Token #1266, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1269 is a double of Token #1268, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1271 is a double of Token #1270, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1273 is a double of Token #1272, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1276 is a double of Token #1274, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1277 is a double of Token #1275, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. ``` How did this happen?",1.0,"Double import of tokens - duplicates now exist - Last token import should have been 12 new tokens, but the notification was for 24 and when publishing locale packages... ``` Token #1254 is a double of Token #1255, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1258 is a double of Token #1256, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1260 is a double of Token #1257, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1261 is a double of Token #1259, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1264 is a double of Token #1262, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1265 is a double of Token #1263, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1267 is a double of Token #1266, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1269 is a double of Token #1268, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1271 is a double of Token #1270, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1273 is a double of Token #1272, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1276 is a double of Token #1274, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. Token #1277 is a double of Token #1275, I will ignore it at /mnt/md0/deploy/1.017-20150306_093913/script/../lib/DDGC/DB/Result/Token/Domain/Language.pm line 172. ``` How did this happen?",0,double import of tokens duplicates now exist last token import should have been new tokens but the notification was for and when publishing locale packages token is a double of token i will ignore it at mnt deploy script lib ddgc db result token domain language pm line token is a double of token i will ignore it at mnt deploy script lib ddgc db result token domain language pm line token is a double of token i will ignore it at mnt deploy script lib ddgc db result token domain language pm line token is a double of token i will ignore it at mnt deploy script lib ddgc db result token domain language pm line token is a double of token i will ignore it at mnt deploy script lib ddgc db result token domain language pm line token is a double of token i will ignore it at mnt deploy script lib ddgc db result token domain language pm line token is a double of token i will ignore it at mnt deploy script lib ddgc db result token domain language pm line token is a double of token i will ignore it at mnt deploy script lib ddgc db result token domain language pm line token is a double of token i will ignore it at mnt deploy script lib ddgc db result token domain language pm line token is a double of token i will ignore it at mnt deploy script lib ddgc db result token domain language pm line token is a double of token i will ignore it at mnt deploy script lib ddgc db result token domain language pm line token is a double of token i will ignore it at mnt deploy script lib ddgc db result token domain language pm line how did this happen ,0 14259,8956902431.0,IssuesEvent,2019-01-26 21:33:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Displaying the properties of a keyframe,discussion enhancement topic:editor usability," **Displaying the properties of a keyframe:** The keyframe properties has been moved from the animation timeline to the Inspector, this is counter productive. Most of the time when making an animation you are working with multiple values for multiple nodes and this change just makes that process more difficult, more time consuming and ultimately more irritating. You are now required to constantly click back and forth between your keyframes and scene nodes to display the properties of one or the other. Before this change you were able to see both at the same time. **Please move the keyframe properties back to the animation timeline.** **Current workflow (Godot 3.0.2)** ![timeline-03_1](https://user-images.githubusercontent.com/15687516/41280020-3d499bca-6e2e-11e8-8e32-7a56b164b076.jpg) **New Workflow (Godot 76875ba).** ![timeline-03_2](https://user-images.githubusercontent.com/15687516/41284758-83ec5e94-6e3a-11e8-9477-5ffc5a24dac9.jpg) **Godot version:** 76875ba ",True,"Displaying the properties of a keyframe - **Displaying the properties of a keyframe:** The keyframe properties has been moved from the animation timeline to the Inspector, this is counter productive. Most of the time when making an animation you are working with multiple values for multiple nodes and this change just makes that process more difficult, more time consuming and ultimately more irritating. You are now required to constantly click back and forth between your keyframes and scene nodes to display the properties of one or the other. Before this change you were able to see both at the same time. **Please move the keyframe properties back to the animation timeline.** **Current workflow (Godot 3.0.2)** ![timeline-03_1](https://user-images.githubusercontent.com/15687516/41280020-3d499bca-6e2e-11e8-8e32-7a56b164b076.jpg) **New Workflow (Godot 76875ba).** ![timeline-03_2](https://user-images.githubusercontent.com/15687516/41284758-83ec5e94-6e3a-11e8-9477-5ffc5a24dac9.jpg) **Godot version:** 76875ba ",1,displaying the properties of a keyframe please search existing issues for potential duplicates before filing yours displaying the properties of a keyframe the keyframe properties has been moved from the animation timeline to the inspector this is counter productive most of the time when making an animation you are working with multiple values for multiple nodes and this change just makes that process more difficult more time consuming and ultimately more irritating you are now required to constantly click back and forth between your keyframes and scene nodes to display the properties of one or the other before this change you were able to see both at the same time please move the keyframe properties back to the animation timeline current workflow godot new workflow godot godot version ,1 59606,7266972407.0,IssuesEvent,2018-02-20 01:34:12,brave/browser-laptop,https://api.github.com/repos/brave/browser-laptop,opened,Ledger Doesn't Handle Long Titles Neatly,design feature/ledger,"### Description A Site or YouTube Channel with a sufficiently long title can break the ledger UX. ### Steps to Reproduce 1. Visit https://www.youtube.com/watch?v=SqqqRqA2caA 2. View other videos on Channel until Creator appears in Ledger **Actual result:** Creator's name breaks the ledger layout. **Expected result:** Creator's name should not break the ledger layout. **Reproduces how often:** Always ### Brave Version 0.20.42 **about:brave info:** ``` Brave: 0.20.42 V8: 6.4.388.41 rev: 096c7cb3c75ebb518f72fc7d24bc2bbaedd50aed Muon: 4.8.2 OS Release: 10.0.16299 Update Channel: Release OS Architecture: x64 OS Platform: Microsoft Windows Node.js: 7.9.0 Brave Sync: v1.4.2 libchromiumcontent: 64.0.3282.140 ``` **Reproducible on current live release:** Yes.",1.0,"Ledger Doesn't Handle Long Titles Neatly - ### Description A Site or YouTube Channel with a sufficiently long title can break the ledger UX. ### Steps to Reproduce 1. Visit https://www.youtube.com/watch?v=SqqqRqA2caA 2. View other videos on Channel until Creator appears in Ledger **Actual result:** Creator's name breaks the ledger layout. **Expected result:** Creator's name should not break the ledger layout. **Reproduces how often:** Always ### Brave Version 0.20.42 **about:brave info:** ``` Brave: 0.20.42 V8: 6.4.388.41 rev: 096c7cb3c75ebb518f72fc7d24bc2bbaedd50aed Muon: 4.8.2 OS Release: 10.0.16299 Update Channel: Release OS Architecture: x64 OS Platform: Microsoft Windows Node.js: 7.9.0 Brave Sync: v1.4.2 libchromiumcontent: 64.0.3282.140 ``` **Reproducible on current live release:** Yes.",0,ledger doesn t handle long titles neatly description a site or youtube channel with a sufficiently long title can break the ledger ux steps to reproduce visit view other videos on channel until creator appears in ledger actual result creator s name breaks the ledger layout expected result creator s name should not break the ledger layout reproduces how often always brave version about brave info brave rev muon os release update channel release os architecture os platform microsoft windows node js brave sync libchromiumcontent reproducible on current live release yes ,0 171105,14280611658.0,IssuesEvent,2020-11-23 06:23:45,kinvolk/lokomotive,https://api.github.com/repos/kinvolk/lokomotive,opened,Update custom monitoring section of Prometheus operator docs for user applications with different label.,kind/documentation,"**Description** System prometheus instance should monitor only the cluster and Lokomotive components with the label `release: prometheus-operator` or the updated one `release: kube-prometheus-stack` once #1162 is merged. User applications should be monitored with a different label. This discussion was captured in #75. However this is not reflect in the docs for custom [monitoring](https://github.com/kinvolk/lokomotive/blob/master/docs/how-to-guides/monitoring-with-prometheus-operator.md#add-new-servicemonitors) and [alerting](https://github.com/kinvolk/lokomotive/blob/master/docs/how-to-guides/monitoring-with-prometheus-operator.md#add-custom-alerts-for-alertmanager). ",1.0,"Update custom monitoring section of Prometheus operator docs for user applications with different label. - **Description** System prometheus instance should monitor only the cluster and Lokomotive components with the label `release: prometheus-operator` or the updated one `release: kube-prometheus-stack` once #1162 is merged. User applications should be monitored with a different label. This discussion was captured in #75. However this is not reflect in the docs for custom [monitoring](https://github.com/kinvolk/lokomotive/blob/master/docs/how-to-guides/monitoring-with-prometheus-operator.md#add-new-servicemonitors) and [alerting](https://github.com/kinvolk/lokomotive/blob/master/docs/how-to-guides/monitoring-with-prometheus-operator.md#add-custom-alerts-for-alertmanager). ",0,update custom monitoring section of prometheus operator docs for user applications with different label description system prometheus instance should monitor only the cluster and lokomotive components with the label release prometheus operator or the updated one release kube prometheus stack once is merged user applications should be monitored with a different label this discussion was captured in however this is not reflect in the docs for custom and ,0 135139,19517093590.0,IssuesEvent,2021-12-29 12:08:51,gazprom-neft/consta-uikit,https://api.github.com/repos/gazprom-neft/consta-uikit,closed,Header: доработать макеты по обсуждениям,bug design 🔥🔥🔥 priority,"мобильное меню: поправить логику, исходя из обсуждений - вложенные меню - нотификации и тп - три точечки у нотификаций (контекстное меню)",1.0,"Header: доработать макеты по обсуждениям - мобильное меню: поправить логику, исходя из обсуждений - вложенные меню - нотификации и тп - три точечки у нотификаций (контекстное меню)",0,header доработать макеты по обсуждениям мобильное меню поправить логику исходя из обсуждений вложенные меню нотификации и тп три точечки у нотификаций контекстное меню ,0 298591,25837930486.0,IssuesEvent,2022-12-12 21:16:44,pytorch/pytorch,https://api.github.com/repos/pytorch/pytorch,closed,DISABLED test_vmap_autograd_grad_linalg_lu_cuda_float32 (__main__.TestOperatorsCUDA),triaged module: flaky-tests skipped module: functorch,"Platforms: linux This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_vmap_autograd_grad_linalg_lu_cuda_float32&suite=TestOperatorsCUDA) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/9256275349). Over the past 3 hours, it has been determined flaky in 2 workflow(s) with 2 failures and 2 successes. **Debugging instructions (after clicking on the recent samples link):** DO NOT BE ALARMED IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs. To find relevant log snippets: 1. Click on the workflow logs linked above 2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work. 3. Grep for `test_vmap_autograd_grad_linalg_lu_cuda_float32` 4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs. cc @zou3519 @Chillee @samdow @soumith",1.0,"DISABLED test_vmap_autograd_grad_linalg_lu_cuda_float32 (__main__.TestOperatorsCUDA) - Platforms: linux This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_vmap_autograd_grad_linalg_lu_cuda_float32&suite=TestOperatorsCUDA) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/9256275349). Over the past 3 hours, it has been determined flaky in 2 workflow(s) with 2 failures and 2 successes. **Debugging instructions (after clicking on the recent samples link):** DO NOT BE ALARMED IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs. To find relevant log snippets: 1. Click on the workflow logs linked above 2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work. 3. Grep for `test_vmap_autograd_grad_linalg_lu_cuda_float32` 4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs. cc @zou3519 @Chillee @samdow @soumith",0,disabled test vmap autograd grad linalg lu cuda main testoperatorscuda platforms linux this test was disabled because it is failing in ci see and the most recent trunk over the past hours it has been determined flaky in workflow s with failures and successes debugging instructions after clicking on the recent samples link do not be alarmed if the ci is green we now shield flaky tests from developers so ci will thus be green but it will be harder to parse the logs to find relevant log snippets click on the workflow logs linked above click on the test step of the job so that it is expanded otherwise the grepping will not work grep for test vmap autograd grad linalg lu cuda there should be several instances run as flaky tests are rerun in ci from which you can study the logs cc chillee samdow soumith,0 9063,6143573234.0,IssuesEvent,2017-06-27 06:15:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Should editor always open scripts with external editor?,discussion enhancement topic:editor usability,"**Operating system or device - Godot version:** Godot 2.1 and Godot 3.0 for all platform. **Issue description:** I usually use [VSCode](https://code.visualstudio.com) as an external editor to view and write scripts. Every time when I click on the script file in godot editor it works really fine to open the script with VSCode. But when some thing got wrong with my scripts or a break point reached, the godot editor still open the scripts with external code editor to stop me continue debug the script. This force me to switch godot editor window back from the external code editor. Then I press F10 to continue debug and I will lost the debugger window again. This debug experience is so bad. Do we really want the scripts opened with external code editor without manaully open it? I hope there is an option in editor setting to manage this behavior. ",True,"Should editor always open scripts with external editor? - **Operating system or device - Godot version:** Godot 2.1 and Godot 3.0 for all platform. **Issue description:** I usually use [VSCode](https://code.visualstudio.com) as an external editor to view and write scripts. Every time when I click on the script file in godot editor it works really fine to open the script with VSCode. But when some thing got wrong with my scripts or a break point reached, the godot editor still open the scripts with external code editor to stop me continue debug the script. This force me to switch godot editor window back from the external code editor. Then I press F10 to continue debug and I will lost the debugger window again. This debug experience is so bad. Do we really want the scripts opened with external code editor without manaully open it? I hope there is an option in editor setting to manage this behavior. ",1,should editor always open scripts with external editor operating system or device godot version godot and godot for all platform issue description i usually use as an external editor to view and write scripts every time when i click on the script file in godot editor it works really fine to open the script with vscode but when some thing got wrong with my scripts or a break point reached the godot editor still open the scripts with external code editor to stop me continue debug the script this force me to switch godot editor window back from the external code editor then i press to continue debug and i will lost the debugger window again this debug experience is so bad do we really want the scripts opened with external code editor without manaully open it i hope there is an option in editor setting to manage this behavior ,1 806931,29927417116.0,IssuesEvent,2023-06-22 06:59:58,OpenRakis/Spice86,https://api.github.com/repos/OpenRakis/Spice86,opened,Feature request: Make ComLoader and ExeLoader use a future DOS INT21H EXEC function.,compatibility DOS low priority,"Since both will create a PSP, etc...",1.0,"Feature request: Make ComLoader and ExeLoader use a future DOS INT21H EXEC function. - Since both will create a PSP, etc...",0,feature request make comloader and exeloader use a future dos exec function since both will create a psp etc ,0 18237,12690769733.0,IssuesEvent,2020-06-21 13:51:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor mesh-view-uv glitch,bug topic:editor usability,"**Godot version:** 7f1265b41fc52def42c433e5d324070bc6454d6b **OS/device including version:** x11 **Issue description:** The window content should scale to the max. uv-map size. blender: ![uv-issue1](https://user-images.githubusercontent.com/4047289/34413469-0f308ee6-ebe4-11e7-83a0-ed755e08f145.png) godot3: ![uv-issue2](https://user-images.githubusercontent.com/4047289/34413883-7a01073a-ebe6-11e7-95a0-03fe2f465204.jpg) ![uv-issue3](https://user-images.githubusercontent.com/4047289/34413506-3b5cf6ee-ebe4-11e7-9acf-c67c1bdca141.jpg) ",True,"Editor mesh-view-uv glitch - **Godot version:** 7f1265b41fc52def42c433e5d324070bc6454d6b **OS/device including version:** x11 **Issue description:** The window content should scale to the max. uv-map size. blender: ![uv-issue1](https://user-images.githubusercontent.com/4047289/34413469-0f308ee6-ebe4-11e7-83a0-ed755e08f145.png) godot3: ![uv-issue2](https://user-images.githubusercontent.com/4047289/34413883-7a01073a-ebe6-11e7-95a0-03fe2f465204.jpg) ![uv-issue3](https://user-images.githubusercontent.com/4047289/34413506-3b5cf6ee-ebe4-11e7-9acf-c67c1bdca141.jpg) ",1,editor mesh view uv glitch godot version os device including version issue description the window content should scale to the max uv map size blender ,1 28724,13794385849.0,IssuesEvent,2020-10-09 16:15:49,adobe/spectrum-web-components,https://api.github.com/repos/adobe/spectrum-web-components,closed,Compare hidden vs not rendered performance of slot content,Performance,"In files like `packages/sidenav/src/sidenav-item.ts` where the presence of a slot does not alter the stylistic representation of an element, we should test whether hiding the slot of removing it is better for the performance of the element.",True,"Compare hidden vs not rendered performance of slot content - In files like `packages/sidenav/src/sidenav-item.ts` where the presence of a slot does not alter the stylistic representation of an element, we should test whether hiding the slot of removing it is better for the performance of the element.",0,compare hidden vs not rendered performance of slot content in files like packages sidenav src sidenav item ts where the presence of a slot does not alter the stylistic representation of an element we should test whether hiding the slot of removing it is better for the performance of the element ,0 18728,13171716860.0,IssuesEvent,2020-08-11 17:09:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Closing ColorPicker in the inspector always ""modifies"" the scene",bug topic:editor usability," **Godot version:** 3.2.3 rc2 **Steps to reproduce:** 1. Create a Node2D 2. Click on modulate to change color 3. Don't change anything, just press Escape 4. Scene was modified, bruh It's annoying when you want to check/copy some color and it produces fake unsaved changes.",True,"Closing ColorPicker in the inspector always ""modifies"" the scene - **Godot version:** 3.2.3 rc2 **Steps to reproduce:** 1. Create a Node2D 2. Click on modulate to change color 3. Don't change anything, just press Escape 4. Scene was modified, bruh It's annoying when you want to check/copy some color and it produces fake unsaved changes.",1,closing colorpicker in the inspector always modifies the scene please search existing issues for potential duplicates before filing yours godot version steps to reproduce create a click on modulate to change color don t change anything just press escape scene was modified bruh it s annoying when you want to check copy some color and it produces fake unsaved changes ,1 8443,5706770151.0,IssuesEvent,2017-04-18 12:16:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Make indentation configurable in the script editor (spaces vs tabs),discussion feature proposal pr welcome topic:editor usability,"I am used to using 4 plain spaces instead of a tabulation character when writing code (especially Python, and GDScript is quite similar), but as far as I can tell the script editor enforces the use of 4-space-wide normal tabulations. Would it be possible to add a setting to be able to chose between tabs and spaces for the code indentation? ",True,"Make indentation configurable in the script editor (spaces vs tabs) - I am used to using 4 plain spaces instead of a tabulation character when writing code (especially Python, and GDScript is quite similar), but as far as I can tell the script editor enforces the use of 4-space-wide normal tabulations. Would it be possible to add a setting to be able to chose between tabs and spaces for the code indentation? ",1,make indentation configurable in the script editor spaces vs tabs i am used to using plain spaces instead of a tabulation character when writing code especially python and gdscript is quite similar but as far as i can tell the script editor enforces the use of space wide normal tabulations would it be possible to add a setting to be able to chose between tabs and spaces for the code indentation ,1 18546,3696625680.0,IssuesEvent,2016-02-27 03:44:25,softlayer/sl-ember-components,https://api.github.com/repos/softlayer/sl-ember-components,closed,"Unit | Component | sl span: There are no references to Ember.$, $ or jQuery",ready sl-span tests,"``` not ok 582 PhantomJS 1.9 - Unit | Component | sl span: There are no references to Ember.$, $ or jQuery --- actual: > null message: > Died on test #1 at test (http://localhost:7357/assets/test-support.js:3025) at testWrapper (http://localhost:7357/assets/test-support.js:6192) at test (http://localhost:7357/assets/test-support.js:6205) at http://localhost:7357/assets/tests.js:26230 at http://localhost:7357/assets/vendor.js:152 at tryFinally (http://localhost:7357/assets/vendor.js:33) at http://localhost:7357/assets/vendor.js:158 at http://localhost:7357/assets/test-loader.js:60 at http://localhost:7357/assets/test-loader.js:51 at http://localhost:7357/assets/test-loader.js:82 at http://localhost:7357/assets/test-support.js:6024: Attempted to wrap $ which is already wrapped Log: | ... ```",1.0,"Unit | Component | sl span: There are no references to Ember.$, $ or jQuery - ``` not ok 582 PhantomJS 1.9 - Unit | Component | sl span: There are no references to Ember.$, $ or jQuery --- actual: > null message: > Died on test #1 at test (http://localhost:7357/assets/test-support.js:3025) at testWrapper (http://localhost:7357/assets/test-support.js:6192) at test (http://localhost:7357/assets/test-support.js:6205) at http://localhost:7357/assets/tests.js:26230 at http://localhost:7357/assets/vendor.js:152 at tryFinally (http://localhost:7357/assets/vendor.js:33) at http://localhost:7357/assets/vendor.js:158 at http://localhost:7357/assets/test-loader.js:60 at http://localhost:7357/assets/test-loader.js:51 at http://localhost:7357/assets/test-loader.js:82 at http://localhost:7357/assets/test-support.js:6024: Attempted to wrap $ which is already wrapped Log: | ... ```",0,unit component sl span there are no references to ember or jquery not ok phantomjs unit component sl span there are no references to ember or jquery actual null message died on test at test at testwrapper at test at at at tryfinally at at at at at attempted to wrap which is already wrapped log ,0 23299,21628143024.0,IssuesEvent,2022-05-05 06:37:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,No way to edit/create built-in AnimatedTextures in TileSet,bug topic:core topic:editor usability regression,"**Godot version:** 3.2.1 **OS/device including version:** Windows 10 **Issue description:** I cannot access the following menu in Godot 3.2.1. In Godot 3.2 and lower it appear simply by clicking on a TileSet in the editor. Here is a picture of what I am talking about. How it looks in Godot 3.2 and lower ![immagine](https://user-images.githubusercontent.com/17100058/78263026-b6c4f680-7501-11ea-8b27-a73e9851a8e1.png) And there is how it looks in Godot 3.2.1 ![immagine](https://user-images.githubusercontent.com/17100058/78263145-e07e1d80-7501-11ea-9155-c147f1235f14.png) _Bugsquad edit:_ See https://github.com/godotengine/godot/issues/37522#issuecomment-608353979 for relevant info",True,"No way to edit/create built-in AnimatedTextures in TileSet - **Godot version:** 3.2.1 **OS/device including version:** Windows 10 **Issue description:** I cannot access the following menu in Godot 3.2.1. In Godot 3.2 and lower it appear simply by clicking on a TileSet in the editor. Here is a picture of what I am talking about. How it looks in Godot 3.2 and lower ![immagine](https://user-images.githubusercontent.com/17100058/78263026-b6c4f680-7501-11ea-8b27-a73e9851a8e1.png) And there is how it looks in Godot 3.2.1 ![immagine](https://user-images.githubusercontent.com/17100058/78263145-e07e1d80-7501-11ea-9155-c147f1235f14.png) _Bugsquad edit:_ See https://github.com/godotengine/godot/issues/37522#issuecomment-608353979 for relevant info",1,no way to edit create built in animatedtextures in tileset godot version os device including version windows issue description i cannot access the following menu in godot in godot and lower it appear simply by clicking on a tileset in the editor here is a picture of what i am talking about how it looks in godot and lower and there is how it looks in godot bugsquad edit see for relevant info,1 25613,25495647680.0,IssuesEvent,2022-11-27 16:41:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Nothing happens when trying to add characters to font prerendering if no configuration is created,enhancement usability topic:gui,"### Godot version 4.0.beta (282e50ac8) ### System information Fedora 36, AMD Radeon RX 6900 XT ### Issue description In the advanced import settings for a font, you can enable prerendering. However, when you click **Shape Text and Add Glyphs** in the **Glyphs from the Text**, nothing happens unless you already created a configuration beforehand: ![image](https://user-images.githubusercontent.com/180032/200046759-4638f455-9605-4f42-a5bb-a5000b9a4c22.png) This also occurs when double-clicking one of the checkboxes on the right in the **Glyphs from the Character Map** tab: ![image](https://user-images.githubusercontent.com/180032/200046790-b5ac1641-d760-4cf0-b16d-f3bdf1c5067f.png) I suggest automatically creating a configuration when you click **Shape Text and Add Glyphs** in the **Glyphs from the Text** tab, or double-click one of the checkboxes on the right in the **Glyphs from the Character Map** tab. When creating a new configuration (manually or automatically), it should also be automatically selected, which is currently not the case. ### Steps to reproduce - Double-click a font file to access its advanced import settings. - Try to add glyphs from text or the character map without adding a configuration beforehand. - Notice how nothing occurs. ### Minimal reproduction project [test_using_fonts.zip](https://github.com/godotengine/godot/files/9941048/test_using_fonts.zip) ",True,"Nothing happens when trying to add characters to font prerendering if no configuration is created - ### Godot version 4.0.beta (282e50ac8) ### System information Fedora 36, AMD Radeon RX 6900 XT ### Issue description In the advanced import settings for a font, you can enable prerendering. However, when you click **Shape Text and Add Glyphs** in the **Glyphs from the Text**, nothing happens unless you already created a configuration beforehand: ![image](https://user-images.githubusercontent.com/180032/200046759-4638f455-9605-4f42-a5bb-a5000b9a4c22.png) This also occurs when double-clicking one of the checkboxes on the right in the **Glyphs from the Character Map** tab: ![image](https://user-images.githubusercontent.com/180032/200046790-b5ac1641-d760-4cf0-b16d-f3bdf1c5067f.png) I suggest automatically creating a configuration when you click **Shape Text and Add Glyphs** in the **Glyphs from the Text** tab, or double-click one of the checkboxes on the right in the **Glyphs from the Character Map** tab. When creating a new configuration (manually or automatically), it should also be automatically selected, which is currently not the case. ### Steps to reproduce - Double-click a font file to access its advanced import settings. - Try to add glyphs from text or the character map without adding a configuration beforehand. - Notice how nothing occurs. ### Minimal reproduction project [test_using_fonts.zip](https://github.com/godotengine/godot/files/9941048/test_using_fonts.zip) ",1,nothing happens when trying to add characters to font prerendering if no configuration is created godot version beta system information fedora amd radeon rx xt issue description in the advanced import settings for a font you can enable prerendering however when you click shape text and add glyphs in the glyphs from the text nothing happens unless you already created a configuration beforehand this also occurs when double clicking one of the checkboxes on the right in the glyphs from the character map tab i suggest automatically creating a configuration when you click shape text and add glyphs in the glyphs from the text tab or double click one of the checkboxes on the right in the glyphs from the character map tab when creating a new configuration manually or automatically it should also be automatically selected which is currently not the case steps to reproduce double click a font file to access its advanced import settings try to add glyphs from text or the character map without adding a configuration beforehand notice how nothing occurs minimal reproduction project ,1 11854,7493831740.0,IssuesEvent,2018-04-07 01:15:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,AnimationTreePlayer OneShot node mode selection area too small and un-aligned,topic:editor usability," **Godot version:** 3.1.dev.custom_build.eaa5dfb, also 3.0 stable **OS/device including version:** Arch Linux, but happens on other OSs as well AFAIK. **Issue description:** When using a `Oneshot` node in the the `AnimationTreePlayer`, a mode can be selected that determines wheter or not two animations will blend together or mix ""additively"". The selection of those modes is difficult as the trigger area for the options is a lot smaller and also slightly displaced. (sorry for the large GIF, I don't know how to ""scissor"" the video properly before converting to GIF, click to see it in full size) ![animationtreeplayer-oneshot-ui-offset](https://user-images.githubusercontent.com/5209613/38449618-6ce1d60a-3a11-11e8-9e60-bc33e9643268.gif) Related to #17519 **Steps to reproduce:** In an `AnimationTreePlayer` while using an `Oneshot` node try to select one of the modes, notice how it's almost impossible to select ""Blend"" and pretty hard to select ""Mix"". Also the rest of that popup looks kinda off as well. **Minimal reproduction project:** ",True,"AnimationTreePlayer OneShot node mode selection area too small and un-aligned - **Godot version:** 3.1.dev.custom_build.eaa5dfb, also 3.0 stable **OS/device including version:** Arch Linux, but happens on other OSs as well AFAIK. **Issue description:** When using a `Oneshot` node in the the `AnimationTreePlayer`, a mode can be selected that determines wheter or not two animations will blend together or mix ""additively"". The selection of those modes is difficult as the trigger area for the options is a lot smaller and also slightly displaced. (sorry for the large GIF, I don't know how to ""scissor"" the video properly before converting to GIF, click to see it in full size) ![animationtreeplayer-oneshot-ui-offset](https://user-images.githubusercontent.com/5209613/38449618-6ce1d60a-3a11-11e8-9e60-bc33e9643268.gif) Related to #17519 **Steps to reproduce:** In an `AnimationTreePlayer` while using an `Oneshot` node try to select one of the modes, notice how it's almost impossible to select ""Blend"" and pretty hard to select ""Mix"". Also the rest of that popup looks kinda off as well. **Minimal reproduction project:** ",1,animationtreeplayer oneshot node mode selection area too small and un aligned please search existing issues for potential duplicates before filing yours godot version dev custom build also stable os device including version arch linux but happens on other oss as well afaik issue description when using a oneshot node in the the animationtreeplayer a mode can be selected that determines wheter or not two animations will blend together or mix additively the selection of those modes is difficult as the trigger area for the options is a lot smaller and also slightly displaced sorry for the large gif i don t know how to scissor the video properly before converting to gif click to see it in full size related to steps to reproduce in an animationtreeplayer while using an oneshot node try to select one of the modes notice how it s almost impossible to select blend and pretty hard to select mix also the rest of that popup looks kinda off as well minimal reproduction project ,1 15993,10471163703.0,IssuesEvent,2019-09-23 07:02:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,No precise dB indicator for Audio Bus when editing volume,enhancement topic:audio topic:editor usability,"**Godot version:** 3.1.1 stable **Issue description:** Audio buses provide a volume slider to adjust the master volume for that bus. While useful, the size of this slider doesn't allow for precise editing or even direct reading the current value of the bus volume through the UI. In general, AudioBusLayout doesn't expose any bus values in the inspector, so more precise editing functionality would have to be accessed through the AudioServer manually. One workaround would be to write an addon which handles this interaction, but a simple quality of life improvement would be to give the volume sliders in the audio tab a tooltip so users know the precise current value,",True,"No precise dB indicator for Audio Bus when editing volume - **Godot version:** 3.1.1 stable **Issue description:** Audio buses provide a volume slider to adjust the master volume for that bus. While useful, the size of this slider doesn't allow for precise editing or even direct reading the current value of the bus volume through the UI. In general, AudioBusLayout doesn't expose any bus values in the inspector, so more precise editing functionality would have to be accessed through the AudioServer manually. One workaround would be to write an addon which handles this interaction, but a simple quality of life improvement would be to give the volume sliders in the audio tab a tooltip so users know the precise current value,",1,no precise db indicator for audio bus when editing volume godot version stable issue description audio buses provide a volume slider to adjust the master volume for that bus while useful the size of this slider doesn t allow for precise editing or even direct reading the current value of the bus volume through the ui in general audiobuslayout doesn t expose any bus values in the inspector so more precise editing functionality would have to be accessed through the audioserver manually one workaround would be to write an addon which handles this interaction but a simple quality of life improvement would be to give the volume sliders in the audio tab a tooltip so users know the precise current value ,1 185347,6721137993.0,IssuesEvent,2017-10-16 10:28:03,CS2103AUG2017-T17-B1/main,https://api.github.com/repos/CS2103AUG2017-T17-B1/main,closed,As a clumsy user I want to have automatic backups,priority.medium,so that I can not worry about accidentally deleting things,1.0,As a clumsy user I want to have automatic backups - so that I can not worry about accidentally deleting things,0,as a clumsy user i want to have automatic backups so that i can not worry about accidentally deleting things,0 15862,10338293022.0,IssuesEvent,2019-09-03 16:34:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,GDScript: show properties added with _get_property_list() in the code completion popup,enhancement topic:editor topic:gdscript usability," **Godot version:** Godot 3.1 beta 1 I wanted to have some dynamic properties added with `_get_property_list()` to show in the code completion popup so I wrote this script as an autoload: ```gdscript tool extends Node var layers = Dictionary() func _init(): print(get_property_list()) property_list_changed_notify() func _get_layers(): var layers = {} for i in 20: var s = ProjectSettings.get('layer_names/2d_physics/layer_%s' % [i+1]) if s: layers[s] = 1 << i return layers func _get(key): if layers.has(key): return layers[key] return null func _set(key, value): return false func _get_property_list(): layers = _get_layers() var result = [] for layer in layers.keys(): result.push_back({ ""name"": layer, ""type"": TYPE_INT, ""usage"": PROPERTY_USAGE_SCRIPT_VARIABLE }) return result ``` It doesn't work so I went to the source code and I think I found why. The code completion calls this function: https://github.com/godotengine/godot/blob/master/modules/gdscript/gdscript.cpp#L239-L264 which doesn't call the script's `_get_property_list()` function while the function `get_property_list()` call this one: https://github.com/godotengine/godot/blob/master/modules/gdscript/gdscript.cpp#L1059-L1128 which does call it and returns the property list with the ones added with `_get_property_list()`. Would it be possible to call `GDScriptIntance::get_property_list()` from `GDScript::get_script_property_list()` or would that hurt performance somehow? ",True,"GDScript: show properties added with _get_property_list() in the code completion popup - **Godot version:** Godot 3.1 beta 1 I wanted to have some dynamic properties added with `_get_property_list()` to show in the code completion popup so I wrote this script as an autoload: ```gdscript tool extends Node var layers = Dictionary() func _init(): print(get_property_list()) property_list_changed_notify() func _get_layers(): var layers = {} for i in 20: var s = ProjectSettings.get('layer_names/2d_physics/layer_%s' % [i+1]) if s: layers[s] = 1 << i return layers func _get(key): if layers.has(key): return layers[key] return null func _set(key, value): return false func _get_property_list(): layers = _get_layers() var result = [] for layer in layers.keys(): result.push_back({ ""name"": layer, ""type"": TYPE_INT, ""usage"": PROPERTY_USAGE_SCRIPT_VARIABLE }) return result ``` It doesn't work so I went to the source code and I think I found why. The code completion calls this function: https://github.com/godotengine/godot/blob/master/modules/gdscript/gdscript.cpp#L239-L264 which doesn't call the script's `_get_property_list()` function while the function `get_property_list()` call this one: https://github.com/godotengine/godot/blob/master/modules/gdscript/gdscript.cpp#L1059-L1128 which does call it and returns the property list with the ones added with `_get_property_list()`. Would it be possible to call `GDScriptIntance::get_property_list()` from `GDScript::get_script_property_list()` or would that hurt performance somehow? ",1,gdscript show properties added with get property list in the code completion popup godot version godot beta i wanted to have some dynamic properties added with get property list to show in the code completion popup so i wrote this script as an autoload gdscript tool extends node var layers dictionary func init print get property list property list changed notify func get layers var layers for i in var s projectsettings get layer names physics layer s if s layers i return layers func get key if layers has key return layers return null func set key value return false func get property list layers get layers var result for layer in layers keys result push back name layer type type int usage property usage script variable return result it doesn t work so i went to the source code and i think i found why the code completion calls this function which doesn t call the script s get property list function while the function get property list call this one which does call it and returns the property list with the ones added with get property list would it be possible to call gdscriptintance get property list from gdscript get script property list or would that hurt performance somehow ,1 22969,11787754612.0,IssuesEvent,2020-03-17 14:31:49,Automattic/jetpack,https://api.github.com/repos/Automattic/jetpack,closed,Gravatar Hovercards Load When There Are No Gravatars,Gravatar Hovercards Performance [Pri] Low [Type] Enhancement," #### Steps to reproduce the issue 1. Setup Jetpack 2. Enable `Gravatar Hovercards` 3. View home page of site with just post content, no comments ( no Gravatars ) 4. See that all of the Gravatar Hovercards are still loaded #### What I expected I expect that the Gravatar Hovercards only get loaded on page views where there are going to be Gravatars, usually that would be for comments. #### What happened instead While viewing the front page of a site that showed no comment ( or Gravatars ), the resources for the Gravatar Hovercard feature was still being loaded. That means you pay the performance penalty for the feature, even when it can't be used. I recently ran tests under slow mobile conditions and enabling Gravatar Hovercards increased the start render time by 21.4%. That may be fine on views where the feature is going to be used. On pages where the feature isn't used, that is pure overhead.",True,"Gravatar Hovercards Load When There Are No Gravatars - #### Steps to reproduce the issue 1. Setup Jetpack 2. Enable `Gravatar Hovercards` 3. View home page of site with just post content, no comments ( no Gravatars ) 4. See that all of the Gravatar Hovercards are still loaded #### What I expected I expect that the Gravatar Hovercards only get loaded on page views where there are going to be Gravatars, usually that would be for comments. #### What happened instead While viewing the front page of a site that showed no comment ( or Gravatars ), the resources for the Gravatar Hovercard feature was still being loaded. That means you pay the performance penalty for the feature, even when it can't be used. I recently ran tests under slow mobile conditions and enabling Gravatar Hovercards increased the start render time by 21.4%. That may be fine on views where the feature is going to be used. On pages where the feature isn't used, that is pure overhead.",0,gravatar hovercards load when there are no gravatars thanks for contributing to jetpack pick a clear title sharing add new facebook button and proceed steps to reproduce the issue setup jetpack enable gravatar hovercards view home page of site with just post content no comments no gravatars see that all of the gravatar hovercards are still loaded what i expected i expect that the gravatar hovercards only get loaded on page views where there are going to be gravatars usually that would be for comments what happened instead while viewing the front page of a site that showed no comment or gravatars the resources for the gravatar hovercard feature was still being loaded that means you pay the performance penalty for the feature even when it can t be used i recently ran tests under slow mobile conditions and enabling gravatar hovercards increased the start render time by that may be fine on views where the feature is going to be used on pages where the feature isn t used that is pure overhead ,0 409771,27752239781.0,IssuesEvent,2023-03-15 21:50:10,paritytech/ink-docs,https://api.github.com/repos/paritytech/ink-docs,closed,Mention new `cargo-contract` commands for contract on-chain interaction,documentation,"Mention the new `cargo-contract` commands for CLI contract interaction: * `cargo contract upload` * `cargo contract instantiate` * `cargo contract call` See `https://github.com/paritytech/cargo-contract#usage` or `cargo contract --help` for more info.",1.0,"Mention new `cargo-contract` commands for contract on-chain interaction - Mention the new `cargo-contract` commands for CLI contract interaction: * `cargo contract upload` * `cargo contract instantiate` * `cargo contract call` See `https://github.com/paritytech/cargo-contract#usage` or `cargo contract --help` for more info.",0,mention new cargo contract commands for contract on chain interaction mention the new cargo contract commands for cli contract interaction cargo contract upload cargo contract instantiate cargo contract call see or cargo contract help for more info ,0 30462,14567062218.0,IssuesEvent,2020-12-17 09:45:11,cypress-io/cypress,https://api.github.com/repos/cypress-io/cypress,closed,"""type()"" function execute more and more slowly.",stage: needs information type: performance 🏃‍♀️," ### Current behavior When run a long time test case, ""type()"" function execute more and more slowly. In the being: ![beginning](https://user-images.githubusercontent.com/22906174/94224314-9318c100-ff24-11ea-8846-a34919147826.gif) In the end: ![ending](https://user-images.githubusercontent.com/22906174/94224103-200f4a80-ff24-11ea-80a2-8deb52bbfbcb.gif) Completed video: [TestResolveGroup.ts.mp4.zip](https://github.com/cypress-io/cypress/files/5280477/TestResolveGroup.ts.mp4.zip) ### Desired behavior Execute speed like beginning. ### Versions Cypress 5.1.0 MacOS 10.15.4 Chrome 85.0.4183.102 ",True,"""type()"" function execute more and more slowly. - ### Current behavior When run a long time test case, ""type()"" function execute more and more slowly. In the being: ![beginning](https://user-images.githubusercontent.com/22906174/94224314-9318c100-ff24-11ea-8846-a34919147826.gif) In the end: ![ending](https://user-images.githubusercontent.com/22906174/94224103-200f4a80-ff24-11ea-80a2-8deb52bbfbcb.gif) Completed video: [TestResolveGroup.ts.mp4.zip](https://github.com/cypress-io/cypress/files/5280477/TestResolveGroup.ts.mp4.zip) ### Desired behavior Execute speed like beginning. ### Versions Cypress 5.1.0 MacOS 10.15.4 Chrome 85.0.4183.102 ",0, type function execute more and more slowly current behavior when run a long time test case type function execute more and more slowly in the being in the end completed video desired behavior execute speed like beginning versions cypress macos chrome ,0 13272,8408117533.0,IssuesEvent,2018-10-11 23:42:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual Scripting needs a better workflow,enhancement topic:visualscript usability,"Godot version:3.0.4.stable OS/device including version: Win7 Issue description: There are only 3 zoomout levels and the text gets unreadable at 3. Some things that need to change in order to get a good workflow: -Mousewheel zooming is a must for Visual Scripting. Panning and zooming is done a lot more than scrolling. Imagine it to be more like drawing software. Scrolling isn't really needed when there is a fast pan & zoom. I'd even say those 2 need to be on the mouse, since they are used that much. -There needs to be a huge zoom-out something like 10.000 not just 3. -Text needs to be readable in the lower zooms (1 to 10). -RMB search or at least a keyboard key. It's importance is equivalent to code completion in trad. coding. -Everything inside a comment node needs to move with it and the comment text needs to be visible at any zoom level. Otherwise there is no way to find, sort and move the huge blocks of code. -The RMB seems to have 0 functionality atm. there should be at least a pop up menu. The mouse plays a huge role in Visual Coding and thus needs to be implemented really really well. -Visible Function blocks, not just at the side as text. -Collapsing selected blocks into a function with in and outputs. The way the visual scripting is right now it's not really usable, not even for artists. VS is already slower than traditional coding without improvement it's only gonna be good for playing around with. Steps to reproduce: Just use the Visual Scripting editor. ",True,"Visual Scripting needs a better workflow - Godot version:3.0.4.stable OS/device including version: Win7 Issue description: There are only 3 zoomout levels and the text gets unreadable at 3. Some things that need to change in order to get a good workflow: -Mousewheel zooming is a must for Visual Scripting. Panning and zooming is done a lot more than scrolling. Imagine it to be more like drawing software. Scrolling isn't really needed when there is a fast pan & zoom. I'd even say those 2 need to be on the mouse, since they are used that much. -There needs to be a huge zoom-out something like 10.000 not just 3. -Text needs to be readable in the lower zooms (1 to 10). -RMB search or at least a keyboard key. It's importance is equivalent to code completion in trad. coding. -Everything inside a comment node needs to move with it and the comment text needs to be visible at any zoom level. Otherwise there is no way to find, sort and move the huge blocks of code. -The RMB seems to have 0 functionality atm. there should be at least a pop up menu. The mouse plays a huge role in Visual Coding and thus needs to be implemented really really well. -Visible Function blocks, not just at the side as text. -Collapsing selected blocks into a function with in and outputs. The way the visual scripting is right now it's not really usable, not even for artists. VS is already slower than traditional coding without improvement it's only gonna be good for playing around with. Steps to reproduce: Just use the Visual Scripting editor. ",1,visual scripting needs a better workflow godot version stable os device including version issue description there are only zoomout levels and the text gets unreadable at some things that need to change in order to get a good workflow mousewheel zooming is a must for visual scripting panning and zooming is done a lot more than scrolling imagine it to be more like drawing software scrolling isn t really needed when there is a fast pan zoom i d even say those need to be on the mouse since they are used that much there needs to be a huge zoom out something like not just text needs to be readable in the lower zooms to rmb search or at least a keyboard key it s importance is equivalent to code completion in trad coding everything inside a comment node needs to move with it and the comment text needs to be visible at any zoom level otherwise there is no way to find sort and move the huge blocks of code the rmb seems to have functionality atm there should be at least a pop up menu the mouse plays a huge role in visual coding and thus needs to be implemented really really well visible function blocks not just at the side as text collapsing selected blocks into a function with in and outputs the way the visual scripting is right now it s not really usable not even for artists vs is already slower than traditional coding without improvement it s only gonna be good for playing around with steps to reproduce just use the visual scripting editor ,1 11234,7120733295.0,IssuesEvent,2018-01-19 02:59:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pointless dock appears when editing a Tile Set resource,enhancement topic:editor usability,"**Godot version:** 3f9f0b3 **Issue description:** I've played a lot with the Tile Set resource, and everytime this dock appears. As far as I am aware, it doesn't seem to have any purpose at all: ![screenshot1](https://user-images.githubusercontent.com/30739239/34585575-73b44efe-f187-11e7-9401-333688cd3c34.png) **Steps to reproduce:** Create a Tile Set resource inside a TileMap node and edit it. - [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. ",True,"Pointless dock appears when editing a Tile Set resource - **Godot version:** 3f9f0b3 **Issue description:** I've played a lot with the Tile Set resource, and everytime this dock appears. As far as I am aware, it doesn't seem to have any purpose at all: ![screenshot1](https://user-images.githubusercontent.com/30739239/34585575-73b44efe-f187-11e7-9401-333688cd3c34.png) **Steps to reproduce:** Create a Tile Set resource inside a TileMap node and edit it. - [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. ",1,pointless dock appears when editing a tile set resource godot version issue description i ve played a lot with the tile set resource and everytime this dock appears as far as i am aware it doesn t seem to have any purpose at all steps to reproduce create a tile set resource inside a tilemap node and edit it i searched the existing for potential duplicates ,1 109110,23721051789.0,IssuesEvent,2022-08-30 15:22:09,WordPress/openverse-catalog,https://api.github.com/repos/WordPress/openverse-catalog,closed,Tests fail when using `AIRFLOW_VAR_INGESTION_LIMIT=`,good first issue help wanted 🟧 priority: high 🛠 goal: fix 💻 aspect: code 🐍 tech: python,"## Description PR #555 added an `ingestion_limit` Airflow Variable that could be used to set a (rough) limit on how many records could be ingested for a given provider DAG run. Adding an ingestion limit using environment variables with any value that is not 1000 causes tests to fail. ``` ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― test_build_query_param_default ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― [gw0] linux -- Python 3.10.1 /usr/local/bin/python def test_build_query_param_default(): actual_param = clm.get_next_query_params({}) expected_param = {""cc"": ""1"", ""has_image"": ""1"", ""limit"": 1000, ""skip"": 0} > assert actual_param == expected_param E AssertionError: assert {'cc': '1', '...00, 'skip': 0} == {'cc': '1', '...00, 'skip': 0} E Omitting 3 identical items, use -vv to show E Differing items: E {'limit': 300} != {'limit': 1000} E Use -v to get the full diff tests/dags/providers/provider_api_scripts/test_cleveland_museum.py:50: AssertionError tests/dags/providers/provider_api_scripts/test_cleveland_museum.py ⨯ 8% ▊ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― test_build_query_param_increments_offset ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― [gw0] linux -- Python 3.10.1 /usr/local/bin/python def test_build_query_param_increments_offset(): previous_query_params = {""cc"": ""1"", ""has_image"": ""1"", ""limit"": 1000, ""skip"": 0} actual_param = clm.get_next_query_params(previous_query_params) expected_param = {""cc"": ""1"", ""has_image"": ""1"", ""limit"": 1000, ""skip"": 1000} > assert actual_param == expected_param E AssertionError: assert {'cc': '1', '..., 'skip': 300} == {'cc': '1', '... 'skip': 1000} E Omitting 3 identical items, use -vv to show E Differing items: E {'skip': 300} != {'skip': 1000} E Use -v to get the full diff tests/dags/providers/provider_api_scripts/test_cleveland_museum.py:58: AssertionError tests/dags/providers/provider_api_scripts/test_cleveland_museum.py ⨯✓✓✓✓✓✓✓✓✓✓✓ 100% ██████████ ============================================================================================= short test summary info ============================================================================================== FAILED tests/dags/providers/provider_api_scripts/test_cleveland_museum.py::test_build_query_param_default - AssertionError: assert {'cc': '1', '...00, 'skip': 0} == {'cc': '1', '...00, 'skip': 0} FAILED tests/dags/providers/provider_api_scripts/test_cleveland_museum.py::test_build_query_param_increments_offset - AssertionError: assert {'cc': '1', '..., 'skip': 300} == {'cc': '1', '... 'skip': 1000} Results (4.92s): 11 passed 2 failed - tests/dags/providers/provider_api_scripts/test_cleveland_museum.py:47 test_build_query_param_default - tests/dags/providers/provider_api_scripts/test_cleveland_museum.py:53 test_build_query_param_increments_offset error: Recipe `_mount-tests` failed on line 67 with exit code 1 error: Recipe `test` failed on line 75 with exit code 1 ``` ## Reproduction 1. Add `AIRFLOW_VAR_INGESTION_LIMIT=300` to your `.env` file 1. Run `just test` 1. Observe errors ## Resolution - [ ] 🙋 I would be interested in resolving this bug. ",1.0,"Tests fail when using `AIRFLOW_VAR_INGESTION_LIMIT=` - ## Description PR #555 added an `ingestion_limit` Airflow Variable that could be used to set a (rough) limit on how many records could be ingested for a given provider DAG run. Adding an ingestion limit using environment variables with any value that is not 1000 causes tests to fail. ``` ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― test_build_query_param_default ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― [gw0] linux -- Python 3.10.1 /usr/local/bin/python def test_build_query_param_default(): actual_param = clm.get_next_query_params({}) expected_param = {""cc"": ""1"", ""has_image"": ""1"", ""limit"": 1000, ""skip"": 0} > assert actual_param == expected_param E AssertionError: assert {'cc': '1', '...00, 'skip': 0} == {'cc': '1', '...00, 'skip': 0} E Omitting 3 identical items, use -vv to show E Differing items: E {'limit': 300} != {'limit': 1000} E Use -v to get the full diff tests/dags/providers/provider_api_scripts/test_cleveland_museum.py:50: AssertionError tests/dags/providers/provider_api_scripts/test_cleveland_museum.py ⨯ 8% ▊ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― test_build_query_param_increments_offset ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― [gw0] linux -- Python 3.10.1 /usr/local/bin/python def test_build_query_param_increments_offset(): previous_query_params = {""cc"": ""1"", ""has_image"": ""1"", ""limit"": 1000, ""skip"": 0} actual_param = clm.get_next_query_params(previous_query_params) expected_param = {""cc"": ""1"", ""has_image"": ""1"", ""limit"": 1000, ""skip"": 1000} > assert actual_param == expected_param E AssertionError: assert {'cc': '1', '..., 'skip': 300} == {'cc': '1', '... 'skip': 1000} E Omitting 3 identical items, use -vv to show E Differing items: E {'skip': 300} != {'skip': 1000} E Use -v to get the full diff tests/dags/providers/provider_api_scripts/test_cleveland_museum.py:58: AssertionError tests/dags/providers/provider_api_scripts/test_cleveland_museum.py ⨯✓✓✓✓✓✓✓✓✓✓✓ 100% ██████████ ============================================================================================= short test summary info ============================================================================================== FAILED tests/dags/providers/provider_api_scripts/test_cleveland_museum.py::test_build_query_param_default - AssertionError: assert {'cc': '1', '...00, 'skip': 0} == {'cc': '1', '...00, 'skip': 0} FAILED tests/dags/providers/provider_api_scripts/test_cleveland_museum.py::test_build_query_param_increments_offset - AssertionError: assert {'cc': '1', '..., 'skip': 300} == {'cc': '1', '... 'skip': 1000} Results (4.92s): 11 passed 2 failed - tests/dags/providers/provider_api_scripts/test_cleveland_museum.py:47 test_build_query_param_default - tests/dags/providers/provider_api_scripts/test_cleveland_museum.py:53 test_build_query_param_increments_offset error: Recipe `_mount-tests` failed on line 67 with exit code 1 error: Recipe `test` failed on line 75 with exit code 1 ``` ## Reproduction 1. Add `AIRFLOW_VAR_INGESTION_LIMIT=300` to your `.env` file 1. Run `just test` 1. Observe errors ## Resolution - [ ] 🙋 I would be interested in resolving this bug. ",0,tests fail when using airflow var ingestion limit description pr added an ingestion limit airflow variable that could be used to set a rough limit on how many records could be ingested for a given provider dag run adding an ingestion limit using environment variables with any value that is not causes tests to fail ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― test build query param default ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― linux python usr local bin python def test build query param default actual param clm get next query params expected param cc has image limit skip assert actual param expected param e assertionerror assert cc skip cc skip e omitting identical items use vv to show e differing items e limit limit e use v to get the full diff tests dags providers provider api scripts test cleveland museum py assertionerror tests dags providers provider api scripts test cleveland museum py ⨯ ▊ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― test build query param increments offset ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― linux python usr local bin python def test build query param increments offset previous query params cc has image limit skip actual param clm get next query params previous query params expected param cc has image limit skip assert actual param expected param e assertionerror assert cc skip cc skip e omitting identical items use vv to show e differing items e skip skip e use v to get the full diff tests dags providers provider api scripts test cleveland museum py assertionerror tests dags providers provider api scripts test cleveland museum py ⨯✓✓✓✓✓✓✓✓✓✓✓ ██████████ short test summary info failed tests dags providers provider api scripts test cleveland museum py test build query param default assertionerror assert cc skip cc skip failed tests dags providers provider api scripts test cleveland museum py test build query param increments offset assertionerror assert cc skip cc skip results passed failed tests dags providers provider api scripts test cleveland museum py test build query param default tests dags providers provider api scripts test cleveland museum py test build query param increments offset error recipe mount tests failed on line with exit code error recipe test failed on line with exit code reproduction add airflow var ingestion limit to your env file run just test observe errors resolution 🙋 i would be interested in resolving this bug ,0 82126,15867428624.0,IssuesEvent,2021-04-08 16:53:32,joomla/joomla-cms,https://api.github.com/repos/joomla/joomla-cms,closed,An Actionlog translation string is not correctly converted into UPPERCASE,No Code Attached Yet,"If you look at the line https://github.com/joomla/joomla-cms/blob/ab62797b7c167964bb09c09d29290ecca7383170/plugins/actionlog/joomla/joomla.php#L451-L452 The translation string is not correctly converted in to a fully UPPERCASE string like https://github.com/joomla/joomla-cms/blob/ab62797b7c167964bb09c09d29290ecca7383170/plugins/actionlog/joomla/joomla.php#L400-L401 ## Notes - So just adding `strtoupper()` to this `onExtensionAfterUpdate()` to match the similiar functions `onExtensionAfterUninstall()` and `onExtensionAfterInstall()` in this class will fix this. - The lack of this `strtoupper()` might cause the key lookup to fail.",1.0,"An Actionlog translation string is not correctly converted into UPPERCASE - If you look at the line https://github.com/joomla/joomla-cms/blob/ab62797b7c167964bb09c09d29290ecca7383170/plugins/actionlog/joomla/joomla.php#L451-L452 The translation string is not correctly converted in to a fully UPPERCASE string like https://github.com/joomla/joomla-cms/blob/ab62797b7c167964bb09c09d29290ecca7383170/plugins/actionlog/joomla/joomla.php#L400-L401 ## Notes - So just adding `strtoupper()` to this `onExtensionAfterUpdate()` to match the similiar functions `onExtensionAfterUninstall()` and `onExtensionAfterInstall()` in this class will fix this. - The lack of this `strtoupper()` might cause the key lookup to fail.",0,an actionlog translation string is not correctly converted into uppercase if you look at the line the translation string is not correctly converted in to a fully uppercase string like notes so just adding strtoupper to this onextensionafterupdate to match the similiar functions onextensionafteruninstall and onextensionafterinstall in this class will fix this the lack of this strtoupper might cause the key lookup to fail ,0 13040,8214420006.0,IssuesEvent,2018-09-04 23:16:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Rectangular selection doesn't work on 3D models,bug topic:editor usability,"**Godot version:** Godot 3.0.3 Stable, Win64 **OS/device including version:** Windows 10, 64 bit **Issue description:** The rectangular selection tool doesn't select the 3D objects on the viewport **Steps to reproduce:** Create a bunch of 3D mesh instances, for example some cubes. Then try to use the rectangular selection tool to select all of them drawing a rectangular around the viewport. The result is than no objects gets selected using this selection tool. ",True,"Rectangular selection doesn't work on 3D models - **Godot version:** Godot 3.0.3 Stable, Win64 **OS/device including version:** Windows 10, 64 bit **Issue description:** The rectangular selection tool doesn't select the 3D objects on the viewport **Steps to reproduce:** Create a bunch of 3D mesh instances, for example some cubes. Then try to use the rectangular selection tool to select all of them drawing a rectangular around the viewport. The result is than no objects gets selected using this selection tool. ",1,rectangular selection doesn t work on models godot version godot stable os device including version windows bit issue description the rectangular selection tool doesn t select the objects on the viewport steps to reproduce create a bunch of mesh instances for example some cubes then try to use the rectangular selection tool to select all of them drawing a rectangular around the viewport the result is than no objects gets selected using this selection tool ,1 21329,16844524750.0,IssuesEvent,2021-06-19 07:21:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Raycast3D is very hard to see in editor,enhancement topic:editor topic:rendering usability,"**Godot version:** v3.1 c861756 **Issue description:** Raycast3D gizmo is almos impossible to view if it overlaps with the axis. It also z-fights with the axis. My proposal is to have a more visible gizmo for the raycast node. ![image](https://user-images.githubusercontent.com/7917475/41940214-50695cac-7998-11e8-941f-6a3ad4fafb28.png) ![image](https://user-images.githubusercontent.com/7917475/41940232-5b58f03c-7998-11e8-9f24-423231384908.png) ",True,"Raycast3D is very hard to see in editor - **Godot version:** v3.1 c861756 **Issue description:** Raycast3D gizmo is almos impossible to view if it overlaps with the axis. It also z-fights with the axis. My proposal is to have a more visible gizmo for the raycast node. ![image](https://user-images.githubusercontent.com/7917475/41940214-50695cac-7998-11e8-941f-6a3ad4fafb28.png) ![image](https://user-images.githubusercontent.com/7917475/41940232-5b58f03c-7998-11e8-9f24-423231384908.png) ",1, is very hard to see in editor godot version issue description gizmo is almos impossible to view if it overlaps with the axis it also z fights with the axis my proposal is to have a more visible gizmo for the raycast node ,1 13788,9050374929.0,IssuesEvent,2019-02-12 08:30:03,Mailu/Mailu,https://api.github.com/repos/Mailu/Mailu,closed,Mailu 1.5: Security vulnerability in SQLite,type/notification type/security,"Security vulnerability was reported here: https://blade.tencent.com/magellan/index_en.html It is unclear if Mailu is affected, given no details are provided regarding the actual bug or exploit code. However, our images should be rebuilt as soon as package updates are available for Alpine and Debian. ## Update 29-01-2019 - `mailu:master` was updated around 02-01-2019; - `mailu:1.5` was updated around 28-01-2019; User that are running snapshots of those branches are advised to pull the latest images: ``` docker-compose pull docker-compose up -d ``` - `mailu:1.6` uses SQLite 3.25.3 since release and was therefore not affected by this. This issue will remain open as announcement and will be closed on month from now. -- @muhlemmer ",True,"Mailu 1.5: Security vulnerability in SQLite - Security vulnerability was reported here: https://blade.tencent.com/magellan/index_en.html It is unclear if Mailu is affected, given no details are provided regarding the actual bug or exploit code. However, our images should be rebuilt as soon as package updates are available for Alpine and Debian. ## Update 29-01-2019 - `mailu:master` was updated around 02-01-2019; - `mailu:1.5` was updated around 28-01-2019; User that are running snapshots of those branches are advised to pull the latest images: ``` docker-compose pull docker-compose up -d ``` - `mailu:1.6` uses SQLite 3.25.3 since release and was therefore not affected by this. This issue will remain open as announcement and will be closed on month from now. -- @muhlemmer ",0,mailu security vulnerability in sqlite security vulnerability was reported here it is unclear if mailu is affected given no details are provided regarding the actual bug or exploit code however our images should be rebuilt as soon as package updates are available for alpine and debian update mailu master was updated around mailu was updated around user that are running snapshots of those branches are advised to pull the latest images docker compose pull docker compose up d mailu uses sqlite since release and was therefore not affected by this this issue will remain open as announcement and will be closed on month from now muhlemmer ,0 3646,3510420675.0,IssuesEvent,2016-01-09 13:13:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Parameter for ready() to indicate if it's called for the first time ,enhancement needs discussion topic:gdscript usability,"Currently ```_ready()``` is called every time the node enters scene tree. People tend to use _ready as a constructor, but in some situations it can be harmful since sometimes there is need to reparent node or disable it (by removing it from the scene tree for some time). My proposition is to add additional boolean parameter to ```_on_ready``` that will indicate if this is a first ready call for given node. Potentially related issue: https://github.com/godotengine/godot/issues/1905",True,"Parameter for ready() to indicate if it's called for the first time - Currently ```_ready()``` is called every time the node enters scene tree. People tend to use _ready as a constructor, but in some situations it can be harmful since sometimes there is need to reparent node or disable it (by removing it from the scene tree for some time). My proposition is to add additional boolean parameter to ```_on_ready``` that will indicate if this is a first ready call for given node. Potentially related issue: https://github.com/godotengine/godot/issues/1905",1,parameter for ready to indicate if it s called for the first time currently ready is called every time the node enters scene tree people tend to use ready as a constructor but in some situations it can be harmful since sometimes there is need to reparent node or disable it by removing it from the scene tree for some time my proposition is to add additional boolean parameter to on ready that will indicate if this is a first ready call for given node potentially related issue ,1 546955,16022380005.0,IssuesEvent,2021-04-21 02:47:20,kubesphere/console,https://api.github.com/repos/kubesphere/console,closed,namespaced_resources_filter param should not be used in namespace-level monitoring apis,area/monitoring kind/bug kind/need-to-verify priority/high,"**Describe the bug** `namespaced_resources_filter` is not supported for the namespace-level monitoring apis, please use `resources_filter` instead. ![image](https://user-images.githubusercontent.com/49136171/115334507-186c0780-a1ce-11eb-98e5-7bc2d849cf6e.png) /area monitoring /priority high ",1.0,"namespaced_resources_filter param should not be used in namespace-level monitoring apis - **Describe the bug** `namespaced_resources_filter` is not supported for the namespace-level monitoring apis, please use `resources_filter` instead. ![image](https://user-images.githubusercontent.com/49136171/115334507-186c0780-a1ce-11eb-98e5-7bc2d849cf6e.png) /area monitoring /priority high ",0,namespaced resources filter param should not be used in namespace level monitoring apis describe the bug namespaced resources filter is not supported for the namespace level monitoring apis please use resources filter instead area monitoring priority high ,0 18040,12504889670.0,IssuesEvent,2020-06-02 09:45:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,FileSystem Tab default OS rename key shortcut,confirmed feature proposal topic:editor usability,"Godot version: v3.0.beta.build2 Issue description: If the FileSystem TAB is selected (not the viewport) when you hit the F2 key to rename the folder the Scene tabs change to 3d mode instead of allow to rename the file - by using F2 is a standard rename folder in windows maybe some aproach may be used for others OS ",True,"FileSystem Tab default OS rename key shortcut - Godot version: v3.0.beta.build2 Issue description: If the FileSystem TAB is selected (not the viewport) when you hit the F2 key to rename the folder the Scene tabs change to 3d mode instead of allow to rename the file - by using F2 is a standard rename folder in windows maybe some aproach may be used for others OS ",1,filesystem tab default os rename key shortcut godot version beta issue description if the filesystem tab is selected not the viewport when you hit the key to rename the folder the scene tabs change to mode instead of allow to rename the file by using is a standard rename folder in windows maybe some aproach may be used for others os ,1 321300,9796577792.0,IssuesEvent,2019-06-11 07:59:22,webcompat/web-bugs,https://api.github.com/repos/webcompat/web-bugs,closed,help.mega.nz - site is not usable,browser-fenix engine-gecko priority-important," **URL**: https://help.mega.nz/android/offline.html#what-does-saved-for-offline-mean **Browser / Version**: Firefox Fenix 1923 **Operating System**: Android Pie **Tested Another Browser**: Yes **Problem type**: Site is not usable **Description**: Scrolling is lagging and shows desktop site instead of mobile site **Steps to Reproduce**: Open the website scrolling lags
Browser Configuration
  • None
_From [webcompat.com](https://webcompat.com/) with ❤️_",1.0,"help.mega.nz - site is not usable - **URL**: https://help.mega.nz/android/offline.html#what-does-saved-for-offline-mean **Browser / Version**: Firefox Fenix 1923 **Operating System**: Android Pie **Tested Another Browser**: Yes **Problem type**: Site is not usable **Description**: Scrolling is lagging and shows desktop site instead of mobile site **Steps to Reproduce**: Open the website scrolling lags
Browser Configuration
  • None
_From [webcompat.com](https://webcompat.com/) with ❤️_",0,help mega nz site is not usable url browser version firefox fenix operating system android pie tested another browser yes problem type site is not usable description scrolling is lagging and shows desktop site instead of mobile site steps to reproduce open the website scrolling lags browser configuration none from with ❤️ ,0 25029,24606594649.0,IssuesEvent,2022-10-14 16:49:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cubic and linear interpolation in Animation have too similar icons,enhancement topic:editor usability,"**Godot version:** 3.2 beta3 **Issue description:** Some of these tracks have cubic interpolation. Can you find them all? 😉 ![image](https://user-images.githubusercontent.com/2223172/70571596-79c5a480-1b9e-11ea-9dd0-0ffb42d7da7d.png) ",True,"Cubic and linear interpolation in Animation have too similar icons - **Godot version:** 3.2 beta3 **Issue description:** Some of these tracks have cubic interpolation. Can you find them all? 😉 ![image](https://user-images.githubusercontent.com/2223172/70571596-79c5a480-1b9e-11ea-9dd0-0ffb42d7da7d.png) ",1,cubic and linear interpolation in animation have too similar icons godot version issue description some of these tracks have cubic interpolation can you find them all 😉 ,1 597542,18166003322.0,IssuesEvent,2021-09-27 14:40:40,yugabyte/yugabyte-db,https://api.github.com/repos/yugabyte/yugabyte-db,closed,[PITR-YCQL] OperationTimedOut error on selecting from restored table,kind/bug area/docdb priority/high 2.6 Backport Required,"on https://portal.gcp-stable.dev.yugabyte.com/universes/e9a418cb-c44a-4df7-843e-0c34c9869e9b/nodes which has build 2.6.1.0-b12, Steps: Created a keyspace and bunch of tables, Added some data in tables Took a snapshot Deleted one of the tables Restored from the snapshot Selecting from the table throws following error, When we do **DESCRIBE COLUMNFAMILIES** we are able to see the table. ``` ycqlsh:pitr> select * from t1; OperationTimedOut: errors={'172.151.31.96': 'Client request timeout. See Session.execute[_async](timeout)'}, last_host=172.151.31.96 ```",1.0,"[PITR-YCQL] OperationTimedOut error on selecting from restored table - on https://portal.gcp-stable.dev.yugabyte.com/universes/e9a418cb-c44a-4df7-843e-0c34c9869e9b/nodes which has build 2.6.1.0-b12, Steps: Created a keyspace and bunch of tables, Added some data in tables Took a snapshot Deleted one of the tables Restored from the snapshot Selecting from the table throws following error, When we do **DESCRIBE COLUMNFAMILIES** we are able to see the table. ``` ycqlsh:pitr> select * from t1; OperationTimedOut: errors={'172.151.31.96': 'Client request timeout. See Session.execute[_async](timeout)'}, last_host=172.151.31.96 ```",0, operationtimedout error on selecting from restored table on which has build steps created a keyspace and bunch of tables added some data in tables took a snapshot deleted one of the tables restored from the snapshot selecting from the table throws following error when we do describe columnfamilies we are able to see the table ycqlsh pitr select from operationtimedout errors client request timeout see session execute timeout last host ,0 4235,3783215729.0,IssuesEvent,2016-03-19 01:04:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Can't copy executable file"" when trying to export binary without specifying a binary name",enhancement junior job topic:editor usability,"*Bugsquad edit:* The issue was that the editor gives a cryptic message if one forgets to define the binary name before clicking ""Export"". This could be improved by either filling a binary name by default, or preventing clicking ""Export"" if no binary name is given. -------------- **Operating system or device:** OpenSUSE Tumbleweed. **Issue description** (what happened, and what was expected): I'm unable to get projects exported using the export templates provided. **Steps to reproduce:** Export a project outside of the project folder using the LinuxX11"" export type. **Link to minimal example project** (optional but very welcome): I used the 3D platformer demo, as well as the Tetris demo and got the same result.",True,"""Can't copy executable file"" when trying to export binary without specifying a binary name - *Bugsquad edit:* The issue was that the editor gives a cryptic message if one forgets to define the binary name before clicking ""Export"". This could be improved by either filling a binary name by default, or preventing clicking ""Export"" if no binary name is given. -------------- **Operating system or device:** OpenSUSE Tumbleweed. **Issue description** (what happened, and what was expected): I'm unable to get projects exported using the export templates provided. **Steps to reproduce:** Export a project outside of the project folder using the LinuxX11"" export type. **Link to minimal example project** (optional but very welcome): I used the 3D platformer demo, as well as the Tetris demo and got the same result.",1, can t copy executable file when trying to export binary without specifying a binary name bugsquad edit the issue was that the editor gives a cryptic message if one forgets to define the binary name before clicking export this could be improved by either filling a binary name by default or preventing clicking export if no binary name is given operating system or device opensuse tumbleweed issue description what happened and what was expected i m unable to get projects exported using the export templates provided steps to reproduce export a project outside of the project folder using the export type link to minimal example project optional but very welcome i used the platformer demo as well as the tetris demo and got the same result ,1 564990,16746687669.0,IssuesEvent,2021-06-11 16:24:28,jarad/WEPPR,https://api.github.com/repos/jarad/WEPPR,closed,Use Dates everywhere,high-priority,"Functions that need updating to use Dates everywhere: - [x] read_env ‼️ - [x] read_yld - [x] read_cli - [x] write_cli - [ ] read_man ‼️ - [x] read_wb",1.0,"Use Dates everywhere - Functions that need updating to use Dates everywhere: - [x] read_env ‼️ - [x] read_yld - [x] read_cli - [x] write_cli - [ ] read_man ‼️ - [x] read_wb",0,use dates everywhere functions that need updating to use dates everywhere read env ‼️ read yld read cli write cli read man ‼️ read wb,0 126841,12300608976.0,IssuesEvent,2020-05-11 14:14:14,RedRoundRobin/swe-api,https://api.github.com/repos/RedRoundRobin/swe-api,closed,[OTHER] Interfaccia API,documentation,"API: ---- > __NB__: il token di autenticazione viene conservato fino alla fine della sessione - ####Autenticazione /* Richiede: username e password
*/ Ritorna: un oggetto ""utente"" ed il relativo token sse il 2FA non e' attivo
- Autenticazione semplice - __Metodo__: POST - __Header__: .JSON - __URI__: /auth - __Body__: {
  username: ""usr"",
  password: ""psw""
 } - __Risposta__: .JSON :: {
  token: """",
  utente: {}
 } /* Richiede: username e password
\* Ritorna: un oggetto ""utente"" ed una notifica che e' richiesta
*/ l'autenticazione tramite telegram - Autenticazione-telegram ""2FA"" - __Metodo__: POST - __Header__: .JSON - __URI__: /auth - __Body__: {
  username: ""usr"",
  password: ""psw""
 } - __Risposta__: .JSON :: {
  telegram: true,
  utente: {}
 } /* Richiede: username di telegram e il token inserito dall'utente
*/ Ritorna: un oggetto ""utente"" ed il relativo token - Autenticazione telegram-""token"" - __Metodo__: POST - __Header__: .JSON - __URI__: /auth/telegram - __Body__: {
  username: ""usr"",
  token-telegram:""""
 } - __Risposta__: .JSON :: {
  token: """",
  utente: {}
 } - ####Gestione Utente /* Richiede: il token utente
*/ Ritorna: un oggetto ""utente""
- Dettagli utente - __Metodo__: GET - __Header__: token: """" - __URI__: /users - __Body__: // - __Risposta__: .JSON :: {
  utente: {}
 } /* Richiede: il token utente e un oggetto utente ben formato
\* che contiene una configurazione valida per l'utente
*/ Ritorna:
- Configurazione utente - __Metodo__: POST - __Header__: token: """" - __URI__: /users/{userId}/edit - __Body__: .JSON :: {
  utente: {}
 } - __Risposta__: // /* Richiede: il token utente e un oggetto utente ben formato
\* che contiene una configurazione valida per un nuovo l'utente
*/ Ritorna:
- Configurazione utente - __Metodo__: POST - __Header__: token: """" - __URI__: /users/create - __Body__: .JSON :: {
  utente: {}
 } - __Risposta__: // - #####Gestione Ente /* Richiede: il token utente
*/ Ritorna: un oggetto ""ente""
- Dettagli utente - __Metodo__: GET - __Header__: token: """" - __URI__: /istitutions - __Body__: // - __Risposta__: .JSON :: {
  ente: {}
 } /* Richiede: il token utente e un oggetto ente ben formato
\* che contiene una configurazione valida per l'ente
*/ Ritorna:
- Configurazione utente - __Metodo__: POST - __Header__: token: """" - __URI__: /institutions/{enteId}/edit - __Body__: .JSON :: {
  ente: {}
 } - __Risposta__: // /* Richiede: il token utente e un oggetto utente ben formato
\* che contiene una configurazione valida per un nuovo l'ente
*/ Ritorna:
- Configurazione utente - __Metodo__: POST - __Header__: token: """" - __URI__: /institutions/create - __Body__: .JSON :: {
  utente: {}
 } - __Risposta__: // //todo cambio config utente /*utente autenticato*/ - #####Dispositivi /*Richiede: il token && l'id di un device Ritorna: un .JSON contenente lista degli id dei sensori connessi al device richiesto + info del device && il numero dei sensori connessi al device*/ - Metodo: GET - Header: token - URI: /devices/deviceId - Body: // - Risposta: .JSON :: {""deviceId"": ""val"", ""timestamp"": ""val"", ""sensorsList"": [{ ""sensorId"": ""val"", ]} ... ""deviceId"": ""val"", ""timestamp"": ""val"", ""sensorsList"": [{ ""sensorId"": ""val"" ]} ""sensorsNumber"": ""numberOfSensors"" } - #####Sensori /*Richiede: il token && l'id di un device && l'id di un sensore connesso al device Ritorna: un .JSON contenente le informazioni del sensore*/ - Metodo: GET - Header: token - URI: /devices/{deviceId}/{sensorId} - Body: // - Risposta: .JSON :: { ""sensorId"": ""val"", ""timestamp"": ""val"", ""value"": ""val"" } - ####Gateway- modifica configurazione /*Richiede: il token && l'id di un gateway Ritorna: una stringa di testo che dice se è avvenuta la modifica o meno*/ - Metodo: POST - Header: token - URI: gateways/{gatewayId}/update - Body: { gatewayId: ""val"", token: ""token"" } - Risposta: stringa di testo - ####Gateway-richiesta configurazione /*Richiede: il token && l'id di un gateway Ritorna: un .JSON contenente la configurazione corrente del gateway richiesto*/ - Metodo: GET - Header: token - URI: gateways/{gatewayId} - Risposta: .JSON - #####Gateway/Topic /* Richiede: il token utente
*/ Ritorna: un array di oggetti topic - Lista topics - __Metodo__: GET - __Header__: token: """" - __URI__: /topics - __Body__: // - __Risposta__: .JSON :: {[
  {
   topicId: """",
   info: [...]
  },
  ...
 ]} /* Richiede: il token utente e l'id del topic */ Ritorna: un oggetto topic - Dettagli topic - __Metodo__: GET - __Header__: token: """" - __URI__: /topics/{topicId} - __Body__: // - __Risposta__: .JSON :: {
  topicId: """",
  info: [...],
  listaDispositivi: [...]
 } ",1.0,"[OTHER] Interfaccia API - API: ---- > __NB__: il token di autenticazione viene conservato fino alla fine della sessione - ####Autenticazione /* Richiede: username e password
*/ Ritorna: un oggetto ""utente"" ed il relativo token sse il 2FA non e' attivo
- Autenticazione semplice - __Metodo__: POST - __Header__: .JSON - __URI__: /auth - __Body__: {
  username: ""usr"",
  password: ""psw""
 } - __Risposta__: .JSON :: {
  token: """",
  utente: {}
 } /* Richiede: username e password
\* Ritorna: un oggetto ""utente"" ed una notifica che e' richiesta
*/ l'autenticazione tramite telegram - Autenticazione-telegram ""2FA"" - __Metodo__: POST - __Header__: .JSON - __URI__: /auth - __Body__: {
  username: ""usr"",
  password: ""psw""
 } - __Risposta__: .JSON :: {
  telegram: true,
  utente: {}
 } /* Richiede: username di telegram e il token inserito dall'utente
*/ Ritorna: un oggetto ""utente"" ed il relativo token - Autenticazione telegram-""token"" - __Metodo__: POST - __Header__: .JSON - __URI__: /auth/telegram - __Body__: {
  username: ""usr"",
  token-telegram:""""
 } - __Risposta__: .JSON :: {
  token: """",
  utente: {}
 } - ####Gestione Utente /* Richiede: il token utente
*/ Ritorna: un oggetto ""utente""
- Dettagli utente - __Metodo__: GET - __Header__: token: """" - __URI__: /users - __Body__: // - __Risposta__: .JSON :: {
  utente: {}
 } /* Richiede: il token utente e un oggetto utente ben formato
\* che contiene una configurazione valida per l'utente
*/ Ritorna:
- Configurazione utente - __Metodo__: POST - __Header__: token: """" - __URI__: /users/{userId}/edit - __Body__: .JSON :: {
  utente: {}
 } - __Risposta__: // /* Richiede: il token utente e un oggetto utente ben formato
\* che contiene una configurazione valida per un nuovo l'utente
*/ Ritorna:
- Configurazione utente - __Metodo__: POST - __Header__: token: """" - __URI__: /users/create - __Body__: .JSON :: {
  utente: {}
 } - __Risposta__: // - #####Gestione Ente /* Richiede: il token utente
*/ Ritorna: un oggetto ""ente""
- Dettagli utente - __Metodo__: GET - __Header__: token: """" - __URI__: /istitutions - __Body__: // - __Risposta__: .JSON :: {
  ente: {}
 } /* Richiede: il token utente e un oggetto ente ben formato
\* che contiene una configurazione valida per l'ente
*/ Ritorna:
- Configurazione utente - __Metodo__: POST - __Header__: token: """" - __URI__: /institutions/{enteId}/edit - __Body__: .JSON :: {
  ente: {}
 } - __Risposta__: // /* Richiede: il token utente e un oggetto utente ben formato
\* che contiene una configurazione valida per un nuovo l'ente
*/ Ritorna:
- Configurazione utente - __Metodo__: POST - __Header__: token: """" - __URI__: /institutions/create - __Body__: .JSON :: {
  utente: {}
 } - __Risposta__: // //todo cambio config utente /*utente autenticato*/ - #####Dispositivi /*Richiede: il token && l'id di un device Ritorna: un .JSON contenente lista degli id dei sensori connessi al device richiesto + info del device && il numero dei sensori connessi al device*/ - Metodo: GET - Header: token - URI: /devices/deviceId - Body: // - Risposta: .JSON :: {""deviceId"": ""val"", ""timestamp"": ""val"", ""sensorsList"": [{ ""sensorId"": ""val"", ]} ... ""deviceId"": ""val"", ""timestamp"": ""val"", ""sensorsList"": [{ ""sensorId"": ""val"" ]} ""sensorsNumber"": ""numberOfSensors"" } - #####Sensori /*Richiede: il token && l'id di un device && l'id di un sensore connesso al device Ritorna: un .JSON contenente le informazioni del sensore*/ - Metodo: GET - Header: token - URI: /devices/{deviceId}/{sensorId} - Body: // - Risposta: .JSON :: { ""sensorId"": ""val"", ""timestamp"": ""val"", ""value"": ""val"" } - ####Gateway- modifica configurazione /*Richiede: il token && l'id di un gateway Ritorna: una stringa di testo che dice se è avvenuta la modifica o meno*/ - Metodo: POST - Header: token - URI: gateways/{gatewayId}/update - Body: { gatewayId: ""val"", token: ""token"" } - Risposta: stringa di testo - ####Gateway-richiesta configurazione /*Richiede: il token && l'id di un gateway Ritorna: un .JSON contenente la configurazione corrente del gateway richiesto*/ - Metodo: GET - Header: token - URI: gateways/{gatewayId} - Risposta: .JSON - #####Gateway/Topic /* Richiede: il token utente
*/ Ritorna: un array di oggetti topic - Lista topics - __Metodo__: GET - __Header__: token: """" - __URI__: /topics - __Body__: // - __Risposta__: .JSON :: {[
  {
   topicId: """",
   info: [...]
  },
  ...
 ]} /* Richiede: il token utente e l'id del topic */ Ritorna: un oggetto topic - Dettagli topic - __Metodo__: GET - __Header__: token: """" - __URI__: /topics/{topicId} - __Body__: // - __Risposta__: .JSON :: {
  topicId: """",
  info: [...],
  listaDispositivi: [...]
 } ",0, interfaccia api api nb il token di autenticazione viene conservato fino alla fine della sessione autenticazione richiede username e password ritorna un oggetto utente ed il relativo token sse il non e attivo autenticazione semplice metodo post header json uri auth body emsp emsp username usr emsp emsp password psw emsp risposta json emsp emsp token emsp emsp utente emsp richiede username e password ritorna un oggetto utente ed una notifica che e richiesta l autenticazione tramite telegram autenticazione telegram metodo post header json uri auth body emsp emsp username usr emsp emsp password psw emsp risposta json emsp emsp telegram true emsp emsp utente emsp richiede username di telegram e il token inserito dall utente ritorna un oggetto utente ed il relativo token autenticazione telegram token metodo post header json uri auth telegram body emsp emsp username usr emsp emsp token telegram emsp risposta json emsp emsp token emsp emsp utente emsp gestione utente richiede il token utente ritorna un oggetto utente dettagli utente metodo get header token uri users body risposta json emsp emsp utente emsp richiede il token utente e un oggetto utente ben formato che contiene una configurazione valida per l utente ritorna configurazione utente metodo post header token uri users userid edit body json emsp emsp utente emsp risposta richiede il token utente e un oggetto utente ben formato che contiene una configurazione valida per un nuovo l utente ritorna configurazione utente metodo post header token uri users create body json emsp emsp utente emsp risposta gestione ente richiede il token utente ritorna un oggetto ente dettagli utente metodo get header token uri istitutions body risposta json emsp emsp ente emsp richiede il token utente e un oggetto ente ben formato che contiene una configurazione valida per l ente ritorna configurazione utente metodo post header token uri institutions enteid edit body json emsp emsp ente emsp risposta richiede il token utente e un oggetto utente ben formato che contiene una configurazione valida per un nuovo l ente ritorna configurazione utente metodo post header token uri institutions create body json emsp emsp utente emsp risposta todo cambio config utente utente autenticato dispositivi richiede il token l id di un device ritorna un json contenente lista degli id dei sensori connessi al device richiesto info del device il numero dei sensori connessi al device metodo get header token uri devices deviceid body risposta json deviceid val timestamp val sensorslist sensorid val deviceid val timestamp val sensorslist sensorid val sensorsnumber numberofsensors sensori richiede il token l id di un device l id di un sensore connesso al device ritorna un json contenente le informazioni del sensore metodo get header token uri devices deviceid sensorid body risposta json sensorid val timestamp val value val gateway modifica configurazione richiede il token l id di un gateway ritorna una stringa di testo che dice se è avvenuta la modifica o meno metodo post header token uri gateways gatewayid update body gatewayid val token token risposta stringa di testo gateway richiesta configurazione richiede il token l id di un gateway ritorna un json contenente la configurazione corrente del gateway richiesto metodo get header token uri gateways gatewayid risposta json gateway topic richiede il token utente ritorna un array di oggetti topic lista topics metodo get header token uri topics body risposta json emsp emsp emsp emsp emsp topicid emsp emsp emsp info emsp emsp emsp emsp emsp richiede il token utente e l id del topic ritorna un oggetto topic dettagli topic metodo get header token uri topics topicid body risposta json emsp emsp topicid emsp emsp info emsp emsp listadispositivi emsp ,0 15056,9691620438.0,IssuesEvent,2019-05-24 11:45:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"VisualScript change base type dialog says ""Create New Object""",bug junior job topic:editor topic:visualscript usability,"**Godot version:** 3.1.1 **Issue description:** The title of the change base type dialog says ""Create New Object"" **Steps to reproduce:** Change the base type of a VisualScript. ",True,"VisualScript change base type dialog says ""Create New Object"" - **Godot version:** 3.1.1 **Issue description:** The title of the change base type dialog says ""Create New Object"" **Steps to reproduce:** Change the base type of a VisualScript. ",1,visualscript change base type dialog says create new object godot version issue description the title of the change base type dialog says create new object steps to reproduce change the base type of a visualscript ,1 15830,10319324396.0,IssuesEvent,2019-08-30 17:11:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Copy and paste nodes between projects/engine instances,feature proposal topic:editor usability,"I installed last 2.1.2-stable and some projects no more run (crash without any debug)! I start to remount the project tree in a clear project, but it is very slow. Is possible to make nodes work on clipboard?",True,"Copy and paste nodes between projects/engine instances - I installed last 2.1.2-stable and some projects no more run (crash without any debug)! I start to remount the project tree in a clear project, but it is very slow. Is possible to make nodes work on clipboard?",1,copy and paste nodes between projects engine instances i installed last stable and some projects no more run crash without any debug i start to remount the project tree in a clear project but it is very slow is possible to make nodes work on clipboard ,1 472260,13621670516.0,IssuesEvent,2020-09-24 01:22:30,phetsims/energy-forms-and-changes,https://api.github.com/repos/phetsims/energy-forms-and-changes,closed,Memory leak in 1.4 but not in master,priority:2-high,"As described over in https://github.com/phetsims/energy-forms-and-changes/issues/368#issuecomment-697974734, there is a memory leak about how EnergyChunks are handled in both screens with PhET-iO save/load. Originally I thought that I had forgotten to cherry-pick https://github.com/phetsims/energy-forms-and-changes/commit/12203c18eecc3d9a05cf040f477cef5d3dcbf9a7, but upon closer inspection, cherry-picks had just occurred in different orders, and it did actually get in (https://github.com/phetsims/energy-forms-and-changes/commit/22d6ef28cf500ecb2f04f2bb66de886e7f57a906). I have looked through every commit in EFAC that master has that 1.4 doesn't and vice versa. I have also done that for axon/phet-io/tandem repos. All commit messages seem to be there. I have two theories as to what is happening: 1. A small discrepancy worked its way into one of these two branches, and it isn't clear just what it is right now. 2. There was a commit made to another repo, which I forgot to cherry-pick into the EFAC dependencies. This one feel unlikely because I went back through every issue since #350 to see if there were any commits I missed, and I don't think I did. I'm going to dive in. Wish me luck!",1.0,"Memory leak in 1.4 but not in master - As described over in https://github.com/phetsims/energy-forms-and-changes/issues/368#issuecomment-697974734, there is a memory leak about how EnergyChunks are handled in both screens with PhET-iO save/load. Originally I thought that I had forgotten to cherry-pick https://github.com/phetsims/energy-forms-and-changes/commit/12203c18eecc3d9a05cf040f477cef5d3dcbf9a7, but upon closer inspection, cherry-picks had just occurred in different orders, and it did actually get in (https://github.com/phetsims/energy-forms-and-changes/commit/22d6ef28cf500ecb2f04f2bb66de886e7f57a906). I have looked through every commit in EFAC that master has that 1.4 doesn't and vice versa. I have also done that for axon/phet-io/tandem repos. All commit messages seem to be there. I have two theories as to what is happening: 1. A small discrepancy worked its way into one of these two branches, and it isn't clear just what it is right now. 2. There was a commit made to another repo, which I forgot to cherry-pick into the EFAC dependencies. This one feel unlikely because I went back through every issue since #350 to see if there were any commits I missed, and I don't think I did. I'm going to dive in. Wish me luck!",0,memory leak in but not in master as described over in there is a memory leak about how energychunks are handled in both screens with phet io save load originally i thought that i had forgotten to cherry pick but upon closer inspection cherry picks had just occurred in different orders and it did actually get in i have looked through every commit in efac that master has that doesn t and vice versa i have also done that for axon phet io tandem repos all commit messages seem to be there i have two theories as to what is happening a small discrepancy worked its way into one of these two branches and it isn t clear just what it is right now there was a commit made to another repo which i forgot to cherry pick into the efac dependencies this one feel unlikely because i went back through every issue since to see if there were any commits i missed and i don t think i did i m going to dive in wish me luck ,0 332439,24343102511.0,IssuesEvent,2022-10-02 00:19:54,jeffreycharters/station,https://api.github.com/repos/jeffreycharters/station,closed,Update contributing.md file,documentation enhancement hacktoberfest,"I know that the contributing.md file already does a great job listing this project's essence. I thought we could update it with steps on how to help new contributors do stuff like fork, clone, commit their changes, and push back to this repo. Should in case this issue is approved, I would like to be assigned to it.",1.0,"Update contributing.md file - I know that the contributing.md file already does a great job listing this project's essence. I thought we could update it with steps on how to help new contributors do stuff like fork, clone, commit their changes, and push back to this repo. Should in case this issue is approved, I would like to be assigned to it.",0,update contributing md file i know that the contributing md file already does a great job listing this project s essence i thought we could update it with steps on how to help new contributors do stuff like fork clone commit their changes and push back to this repo should in case this issue is approved i would like to be assigned to it ,0 95866,27642688459.0,IssuesEvent,2023-03-10 19:33:44,golang/go,https://api.github.com/repos/golang/go,opened,x/build: missing host-android-arm64-corellium-android host,Builders NeedsFix,"Currently at https://farmer.golang.org/#pools: ``` host-android-arm64-corellium-android: 2/2 (1 missing) ``` CC @golang/release",1.0,"x/build: missing host-android-arm64-corellium-android host - Currently at https://farmer.golang.org/#pools: ``` host-android-arm64-corellium-android: 2/2 (1 missing) ``` CC @golang/release",0,x build missing host android corellium android host currently at host android corellium android missing cc golang release,0 6347,8679702476.0,IssuesEvent,2018-12-01 01:41:00,cobalt-org/liquid-rust,https://api.github.com/repos/cobalt-org/liquid-rust,opened,`forloop` should have a `parentloop` variable,enhancement shopify-compatibility,"Example test ```rust assert_template_result!( ""1.1 1.2 1.3 2.1 2.2 2.3 "", concat!( ""{% for inner in outer %}{% for k in inner %}"", ""{{ forloop.parentloop.index }}.{{ forloop.index }} "", ""{% endfor %}{% endfor %}"" ), v!({""outer"": [[1, 1, 1], [1, 1, 1]]}), ); ```",True,"`forloop` should have a `parentloop` variable - Example test ```rust assert_template_result!( ""1.1 1.2 1.3 2.1 2.2 2.3 "", concat!( ""{% for inner in outer %}{% for k in inner %}"", ""{{ forloop.parentloop.index }}.{{ forloop.index }} "", ""{% endfor %}{% endfor %}"" ), v!({""outer"": [[1, 1, 1], [1, 1, 1]]}), ); ```",0, forloop should have a parentloop variable example test rust assert template result concat for inner in outer for k in inner forloop parentloop index forloop index endfor endfor v outer ,0 9101,6146437307.0,IssuesEvent,2017-06-27 13:53:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Custom Signal variables do not show up in editor,bug topic:editor usability,"**Operating system or device - Godot version:** 3.0 **Issue description:** When you create a custom signal on a script - it does not show indicate it take in any variables from within the editor. This is somewhat related to https://github.com/godotengine/godot/issues/6120 - but for the editor view. :) **Steps to reproduce:** Create script with signal - that takes in variables. Go to editor and check the Node -> Signals tab for the custom script. There should be a variable, but nothing is shown. ![image](https://cloud.githubusercontent.com/assets/6776092/26548236/72e46d7c-4473-11e7-9976-a80c331dabf1.png) ",True,"Custom Signal variables do not show up in editor - **Operating system or device - Godot version:** 3.0 **Issue description:** When you create a custom signal on a script - it does not show indicate it take in any variables from within the editor. This is somewhat related to https://github.com/godotengine/godot/issues/6120 - but for the editor view. :) **Steps to reproduce:** Create script with signal - that takes in variables. Go to editor and check the Node -> Signals tab for the custom script. There should be a variable, but nothing is shown. ![image](https://cloud.githubusercontent.com/assets/6776092/26548236/72e46d7c-4473-11e7-9976-a80c331dabf1.png) ",1,custom signal variables do not show up in editor operating system or device godot version issue description when you create a custom signal on a script it does not show indicate it take in any variables from within the editor this is somewhat related to but for the editor view steps to reproduce create script with signal that takes in variables go to editor and check the node signals tab for the custom script there should be a variable but nothing is shown ,1 94649,8507709935.0,IssuesEvent,2018-10-30 19:51:01,aspnet/AspNetCore,https://api.github.com/repos/aspnet/AspNetCore,closed,Test failure: Http2,3 - Done Branch:master Branch:release/2.2 test-failure,"This issue was made automatically. If there is a problem contact ryanbrandenburg. This test [failed](https://dnceng.visualstudio.com/9ee6d478-d288-47f7-aacc-f6e6d082ae6d/_build/results?buildId=35663) with the following error: ``` Assert.Contains() Failure Not found: Interop HTTP/2 POST In value: ``` Other tests within that build may have failed with a similar message, but they are not listed here. Check the link above for more info. This test failed on release/2.2. CC Eilon",1.0,"Test failure: Http2 - This issue was made automatically. If there is a problem contact ryanbrandenburg. This test [failed](https://dnceng.visualstudio.com/9ee6d478-d288-47f7-aacc-f6e6d082ae6d/_build/results?buildId=35663) with the following error: ``` Assert.Contains() Failure Not found: Interop HTTP/2 POST In value: ``` Other tests within that build may have failed with a similar message, but they are not listed here. Check the link above for more info. This test failed on release/2.2. CC Eilon",0,test failure this issue was made automatically if there is a problem contact ryanbrandenburg this test with the following error assert contains failure not found interop http post in value other tests within that build may have failed with a similar message but they are not listed here check the link above for more info this test failed on release cc eilon,0 302155,22791890203.0,IssuesEvent,2022-07-10 05:45:03,aehrc/pathling,https://api.github.com/repos/aehrc/pathling,closed,Improve specification of Extract operation,documentation,"Currently, the meaning of the `column` parameter within the Extract documentation is under-specified. Specifically, it does not cover the behaviour for elements with multiple cardinalities, and also the behaviour for nested combinations of values.",1.0,"Improve specification of Extract operation - Currently, the meaning of the `column` parameter within the Extract documentation is under-specified. Specifically, it does not cover the behaviour for elements with multiple cardinalities, and also the behaviour for nested combinations of values.",0,improve specification of extract operation currently the meaning of the column parameter within the extract documentation is under specified specifically it does not cover the behaviour for elements with multiple cardinalities and also the behaviour for nested combinations of values ,0 3948,4116479552.0,IssuesEvent,2016-06-08 00:50:36,flutter/flutter,https://api.github.com/repos/flutter/flutter,opened,"Shrine: opening and closing an item spikes dart, gpu",customer: gallery ⚠ astounding performance,"Open gallery, shrine, tap an item's image. Then tap the back icon in the upper right. Repeat. Notice the spikes that occur: ![screenshot_20160607-174836](https://cloud.githubusercontent.com/assets/5479/15879344/4d89acc6-2cd8-11e6-9e1a-d34533fc30d4.png)",True,"Shrine: opening and closing an item spikes dart, gpu - Open gallery, shrine, tap an item's image. Then tap the back icon in the upper right. Repeat. Notice the spikes that occur: ![screenshot_20160607-174836](https://cloud.githubusercontent.com/assets/5479/15879344/4d89acc6-2cd8-11e6-9e1a-d34533fc30d4.png)",0,shrine opening and closing an item spikes dart gpu open gallery shrine tap an item s image then tap the back icon in the upper right repeat notice the spikes that occur ,0 19617,14343210014.0,IssuesEvent,2020-11-28 08:04:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pressing delete key while having animation selected in AnimatedSprite should delete animation not a node,enhancement topic:editor usability," **Godot version:** 3.1 **OS/device including version:** Win 10 **Issue description:** In AnimatedSprite when you add some animation and want to remove them you can select animation and press delete key this will then delete a AnimatedSprite node where as user is likely wanting to delete animation itself or a frame. I believe this is because node is still selected in a scene tree and editor thinks key presses are related to a node not anything else. Solution to this problem would be the moment user clicks on any resource to unselct node and treat last thing user clicked on as main focus. Expected behaviour from this would be I crate AnimatedSprite Create animation ""idle"" with 3 different frames. If I click on a individual frame and press delete I should delete this frame only. If I click on animation ""idle"" and click delete I should delete whole animation and if I click on AnimatedSprite and press delete I should delete node. **Steps to reproduce:** Just add any animation to a AnimatedSprite and press delete. **Minimal reproduction project:** ",True,"Pressing delete key while having animation selected in AnimatedSprite should delete animation not a node - **Godot version:** 3.1 **OS/device including version:** Win 10 **Issue description:** In AnimatedSprite when you add some animation and want to remove them you can select animation and press delete key this will then delete a AnimatedSprite node where as user is likely wanting to delete animation itself or a frame. I believe this is because node is still selected in a scene tree and editor thinks key presses are related to a node not anything else. Solution to this problem would be the moment user clicks on any resource to unselct node and treat last thing user clicked on as main focus. Expected behaviour from this would be I crate AnimatedSprite Create animation ""idle"" with 3 different frames. If I click on a individual frame and press delete I should delete this frame only. If I click on animation ""idle"" and click delete I should delete whole animation and if I click on AnimatedSprite and press delete I should delete node. **Steps to reproduce:** Just add any animation to a AnimatedSprite and press delete. **Minimal reproduction project:** ",1,pressing delete key while having animation selected in animatedsprite should delete animation not a node please search existing issues for potential duplicates before filing yours godot version os device including version win issue description in animatedsprite when you add some animation and want to remove them you can select animation and press delete key this will then delete a animatedsprite node where as user is likely wanting to delete animation itself or a frame i believe this is because node is still selected in a scene tree and editor thinks key presses are related to a node not anything else solution to this problem would be the moment user clicks on any resource to unselct node and treat last thing user clicked on as main focus expected behaviour from this would be i crate animatedsprite create animation idle with different frames if i click on a individual frame and press delete i should delete this frame only if i click on animation idle and click delete i should delete whole animation and if i click on animatedsprite and press delete i should delete node steps to reproduce just add any animation to a animatedsprite and press delete minimal reproduction project ,1 9790,6415555489.0,IssuesEvent,2017-08-08 13:04:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Proposal for looping and audio sample default behavior.,enhancement topic:audio usability,"Right now to loop the sample two steps need to be taken now: 1. setting the loop at import sound setting 2. setting Loop Format, Loop Begin and Loop End at SampleLibrary sample edit properties Indicator panel. It is not intuitive at all. Most new users probably expect that after the first step (setting the loop during sample import), the sample will be already looped and will play from the very start to the very end and again. After all they set it to be looped, right? It would be better if, after checking the loop option in sample import settings, the sample by default be set to Loop Format = Forward, Loop Begin = 0, Loop End = 1000000000. It's what is expected most of the times as a sound loop. Of course other settings and their editing should still be available in Inspector after pressing the pencil icon in SampleLibrary, if someone wants to change anything. ",True,"Proposal for looping and audio sample default behavior. - Right now to loop the sample two steps need to be taken now: 1. setting the loop at import sound setting 2. setting Loop Format, Loop Begin and Loop End at SampleLibrary sample edit properties Indicator panel. It is not intuitive at all. Most new users probably expect that after the first step (setting the loop during sample import), the sample will be already looped and will play from the very start to the very end and again. After all they set it to be looped, right? It would be better if, after checking the loop option in sample import settings, the sample by default be set to Loop Format = Forward, Loop Begin = 0, Loop End = 1000000000. It's what is expected most of the times as a sound loop. Of course other settings and their editing should still be available in Inspector after pressing the pencil icon in SampleLibrary, if someone wants to change anything. ",1,proposal for looping and audio sample default behavior right now to loop the sample two steps need to be taken now setting the loop at import sound setting setting loop format loop begin and loop end at samplelibrary sample edit properties indicator panel it is not intuitive at all most new users probably expect that after the first step setting the loop during sample import the sample will be already looped and will play from the very start to the very end and again after all they set it to be looped right it would be better if after checking the loop option in sample import settings the sample by default be set to loop format forward loop begin loop end it s what is expected most of the times as a sound loop of course other settings and their editing should still be available in inspector after pressing the pencil icon in samplelibrary if someone wants to change anything ,1 157955,24759503143.0,IssuesEvent,2022-10-21 21:36:12,hackforla/tdm-calculator,https://api.github.com/repos/hackforla/tdm-calculator,reopened,Greyed out enablement text ,role: ui/ux design p-Feature - Strategies Page p4,"### Overview REPLACE THIS TEXT -Text here that clearly states the purpose of this issue in 2 sentences or less. ### Action Items create mock ups for additional text to be added to pre existing tooltips, for strategies that are greyed out REPLACE THIS TEXT -If the issue has already been researched, and the course of action is clear, this will describe the steps. However, if the steps can be divided into tasks for more than one person, we recommend dividing it up into separate issues, or assigning it as a pair programming task. ### Resources/Instructions [Tooltip edits for greyed out text](https://docs.google.com/document/d/1ctMRX48Q5PHh-5B5WtO3AoLHwNjxwmVOP3W2_ymQYi4/edit) ",1.0,"Greyed out enablement text - ### Overview REPLACE THIS TEXT -Text here that clearly states the purpose of this issue in 2 sentences or less. ### Action Items create mock ups for additional text to be added to pre existing tooltips, for strategies that are greyed out REPLACE THIS TEXT -If the issue has already been researched, and the course of action is clear, this will describe the steps. However, if the steps can be divided into tasks for more than one person, we recommend dividing it up into separate issues, or assigning it as a pair programming task. ### Resources/Instructions [Tooltip edits for greyed out text](https://docs.google.com/document/d/1ctMRX48Q5PHh-5B5WtO3AoLHwNjxwmVOP3W2_ymQYi4/edit) ",0,greyed out enablement text overview replace this text text here that clearly states the purpose of this issue in sentences or less action items create mock ups for additional text to be added to pre existing tooltips for strategies that are greyed out replace this text if the issue has already been researched and the course of action is clear this will describe the steps however if the steps can be divided into tasks for more than one person we recommend dividing it up into separate issues or assigning it as a pair programming task resources instructions ,0 19613,14343209991.0,IssuesEvent,2020-11-28 08:04:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,While in script editor ctrl+D paste a line instead of the duplicating node,bug confirmed topic:editor usability,"**Godot version:** 3.2 cant reproduce in 3.1.2 **OS/device including version:** Linux **Issue description:** ![Peek 2020-02-14 10-37](https://user-images.githubusercontent.com/29702428/74503262-632d2800-4f16-11ea-9d5b-8d98fdd183b7.gif) **Steps to reproduce:** 1. Create project, add node like Timer or Tween 2. Open Script editor 3. select Timer node and Press Ctrl+D",True,"While in script editor ctrl+D paste a line instead of the duplicating node - **Godot version:** 3.2 cant reproduce in 3.1.2 **OS/device including version:** Linux **Issue description:** ![Peek 2020-02-14 10-37](https://user-images.githubusercontent.com/29702428/74503262-632d2800-4f16-11ea-9d5b-8d98fdd183b7.gif) **Steps to reproduce:** 1. Create project, add node like Timer or Tween 2. Open Script editor 3. select Timer node and Press Ctrl+D",1,while in script editor ctrl d paste a line instead of the duplicating node godot version cant reproduce in os device including version linux issue description steps to reproduce create project add node like timer or tween open script editor select timer node and press ctrl d,1 14760,9479683487.0,IssuesEvent,2019-04-20 10:56:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,3D Editor do not display details like shapes and icons of instanced scenes,enhancement topic:editor usability,"**Ubuntu 16.10 - Godot version: 2.1.2** **Issue description:** Unlike 2D, 3D editor hides details of icons and shapes of instanced scenes. For some nodes, like Area nodes used as triggers or nodes for sound effects, the possibility to see the shapes/icons will be really useful on level design. I don't know if this could be solved by an editor option or an option in the dropdown menu on instanced scenes (and could be used for 2D too). **Steps to reproduce:** - Instance a 3D scene with icons and/or shapes on another 3D scene. - The shapes/icons are not visible in the editor. **Link to minimal example project:** Platformer 3D demo scenes like the coins are a good example of this issue. ps: It is possible to make everything visible turning on editable children, changing current scene and going back, but I don't know if that is a bug.",True,"3D Editor do not display details like shapes and icons of instanced scenes - **Ubuntu 16.10 - Godot version: 2.1.2** **Issue description:** Unlike 2D, 3D editor hides details of icons and shapes of instanced scenes. For some nodes, like Area nodes used as triggers or nodes for sound effects, the possibility to see the shapes/icons will be really useful on level design. I don't know if this could be solved by an editor option or an option in the dropdown menu on instanced scenes (and could be used for 2D too). **Steps to reproduce:** - Instance a 3D scene with icons and/or shapes on another 3D scene. - The shapes/icons are not visible in the editor. **Link to minimal example project:** Platformer 3D demo scenes like the coins are a good example of this issue. ps: It is possible to make everything visible turning on editable children, changing current scene and going back, but I don't know if that is a bug.",1, editor do not display details like shapes and icons of instanced scenes ubuntu godot version issue description unlike editor hides details of icons and shapes of instanced scenes for some nodes like area nodes used as triggers or nodes for sound effects the possibility to see the shapes icons will be really useful on level design i don t know if this could be solved by an editor option or an option in the dropdown menu on instanced scenes and could be used for too steps to reproduce instance a scene with icons and or shapes on another scene the shapes icons are not visible in the editor link to minimal example project platformer demo scenes like the coins are a good example of this issue ps it is possible to make everything visible turning on editable children changing current scene and going back but i don t know if that is a bug ,1 807203,29983949096.0,IssuesEvent,2023-06-25 02:05:37,milvus-io/milvus,https://api.github.com/repos/milvus-io/milvus,closed,[Bug]: Testcases hang after standalone and etcd pod kill chaos test,kind/bug priority/critical-urgent severity/critical triage/accepted,"### Is there an existing issue for this? - [X] I have searched the existing issues ### Environment ```markdown - Milvus version:master-20230601-93ea9c49 - Deployment mode(standalone or cluster):standalone and cluster - MQ type(rocksmq, pulsar or kafka): rocksmq and pulsar - SDK version(e.g. pymilvus v2.0.0rc2): - OS(Ubuntu or CentOS): - CPU/Memory: - GPU: - Others: ``` ### Current Behavior ![image](https://github.com/milvus-io/milvus/assets/12268675/b98d1db0-bedc-40d2-901a-b2073565dc74) ![image](https://github.com/milvus-io/milvus/assets/12268675/a7b94e72-bc97-4f9d-99bd-b582f7622e77) ### Expected Behavior _No response_ ### Steps To Reproduce _No response_ ### Milvus Log standalone failed job: https://qa-jenkins.milvus.io/blue/organizations/jenkins/chaos-test-cron/detail/chaos-test-cron/4636/pipeline log: [artifacts-standalone-pod-failure-4636-server-logs.tar.gz](https://github.com/milvus-io/milvus/files/11631678/artifacts-standalone-pod-failure-4636-server-logs.tar.gz) [artifacts-standalone-pod-failure-4636-pytest-logs.tar.gz](https://github.com/milvus-io/milvus/files/11631679/artifacts-standalone-pod-failure-4636-pytest-logs.tar.gz) etcd failed job: https://qa-jenkins.milvus.io/blue/organizations/jenkins/chaos-test-cron/detail/chaos-test-cron/4634/pipeline log: [artifacts-etcd-pod-kill-4634-server-logs.tar.gz](https://github.com/milvus-io/milvus/files/11631681/artifacts-etcd-pod-kill-4634-server-logs.tar.gz) [artifacts-etcd-pod-kill-4634-pytest-logs.tar.gz](https://github.com/milvus-io/milvus/files/11631682/artifacts-etcd-pod-kill-4634-pytest-logs.tar.gz) ### Anything else? _No response_",1.0,"[Bug]: Testcases hang after standalone and etcd pod kill chaos test - ### Is there an existing issue for this? - [X] I have searched the existing issues ### Environment ```markdown - Milvus version:master-20230601-93ea9c49 - Deployment mode(standalone or cluster):standalone and cluster - MQ type(rocksmq, pulsar or kafka): rocksmq and pulsar - SDK version(e.g. pymilvus v2.0.0rc2): - OS(Ubuntu or CentOS): - CPU/Memory: - GPU: - Others: ``` ### Current Behavior ![image](https://github.com/milvus-io/milvus/assets/12268675/b98d1db0-bedc-40d2-901a-b2073565dc74) ![image](https://github.com/milvus-io/milvus/assets/12268675/a7b94e72-bc97-4f9d-99bd-b582f7622e77) ### Expected Behavior _No response_ ### Steps To Reproduce _No response_ ### Milvus Log standalone failed job: https://qa-jenkins.milvus.io/blue/organizations/jenkins/chaos-test-cron/detail/chaos-test-cron/4636/pipeline log: [artifacts-standalone-pod-failure-4636-server-logs.tar.gz](https://github.com/milvus-io/milvus/files/11631678/artifacts-standalone-pod-failure-4636-server-logs.tar.gz) [artifacts-standalone-pod-failure-4636-pytest-logs.tar.gz](https://github.com/milvus-io/milvus/files/11631679/artifacts-standalone-pod-failure-4636-pytest-logs.tar.gz) etcd failed job: https://qa-jenkins.milvus.io/blue/organizations/jenkins/chaos-test-cron/detail/chaos-test-cron/4634/pipeline log: [artifacts-etcd-pod-kill-4634-server-logs.tar.gz](https://github.com/milvus-io/milvus/files/11631681/artifacts-etcd-pod-kill-4634-server-logs.tar.gz) [artifacts-etcd-pod-kill-4634-pytest-logs.tar.gz](https://github.com/milvus-io/milvus/files/11631682/artifacts-etcd-pod-kill-4634-pytest-logs.tar.gz) ### Anything else? _No response_",0, testcases hang after standalone and etcd pod kill chaos test is there an existing issue for this i have searched the existing issues environment markdown milvus version master deployment mode standalone or cluster standalone and cluster mq type rocksmq pulsar or kafka rocksmq and pulsar sdk version e g pymilvus os ubuntu or centos cpu memory gpu others current behavior expected behavior no response steps to reproduce no response milvus log standalone failed job log etcd failed job log anything else no response ,0 12923,8182826840.0,IssuesEvent,2018-08-29 07:01:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Audio bus output dropdown menu should use radio buttons, not checkboxes",enhancement junior job topic:editor usability,"**Godot version:** v3.0.2.stable **Issue description:** The audio bus output menu uses checkboxes, which implies that multiple outputs can be selected simultaneously (this would actually be a useful feature, I think). In reality, though, it behaves like a radio button, so the UI should reflect that if it's intentional. ![screenshot from 2018-07-08 17-45-12](https://user-images.githubusercontent.com/744228/42425951-3e6cee62-82d8-11e8-983f-31e5b61fc6d0.png) I recall seeing similar checkbox-instead-of-radiobutton usage elsewhere in the editor, but can't think of specifics at the moment. ",True,"Audio bus output dropdown menu should use radio buttons, not checkboxes - **Godot version:** v3.0.2.stable **Issue description:** The audio bus output menu uses checkboxes, which implies that multiple outputs can be selected simultaneously (this would actually be a useful feature, I think). In reality, though, it behaves like a radio button, so the UI should reflect that if it's intentional. ![screenshot from 2018-07-08 17-45-12](https://user-images.githubusercontent.com/744228/42425951-3e6cee62-82d8-11e8-983f-31e5b61fc6d0.png) I recall seeing similar checkbox-instead-of-radiobutton usage elsewhere in the editor, but can't think of specifics at the moment. ",1,audio bus output dropdown menu should use radio buttons not checkboxes godot version stable issue description the audio bus output menu uses checkboxes which implies that multiple outputs can be selected simultaneously this would actually be a useful feature i think in reality though it behaves like a radio button so the ui should reflect that if it s intentional i recall seeing similar checkbox instead of radiobutton usage elsewhere in the editor but can t think of specifics at the moment ,1 8651,5897264537.0,IssuesEvent,2017-05-18 12:02:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Hotkey to delete bezier handle points,enhancement junior job topic:editor usability,"_Bugsquad edit:_ - Alt + right click already works to delete normal points in 3D paths - The hotkey could be extended to also delete bezier handle points in 3D paths, and both normal and bezier handle points in 2D paths --- I wouldn't call this a bug. Maybe it is more inconsitancy and a small addition. At the moment you can create new points for your curve by ctrl+click. With shift you can add bezier handles for each point. At the moment it is not possible to delete existing handle points or normal points for 2d Pathes . In 3D deleting normal points at least works with alt+rightclick. To make it more consistent it would be great to add the alt+rightclick combination for 2d pathes for normal points and bezier handle points. And for 3d pathes for bezier handle points. ",True,"Hotkey to delete bezier handle points - _Bugsquad edit:_ - Alt + right click already works to delete normal points in 3D paths - The hotkey could be extended to also delete bezier handle points in 3D paths, and both normal and bezier handle points in 2D paths --- I wouldn't call this a bug. Maybe it is more inconsitancy and a small addition. At the moment you can create new points for your curve by ctrl+click. With shift you can add bezier handles for each point. At the moment it is not possible to delete existing handle points or normal points for 2d Pathes . In 3D deleting normal points at least works with alt+rightclick. To make it more consistent it would be great to add the alt+rightclick combination for 2d pathes for normal points and bezier handle points. And for 3d pathes for bezier handle points. ",1,hotkey to delete bezier handle points bugsquad edit alt right click already works to delete normal points in paths the hotkey could be extended to also delete bezier handle points in paths and both normal and bezier handle points in paths i wouldn t call this a bug maybe it is more inconsitancy and a small addition at the moment you can create new points for your curve by ctrl click with shift you can add bezier handles for each point at the moment it is not possible to delete existing handle points or normal points for pathes in deleting normal points at least works with alt rightclick to make it more consistent it would be great to add the alt rightclick combination for pathes for normal points and bezier handle points and for pathes for bezier handle points ,1 13678,8638364719.0,IssuesEvent,2018-11-23 14:31:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Android one-click deploy should ignore ""Signed"" export setting",enhancement platform:android topic:porting usability,"**Operating system or device - Godot version:** Windows 10, Godot nightly build (but applies to 2.0.3 and earlier) **Issue description** (what happened, and what was expected): It's possible to attempt a one-click deploy of an unsigned APK. This doesn't ever make sense. I'd expect the ""Package/Signed"" option to be ignore for one-click deployment. Not a HUGE issue but consider my use case where I need to export a release unsigned APK and so I have to check/uncheck this option when going between 1-click and export. (edit: it's true I can 're-sign' an already signed APK and I will probably take advantage of that, but I think it's still something to consider.) **Steps to reproduce:** Set up Godot for Android 1-click deployment Verify that a one-click deploy with ""Signed"" turned ON works ok Un-check the ""Signed"" setting Perform an Android one-click deploy Note the deploy fails (silently; the command window shows that the install failed due to no certificate): ``` Installing into device (please wait..): Google Nexus 7 running cmdline: ""H:/Android/sdk/platform-tools/adb.exe"" ""-s"" ""00ea7f8d"" ""install"" ""-r"" ""C:\Users\med\AppData\Roaming/Godot/tmp/tmpexport.apk"" 3338 KB/s (7730287 bytes in 2.261s) pkg: /data/local/tmp/tmpexport.apk Failure [INSTALL_PARSE_FAILED_NO_CERTIFICATES] ``` **Link to minimal example project** (optional but very welcome): Any project that can deploy to Android. ",True,"Android one-click deploy should ignore ""Signed"" export setting - **Operating system or device - Godot version:** Windows 10, Godot nightly build (but applies to 2.0.3 and earlier) **Issue description** (what happened, and what was expected): It's possible to attempt a one-click deploy of an unsigned APK. This doesn't ever make sense. I'd expect the ""Package/Signed"" option to be ignore for one-click deployment. Not a HUGE issue but consider my use case where I need to export a release unsigned APK and so I have to check/uncheck this option when going between 1-click and export. (edit: it's true I can 're-sign' an already signed APK and I will probably take advantage of that, but I think it's still something to consider.) **Steps to reproduce:** Set up Godot for Android 1-click deployment Verify that a one-click deploy with ""Signed"" turned ON works ok Un-check the ""Signed"" setting Perform an Android one-click deploy Note the deploy fails (silently; the command window shows that the install failed due to no certificate): ``` Installing into device (please wait..): Google Nexus 7 running cmdline: ""H:/Android/sdk/platform-tools/adb.exe"" ""-s"" ""00ea7f8d"" ""install"" ""-r"" ""C:\Users\med\AppData\Roaming/Godot/tmp/tmpexport.apk"" 3338 KB/s (7730287 bytes in 2.261s) pkg: /data/local/tmp/tmpexport.apk Failure [INSTALL_PARSE_FAILED_NO_CERTIFICATES] ``` **Link to minimal example project** (optional but very welcome): Any project that can deploy to Android. ",1,android one click deploy should ignore signed export setting operating system or device godot version windows godot nightly build but applies to and earlier issue description what happened and what was expected it s possible to attempt a one click deploy of an unsigned apk this doesn t ever make sense i d expect the package signed option to be ignore for one click deployment not a huge issue but consider my use case where i need to export a release unsigned apk and so i have to check uncheck this option when going between click and export edit it s true i can re sign an already signed apk and i will probably take advantage of that but i think it s still something to consider steps to reproduce set up godot for android click deployment verify that a one click deploy with signed turned on works ok un check the signed setting perform an android one click deploy note the deploy fails silently the command window shows that the install failed due to no certificate installing into device please wait google nexus running cmdline h android sdk platform tools adb exe s install r c users med appdata roaming godot tmp tmpexport apk kb s bytes in pkg data local tmp tmpexport apk failure link to minimal example project optional but very welcome any project that can deploy to android ,1 45556,11698689405.0,IssuesEvent,2020-03-06 14:20:51,AdoptOpenJDK/openjdk-build,https://api.github.com/repos/AdoptOpenJDK/openjdk-build,closed,New enable-dtrace options causes AIX builds to fail,bug buildbreak,"Ref: https://ci.adoptopenjdk.net/view/Failing%20Builds/job/build-scripts/job/jobs/job/jdk11u/job/jdk11u-aix-ppc64-openj9/508/console ``` checking for dtrace tool... not found, cannot build dtrace checking sys/sdt.h usability... no checking sys/sdt.h presence... configure: error: Cannot enable dtrace with missing dependencies. See above. no checking for sys/sdt.h... no checking if dtrace should be built... no, missing dependencies configure exiting with result code 1 [Pipeline] } ``` Apparently the new version of the option (required by JDK15) is not the same as the old `auto` option so https://github.com/AdoptOpenJDK/openjdk-build/pull/1563 has likely been the cause of this. We should switch to enabling this in the `platform-specific-configuration` scripts instead of globally in `build.sh`",1.0,"New enable-dtrace options causes AIX builds to fail - Ref: https://ci.adoptopenjdk.net/view/Failing%20Builds/job/build-scripts/job/jobs/job/jdk11u/job/jdk11u-aix-ppc64-openj9/508/console ``` checking for dtrace tool... not found, cannot build dtrace checking sys/sdt.h usability... no checking sys/sdt.h presence... configure: error: Cannot enable dtrace with missing dependencies. See above. no checking for sys/sdt.h... no checking if dtrace should be built... no, missing dependencies configure exiting with result code 1 [Pipeline] } ``` Apparently the new version of the option (required by JDK15) is not the same as the old `auto` option so https://github.com/AdoptOpenJDK/openjdk-build/pull/1563 has likely been the cause of this. We should switch to enabling this in the `platform-specific-configuration` scripts instead of globally in `build.sh`",0,new enable dtrace options causes aix builds to fail ref checking for dtrace tool not found cannot build dtrace checking sys sdt h usability no checking sys sdt h presence configure error cannot enable dtrace with missing dependencies see above no checking for sys sdt h no checking if dtrace should be built no missing dependencies configure exiting with result code apparently the new version of the option required by is not the same as the old auto option so has likely been the cause of this we should switch to enabling this in the platform specific configuration scripts instead of globally in build sh ,0 17576,12165725575.0,IssuesEvent,2020-04-27 08:03:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improve discoverability for searching projects by full path in the project manager,enhancement topic:editor usability,"**Godot version:** v3.2.1.stable.official **OS/device including version:** Debian/testing **Issue description:** Type something included in the path, it doesnt filter them ",True,"Improve discoverability for searching projects by full path in the project manager - **Godot version:** v3.2.1.stable.official **OS/device including version:** Debian/testing **Issue description:** Type something included in the path, it doesnt filter them ",1,improve discoverability for searching projects by full path in the project manager godot version stable official os device including version debian testing issue description type something included in the path it doesnt filter them ,1 14812,9533893404.0,IssuesEvent,2019-04-29 22:52:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,SpatialMaterial preview in file manager not updated when material changes,bug topic:editor usability," **Godot version:** 3.0.2 **OS/device including version:** KDE Neon GTX 1060 **Issue description:** When you have a SpatialMaterial resource in your project, and edit it and then save it, the preview icon is not updated until the project is restarted. **Steps to reproduce:** 1. Create a new MeshInstance in your scene with a sphere mesh and a new SpatialMaterial and then save the material as a resource. 2. Change the albedo color from white to red in the material, and then save it. 3. Notice the thumbnail preview in the file manager still shows a white material, even though when running the game the sphere is red. ![img1](https://user-images.githubusercontent.com/31383123/40277861-bfc7eb02-5c26-11e8-8e14-1c7319705d06.png) 4. Close and re-open the project. 5. Notice the preview is now red, like it should be. ![img2](https://user-images.githubusercontent.com/31383123/40277863-c9d85d0c-5c26-11e8-9c31-6fd5a9b6a183.png) 6. Change the color to cyan and save it again - notice how the preview still shows red. So every time you change the material, you need to reload the project to see the change in the preview, which is kind of annoying. **Minimal reproduction project:** Not relevant, since opening the project updates the material preview. ",True,"SpatialMaterial preview in file manager not updated when material changes - **Godot version:** 3.0.2 **OS/device including version:** KDE Neon GTX 1060 **Issue description:** When you have a SpatialMaterial resource in your project, and edit it and then save it, the preview icon is not updated until the project is restarted. **Steps to reproduce:** 1. Create a new MeshInstance in your scene with a sphere mesh and a new SpatialMaterial and then save the material as a resource. 2. Change the albedo color from white to red in the material, and then save it. 3. Notice the thumbnail preview in the file manager still shows a white material, even though when running the game the sphere is red. ![img1](https://user-images.githubusercontent.com/31383123/40277861-bfc7eb02-5c26-11e8-8e14-1c7319705d06.png) 4. Close and re-open the project. 5. Notice the preview is now red, like it should be. ![img2](https://user-images.githubusercontent.com/31383123/40277863-c9d85d0c-5c26-11e8-9c31-6fd5a9b6a183.png) 6. Change the color to cyan and save it again - notice how the preview still shows red. So every time you change the material, you need to reload the project to see the change in the preview, which is kind of annoying. **Minimal reproduction project:** Not relevant, since opening the project updates the material preview. ",1,spatialmaterial preview in file manager not updated when material changes please search existing issues for potential duplicates before filing yours godot version os device including version kde neon gtx issue description when you have a spatialmaterial resource in your project and edit it and then save it the preview icon is not updated until the project is restarted steps to reproduce create a new meshinstance in your scene with a sphere mesh and a new spatialmaterial and then save the material as a resource change the albedo color from white to red in the material and then save it notice the thumbnail preview in the file manager still shows a white material even though when running the game the sphere is red close and re open the project notice the preview is now red like it should be change the color to cyan and save it again notice how the preview still shows red so every time you change the material you need to reload the project to see the change in the preview which is kind of annoying minimal reproduction project not relevant since opening the project updates the material preview ,1 389332,26808882512.0,IssuesEvent,2023-02-01 20:33:08,DMIT-2018/dmit-2018-jan-2023-a02-workbook-BradenRichards,https://api.github.com/repos/DMIT-2018/dmit-2018-jan-2023-a02-workbook-BradenRichards,opened,General Planning Implementation Task of Managing Playlists in Chinook,documentation,"This task list area will be completed once the implementation plan has been outlined. This area is where one creates the task list that is associated with the milestone. - Task A - [ ] Task A.1 - [ ] Task A.2 - [ ] Task A.3 - Task B - [ ] Task B.1 - Task C - [ ] Task C.1 - [ ] Task C.2 ",1.0,"General Planning Implementation Task of Managing Playlists in Chinook - This task list area will be completed once the implementation plan has been outlined. This area is where one creates the task list that is associated with the milestone. - Task A - [ ] Task A.1 - [ ] Task A.2 - [ ] Task A.3 - Task B - [ ] Task B.1 - Task C - [ ] Task C.1 - [ ] Task C.2 ",0,general planning implementation task of managing playlists in chinook this task list area will be completed once the implementation plan has been outlined this area is where one creates the task list that is associated with the milestone task a task a task a task a task b task b task c task c task c ,0 24543,23892868080.0,IssuesEvent,2022-09-08 12:50:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Export doesn't display any status,bug topic:editor usability regression topic:export,"### Godot version 81c2d7a ### System information Windows 10 x64 ### Issue description Exporting a project looks like this right now: ![godot windows tools 64_qllZqsf5R9](https://user-images.githubusercontent.com/2223172/159142048-ebee601e-60a1-41a5-a3c9-2b2b214c6391.gif) The export dialog simply freezes and then unfreezes when export finishes. No progress, no status. You don't even know if the export succeeded or anything has happened if you don't look into the output tab. ### Steps to reproduce 1. Export project ### Minimal reproduction project _No response_",True,"Export doesn't display any status - ### Godot version 81c2d7a ### System information Windows 10 x64 ### Issue description Exporting a project looks like this right now: ![godot windows tools 64_qllZqsf5R9](https://user-images.githubusercontent.com/2223172/159142048-ebee601e-60a1-41a5-a3c9-2b2b214c6391.gif) The export dialog simply freezes and then unfreezes when export finishes. No progress, no status. You don't even know if the export succeeded or anything has happened if you don't look into the output tab. ### Steps to reproduce 1. Export project ### Minimal reproduction project _No response_",1,export doesn t display any status godot version system information windows issue description exporting a project looks like this right now the export dialog simply freezes and then unfreezes when export finishes no progress no status you don t even know if the export succeeded or anything has happened if you don t look into the output tab steps to reproduce export project minimal reproduction project no response ,1 6518,9605131794.0,IssuesEvent,2019-05-10 22:25:59,pytorch/pytorch,https://api.github.com/repos/pytorch/pytorch,closed,Torch.multiprocessing pool hangs in Jupyter notebooks,module: multiprocessing,"## 🐛 Bug Running pool.map() hangs (Torch 1.0.0) ## To Reproduce ``` import torch import torch.nn as nn from torch.multiprocessing import Pool, set_start_method try: set_start_method('spawn') except RuntimeError: pass class Dummy: def __init__(self, device): self.device = device self.layer = nn.Linear(100, 100).to(self.device).share_memory() # removing share_memory doesn't have any effects def run(self): self.layer(torch.rand(1000, 100).to(self.device)) def run_steps(agent): for k in range(100): agent.run() n_gpus = 2 agents = [Dummy(""cuda:%d"" % k) for k in range(n_gpus)] # THIS HANGS pool = Pool(n_gpus) pool.map(run_steps, agents) ``` If instead I use threads, everything works: ``` # This works: from multiprocessing.dummy import Pool as dThreadPool pool = dThreadPool(n_gpus) pool.map(run_steps, agents) ``` ## Expected behavior I expect the code to run without hanging ## Environment Pytorch 1.0.0 OS: Ubuntu 16.04.3 LTS GCC version: (Ubuntu 5.4.0-6ubuntu1~16.04.11) 5.4.0 20160609 Installed via pip Python version: 3.5 CUDA 9.0 GPU models and configuration: GPU 0: Tesla P100-PCIE-16GB GPU 1: Tesla P100-PCIE-16GB Nvidia driver version: 384.145 cuDNN version: /usr/lib/x86_64-linux-gnu/libcudnn.so.7.3.1 ## Additional context This happens when running in a jupyter notebook Might be related to #16954 ",1.0,"Torch.multiprocessing pool hangs in Jupyter notebooks - ## 🐛 Bug Running pool.map() hangs (Torch 1.0.0) ## To Reproduce ``` import torch import torch.nn as nn from torch.multiprocessing import Pool, set_start_method try: set_start_method('spawn') except RuntimeError: pass class Dummy: def __init__(self, device): self.device = device self.layer = nn.Linear(100, 100).to(self.device).share_memory() # removing share_memory doesn't have any effects def run(self): self.layer(torch.rand(1000, 100).to(self.device)) def run_steps(agent): for k in range(100): agent.run() n_gpus = 2 agents = [Dummy(""cuda:%d"" % k) for k in range(n_gpus)] # THIS HANGS pool = Pool(n_gpus) pool.map(run_steps, agents) ``` If instead I use threads, everything works: ``` # This works: from multiprocessing.dummy import Pool as dThreadPool pool = dThreadPool(n_gpus) pool.map(run_steps, agents) ``` ## Expected behavior I expect the code to run without hanging ## Environment Pytorch 1.0.0 OS: Ubuntu 16.04.3 LTS GCC version: (Ubuntu 5.4.0-6ubuntu1~16.04.11) 5.4.0 20160609 Installed via pip Python version: 3.5 CUDA 9.0 GPU models and configuration: GPU 0: Tesla P100-PCIE-16GB GPU 1: Tesla P100-PCIE-16GB Nvidia driver version: 384.145 cuDNN version: /usr/lib/x86_64-linux-gnu/libcudnn.so.7.3.1 ## Additional context This happens when running in a jupyter notebook Might be related to #16954 ",0,torch multiprocessing pool hangs in jupyter notebooks 🐛 bug running pool map hangs torch to reproduce import torch import torch nn as nn from torch multiprocessing import pool set start method try set start method spawn except runtimeerror pass class dummy def init self device self device device self layer nn linear to self device share memory removing share memory doesn t have any effects def run self self layer torch rand to self device def run steps agent for k in range agent run n gpus agents this hangs pool pool n gpus pool map run steps agents if instead i use threads everything works this works from multiprocessing dummy import pool as dthreadpool pool dthreadpool n gpus pool map run steps agents expected behavior i expect the code to run without hanging environment pytorch os ubuntu lts gcc version ubuntu installed via pip python version cuda gpu models and configuration gpu tesla pcie gpu tesla pcie nvidia driver version cudnn version usr lib linux gnu libcudnn so additional context this happens when running in a jupyter notebook might be related to ,0 26322,26695685877.0,IssuesEvent,2023-01-27 10:09:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Viewport not clip control node input,enhancement topic:core confirmed usability topic:input,"**Godot version:** <3.1> [#5172](https://github.com/godotengine/godot/issues/5172)report the control not clip input, but I found viewport no work either. I cannot find a simple way to let the control node not get gui_input when it's out of it's parent control node(with clip content) or a viewport. I dont understand why a node outside of a viewport can still catch input, it makes no sense. What I can do now is check if the the parent get the input too. ![image](https://user-images.githubusercontent.com/9168814/57575774-c2d83d80-7483-11e9-97f9-3e1cde068416.png) And I cannot use mouse_enter exit to check if the mouse is in parent box, because the final mouse enter/exit area is the blue area in the pic above, not only the parent block.",True,"Viewport not clip control node input - **Godot version:** <3.1> [#5172](https://github.com/godotengine/godot/issues/5172)report the control not clip input, but I found viewport no work either. I cannot find a simple way to let the control node not get gui_input when it's out of it's parent control node(with clip content) or a viewport. I dont understand why a node outside of a viewport can still catch input, it makes no sense. What I can do now is check if the the parent get the input too. ![image](https://user-images.githubusercontent.com/9168814/57575774-c2d83d80-7483-11e9-97f9-3e1cde068416.png) And I cannot use mouse_enter exit to check if the mouse is in parent box, because the final mouse enter/exit area is the blue area in the pic above, not only the parent block.",1,viewport not clip control node input godot version the control not clip input but i found viewport no work either i cannot find a simple way to let the control node not get gui input when it s out of it s parent control node with clip content or a viewport i dont understand why a node outside of a viewport can still catch input it makes no sense what i can do now is check if the the parent get the input too and i cannot use mouse enter exit to check if the mouse is in parent box because the final mouse enter exit area is the blue area in the pic above not only the parent block ,1 57916,14242019082.0,IssuesEvent,2020-11-19 00:45:23,xamarin/xamarin-android,https://api.github.com/repos/xamarin/xamarin-android,closed,[Bug] Warning in Google Console when publishing an app from Visual Studio,Area: App+Library Build,"### Description When I published my app to the new (beta) Google console, i got two warnings, one of them was ""This App Bundle contains Java/Kotlin code, which might be obfuscated."" I found this issue that describes my situation: https://github.com/apache/cordova-android/issues/1008 From what I read it seems that the publishing procedure inside visual studio needs to be updated to upload some additional file so this warning goes away.",1.0,"[Bug] Warning in Google Console when publishing an app from Visual Studio - ### Description When I published my app to the new (beta) Google console, i got two warnings, one of them was ""This App Bundle contains Java/Kotlin code, which might be obfuscated."" I found this issue that describes my situation: https://github.com/apache/cordova-android/issues/1008 From what I read it seems that the publishing procedure inside visual studio needs to be updated to upload some additional file so this warning goes away.",0, warning in google console when publishing an app from visual studio description when i published my app to the new beta google console i got two warnings one of them was this app bundle contains java kotlin code which might be obfuscated i found this issue that describes my situation from what i read it seems that the publishing procedure inside visual studio needs to be updated to upload some additional file so this warning goes away ,0 9947,6525199705.0,IssuesEvent,2017-08-29 15:08:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dependency checking is not working,bug topic:editor usability,"**Operating system or device - Godot version:** Windows 10 – Godot master (bbada82) **Issue description:** The checking of dependencies inside the editor is not working. - The ""Edit Dependencies"" option in the FileSystem dock's RMB menu shows nothing, even when the file is a dependency. (Also, maybe this name is a bit confusing, as it should show what depends on the file, so ""Edit Dependents"" would be more accurate). - Deleting a file from the FileSystem dock isn't warning if the file is used somewhere. - The ""Orphan Resource Explorer"" is showing ""0"" to everything.",True,"Dependency checking is not working - **Operating system or device - Godot version:** Windows 10 – Godot master (bbada82) **Issue description:** The checking of dependencies inside the editor is not working. - The ""Edit Dependencies"" option in the FileSystem dock's RMB menu shows nothing, even when the file is a dependency. (Also, maybe this name is a bit confusing, as it should show what depends on the file, so ""Edit Dependents"" would be more accurate). - Deleting a file from the FileSystem dock isn't warning if the file is used somewhere. - The ""Orphan Resource Explorer"" is showing ""0"" to everything.",1,dependency checking is not working operating system or device godot version windows – godot master issue description the checking of dependencies inside the editor is not working the edit dependencies option in the filesystem dock s rmb menu shows nothing even when the file is a dependency also maybe this name is a bit confusing as it should show what depends on the file so edit dependents would be more accurate deleting a file from the filesystem dock isn t warning if the file is used somewhere the orphan resource explorer is showing to everything ,1 21208,16626546762.0,IssuesEvent,2021-06-03 10:17:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Zoom Level with light theme nearly invisible,enhancement topic:2d topic:editor usability,"Windows 10, Godot Engine v3.2.3.stable Switch to light theme, open a new empty scene and look at the zoom level. The zoom level is only a little bit darker as the background. ![Zwischenablage01](https://user-images.githubusercontent.com/9704038/96832546-3800be00-143f-11eb-9ef1-650b90ee4de6.png) ",True,"Zoom Level with light theme nearly invisible - Windows 10, Godot Engine v3.2.3.stable Switch to light theme, open a new empty scene and look at the zoom level. The zoom level is only a little bit darker as the background. ![Zwischenablage01](https://user-images.githubusercontent.com/9704038/96832546-3800be00-143f-11eb-9ef1-650b90ee4de6.png) ",1,zoom level with light theme nearly invisible windows godot engine stable switch to light theme open a new empty scene and look at the zoom level the zoom level is only a little bit darker as the background ,1 240854,26256518038.0,IssuesEvent,2023-01-06 01:33:36,AlexRogalskiy/java-patterns,https://api.github.com/repos/AlexRogalskiy/java-patterns,opened,CVE-2016-1000240 (Medium) detected in c3-0.4.10.min.js,security vulnerability,"## CVE-2016-1000240 - Medium Severity Vulnerability
Vulnerable Library - c3-0.4.10.min.js

D3-based reusable chart library

Library home page: https://cdnjs.cloudflare.com/ajax/libs/c3/0.4.10/c3.min.js

Path to dependency file: /datas.html

Path to vulnerable library: /datas.html

Dependency Hierarchy: - :x: **c3-0.4.10.min.js** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

c3 before 0.4.11 vulnerable to cross-site scripting via improper sanitization of HTML in rendered tooltips.

Publish Date: 2019-07-11

URL: CVE-2016-1000240

CVSS 3 Score Details (4.7)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Changed - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://www.npmjs.com/advisories/138

Release Date: 2019-07-11

Fix Resolution: 0.4.11

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2016-1000240 (Medium) detected in c3-0.4.10.min.js - ## CVE-2016-1000240 - Medium Severity Vulnerability
Vulnerable Library - c3-0.4.10.min.js

D3-based reusable chart library

Library home page: https://cdnjs.cloudflare.com/ajax/libs/c3/0.4.10/c3.min.js

Path to dependency file: /datas.html

Path to vulnerable library: /datas.html

Dependency Hierarchy: - :x: **c3-0.4.10.min.js** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

c3 before 0.4.11 vulnerable to cross-site scripting via improper sanitization of HTML in rendered tooltips.

Publish Date: 2019-07-11

URL: CVE-2016-1000240

CVSS 3 Score Details (4.7)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Changed - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://www.npmjs.com/advisories/138

Release Date: 2019-07-11

Fix Resolution: 0.4.11

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in min js cve medium severity vulnerability vulnerable library min js based reusable chart library library home page a href path to dependency file datas html path to vulnerable library datas html dependency hierarchy x min js vulnerable library found in base branch master vulnerability details before vulnerable to cross site scripting via improper sanitization of html in rendered tooltips publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction required scope changed impact metrics confidentiality impact none integrity impact low availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution step up your open source security game with mend ,0 59962,7308115345.0,IssuesEvent,2018-02-28 06:50:14,otavanopisto/muikku,https://api.github.com/repos/otavanopisto/muikku,closed,Announcements reading views styling,REDESIGN2017 enhancement review,After templates and functionality is done it's visuals turn.,1.0,Announcements reading views styling - After templates and functionality is done it's visuals turn.,0,announcements reading views styling after templates and functionality is done it s visuals turn ,0 16041,10525528698.0,IssuesEvent,2019-09-30 15:14:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Custom default node names,enhancement topic:editor usability,"Whenever I add a collider node, be it CollisionPolygon2D or CollisionShape2D etc. I tend to name it just ""Collider"" or ""Shape"". I also usually rename AnimationPlayer to Animation. I just rarely use default node names. So after renaming a collider for 100th time, I thought that it would be cool if we could specify default names for our nodes, per type. By default they should be named after their type of course, but editor-wide or at least project-wide setting for their name would be useful (of course I don't mean renaming type, but the node that is created in tree). So if someone uses a convention, they don't need to rename each new node to the name they pretty much always use.",True,"Custom default node names - Whenever I add a collider node, be it CollisionPolygon2D or CollisionShape2D etc. I tend to name it just ""Collider"" or ""Shape"". I also usually rename AnimationPlayer to Animation. I just rarely use default node names. So after renaming a collider for 100th time, I thought that it would be cool if we could specify default names for our nodes, per type. By default they should be named after their type of course, but editor-wide or at least project-wide setting for their name would be useful (of course I don't mean renaming type, but the node that is created in tree). So if someone uses a convention, they don't need to rename each new node to the name they pretty much always use.",1,custom default node names whenever i add a collider node be it or etc i tend to name it just collider or shape i also usually rename animationplayer to animation i just rarely use default node names so after renaming a collider for time i thought that it would be cool if we could specify default names for our nodes per type by default they should be named after their type of course but editor wide or at least project wide setting for their name would be useful of course i don t mean renaming type but the node that is created in tree so if someone uses a convention they don t need to rename each new node to the name they pretty much always use ,1 18207,12677729731.0,IssuesEvent,2020-06-19 08:20:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[Suggestion] Add an option to change rotation controls in 3D editor,enhancement topic:editor usability,"As in, allow for Right Click to be rotation around the focus instead of Middle Click and vice versa, etc.",True,"[Suggestion] Add an option to change rotation controls in 3D editor - As in, allow for Right Click to be rotation around the focus instead of Middle Click and vice versa, etc.",1, add an option to change rotation controls in editor as in allow for right click to be rotation around the focus instead of middle click and vice versa etc ,1 10671,6849463707.0,IssuesEvent,2017-11-13 22:11:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Global axis translation does not work,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Fedora 64bit godot master 19b1ff0fc5f7acce23176ad6c8752604357472f0 **Issue description:** the axis translation in global coordinates is broken, it does not respect the axis example ![peek 2017-11-10 13-21](https://user-images.githubusercontent.com/1103897/32674789-3a0c9406-c61a-11e7-8396-8d8a408502a3.gif) **Steps to reproduce:** try to translate something by axis ping @n-pigeon **Link to minimal example project:** ",True,"Global axis translation does not work - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Fedora 64bit godot master 19b1ff0fc5f7acce23176ad6c8752604357472f0 **Issue description:** the axis translation in global coordinates is broken, it does not respect the axis example ![peek 2017-11-10 13-21](https://user-images.githubusercontent.com/1103897/32674789-3a0c9406-c61a-11e7-8396-8d8a408502a3.gif) **Steps to reproduce:** try to translate something by axis ping @n-pigeon **Link to minimal example project:** ",1,global axis translation does not work operating system or device godot version gpu model and driver if graphics related fedora godot master issue description the axis translation in global coordinates is broken it does not respect the axis example steps to reproduce try to translate something by axis ping n pigeon link to minimal example project ,1 184728,21784959642.0,IssuesEvent,2022-05-14 01:57:42,howlr-me/howlr-front,https://api.github.com/repos/howlr-me/howlr-front,closed,CVE-2018-11695 (High) detected in node-sass-v4.12.0 - autoclosed,security vulnerability,"## CVE-2018-11695 - High Severity Vulnerability
Vulnerable Library - node-sassv4.12.0

:rainbow: Node.js bindings to libsass

Library home page: https://github.com/sass/node-sass.git

Found in HEAD commit: aefbb4fb9899e9aedf8d3f10a36a31a07cc365dc

Library Source Files (72)

* The source files were matched to this source library based on a best effort match. Source libraries are selected from a list of probable public libraries.

- /howlr-front/node_modules/node-sass/src/libsass/src/expand.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/expand.cpp - /howlr-front/node_modules/node-sass/src/sass_types/factory.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/operators.cpp - /howlr-front/node_modules/node-sass/src/sass_types/boolean.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/util.hpp - /howlr-front/node_modules/node-sass/src/sass_types/value.h - /howlr-front/node_modules/node-sass/src/libsass/src/emitter.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/lexer.cpp - /howlr-front/node_modules/node-sass/src/callback_bridge.h - /howlr-front/node_modules/node-sass/src/libsass/src/file.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/sass.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/operation.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/operators.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/constants.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/error_handling.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/ast_fwd_decl.cpp - /howlr-front/node_modules/node-sass/src/custom_importer_bridge.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/parser.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/constants.cpp - /howlr-front/node_modules/node-sass/src/sass_types/list.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/cssize.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/functions.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/util.cpp - /howlr-front/node_modules/node-sass/src/custom_function_bridge.cpp - /howlr-front/node_modules/node-sass/src/custom_importer_bridge.h - /howlr-front/node_modules/node-sass/src/libsass/src/bind.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/eval.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/inspect.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/backtrace.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/extend.cpp - /howlr-front/node_modules/node-sass/src/sass_context_wrapper.h - /howlr-front/node_modules/node-sass/src/sass_types/sass_value_wrapper.h - /howlr-front/node_modules/node-sass/src/libsass/src/error_handling.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/node.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/parser.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/debugger.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/emitter.cpp - /howlr-front/node_modules/node-sass/src/sass_types/number.cpp - /howlr-front/node_modules/node-sass/src/sass_types/color.h - /howlr-front/node_modules/node-sass/src/libsass/src/sass_values.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/ast.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/output.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/check_nesting.cpp - /howlr-front/node_modules/node-sass/src/sass_types/null.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/ast_def_macros.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/functions.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/cssize.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/prelexer.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/ast.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/to_c.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/to_value.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/ast_fwd_decl.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/inspect.hpp - /howlr-front/node_modules/node-sass/src/sass_types/color.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/values.cpp - /howlr-front/node_modules/node-sass/src/sass_context_wrapper.cpp - /howlr-front/node_modules/node-sass/src/sass_types/list.h - /howlr-front/node_modules/node-sass/src/libsass/src/memory/SharedPtr.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/check_nesting.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/to_c.hpp - /howlr-front/node_modules/node-sass/src/sass_types/map.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/to_value.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/context.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/listize.hpp - /howlr-front/node_modules/node-sass/src/binding.cpp - /howlr-front/node_modules/node-sass/src/sass_types/string.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/sass_context.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/prelexer.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/context.hpp - /howlr-front/node_modules/node-sass/src/sass_types/boolean.h - /howlr-front/node_modules/node-sass/src/libsass/src/eval.cpp

Vulnerability Details

An issue was discovered in LibSass through 3.5.2. A NULL pointer dereference was found in the function Sass::Expand::operator which could be leveraged by an attacker to cause a denial of service (application crash) or possibly have unspecified other impact.

Publish Date: 2018-06-04

URL: CVE-2018-11695

CVSS 3 Score Details (8.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2018-11695 (High) detected in node-sass-v4.12.0 - autoclosed - ## CVE-2018-11695 - High Severity Vulnerability
Vulnerable Library - node-sassv4.12.0

:rainbow: Node.js bindings to libsass

Library home page: https://github.com/sass/node-sass.git

Found in HEAD commit: aefbb4fb9899e9aedf8d3f10a36a31a07cc365dc

Library Source Files (72)

* The source files were matched to this source library based on a best effort match. Source libraries are selected from a list of probable public libraries.

- /howlr-front/node_modules/node-sass/src/libsass/src/expand.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/expand.cpp - /howlr-front/node_modules/node-sass/src/sass_types/factory.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/operators.cpp - /howlr-front/node_modules/node-sass/src/sass_types/boolean.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/util.hpp - /howlr-front/node_modules/node-sass/src/sass_types/value.h - /howlr-front/node_modules/node-sass/src/libsass/src/emitter.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/lexer.cpp - /howlr-front/node_modules/node-sass/src/callback_bridge.h - /howlr-front/node_modules/node-sass/src/libsass/src/file.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/sass.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/operation.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/operators.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/constants.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/error_handling.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/ast_fwd_decl.cpp - /howlr-front/node_modules/node-sass/src/custom_importer_bridge.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/parser.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/constants.cpp - /howlr-front/node_modules/node-sass/src/sass_types/list.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/cssize.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/functions.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/util.cpp - /howlr-front/node_modules/node-sass/src/custom_function_bridge.cpp - /howlr-front/node_modules/node-sass/src/custom_importer_bridge.h - /howlr-front/node_modules/node-sass/src/libsass/src/bind.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/eval.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/inspect.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/backtrace.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/extend.cpp - /howlr-front/node_modules/node-sass/src/sass_context_wrapper.h - /howlr-front/node_modules/node-sass/src/sass_types/sass_value_wrapper.h - /howlr-front/node_modules/node-sass/src/libsass/src/error_handling.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/node.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/parser.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/debugger.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/emitter.cpp - /howlr-front/node_modules/node-sass/src/sass_types/number.cpp - /howlr-front/node_modules/node-sass/src/sass_types/color.h - /howlr-front/node_modules/node-sass/src/libsass/src/sass_values.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/ast.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/output.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/check_nesting.cpp - /howlr-front/node_modules/node-sass/src/sass_types/null.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/ast_def_macros.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/functions.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/cssize.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/prelexer.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/ast.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/to_c.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/to_value.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/ast_fwd_decl.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/inspect.hpp - /howlr-front/node_modules/node-sass/src/sass_types/color.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/values.cpp - /howlr-front/node_modules/node-sass/src/sass_context_wrapper.cpp - /howlr-front/node_modules/node-sass/src/sass_types/list.h - /howlr-front/node_modules/node-sass/src/libsass/src/memory/SharedPtr.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/check_nesting.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/to_c.hpp - /howlr-front/node_modules/node-sass/src/sass_types/map.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/to_value.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/context.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/listize.hpp - /howlr-front/node_modules/node-sass/src/binding.cpp - /howlr-front/node_modules/node-sass/src/sass_types/string.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/sass_context.cpp - /howlr-front/node_modules/node-sass/src/libsass/src/prelexer.hpp - /howlr-front/node_modules/node-sass/src/libsass/src/context.hpp - /howlr-front/node_modules/node-sass/src/sass_types/boolean.h - /howlr-front/node_modules/node-sass/src/libsass/src/eval.cpp

Vulnerability Details

An issue was discovered in LibSass through 3.5.2. A NULL pointer dereference was found in the function Sass::Expand::operator which could be leveraged by an attacker to cause a denial of service (application crash) or possibly have unspecified other impact.

Publish Date: 2018-06-04

URL: CVE-2018-11695

CVSS 3 Score Details (8.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in node sass autoclosed cve high severity vulnerability vulnerable library node rainbow node js bindings to libsass library home page a href found in head commit a href library source files the source files were matched to this source library based on a best effort match source libraries are selected from a list of probable public libraries howlr front node modules node sass src libsass src expand hpp howlr front node modules node sass src libsass src expand cpp howlr front node modules node sass src sass types factory cpp howlr front node modules node sass src libsass src operators cpp howlr front node modules node sass src sass types boolean cpp howlr front node modules node sass src libsass src util hpp howlr front node modules node sass src sass types value h howlr front node modules node sass src libsass src emitter hpp howlr front node modules node sass src libsass src lexer cpp howlr front node modules node sass src callback bridge h howlr front node modules node sass src libsass src file cpp howlr front node modules node sass src libsass src sass cpp howlr front node modules node sass src libsass src operation hpp howlr front node modules node sass src libsass src operators hpp howlr front node modules node sass src libsass src constants hpp howlr front node modules node sass src libsass src error handling hpp howlr front node modules node sass src libsass src ast fwd decl cpp howlr front node modules node sass src custom importer bridge cpp howlr front node modules node sass src libsass src parser hpp howlr front node modules node sass src libsass src constants cpp howlr front node modules node sass src sass types list cpp howlr front node modules node sass src libsass src cssize cpp howlr front node modules node sass src libsass src functions hpp howlr front node modules node sass src libsass src util cpp howlr front node modules node sass src custom function bridge cpp howlr front node modules node sass src custom importer bridge h howlr front node modules node sass src libsass src bind cpp howlr front node modules node sass src libsass src eval hpp howlr front node modules node sass src libsass src inspect cpp howlr front node modules node sass src libsass src backtrace cpp howlr front node modules node sass src libsass src extend cpp howlr front node modules node sass src sass context wrapper h howlr front node modules node sass src sass types sass value wrapper h howlr front node modules node sass src libsass src error handling cpp howlr front node modules node sass src libsass src node cpp howlr front node modules node sass src libsass src parser cpp howlr front node modules node sass src libsass src debugger hpp howlr front node modules node sass src libsass src emitter cpp howlr front node modules node sass src sass types number cpp howlr front node modules node sass src sass types color h howlr front node modules node sass src libsass src sass values cpp howlr front node modules node sass src libsass src ast hpp howlr front node modules node sass src libsass src output cpp howlr front node modules node sass src libsass src check nesting cpp howlr front node modules node sass src sass types null cpp howlr front node modules node sass src libsass src ast def macros hpp howlr front node modules node sass src libsass src functions cpp howlr front node modules node sass src libsass src cssize hpp howlr front node modules node sass src libsass src prelexer cpp howlr front node modules node sass src libsass src ast cpp howlr front node modules node sass src libsass src to c cpp howlr front node modules node sass src libsass src to value hpp howlr front node modules node sass src libsass src ast fwd decl hpp howlr front node modules node sass src libsass src inspect hpp howlr front node modules node sass src sass types color cpp howlr front node modules node sass src libsass src values cpp howlr front node modules node sass src sass context wrapper cpp howlr front node modules node sass src sass types list h howlr front node modules node sass src libsass src memory sharedptr hpp howlr front node modules node sass src libsass src check nesting hpp howlr front node modules node sass src libsass src to c hpp howlr front node modules node sass src sass types map cpp howlr front node modules node sass src libsass src to value cpp howlr front node modules node sass src libsass src context cpp howlr front node modules node sass src libsass src listize hpp howlr front node modules node sass src binding cpp howlr front node modules node sass src sass types string cpp howlr front node modules node sass src libsass src sass context cpp howlr front node modules node sass src libsass src prelexer hpp howlr front node modules node sass src libsass src context hpp howlr front node modules node sass src sass types boolean h howlr front node modules node sass src libsass src eval cpp vulnerability details an issue was discovered in libsass through a null pointer dereference was found in the function sass expand operator which could be leveraged by an attacker to cause a denial of service application crash or possibly have unspecified other impact publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction required scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href step up your open source security game with whitesource ,0 16802,11361520525.0,IssuesEvent,2020-01-26 15:28:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,"HTML5 one click deploy button is always active, even if misconfigured",bug junior job topic:editor usability,"**Godot version:** 3.2 RC 3 and master (689db68) **OS/device including version:** Linux **Issue description:** The HTML5 one click deploy button is always visible if an HTML5 preset has been defined, even if the templates are missing or if it's misconfigured. ![Screenshot_20200126_162724](https://user-images.githubusercontent.com/4701338/73137472-be2ad800-4058-11ea-8e90-5eb724088af0.png) When clicking: ![Screenshot_20200126_162742](https://user-images.githubusercontent.com/4701338/73137479-ca169a00-4058-11ea-98c8-357e2cc09ab9.png) `EditorRunNative` should check `EditorExportPlatform::can_export()` for all platforms when deciding whether the platform's one click deploy button should be visible or not (in `EditorRunNative::_notification()` at `NOTIFICATION_PROCESS` most likely. The hotfix done for Android in #35570 could then likely be partly reverted (the removal of the `adb == """"` check should still be valid though if there is no way anymore to trigger this code without passing `can_export()`). **Steps to reproduce:** - Create new project - Add HTML5 preset",True,"HTML5 one click deploy button is always active, even if misconfigured - **Godot version:** 3.2 RC 3 and master (689db68) **OS/device including version:** Linux **Issue description:** The HTML5 one click deploy button is always visible if an HTML5 preset has been defined, even if the templates are missing or if it's misconfigured. ![Screenshot_20200126_162724](https://user-images.githubusercontent.com/4701338/73137472-be2ad800-4058-11ea-8e90-5eb724088af0.png) When clicking: ![Screenshot_20200126_162742](https://user-images.githubusercontent.com/4701338/73137479-ca169a00-4058-11ea-98c8-357e2cc09ab9.png) `EditorRunNative` should check `EditorExportPlatform::can_export()` for all platforms when deciding whether the platform's one click deploy button should be visible or not (in `EditorRunNative::_notification()` at `NOTIFICATION_PROCESS` most likely. The hotfix done for Android in #35570 could then likely be partly reverted (the removal of the `adb == """"` check should still be valid though if there is no way anymore to trigger this code without passing `can_export()`). **Steps to reproduce:** - Create new project - Add HTML5 preset",1, one click deploy button is always active even if misconfigured godot version rc and master os device including version linux issue description the one click deploy button is always visible if an preset has been defined even if the templates are missing or if it s misconfigured when clicking editorrunnative should check editorexportplatform can export for all platforms when deciding whether the platform s one click deploy button should be visible or not in editorrunnative notification at notification process most likely the hotfix done for android in could then likely be partly reverted the removal of the adb check should still be valid though if there is no way anymore to trigger this code without passing can export steps to reproduce create new project add preset,1 20965,16374657119.0,IssuesEvent,2021-05-15 21:15:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Moving shader files within the editor discards the unsaved code without asking,enhancement topic:editor usability,"**Godot version:** Godot 3.0.5 **Issue description:** As title suggest, when moving file.shader from a location to another within the editor, Godot moves just the last saved file without any warning of losing unsaved edits. Will be nice to have at least a warning with an confirmation diag if the editor realizes that new conten has been added to the about-to-move file **Minimal reproduction project:** Create a new shader and save it as a file. Edit with few lines and then move it in another folder using the editor. Reopening the shader file will display of course just the last saved one. A warning could help to avoid mistakes from users. ",True,"Moving shader files within the editor discards the unsaved code without asking - **Godot version:** Godot 3.0.5 **Issue description:** As title suggest, when moving file.shader from a location to another within the editor, Godot moves just the last saved file without any warning of losing unsaved edits. Will be nice to have at least a warning with an confirmation diag if the editor realizes that new conten has been added to the about-to-move file **Minimal reproduction project:** Create a new shader and save it as a file. Edit with few lines and then move it in another folder using the editor. Reopening the shader file will display of course just the last saved one. A warning could help to avoid mistakes from users. ",1,moving shader files within the editor discards the unsaved code without asking godot version godot issue description as title suggest when moving file shader from a location to another within the editor godot moves just the last saved file without any warning of losing unsaved edits will be nice to have at least a warning with an confirmation diag if the editor realizes that new conten has been added to the about to move file minimal reproduction project create a new shader and save it as a file edit with few lines and then move it in another folder using the editor reopening the shader file will display of course just the last saved one a warning could help to avoid mistakes from users ,1 14845,18239434307.0,IssuesEvent,2021-10-01 11:03:33,qgis/QGIS-Documentation,https://api.github.com/repos/qgis/QGIS-Documentation,closed,[feature] [mesh] Mesh Calculator,User Manual Automatic new feature Processing Alg 3.6 Mesh,"Original commit: https://github.com/qgis/QGIS/commit/cd9a84e11c2649f3af9b4cee08652bdfcd340134 by PeterPetrik Similarly to raster calculator, mesh calculator can take dataset groups from current mesh layer and combine them with various aritmentic/logical operators to new dataset group.",1.0,"[feature] [mesh] Mesh Calculator - Original commit: https://github.com/qgis/QGIS/commit/cd9a84e11c2649f3af9b4cee08652bdfcd340134 by PeterPetrik Similarly to raster calculator, mesh calculator can take dataset groups from current mesh layer and combine them with various aritmentic/logical operators to new dataset group.",0, mesh calculator original commit by peterpetrik similarly to raster calculator mesh calculator can take dataset groups from current mesh layer and combine them with various aritmentic logical operators to new dataset group ,0 122868,4846405257.0,IssuesEvent,2016-11-10 11:38:36,department-of-veterans-affairs/vets-website,https://api.github.com/repos/department-of-veterans-affairs/vets-website,closed,two line phone numbers for extensions ,2-in-progress FL in progress low-priority," ",1.0,"two line phone numbers for extensions - ",0,two line phone numbers for extensions img width alt screen shot at pm src ,0 26902,27339223143.0,IssuesEvent,2023-02-26 15:45:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Beta 8 breaks PhysicsShapeQueryParameters3D set_exclude,discussion usability topic:physics,"### Godot version 4.0 beta 8 ### System information Windows 10 ### Issue description An old function that worked fine in beta 6: ``` var space: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state as PhysicsDirectSpaceState3D var params: = PhysicsShapeQueryParameters3D.new() params.set_shape(col_stand.shape) params.set_transform(global_transform) params.set_exclude([self]) params.collision_mask = collision_mask ``` But since upgrading to beta 8, I get an error: `Parser Error: Invalid argument for ""set_exclude()"" function: argument 1 should be Array[RID] but is Array[res://og_player/player.gd].` This is fixed when changing `params.set_exclude([self])` to `params.set_exclude([self.get_id()])` but it seems like a regression. ### Steps to reproduce As above. ### Minimal reproduction project N/A",True,"Beta 8 breaks PhysicsShapeQueryParameters3D set_exclude - ### Godot version 4.0 beta 8 ### System information Windows 10 ### Issue description An old function that worked fine in beta 6: ``` var space: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state as PhysicsDirectSpaceState3D var params: = PhysicsShapeQueryParameters3D.new() params.set_shape(col_stand.shape) params.set_transform(global_transform) params.set_exclude([self]) params.collision_mask = collision_mask ``` But since upgrading to beta 8, I get an error: `Parser Error: Invalid argument for ""set_exclude()"" function: argument 1 should be Array[RID] but is Array[res://og_player/player.gd].` This is fixed when changing `params.set_exclude([self])` to `params.set_exclude([self.get_id()])` but it seems like a regression. ### Steps to reproduce As above. ### Minimal reproduction project N/A",1,beta breaks set exclude godot version beta system information windows issue description an old function that worked fine in beta var space get world direct space state as var params new params set shape col stand shape params set transform global transform params set exclude params collision mask collision mask but since upgrading to beta i get an error parser error invalid argument for set exclude function argument should be array but is array this is fixed when changing params set exclude to params set exclude but it seems like a regression steps to reproduce as above minimal reproduction project n a,1 210950,16136028764.0,IssuesEvent,2021-04-29 11:58:20,Arquisoft/radarin_en3b,https://api.github.com/repos/Arquisoft/radarin_en3b,closed,Load tests,test,"We need to make some load tests for checking if the application may crash with a lot of concurrent users. We are using gatling for that, and the resulting scala tests are going to be uploaded to the project.",1.0,"Load tests - We need to make some load tests for checking if the application may crash with a lot of concurrent users. We are using gatling for that, and the resulting scala tests are going to be uploaded to the project.",0,load tests we need to make some load tests for checking if the application may crash with a lot of concurrent users we are using gatling for that and the resulting scala tests are going to be uploaded to the project ,0 26758,27164130574.0,IssuesEvent,2023-02-17 14:12:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Minimap bottom area selects/drags code instead,bug topic:editor usability topic:gui,"### Godot version 515552860b2eb1ac5f10e7266507a3e92f824fde ### System information Fedora Silverblue 36, Ryzen 2400G ### Issue description The bottom area of the code minimap cannot be used to scroll the code window, mouse inputs are instead sent to the underlying editor, resulting in code being selected/dragged. https://user-images.githubusercontent.com/347965/182465164-a5c020ae-d48b-4521-8074-350864d8d677.mov ### Steps to reproduce 1. Open a file with ~300 LOC 2. Attempt to scroll from the bottom of the minimap ### Minimal reproduction project _No response_",True,"Minimap bottom area selects/drags code instead - ### Godot version 515552860b2eb1ac5f10e7266507a3e92f824fde ### System information Fedora Silverblue 36, Ryzen 2400G ### Issue description The bottom area of the code minimap cannot be used to scroll the code window, mouse inputs are instead sent to the underlying editor, resulting in code being selected/dragged. https://user-images.githubusercontent.com/347965/182465164-a5c020ae-d48b-4521-8074-350864d8d677.mov ### Steps to reproduce 1. Open a file with ~300 LOC 2. Attempt to scroll from the bottom of the minimap ### Minimal reproduction project _No response_",1,minimap bottom area selects drags code instead godot version system information fedora silverblue ryzen issue description the bottom area of the code minimap cannot be used to scroll the code window mouse inputs are instead sent to the underlying editor resulting in code being selected dragged steps to reproduce open a file with loc attempt to scroll from the bottom of the minimap minimal reproduction project no response ,1 26426,11307088866.0,IssuesEvent,2020-01-18 18:34:00,EdHomeH/eventpoints-backend,https://api.github.com/repos/EdHomeH/eventpoints-backend,opened,CVE-2019-12855 (High) detected in Twisted-19.2.0.tar.bz2,security vulnerability,"## CVE-2019-12855 - High Severity Vulnerability
Vulnerable Library - Twisted-19.2.0.tar.bz2

An asynchronous networking framework written in Python

Library home page: https://files.pythonhosted.org/packages/f8/2b/a80a70f71eb2b86992ffa5aaae41457791ae67faa70927fd16b76127c2b7/Twisted-19.2.0.tar.bz2

Path to dependency file: /tmp/ws-scm/eventpoints-backend/scrapers/requirements.txt

Path to vulnerable library: /eventpoints-backend/scrapers/requirements.txt

Dependency Hierarchy: - :x: **Twisted-19.2.0.tar.bz2** (Vulnerable Library)

Found in HEAD commit: 8978496657bf7aa85b4dbcf087d16c5b5c73d6c1

Vulnerability Details

In words.protocols.jabber.xmlstream in Twisted through 19.2.1, XMPP support did not verify certificates when used with TLS, allowing an attacker to MITM connections.

Publish Date: 2019-06-16

URL: CVE-2019-12855

CVSS 3 Score Details (7.4)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Change files

Origin: https://github.com/advisories/GHSA-65rm-h285-5cc5

Release Date: 2019-12-19

Fix Resolution: Replace or update the following file: 19.7.0

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2019-12855 (High) detected in Twisted-19.2.0.tar.bz2 - ## CVE-2019-12855 - High Severity Vulnerability
Vulnerable Library - Twisted-19.2.0.tar.bz2

An asynchronous networking framework written in Python

Library home page: https://files.pythonhosted.org/packages/f8/2b/a80a70f71eb2b86992ffa5aaae41457791ae67faa70927fd16b76127c2b7/Twisted-19.2.0.tar.bz2

Path to dependency file: /tmp/ws-scm/eventpoints-backend/scrapers/requirements.txt

Path to vulnerable library: /eventpoints-backend/scrapers/requirements.txt

Dependency Hierarchy: - :x: **Twisted-19.2.0.tar.bz2** (Vulnerable Library)

Found in HEAD commit: 8978496657bf7aa85b4dbcf087d16c5b5c73d6c1

Vulnerability Details

In words.protocols.jabber.xmlstream in Twisted through 19.2.1, XMPP support did not verify certificates when used with TLS, allowing an attacker to MITM connections.

Publish Date: 2019-06-16

URL: CVE-2019-12855

CVSS 3 Score Details (7.4)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Change files

Origin: https://github.com/advisories/GHSA-65rm-h285-5cc5

Release Date: 2019-12-19

Fix Resolution: Replace or update the following file: 19.7.0

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in twisted tar cve high severity vulnerability vulnerable library twisted tar an asynchronous networking framework written in python library home page a href path to dependency file tmp ws scm eventpoints backend scrapers requirements txt path to vulnerable library eventpoints backend scrapers requirements txt dependency hierarchy x twisted tar vulnerable library found in head commit a href vulnerability details in words protocols jabber xmlstream in twisted through xmpp support did not verify certificates when used with tls allowing an attacker to mitm connections publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity high privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact none for more information on scores click a href suggested fix type change files origin a href release date fix resolution replace or update the following file step up your open source security game with whitesource ,0 22199,18842781268.0,IssuesEvent,2021-11-11 11:34:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't copy errors from the error box,bug topic:gdscript topic:editor usability,"### Godot version c6f6c05 ### System information W10 ### Issue description Example error: ``` func _ready(): var sprite = Sprite2D.new() sprite.material = CanvasItemMaterial.new() ``` ![image](https://user-images.githubusercontent.com/2223172/132136363-975b5f4f-2abc-410c-bafc-c36fceb10ef4.png) ### Steps to reproduce 1. Make script error 2. Click this button at the bottom: ![image](https://user-images.githubusercontent.com/2223172/132136373-c65193a7-dad3-45f6-b176-ce3d383d0761.png) 3. Try to copy contents ### Minimal reproduction project _No response_",True,"Can't copy errors from the error box - ### Godot version c6f6c05 ### System information W10 ### Issue description Example error: ``` func _ready(): var sprite = Sprite2D.new() sprite.material = CanvasItemMaterial.new() ``` ![image](https://user-images.githubusercontent.com/2223172/132136363-975b5f4f-2abc-410c-bafc-c36fceb10ef4.png) ### Steps to reproduce 1. Make script error 2. Click this button at the bottom: ![image](https://user-images.githubusercontent.com/2223172/132136373-c65193a7-dad3-45f6-b176-ce3d383d0761.png) 3. Try to copy contents ### Minimal reproduction project _No response_",1,can t copy errors from the error box godot version system information issue description example error func ready var sprite new sprite material canvasitemmaterial new steps to reproduce make script error click this button at the bottom try to copy contents minimal reproduction project no response ,1 217890,16891491492.0,IssuesEvent,2021-06-23 09:47:04,hakehuang/zephyr,https://api.github.com/repos/hakehuang/zephyr,opened," tests-ci :kernel.common.nano64.bitarray_set_clear : zephyr-v2.6.0-286-g46029914a7ac: mimxrt1015_evk: test Flash error ",area: Tests bug," **Describe the bug** kernel.common.nano64.bitarray_set_clear test is Flash error on zephyr-v2.6.0-286-g46029914a7ac on mimxrt1015_evk see logs for details **To Reproduce** 1. ``` scripts/twister --device-testing --device-serial /dev/ttyACM0 -p mimxrt1015_evk --testcase-root tests --sub-test kernel.common ``` 2. See error **Expected behavior** test pass **Impact** **Logs and console output** ``` None ``` **Environment (please complete the following information):** - OS: (e.g. Linux ) - Toolchain (e.g Zephyr SDK) - Commit SHA or Version used: zephyr-v2.6.0-286-g46029914a7ac ",1.0," tests-ci :kernel.common.nano64.bitarray_set_clear : zephyr-v2.6.0-286-g46029914a7ac: mimxrt1015_evk: test Flash error - **Describe the bug** kernel.common.nano64.bitarray_set_clear test is Flash error on zephyr-v2.6.0-286-g46029914a7ac on mimxrt1015_evk see logs for details **To Reproduce** 1. ``` scripts/twister --device-testing --device-serial /dev/ttyACM0 -p mimxrt1015_evk --testcase-root tests --sub-test kernel.common ``` 2. See error **Expected behavior** test pass **Impact** **Logs and console output** ``` None ``` **Environment (please complete the following information):** - OS: (e.g. Linux ) - Toolchain (e.g Zephyr SDK) - Commit SHA or Version used: zephyr-v2.6.0-286-g46029914a7ac ",0, tests ci kernel common bitarray set clear zephyr evk test flash error describe the bug kernel common bitarray set clear test is flash error on zephyr on evk see logs for details to reproduce scripts twister device testing device serial dev p evk testcase root tests sub test kernel common see error expected behavior test pass impact logs and console output none environment please complete the following information os e g linux toolchain e g zephyr sdk commit sha or version used zephyr ,0 540555,15813494790.0,IssuesEvent,2021-04-05 07:46:36,SAP/xsk,https://api.github.com/repos/SAP/xsk,closed,[Parsers] XSKHDBSequence parser to be independent of sequence properties order,effort-medium enhancement parsers priority-high,"Existing parser relies on given properties order provided from the official documentation. However, a lot of existing .hdbsequence files that are to be migrated might not follow that order. Therefore, a solution should be provided for that scenario. **Describe the solution you'd like** Add additional grammar rules, that imply each property to be matched zero or more times. Handle corner cases (such as missing mandatory properties, or repeating the same property more than once) on java side. ",1.0,"[Parsers] XSKHDBSequence parser to be independent of sequence properties order - Existing parser relies on given properties order provided from the official documentation. However, a lot of existing .hdbsequence files that are to be migrated might not follow that order. Therefore, a solution should be provided for that scenario. **Describe the solution you'd like** Add additional grammar rules, that imply each property to be matched zero or more times. Handle corner cases (such as missing mandatory properties, or repeating the same property more than once) on java side. ",0, xskhdbsequence parser to be independent of sequence properties order existing parser relies on given properties order provided from the official documentation however a lot of existing hdbsequence files that are to be migrated might not follow that order therefore a solution should be provided for that scenario describe the solution you d like add additional grammar rules that imply each property to be matched zero or more times handle corner cases such as missing mandatory properties or repeating the same property more than once on java side ,0 15064,9694089600.0,IssuesEvent,2019-05-24 17:56:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scrolling a multiline text box scrolls the Inspector also,enhancement topic:editor usability," **Godot version:** 8fc92ae86faed72c402e7770246ed18d50b5c43b **OS/device including version:** Linux **Issue description:** When the mouse wheel is used to scroll a multiline text box, it will scroll both it and the Inspector. Ideally it should only scroll the text box when the mouse is hovering over it. ",True,"Scrolling a multiline text box scrolls the Inspector also - **Godot version:** 8fc92ae86faed72c402e7770246ed18d50b5c43b **OS/device including version:** Linux **Issue description:** When the mouse wheel is used to scroll a multiline text box, it will scroll both it and the Inspector. Ideally it should only scroll the text box when the mouse is hovering over it. ",1,scrolling a multiline text box scrolls the inspector also please search existing issues for potential duplicates before filing yours godot version os device including version linux issue description when the mouse wheel is used to scroll a multiline text box it will scroll both it and the inspector ideally it should only scroll the text box when the mouse is hovering over it ,1 246677,18850919336.0,IssuesEvent,2021-11-11 20:44:35,hashicorp/terraform-provider-aws,https://api.github.com/repos/hashicorp/terraform-provider-aws,closed,"Terrafrom AWS Security Group shows error --> attributes ""prefix_list_ids"", ""security_groups"", and ""self"" are required",documentation service/ec2,"Blow AWS security group validation shows that attributes are manditory, but those are optional attributes as per reference documents Terraform version: ``` Terraform v1.0.3 on linux_amd64 + provider registry.terraform.io/hashicorp/aws v3.59.0 ``` Provider block ``` terraform { required_version = ""= 1.0.3"" required_providers { aws = { source = ""hashicorp/aws"" version = ""~> 3.0"" } } } provider ""aws"" { region = var.aws_region profile = ""default"" } ``` security group block ``` resource ""aws_security_group"" ""test-security-group"" { name = ""test-demo-sg"" description = ""VPC sg for demo"" vpc_id = aws_vpc.test-vpc.id ingress = [{ cidr_blocks = [""0.0.0.0/0""] description = ""Allow ssh connection"" from_port = 22 protocol = ""tcp"" to_port = 22 ipv6_cidr_blocks = [""::/0""] self = true }, { cidr_blocks = [""0.0.0.0/0""] description = ""Allow web access"" from_port = 80 protocol = ""tcp"" to_port = 80 ipv6_cidr_blocks = [""::/0""] self = true }] egress = { description = ""All out going traffic is enabled"" from_port = 0 to_port = 0 protocol = ""-1"" cidr_blocks = [""0.0.0.0/0""] } } ``` instance block ``` resource ""aws_instance"" ""web"" { ami = var.ami_name //ami-0c2b8ca1dad447f8a instance_type = var.inst_type key_name = ""sudhams_virginia_demo"" user_data = file(""nginx-install.sh"") vpc_security_group_ids = [aws_security_group.test-security-group.id] availability_zone = var.az_name tags = { Name = ""WebApp-terraform"" } } ``` vpc block ``` resource ""aws_vpc"" ""test-vpc"" { cidr_block = ""192.168.0.0/16"" enable_dns_hostnames = ""true"" tags = { Name = ""test-vpc"" } } ``` Erorr while running #terraform validate ``` root@ubuntuserverdocker:~/terraform-deep-dive/demo# terraform validate ╷ │ Error: Incorrect attribute value type │ │ on security-group.tf line 6, in resource ""aws_security_group"" ""test-security-group"": │ 6: ingress = [{ │ 7: cidr_blocks = [""0.0.0.0/0""] │ 8: description = ""Allow ssh connection"" │ 9: from_port = 22 │ 10: protocol = ""tcp"" │ 11: to_port = 22 │ 12: ipv6_cidr_blocks = [""::/0""] │ 13: self = true │ 14: }, { │ 15: cidr_blocks = [""0.0.0.0/0""] │ 16: description = ""Allow web access"" │ 17: from_port = 80 │ 18: protocol = ""tcp"" │ 19: to_port = 80 │ 20: ipv6_cidr_blocks = [""::/0""] │ 21: self = true │ 22: }] │ │ Inappropriate value for attribute ""ingress"": element 0: attributes ""prefix_list_ids"" and ""security_groups"" are required. ╵ ╷ │ Error: Incorrect attribute value type │ │ on security-group.tf line 24, in resource ""aws_security_group"" ""test-security-group"": │ 24: egress = { │ 25: description = ""All out going traffic is enabled"" │ 26: from_port = 0 │ 27: to_port = 0 │ 28: protocol = ""-1"" │ 29: cidr_blocks = [""0.0.0.0/0""] │ 30: } │ │ Inappropriate value for attribute ""egress"": set of object required. ╵ ``` Please let me know if I missed anything... Thank you in advance",1.0,"Terrafrom AWS Security Group shows error --> attributes ""prefix_list_ids"", ""security_groups"", and ""self"" are required - Blow AWS security group validation shows that attributes are manditory, but those are optional attributes as per reference documents Terraform version: ``` Terraform v1.0.3 on linux_amd64 + provider registry.terraform.io/hashicorp/aws v3.59.0 ``` Provider block ``` terraform { required_version = ""= 1.0.3"" required_providers { aws = { source = ""hashicorp/aws"" version = ""~> 3.0"" } } } provider ""aws"" { region = var.aws_region profile = ""default"" } ``` security group block ``` resource ""aws_security_group"" ""test-security-group"" { name = ""test-demo-sg"" description = ""VPC sg for demo"" vpc_id = aws_vpc.test-vpc.id ingress = [{ cidr_blocks = [""0.0.0.0/0""] description = ""Allow ssh connection"" from_port = 22 protocol = ""tcp"" to_port = 22 ipv6_cidr_blocks = [""::/0""] self = true }, { cidr_blocks = [""0.0.0.0/0""] description = ""Allow web access"" from_port = 80 protocol = ""tcp"" to_port = 80 ipv6_cidr_blocks = [""::/0""] self = true }] egress = { description = ""All out going traffic is enabled"" from_port = 0 to_port = 0 protocol = ""-1"" cidr_blocks = [""0.0.0.0/0""] } } ``` instance block ``` resource ""aws_instance"" ""web"" { ami = var.ami_name //ami-0c2b8ca1dad447f8a instance_type = var.inst_type key_name = ""sudhams_virginia_demo"" user_data = file(""nginx-install.sh"") vpc_security_group_ids = [aws_security_group.test-security-group.id] availability_zone = var.az_name tags = { Name = ""WebApp-terraform"" } } ``` vpc block ``` resource ""aws_vpc"" ""test-vpc"" { cidr_block = ""192.168.0.0/16"" enable_dns_hostnames = ""true"" tags = { Name = ""test-vpc"" } } ``` Erorr while running #terraform validate ``` root@ubuntuserverdocker:~/terraform-deep-dive/demo# terraform validate ╷ │ Error: Incorrect attribute value type │ │ on security-group.tf line 6, in resource ""aws_security_group"" ""test-security-group"": │ 6: ingress = [{ │ 7: cidr_blocks = [""0.0.0.0/0""] │ 8: description = ""Allow ssh connection"" │ 9: from_port = 22 │ 10: protocol = ""tcp"" │ 11: to_port = 22 │ 12: ipv6_cidr_blocks = [""::/0""] │ 13: self = true │ 14: }, { │ 15: cidr_blocks = [""0.0.0.0/0""] │ 16: description = ""Allow web access"" │ 17: from_port = 80 │ 18: protocol = ""tcp"" │ 19: to_port = 80 │ 20: ipv6_cidr_blocks = [""::/0""] │ 21: self = true │ 22: }] │ │ Inappropriate value for attribute ""ingress"": element 0: attributes ""prefix_list_ids"" and ""security_groups"" are required. ╵ ╷ │ Error: Incorrect attribute value type │ │ on security-group.tf line 24, in resource ""aws_security_group"" ""test-security-group"": │ 24: egress = { │ 25: description = ""All out going traffic is enabled"" │ 26: from_port = 0 │ 27: to_port = 0 │ 28: protocol = ""-1"" │ 29: cidr_blocks = [""0.0.0.0/0""] │ 30: } │ │ Inappropriate value for attribute ""egress"": set of object required. ╵ ``` Please let me know if I missed anything... Thank you in advance",0,terrafrom aws security group shows error attributes prefix list ids security groups and self are required blow aws security group validation shows that attributes are manditory but those are optional attributes as per reference documents terraform version terraform on linux provider registry terraform io hashicorp aws provider block terraform required version required providers aws source hashicorp aws version provider aws region var aws region profile default security group block resource aws security group test security group name test demo sg description vpc sg for demo vpc id aws vpc test vpc id ingress cidr blocks description allow ssh connection from port protocol tcp to port cidr blocks self true cidr blocks description allow web access from port protocol tcp to port cidr blocks self true egress description all out going traffic is enabled from port to port protocol cidr blocks instance block resource aws instance web ami var ami name ami instance type var inst type key name sudhams virginia demo user data file nginx install sh vpc security group ids availability zone var az name tags name webapp terraform vpc block resource aws vpc test vpc cidr block enable dns hostnames true tags name test vpc erorr while running terraform validate root ubuntuserverdocker terraform deep dive demo terraform validate ╷ │ error incorrect attribute value type │ │ on security group tf line in resource aws security group test security group │ ingress │ cidr blocks │ description allow ssh connection │ from port │ protocol tcp │ to port │ cidr blocks │ self true │ │ cidr blocks │ description allow web access │ from port │ protocol tcp │ to port │ cidr blocks │ self true │ │ │ inappropriate value for attribute ingress element attributes prefix list ids and security groups are required ╵ ╷ │ error incorrect attribute value type │ │ on security group tf line in resource aws security group test security group │ egress │ description all out going traffic is enabled │ from port │ to port │ protocol │ cidr blocks │ │ │ inappropriate value for attribute egress set of object required ╵ please let me know if i missed anything thank you in advance,0 143882,22197605612.0,IssuesEvent,2022-06-07 08:23:01,microsoft/code-with-engineering-playbook,https://api.github.com/repos/microsoft/code-with-engineering-playbook,closed,"Consider Adding: ""Prefer .drawio.png image formats for diagrams""",design reviews,"Consider standardizing on using *.drawio.png as the preferred format for diagrams to embed .md files. With both a web ux (diagrams.net) and a plugin for VSCode (hediet.vscode-drawio) it is easy to author and edit png diagrams. Details: The drawio format uses the metadata layer within the png file-format to hide svg vector graphics representation, then renders the .png when saving. This clever use of both the meta layer and image layer allows anyone to further edit the png file. It also renders like a normal PNG in browsers and other viewers, making it easy to transfer and embed. You can use it like you would Visio or LucidChart (also great, but all sorts of licensing and files kept remotely, so data-protection concerns). It has a collection of Azure/Office/Microsoft icons, as well as other well-known tech, so not only can you do swimlanes and flow diagrams, but architecture as well.",1.0,"Consider Adding: ""Prefer .drawio.png image formats for diagrams"" - Consider standardizing on using *.drawio.png as the preferred format for diagrams to embed .md files. With both a web ux (diagrams.net) and a plugin for VSCode (hediet.vscode-drawio) it is easy to author and edit png diagrams. Details: The drawio format uses the metadata layer within the png file-format to hide svg vector graphics representation, then renders the .png when saving. This clever use of both the meta layer and image layer allows anyone to further edit the png file. It also renders like a normal PNG in browsers and other viewers, making it easy to transfer and embed. You can use it like you would Visio or LucidChart (also great, but all sorts of licensing and files kept remotely, so data-protection concerns). It has a collection of Azure/Office/Microsoft icons, as well as other well-known tech, so not only can you do swimlanes and flow diagrams, but architecture as well.",0,consider adding prefer drawio png image formats for diagrams consider standardizing on using drawio png as the preferred format for diagrams to embed md files with both a web ux diagrams net and a plugin for vscode hediet vscode drawio it is easy to author and edit png diagrams details the drawio format uses the metadata layer within the png file format to hide svg vector graphics representation then renders the png when saving this clever use of both the meta layer and image layer allows anyone to further edit the png file it also renders like a normal png in browsers and other viewers making it easy to transfer and embed you can use it like you would visio or lucidchart also great but all sorts of licensing and files kept remotely so data protection concerns it has a collection of azure office microsoft icons as well as other well known tech so not only can you do swimlanes and flow diagrams but architecture as well ,0 16546,11048482262.0,IssuesEvent,2019-12-09 21:15:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Delete Line"" doesn't delete first line in script",bug topic:editor usability,"**Godot version:** 3.2 beta3 **Issue description:** Delete Line (Ctrl + Shift + K) doesn't have effect when cursor is in the first line. It will clear the line, but won't delete it. **Steps to reproduce:** 1. Open a script 2. Place cursor in first line 3. Press Ctrl + Shift + K to delete the line 4. Repeat 100000 times to make sure ",True,"""Delete Line"" doesn't delete first line in script - **Godot version:** 3.2 beta3 **Issue description:** Delete Line (Ctrl + Shift + K) doesn't have effect when cursor is in the first line. It will clear the line, but won't delete it. **Steps to reproduce:** 1. Open a script 2. Place cursor in first line 3. Press Ctrl + Shift + K to delete the line 4. Repeat 100000 times to make sure ",1, delete line doesn t delete first line in script godot version issue description delete line ctrl shift k doesn t have effect when cursor is in the first line it will clear the line but won t delete it steps to reproduce open a script place cursor in first line press ctrl shift k to delete the line repeat times to make sure ,1 77003,7551309462.0,IssuesEvent,2018-04-18 19:42:34,litehelpers/Cordova-sqlite-evcore-extbuild-free,https://api.github.com/repos/litehelpers/Cordova-sqlite-evcore-extbuild-free,opened,Maximum record size,bug-general doc-general doc-pitfall doc-todo enhancement question testing,"From and : maximum record size of cordova-sqlite-storage, cordova-sqlite-ext, and this plugin version is unknown and still needs to be tested.",1.0,"Maximum record size - From and : maximum record size of cordova-sqlite-storage, cordova-sqlite-ext, and this plugin version is unknown and still needs to be tested.",0,maximum record size from and maximum record size of cordova sqlite storage cordova sqlite ext and this plugin version is unknown and still needs to be tested ,0 26338,26714968200.0,IssuesEvent,2023-01-28 11:34:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Members panel default size is very small,bug topic:editor usability,"### Godot version 4.0 70eaaf2 / 3.5 rc ### System information Windows 10 x64 ### Issue description The members panel on the right side of the debugger defaults to minimum size: ![image](https://user-images.githubusercontent.com/2223172/171307263-f5f21887-60c8-4a2f-9fdd-8860e896a18f.png) It's difficult to see anything and you need to expand it manually each time. ### Steps to reproduce 1. Have error 2. Inspect local variables ### Minimal reproduction project _No response_",True,"Members panel default size is very small - ### Godot version 4.0 70eaaf2 / 3.5 rc ### System information Windows 10 x64 ### Issue description The members panel on the right side of the debugger defaults to minimum size: ![image](https://user-images.githubusercontent.com/2223172/171307263-f5f21887-60c8-4a2f-9fdd-8860e896a18f.png) It's difficult to see anything and you need to expand it manually each time. ### Steps to reproduce 1. Have error 2. Inspect local variables ### Minimal reproduction project _No response_",1,members panel default size is very small godot version rc system information windows issue description the members panel on the right side of the debugger defaults to minimum size it s difficult to see anything and you need to expand it manually each time steps to reproduce have error inspect local variables minimal reproduction project no response ,1 11482,7260208276.0,IssuesEvent,2018-02-18 06:24:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Confusing UX with project settings search functionality,enhancement topic:editor usability,"**Godot version:** Godot 3.0 stable **OS/device including version:** Arch linux **Issue description:** Very often I see myself quickly search through project settings for category or property names. For reference this is how the project settings toolbar looks now: ![screenshot_20180201_105624](https://user-images.githubusercontent.com/4293865/35672463-f732b168-073e-11e8-8c1d-21a2307b379f.png) My first UX with the search functionality when I started using godot a few months back was a little confusing and it still confuses me from time to time when I don't pay much attention. At first glance I can see there is a search icon and label at the leftmost position on the toolbar. So I think, awesome, I am ready to begin typing my queries in the category or property text fields and hit Enter to confirm. But then I found I actually added a new category/property with my search query. I also see that the label (which is actually a button) is different looking than the Add and Delete buttons located rightmost on the toolbar so I was a little confused. Then I found out that the Search label is actually a button which opens a new text field which is the one used for searching. I would like to propose few ways to change the behaviour of the search functionality if this bothers other people too. 1. Make Search button look more like the already mentioned Add and Delete buttons (Background colour and on hover outline colour change). Currently the on hover behaviour of the search button is very very subtle (the icon and label swap colours) and it does not indicated it is a button. 2. Make the Search label and field appear by default and move the addition functionality of new categories/properties to perhaps a modal dialog activated by an Add Property button? 3. In addition to step 1. show the search functionality automatically when I start typing when no other text field is already in focus. 4. In addition to step 2. make the search field have the focus by default so it is ready to use. If anyone has other propositions I would gladly hear them :). **Steps to reproduce:** Open Project > Project Settings **Minimal reproduction project:** n/a ",True,"Confusing UX with project settings search functionality - **Godot version:** Godot 3.0 stable **OS/device including version:** Arch linux **Issue description:** Very often I see myself quickly search through project settings for category or property names. For reference this is how the project settings toolbar looks now: ![screenshot_20180201_105624](https://user-images.githubusercontent.com/4293865/35672463-f732b168-073e-11e8-8c1d-21a2307b379f.png) My first UX with the search functionality when I started using godot a few months back was a little confusing and it still confuses me from time to time when I don't pay much attention. At first glance I can see there is a search icon and label at the leftmost position on the toolbar. So I think, awesome, I am ready to begin typing my queries in the category or property text fields and hit Enter to confirm. But then I found I actually added a new category/property with my search query. I also see that the label (which is actually a button) is different looking than the Add and Delete buttons located rightmost on the toolbar so I was a little confused. Then I found out that the Search label is actually a button which opens a new text field which is the one used for searching. I would like to propose few ways to change the behaviour of the search functionality if this bothers other people too. 1. Make Search button look more like the already mentioned Add and Delete buttons (Background colour and on hover outline colour change). Currently the on hover behaviour of the search button is very very subtle (the icon and label swap colours) and it does not indicated it is a button. 2. Make the Search label and field appear by default and move the addition functionality of new categories/properties to perhaps a modal dialog activated by an Add Property button? 3. In addition to step 1. show the search functionality automatically when I start typing when no other text field is already in focus. 4. In addition to step 2. make the search field have the focus by default so it is ready to use. If anyone has other propositions I would gladly hear them :). **Steps to reproduce:** Open Project > Project Settings **Minimal reproduction project:** n/a ",1,confusing ux with project settings search functionality godot version godot stable os device including version arch linux issue description very often i see myself quickly search through project settings for category or property names for reference this is how the project settings toolbar looks now my first ux with the search functionality when i started using godot a few months back was a little confusing and it still confuses me from time to time when i don t pay much attention at first glance i can see there is a search icon and label at the leftmost position on the toolbar so i think awesome i am ready to begin typing my queries in the category or property text fields and hit enter to confirm but then i found i actually added a new category property with my search query i also see that the label which is actually a button is different looking than the add and delete buttons located rightmost on the toolbar so i was a little confused then i found out that the search label is actually a button which opens a new text field which is the one used for searching i would like to propose few ways to change the behaviour of the search functionality if this bothers other people too make search button look more like the already mentioned add and delete buttons background colour and on hover outline colour change currently the on hover behaviour of the search button is very very subtle the icon and label swap colours and it does not indicated it is a button make the search label and field appear by default and move the addition functionality of new categories properties to perhaps a modal dialog activated by an add property button in addition to step show the search functionality automatically when i start typing when no other text field is already in focus in addition to step make the search field have the focus by default so it is ready to use if anyone has other propositions i would gladly hear them steps to reproduce open project project settings minimal reproduction project n a ,1 18796,13234506557.0,IssuesEvent,2020-08-18 16:24:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Console should display what was deleted when deleting a project global property,enhancement topic:editor usability,"When deleting a global property in project settings, it would be nice if the console would output what was deleted and what value it had. I've deleted properties on accident before and this would make it a lot simpler to correct that, as otherwise I don't even know what was deleted.",True,"Console should display what was deleted when deleting a project global property - When deleting a global property in project settings, it would be nice if the console would output what was deleted and what value it had. I've deleted properties on accident before and this would make it a lot simpler to correct that, as otherwise I don't even know what was deleted.",1,console should display what was deleted when deleting a project global property when deleting a global property in project settings it would be nice if the console would output what was deleted and what value it had i ve deleted properties on accident before and this would make it a lot simpler to correct that as otherwise i don t even know what was deleted ,1 222761,17481411666.0,IssuesEvent,2021-08-09 03:26:34,bitpodio/bitpodjs,https://api.github.com/repos/bitpodio/bitpodjs,closed,User Profile=>revoke action still displays the apps if the apps are in the only row in the grid,Bug New Resolved-Accepted in Test Env Critical User Profile rls_01-07-21,"-Login to event app -go to avatar=>user profile -Go to the bottom grid -Connected apps -consider that there are 2 or more than 2 rows in the connected apps grid -click on one of the rows=>3 dots=>revoke action -the row is deleted and not displayed -repeat the ""revoke action"" for the only row in the connected apps grid -The row is still displayed until the user logins again",1.0,"User Profile=>revoke action still displays the apps if the apps are in the only row in the grid - -Login to event app -go to avatar=>user profile -Go to the bottom grid -Connected apps -consider that there are 2 or more than 2 rows in the connected apps grid -click on one of the rows=>3 dots=>revoke action -the row is deleted and not displayed -repeat the ""revoke action"" for the only row in the connected apps grid -The row is still displayed until the user logins again",0,user profile revoke action still displays the apps if the apps are in the only row in the grid login to event app go to avatar user profile go to the bottom grid connected apps consider that there are or more than rows in the connected apps grid click on one of the rows dots revoke action the row is deleted and not displayed repeat the revoke action for the only row in the connected apps grid the row is still displayed until the user logins again,0 6424,4282401432.0,IssuesEvent,2016-07-15 09:00:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Re-import menu doesn't show recently added resources,enhancement topic:editor usability,"When I add a new font, it doesn't show up in the re-import menu. It shows up after I restart godot though.",True,"Re-import menu doesn't show recently added resources - When I add a new font, it doesn't show up in the re-import menu. It shows up after I restart godot though.",1,re import menu doesn t show recently added resources when i add a new font it doesn t show up in the re import menu it shows up after i restart godot though ,1 330391,28373645577.0,IssuesEvent,2023-04-12 18:59:08,cockroachdb/cockroach,https://api.github.com/repos/cockroachdb/cockroach,opened,upgrade/upgrades: TestBackfillJobsInfoTable failed,C-test-failure O-robot branch-release-23.1.0,"upgrade/upgrades.TestBackfillJobsInfoTable [failed](https://teamcity.cockroachdb.com/buildConfiguration/Cockroach_Nightlies_StressBazel/9562382?buildTab=log) with [artifacts](https://teamcity.cockroachdb.com/buildConfiguration/Cockroach_Nightlies_StressBazel/9562382?buildTab=artifacts#/) on release-23.1.0 @ [c0ac1ce45f20dd99890b1f2b51b26426de6c14b3](https://github.com/cockroachdb/cockroach/commits/c0ac1ce45f20dd99890b1f2b51b26426de6c14b3): ``` === RUN TestBackfillJobsInfoTable test_log_scope.go:161: test logs captured to: /artifacts/tmp/_tmp/194b1b11adb2bb86a3c51c4924595952/logTestBackfillJobsInfoTable2749153352 test_log_scope.go:79: use -show-logs to present logs inline backfill_jobs_info_table_migration_test.go:107: query ' SELECT count(*) FROM system.jobs AS j, system.job_info AS i WHERE j.id = i.job_id AND (j.payload = i.value OR j.progress = i.value) AND (j.id >= 1 AND j.id <= 5) ': expected: 14 got: 10 panic.go:522: -- test log scope end -- test logs left over in: /artifacts/tmp/_tmp/194b1b11adb2bb86a3c51c4924595952/logTestBackfillJobsInfoTable2749153352 --- FAIL: TestBackfillJobsInfoTable (35.15s) ```

Parameters: TAGS=bazel,gss,deadlock

Help

See also: [How To Investigate a Go Test Failure \(internal\)](https://cockroachlabs.atlassian.net/l/c/HgfXfJgM)

Same failure on other branches

- #100995 upgrade/upgrades: TestBackfillJobsInfoTable failed [C-test-failure O-robot T-sql-schema branch-master]

/cc @cockroachdb/sql-schema [This test on roachdash](https://roachdash.crdb.dev/?filter=status:open%20t:.*TestBackfillJobsInfoTable.*&sort=title+created&display=lastcommented+project) | [Improve this report!](https://github.com/cockroachdb/cockroach/tree/master/pkg/cmd/internal/issues) ",1.0,"upgrade/upgrades: TestBackfillJobsInfoTable failed - upgrade/upgrades.TestBackfillJobsInfoTable [failed](https://teamcity.cockroachdb.com/buildConfiguration/Cockroach_Nightlies_StressBazel/9562382?buildTab=log) with [artifacts](https://teamcity.cockroachdb.com/buildConfiguration/Cockroach_Nightlies_StressBazel/9562382?buildTab=artifacts#/) on release-23.1.0 @ [c0ac1ce45f20dd99890b1f2b51b26426de6c14b3](https://github.com/cockroachdb/cockroach/commits/c0ac1ce45f20dd99890b1f2b51b26426de6c14b3): ``` === RUN TestBackfillJobsInfoTable test_log_scope.go:161: test logs captured to: /artifacts/tmp/_tmp/194b1b11adb2bb86a3c51c4924595952/logTestBackfillJobsInfoTable2749153352 test_log_scope.go:79: use -show-logs to present logs inline backfill_jobs_info_table_migration_test.go:107: query ' SELECT count(*) FROM system.jobs AS j, system.job_info AS i WHERE j.id = i.job_id AND (j.payload = i.value OR j.progress = i.value) AND (j.id >= 1 AND j.id <= 5) ': expected: 14 got: 10 panic.go:522: -- test log scope end -- test logs left over in: /artifacts/tmp/_tmp/194b1b11adb2bb86a3c51c4924595952/logTestBackfillJobsInfoTable2749153352 --- FAIL: TestBackfillJobsInfoTable (35.15s) ```

Parameters: TAGS=bazel,gss,deadlock

Help

See also: [How To Investigate a Go Test Failure \(internal\)](https://cockroachlabs.atlassian.net/l/c/HgfXfJgM)

Same failure on other branches

- #100995 upgrade/upgrades: TestBackfillJobsInfoTable failed [C-test-failure O-robot T-sql-schema branch-master]

/cc @cockroachdb/sql-schema [This test on roachdash](https://roachdash.crdb.dev/?filter=status:open%20t:.*TestBackfillJobsInfoTable.*&sort=title+created&display=lastcommented+project) | [Improve this report!](https://github.com/cockroachdb/cockroach/tree/master/pkg/cmd/internal/issues) ",0,upgrade upgrades testbackfilljobsinfotable failed upgrade upgrades testbackfilljobsinfotable with on release run testbackfilljobsinfotable test log scope go test logs captured to artifacts tmp tmp test log scope go use show logs to present logs inline backfill jobs info table migration test go query select count from system jobs as j system job info as i where j id i job id and j payload i value or j progress i value and j id and j id expected got panic go test log scope end test logs left over in artifacts tmp tmp fail testbackfilljobsinfotable parameters tags bazel gss deadlock help see also same failure on other branches upgrade upgrades testbackfilljobsinfotable failed cc cockroachdb sql schema ,0 15284,9932322367.0,IssuesEvent,2019-07-02 09:33:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Direction"" property for Particles is missing",enhancement hero wanted! junior job topic:rendering usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3.0 Beta - Windows **Issue description:** It's no longer possible to specify the direction of Initial Velocity for particles it seems. I have to rotate the Particles2D object itself and change the particle angle to offset this. If I'm using gravity I also have to alter this based on whatever rotation I am currently using. It's really quite cumbersome. Could this property be added back please? It's quite important for users who make heavy use of particles, like me. ",True,"""Direction"" property for Particles is missing - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3.0 Beta - Windows **Issue description:** It's no longer possible to specify the direction of Initial Velocity for particles it seems. I have to rotate the Particles2D object itself and change the particle angle to offset this. If I'm using gravity I also have to alter this based on whatever rotation I am currently using. It's really quite cumbersome. Could this property be added back please? It's quite important for users who make heavy use of particles, like me. ",1, direction property for particles is missing operating system or device godot version gpu model and driver if graphics related godot beta windows issue description it s no longer possible to specify the direction of initial velocity for particles it seems i have to rotate the object itself and change the particle angle to offset this if i m using gravity i also have to alter this based on whatever rotation i am currently using it s really quite cumbersome could this property be added back please it s quite important for users who make heavy use of particles like me ,1 122522,17703944033.0,IssuesEvent,2021-08-25 04:09:39,Chiencc/Sample_Webgoat,https://api.github.com/repos/Chiencc/Sample_Webgoat,closed,CVE-2014-1904 (Medium) detected in spring-webmvc-3.2.4.RELEASE.jar - autoclosed,security vulnerability,"## CVE-2014-1904 - Medium Severity Vulnerability
Vulnerable Library - spring-webmvc-3.2.4.RELEASE.jar

Spring Web MVC

Library home page: https://github.com/SpringSource/spring-framework

Path to dependency file: Sample_Webgoat_depth_0/SourceCode/webgoat-standalone/webgoat-standalone/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/org/springframework/spring-webmvc/3.2.4.RELEASE/spring-webmvc-3.2.4.RELEASE.jar

Dependency Hierarchy: - webgoat-container-7.1.jar (Root Library) - :x: **spring-webmvc-3.2.4.RELEASE.jar** (Vulnerable Library)

Found in HEAD commit: 8c8daafbebc152c1aabb39157cf71791044ee1af

Found in base branch: master

Vulnerability Details

Cross-site scripting (XSS) vulnerability in web/servlet/tags/form/FormTag.java in Spring MVC in Spring Framework 3.0.0 before 3.2.8 and 4.0.0 before 4.0.2 allows remote attackers to inject arbitrary web script or HTML via the requested URI in a default action.

Publish Date: 2014-03-20

URL: CVE-2014-1904

CVSS 2 Score Details (4.3)

Base Score Metrics not available

Suggested Fix

Type: Upgrade version

Origin: https://tanzu.vmware.com/security/cve-2014-1904

Release Date: 2014-03-20

Fix Resolution: org.springframework:spring-webmvc:3.2.8.RELEASE,4.0.2.RELEASE

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2014-1904 (Medium) detected in spring-webmvc-3.2.4.RELEASE.jar - autoclosed - ## CVE-2014-1904 - Medium Severity Vulnerability
Vulnerable Library - spring-webmvc-3.2.4.RELEASE.jar

Spring Web MVC

Library home page: https://github.com/SpringSource/spring-framework

Path to dependency file: Sample_Webgoat_depth_0/SourceCode/webgoat-standalone/webgoat-standalone/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/org/springframework/spring-webmvc/3.2.4.RELEASE/spring-webmvc-3.2.4.RELEASE.jar

Dependency Hierarchy: - webgoat-container-7.1.jar (Root Library) - :x: **spring-webmvc-3.2.4.RELEASE.jar** (Vulnerable Library)

Found in HEAD commit: 8c8daafbebc152c1aabb39157cf71791044ee1af

Found in base branch: master

Vulnerability Details

Cross-site scripting (XSS) vulnerability in web/servlet/tags/form/FormTag.java in Spring MVC in Spring Framework 3.0.0 before 3.2.8 and 4.0.0 before 4.0.2 allows remote attackers to inject arbitrary web script or HTML via the requested URI in a default action.

Publish Date: 2014-03-20

URL: CVE-2014-1904

CVSS 2 Score Details (4.3)

Base Score Metrics not available

Suggested Fix

Type: Upgrade version

Origin: https://tanzu.vmware.com/security/cve-2014-1904

Release Date: 2014-03-20

Fix Resolution: org.springframework:spring-webmvc:3.2.8.RELEASE,4.0.2.RELEASE

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in spring webmvc release jar autoclosed cve medium severity vulnerability vulnerable library spring webmvc release jar spring web mvc library home page a href path to dependency file sample webgoat depth sourcecode webgoat standalone webgoat standalone pom xml path to vulnerable library home wss scanner repository org springframework spring webmvc release spring webmvc release jar dependency hierarchy webgoat container jar root library x spring webmvc release jar vulnerable library found in head commit a href found in base branch master vulnerability details cross site scripting xss vulnerability in web servlet tags form formtag java in spring mvc in spring framework before and before allows remote attackers to inject arbitrary web script or html via the requested uri in a default action publish date url a href cvss score details base score metrics not available suggested fix type upgrade version origin a href release date fix resolution org springframework spring webmvc release release step up your open source security game with whitesource ,0 5855,4044661216.0,IssuesEvent,2016-05-21 13:29:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Editor is using project input map actions,bug topic:editor usability,"**Issue description** (what happened, and what was expected): The editor is using input map actions from the project's settings. Therefore, modifying input presets (`ui_*`) affects the editor too. This can break usability in many situations, like removing ENTER from the `ui_accept` (pressing ENTER when focusing a button will not longer press the button). **Steps to reproduce:** Actually, being able to remove keys from input presets may be a bug. [This comment](https://github.com/godotengine/godot/issues/4315#issuecomment-209876046) explains how to do it: > It looks like if you add another key to that action, then you can remove the other keys and it will be saved. · neikeq The solution may be to forbid modifying input presets, but it stills seems weird that the editor is using the project's input map.",True,"Editor is using project input map actions - **Issue description** (what happened, and what was expected): The editor is using input map actions from the project's settings. Therefore, modifying input presets (`ui_*`) affects the editor too. This can break usability in many situations, like removing ENTER from the `ui_accept` (pressing ENTER when focusing a button will not longer press the button). **Steps to reproduce:** Actually, being able to remove keys from input presets may be a bug. [This comment](https://github.com/godotengine/godot/issues/4315#issuecomment-209876046) explains how to do it: > It looks like if you add another key to that action, then you can remove the other keys and it will be saved. · neikeq The solution may be to forbid modifying input presets, but it stills seems weird that the editor is using the project's input map.",1,editor is using project input map actions issue description what happened and what was expected the editor is using input map actions from the project s settings therefore modifying input presets ui affects the editor too this can break usability in many situations like removing enter from the ui accept pressing enter when focusing a button will not longer press the button steps to reproduce actually being able to remove keys from input presets may be a bug explains how to do it it looks like if you add another key to that action then you can remove the other keys and it will be saved · neikeq the solution may be to forbid modifying input presets but it stills seems weird that the editor is using the project s input map ,1 26851,27256501401.0,IssuesEvent,2023-02-22 11:56:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cursor is sometimes stuck in resize shape,bug platform:windows topic:porting confirmed usability regression,"### Godot version 04cc06b ### System information W10 ### Issue description ![lH7rWFfJbA](https://user-images.githubusercontent.com/2223172/145581179-2b70eb6d-9d4f-4391-8856-d7942ba52540.gif) Happens randomly with any dialog. It's especially jarring when you close a dialog and your cursor changes for whatever reason. ### Steps to reproduce 1. Open any non-maximized window/dialog 2. Move cursor to the border so it changes to ""resize"" shape 3. When you move cursor inside the dialog, it sometimes gets stuck in this shape ### Minimal reproduction project _No response_",True,"Cursor is sometimes stuck in resize shape - ### Godot version 04cc06b ### System information W10 ### Issue description ![lH7rWFfJbA](https://user-images.githubusercontent.com/2223172/145581179-2b70eb6d-9d4f-4391-8856-d7942ba52540.gif) Happens randomly with any dialog. It's especially jarring when you close a dialog and your cursor changes for whatever reason. ### Steps to reproduce 1. Open any non-maximized window/dialog 2. Move cursor to the border so it changes to ""resize"" shape 3. When you move cursor inside the dialog, it sometimes gets stuck in this shape ### Minimal reproduction project _No response_",1,cursor is sometimes stuck in resize shape godot version system information issue description happens randomly with any dialog it s especially jarring when you close a dialog and your cursor changes for whatever reason steps to reproduce open any non maximized window dialog move cursor to the border so it changes to resize shape when you move cursor inside the dialog it sometimes gets stuck in this shape minimal reproduction project no response ,1 64752,26864115773.0,IssuesEvent,2023-02-03 21:27:14,hashicorp/terraform-provider-azurerm,https://api.github.com/repos/hashicorp/terraform-provider-azurerm,closed,Issue with SAS ConnectionString,bug service/storage,"### Is there an existing issue for this? - [X] I have searched the existing issues ### Community Note * Please vote on this issue by adding a :thumbsup: [reaction](https://blog.github.com/2016-03-10-add-reactions-to-pull-requests-issues-and-comments/) to the original issue to help the community and maintainers prioritize this request * Please do not leave ""+1"" or ""me too"" comments, they generate extra noise for issue followers and do not help prioritize the request * If you are interested in working on this issue or have submitted a pull request, please leave a comment ### Terraform Version 1.2.6 ### AzureRM Provider Version 3.21.0 ### Affected Resource(s)/Data Source(s) azurerm_storage_account_sas ### Terraform Configuration Files ```hcl data ""azurerm_storage_account_sas"" ""account_sas"" { connection_string = data.azurerm_storage_account.storage_account.primary_connection_string https_only = true signed_version = ""2019-10-10"" resource_types { service = true container = true object = true } services { blob = true queue = true table = true file = true } start = timestamp() expiry = timeadd(timestamp(), ""8760h"") permissions { read = true write = true delete = true list = true add = true create = true update = true process = true tag = true filter = true } } ``` ### Debug Output/Panic Output ```shell Output looks good and works just fine with Azure Storage Explorer but not when deployed with values.yaml deployment via Helm Chart. Helm Deployment is completed successfully using terraform. One environment is working Dev Staging environment is not working. ``` ### Expected Behaviour Application should allow image data to transfer to Storage Account Successfully ### Actual Behaviour Verified the Connection String Created by Terraform works successfully with Azure Storage Explorer with Signed version of 2019-10-10. This can be archived by right clicking on the Azure Storage Account under your subscription. Selecting Storage account or service. Then select Conention String(Key or SAS) fill in the Connection String parameter. If I try a different signed version such as 2021-06-08 The Connection String does not work with Azure Storage Explorer. I am unclear if something wrong with terraform, the sas service string or Azure SDK Once my application is deployed to AKS I see the following error using signed version of 2019-10-10 2023-01-23 20:18:53.252 DEBUG 1 --- [io-8080-exec-10] lVisionDataProcessorAzureBlobServiceImpl : Fetching existing Blob Container: mycontainer 2023-01-23 20:18:53.253 DEBUG 1 --- [io-8080-exec-10] lVisionDataProcessorAzureBlobServiceImpl : Uploading to Blob storage as blob: https://abc.blob.core.windows.net/mycontainer/tgcs%2F2023-01-23%2F3535%2F461%2F4033%2F735%2Fbb250ca6-ab00-4709-bcab-3c20d44c2611%2Fbb250ca6-ab00-4709-bcab-3c20d44c2611.png 2023-01-23 20:18:53.359 ERROR 1 --- [io-8080-exec-10] s.i.RetailVisionDataProcessorServiceImpl : Error uploading the image message :If you are using a StorageSharedKeyCredential, and the server returned an error message that says 'Signature did not match', you can compare the string to sign with the one generated by the SDK. To log the string to sign, pass in the context key value pair 'Azure-Storage-Log-String-To-Sign': true to the appropriate method call. If you are using a SAS token, and the server returned an error message that says 'Signature did not match', you can compare the string to sign with the one generated by the SDK. To log the string to sign, pass in the context key value pair 'Azure-Storage-Log-String-To-Sign': true to the appropriate generateSas method call. Please remember to disable 'Azure-Storage-Log-String-To-Sign' before going to production as this string can potentially contain PII. Status code 403, ""AuthenticationFailedServer failed to authenticate the request. Make sure the value of Authorization header is formed correctly including the signature. RequestId:0ff0c461-b01e-00ce-7a67-2fb8a0000000 Time:2023-01-23T20:18:53.3051919Zsr is mandatory. Cannot be empty"" 2023-01-23 20:18:53.361 DEBUG 1 --- [io-8080-exec-10] .t.t.f.s.SpringBootRestfulControllerUtil : Error Occurred (412) https://registry.terraform.io/providers/hashicorp/azurerm/latest/docs/data-sources/storage_account_sas Terraform doc to create the Connection String. Note I am able to recreate on one environment but not on another environment. Where Connection string is as following BlobEndpoint=https://abc.blob.core.windows.net/;QueueEndpoint=https://abc.queue.core.windows.net/;FileEndpoint=https://abc.file.core.windows.net/;TableEndpoint=https://abc.table.core.windows.net/;SharedAccessSignature=?sv=2019-10-10&ss=bqtf&srt=sco&sp=rwdlacuptf&se=2024-01-23T19:49:57Z&st=2023-01-23T19:49:57Z&spr=https&sig=KAhpu9iXHUSkftN3Ok%2FvcoaD%2Fz52jNrUwI1vcV8nl6M%3D ### Steps to Reproduce terraform plan terraform apply ### Important Factoids _No response_ ### References _No response_",1.0,"Issue with SAS ConnectionString - ### Is there an existing issue for this? - [X] I have searched the existing issues ### Community Note * Please vote on this issue by adding a :thumbsup: [reaction](https://blog.github.com/2016-03-10-add-reactions-to-pull-requests-issues-and-comments/) to the original issue to help the community and maintainers prioritize this request * Please do not leave ""+1"" or ""me too"" comments, they generate extra noise for issue followers and do not help prioritize the request * If you are interested in working on this issue or have submitted a pull request, please leave a comment ### Terraform Version 1.2.6 ### AzureRM Provider Version 3.21.0 ### Affected Resource(s)/Data Source(s) azurerm_storage_account_sas ### Terraform Configuration Files ```hcl data ""azurerm_storage_account_sas"" ""account_sas"" { connection_string = data.azurerm_storage_account.storage_account.primary_connection_string https_only = true signed_version = ""2019-10-10"" resource_types { service = true container = true object = true } services { blob = true queue = true table = true file = true } start = timestamp() expiry = timeadd(timestamp(), ""8760h"") permissions { read = true write = true delete = true list = true add = true create = true update = true process = true tag = true filter = true } } ``` ### Debug Output/Panic Output ```shell Output looks good and works just fine with Azure Storage Explorer but not when deployed with values.yaml deployment via Helm Chart. Helm Deployment is completed successfully using terraform. One environment is working Dev Staging environment is not working. ``` ### Expected Behaviour Application should allow image data to transfer to Storage Account Successfully ### Actual Behaviour Verified the Connection String Created by Terraform works successfully with Azure Storage Explorer with Signed version of 2019-10-10. This can be archived by right clicking on the Azure Storage Account under your subscription. Selecting Storage account or service. Then select Conention String(Key or SAS) fill in the Connection String parameter. If I try a different signed version such as 2021-06-08 The Connection String does not work with Azure Storage Explorer. I am unclear if something wrong with terraform, the sas service string or Azure SDK Once my application is deployed to AKS I see the following error using signed version of 2019-10-10 2023-01-23 20:18:53.252 DEBUG 1 --- [io-8080-exec-10] lVisionDataProcessorAzureBlobServiceImpl : Fetching existing Blob Container: mycontainer 2023-01-23 20:18:53.253 DEBUG 1 --- [io-8080-exec-10] lVisionDataProcessorAzureBlobServiceImpl : Uploading to Blob storage as blob: https://abc.blob.core.windows.net/mycontainer/tgcs%2F2023-01-23%2F3535%2F461%2F4033%2F735%2Fbb250ca6-ab00-4709-bcab-3c20d44c2611%2Fbb250ca6-ab00-4709-bcab-3c20d44c2611.png 2023-01-23 20:18:53.359 ERROR 1 --- [io-8080-exec-10] s.i.RetailVisionDataProcessorServiceImpl : Error uploading the image message :If you are using a StorageSharedKeyCredential, and the server returned an error message that says 'Signature did not match', you can compare the string to sign with the one generated by the SDK. To log the string to sign, pass in the context key value pair 'Azure-Storage-Log-String-To-Sign': true to the appropriate method call. If you are using a SAS token, and the server returned an error message that says 'Signature did not match', you can compare the string to sign with the one generated by the SDK. To log the string to sign, pass in the context key value pair 'Azure-Storage-Log-String-To-Sign': true to the appropriate generateSas method call. Please remember to disable 'Azure-Storage-Log-String-To-Sign' before going to production as this string can potentially contain PII. Status code 403, ""AuthenticationFailedServer failed to authenticate the request. Make sure the value of Authorization header is formed correctly including the signature. RequestId:0ff0c461-b01e-00ce-7a67-2fb8a0000000 Time:2023-01-23T20:18:53.3051919Zsr is mandatory. Cannot be empty"" 2023-01-23 20:18:53.361 DEBUG 1 --- [io-8080-exec-10] .t.t.f.s.SpringBootRestfulControllerUtil : Error Occurred (412) https://registry.terraform.io/providers/hashicorp/azurerm/latest/docs/data-sources/storage_account_sas Terraform doc to create the Connection String. Note I am able to recreate on one environment but not on another environment. Where Connection string is as following BlobEndpoint=https://abc.blob.core.windows.net/;QueueEndpoint=https://abc.queue.core.windows.net/;FileEndpoint=https://abc.file.core.windows.net/;TableEndpoint=https://abc.table.core.windows.net/;SharedAccessSignature=?sv=2019-10-10&ss=bqtf&srt=sco&sp=rwdlacuptf&se=2024-01-23T19:49:57Z&st=2023-01-23T19:49:57Z&spr=https&sig=KAhpu9iXHUSkftN3Ok%2FvcoaD%2Fz52jNrUwI1vcV8nl6M%3D ### Steps to Reproduce terraform plan terraform apply ### Important Factoids _No response_ ### References _No response_",0,issue with sas connectionstring is there an existing issue for this i have searched the existing issues community note please vote on this issue by adding a thumbsup to the original issue to help the community and maintainers prioritize this request please do not leave or me too comments they generate extra noise for issue followers and do not help prioritize the request if you are interested in working on this issue or have submitted a pull request please leave a comment terraform version azurerm provider version affected resource s data source s azurerm storage account sas terraform configuration files hcl data azurerm storage account sas account sas connection string data azurerm storage account storage account primary connection string https only true signed version resource types service true container true object true services blob true queue true table true file true start timestamp expiry timeadd timestamp permissions read true write true delete true list true add true create true update true process true tag true filter true debug output panic output shell output looks good and works just fine with azure storage explorer but not when deployed with values yaml deployment via helm chart helm deployment is completed successfully using terraform one environment is working dev staging environment is not working expected behaviour application should allow image data to transfer to storage account successfully actual behaviour verified the connection string created by terraform works successfully with azure storage explorer with signed version of this can be archived by right clicking on the azure storage account under your subscription selecting storage account or service then select conention string key or sas fill in the connection string parameter if i try a different signed version such as the connection string does not work with azure storage explorer i am unclear if something wrong with terraform the sas service string or azure sdk once my application is deployed to aks i see the following error using signed version of debug lvisiondataprocessorazureblobserviceimpl fetching existing blob container mycontainer debug lvisiondataprocessorazureblobserviceimpl uploading to blob storage as blob error s i retailvisiondataprocessorserviceimpl error uploading the image message if you are using a storagesharedkeycredential and the server returned an error message that says signature did not match you can compare the string to sign with the one generated by the sdk to log the string to sign pass in the context key value pair azure storage log string to sign true to the appropriate method call if you are using a sas token and the server returned an error message that says signature did not match you can compare the string to sign with the one generated by the sdk to log the string to sign pass in the context key value pair azure storage log string to sign true to the appropriate generatesas method call please remember to disable azure storage log string to sign before going to production as this string can potentially contain pii status code authenticationfailedserver failed to authenticate the request make sure the value of authorization header is formed correctly including the signature requestid time is mandatory cannot be empty debug t t f s springbootrestfulcontrollerutil error occurred terraform doc to create the connection string note i am able to recreate on one environment but not on another environment where connection string is as following blobendpoint steps to reproduce terraform plan terraform apply important factoids no response references no response ,0 18204,12677656015.0,IssuesEvent,2020-06-19 08:11:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Request: Add 'Wait for Debugger' option to the debug menu drop down for Mono version,enhancement topic:mono usability,"**Godot version:** 3.0.X **OS/device including version:** All **Description:** Basically right now we have to constantly open the `Project -> Project Settings -> Mono -> Debugger Agent` settings to enable/disable the wait for debugger setting for debugging our mono projects. It would be nice if we could get this option also added here under the debug menu. ![](https://cdn.discordapp.com/attachments/389794884585914368/452248815135621140/unknown.png) ",True,"Request: Add 'Wait for Debugger' option to the debug menu drop down for Mono version - **Godot version:** 3.0.X **OS/device including version:** All **Description:** Basically right now we have to constantly open the `Project -> Project Settings -> Mono -> Debugger Agent` settings to enable/disable the wait for debugger setting for debugging our mono projects. It would be nice if we could get this option also added here under the debug menu. ![](https://cdn.discordapp.com/attachments/389794884585914368/452248815135621140/unknown.png) ",1,request add wait for debugger option to the debug menu drop down for mono version godot version x os device including version all description basically right now we have to constantly open the project project settings mono debugger agent settings to enable disable the wait for debugger setting for debugging our mono projects it would be nice if we could get this option also added here under the debug menu ,1 7347,4932722688.0,IssuesEvent,2016-11-28 14:32:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimationPlayer timeline scrollbar not functioning properly.,bug topic:editor usability,"I'm using Windows 64 version of v2.1.1 In the AnimationPlayer, whenever I drag on the timeline's slider, it will only jump from end to end. It also does some strange jumps when just clicking on the empty areas of the bar. Is there some sort of option that I mistakenly set, or is this a bug? Here is what it looks like when I drag from side to side. ![animation_player](https://cloud.githubusercontent.com/assets/13004169/20646052/2e3df586-b47b-11e6-8598-fc25d66719b3.gif) ",True,"AnimationPlayer timeline scrollbar not functioning properly. - I'm using Windows 64 version of v2.1.1 In the AnimationPlayer, whenever I drag on the timeline's slider, it will only jump from end to end. It also does some strange jumps when just clicking on the empty areas of the bar. Is there some sort of option that I mistakenly set, or is this a bug? Here is what it looks like when I drag from side to side. ![animation_player](https://cloud.githubusercontent.com/assets/13004169/20646052/2e3df586-b47b-11e6-8598-fc25d66719b3.gif) ",1,animationplayer timeline scrollbar not functioning properly i m using windows version of in the animationplayer whenever i drag on the timeline s slider it will only jump from end to end it also does some strange jumps when just clicking on the empty areas of the bar is there some sort of option that i mistakenly set or is this a bug here is what it looks like when i drag from side to side ,1 15207,9854704283.0,IssuesEvent,2019-06-19 17:30:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,MODO Navigation Scheme Does Not Work with GridMaps,bug hero wanted! topic:editor usability,"Godot v3.0.2 Windows 10, Nvidia GeForce 1070 MODO Navigation Scheme does not work with GridMap tile placement. If you go to Editor>Editor Settings>Navigation>Navigation Scheme and change the Scheme to MODO, then you can no longer navigate the viewport when placing GridMap tiles. - Go through the steps to create a GridMap - Go to Editor>Editor Settings>Navigation>Navigation Scheme and change the scheme to MODO - Click on a GridMap item to start placing instances in the viewport - Attempt to rotate or pan the viewport using MODO shortcuts (SHIFT+LMB, etc.) ",True,"MODO Navigation Scheme Does Not Work with GridMaps - Godot v3.0.2 Windows 10, Nvidia GeForce 1070 MODO Navigation Scheme does not work with GridMap tile placement. If you go to Editor>Editor Settings>Navigation>Navigation Scheme and change the Scheme to MODO, then you can no longer navigate the viewport when placing GridMap tiles. - Go through the steps to create a GridMap - Go to Editor>Editor Settings>Navigation>Navigation Scheme and change the scheme to MODO - Click on a GridMap item to start placing instances in the viewport - Attempt to rotate or pan the viewport using MODO shortcuts (SHIFT+LMB, etc.) ",1,modo navigation scheme does not work with gridmaps godot windows nvidia geforce modo navigation scheme does not work with gridmap tile placement if you go to editor editor settings navigation navigation scheme and change the scheme to modo then you can no longer navigate the viewport when placing gridmap tiles go through the steps to create a gridmap go to editor editor settings navigation navigation scheme and change the scheme to modo click on a gridmap item to start placing instances in the viewport attempt to rotate or pan the viewport using modo shortcuts shift lmb etc ,1 20409,15396962522.0,IssuesEvent,2021-03-03 21:25:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,'No item column selected' when trying to rename node,bug regression topic:editor usability," **Godot version:** 3.2.4 rc2 Works in rc1 **Issue description:** When trying to rename node in scene tree by pressing Enter, this error appears: ![image](https://user-images.githubusercontent.com/2223172/109649458-39b06000-7b5c-11eb-96b0-e9cf08366c6c.png) **Steps to reproduce:** 1. Open a scene with some nodes 2. Select a node in scene tree 3. Press Enter 4. If the error doesn't appear, use arrows to change selection and try again",True,"'No item column selected' when trying to rename node - **Godot version:** 3.2.4 rc2 Works in rc1 **Issue description:** When trying to rename node in scene tree by pressing Enter, this error appears: ![image](https://user-images.githubusercontent.com/2223172/109649458-39b06000-7b5c-11eb-96b0-e9cf08366c6c.png) **Steps to reproduce:** 1. Open a scene with some nodes 2. Select a node in scene tree 3. Press Enter 4. If the error doesn't appear, use arrows to change selection and try again",1, no item column selected when trying to rename node please search existing issues for potential duplicates before filing yours godot version works in issue description when trying to rename node in scene tree by pressing enter this error appears steps to reproduce open a scene with some nodes select a node in scene tree press enter if the error doesn t appear use arrows to change selection and try again,1 10666,6848848264.0,IssuesEvent,2017-11-13 19:56:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Signal connection dialog ignore indentation settings when creating function,bug junior job topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3.0 alpha **Issue description:** When you use the signal connection dialog to create a function, it will always create a function using tab as indentation for the `pass` keyword. This is troublesome if you don't delete the keyword or if you delete it without clearing the blank space before it. **Steps to reproduce:** 1. Change the indent to spaces in the Editor Settings. 2. Create a new function with the signal connection dialog from the Node dock.",True,"Signal connection dialog ignore indentation settings when creating function - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3.0 alpha **Issue description:** When you use the signal connection dialog to create a function, it will always create a function using tab as indentation for the `pass` keyword. This is troublesome if you don't delete the keyword or if you delete it without clearing the blank space before it. **Steps to reproduce:** 1. Change the indent to spaces in the Editor Settings. 2. Create a new function with the signal connection dialog from the Node dock.",1,signal connection dialog ignore indentation settings when creating function operating system or device godot version gpu model and driver if graphics related godot alpha issue description when you use the signal connection dialog to create a function it will always create a function using tab as indentation for the pass keyword this is troublesome if you don t delete the keyword or if you delete it without clearing the blank space before it steps to reproduce change the indent to spaces in the editor settings create a new function with the signal connection dialog from the node dock ,1 110429,16979900440.0,IssuesEvent,2021-06-30 07:28:38,SmartBear/ready-mqtt-plugin,https://api.github.com/repos/SmartBear/ready-mqtt-plugin,closed,CVE-2019-14379 (High) detected in jackson-databind-2.1.4.jar - autoclosed,security vulnerability,"## CVE-2019-14379 - High Severity Vulnerability
Vulnerable Library - jackson-databind-2.1.4.jar

General data-binding functionality for Jackson: works on core streaming API

Path to dependency file: ready-mqtt-plugin/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.1.4/jackson-databind-2.1.4.jar

Dependency Hierarchy: - ready-api-soapui-pro-3.3.1.jar (Root Library) - jasperreports-6.4.0-sb-fixed.jar - :x: **jackson-databind-2.1.4.jar** (Vulnerable Library)

Found in HEAD commit: 72456065a443f2258660fde64bebd87fcbc170bb

Found in base branch: master

Vulnerability Details

SubTypeValidator.java in FasterXML jackson-databind before 2.9.9.2 mishandles default typing when ehcache is used (because of net.sf.ehcache.transaction.manager.DefaultTransactionManagerLookup), leading to remote code execution.

Publish Date: 2019-07-29

URL: CVE-2019-14379

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2019-14379

Release Date: 2019-07-29

Fix Resolution: 2.9.9.2

",True,"CVE-2019-14379 (High) detected in jackson-databind-2.1.4.jar - autoclosed - ## CVE-2019-14379 - High Severity Vulnerability
Vulnerable Library - jackson-databind-2.1.4.jar

General data-binding functionality for Jackson: works on core streaming API

Path to dependency file: ready-mqtt-plugin/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.1.4/jackson-databind-2.1.4.jar

Dependency Hierarchy: - ready-api-soapui-pro-3.3.1.jar (Root Library) - jasperreports-6.4.0-sb-fixed.jar - :x: **jackson-databind-2.1.4.jar** (Vulnerable Library)

Found in HEAD commit: 72456065a443f2258660fde64bebd87fcbc170bb

Found in base branch: master

Vulnerability Details

SubTypeValidator.java in FasterXML jackson-databind before 2.9.9.2 mishandles default typing when ehcache is used (because of net.sf.ehcache.transaction.manager.DefaultTransactionManagerLookup), leading to remote code execution.

Publish Date: 2019-07-29

URL: CVE-2019-14379

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2019-14379

Release Date: 2019-07-29

Fix Resolution: 2.9.9.2

",0,cve high detected in jackson databind jar autoclosed cve high severity vulnerability vulnerable library jackson databind jar general data binding functionality for jackson works on core streaming api path to dependency file ready mqtt plugin pom xml path to vulnerable library home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar dependency hierarchy ready api soapui pro jar root library jasperreports sb fixed jar x jackson databind jar vulnerable library found in head commit a href found in base branch master vulnerability details subtypevalidator java in fasterxml jackson databind before mishandles default typing when ehcache is used because of net sf ehcache transaction manager defaulttransactionmanagerlookup leading to remote code execution publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution isopenpronvulnerability false ispackagebased true isdefaultbranch true packages istransitivedependency true dependencytree com smartbear ready api soapui pro net sf jasperreports jasperreports sb fixed com fasterxml jackson core jackson databind isminimumfixversionavailable true minimumfixversion basebranches vulnerabilityidentifier cve vulnerabilitydetails subtypevalidator java in fasterxml jackson databind before mishandles default typing when ehcache is used because of net sf ehcache transaction manager defaulttransactionmanagerlookup leading to remote code execution vulnerabilityurl ,0 11100,7058081329.0,IssuesEvent,2018-01-04 18:54:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dropdown Menu Items disappear when hovering ,bug topic:editor usability,"**Godot version:** 3.0, Jan 2 Compiled. Windows 7, 64-bit, GTX 950 This is kind of hard to explain, but hopefully the gif helps show it. **Mouse is not being clicked.** ![](https://i.gyazo.com/c372b6d0a2f37cd82f0b0da6abcf6a1b.gif) Here is another case. When you reach the end it sometimes trigger the menu to hide. Can be very irritating at times when you quickly Go to Scene->Convert To->Tileset and it disspears :P ![](https://i.gyazo.com/8f0d66a78de9efa4e4d9e880b820a715.gif) - [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. ",True,"Dropdown Menu Items disappear when hovering - **Godot version:** 3.0, Jan 2 Compiled. Windows 7, 64-bit, GTX 950 This is kind of hard to explain, but hopefully the gif helps show it. **Mouse is not being clicked.** ![](https://i.gyazo.com/c372b6d0a2f37cd82f0b0da6abcf6a1b.gif) Here is another case. When you reach the end it sometimes trigger the menu to hide. Can be very irritating at times when you quickly Go to Scene->Convert To->Tileset and it disspears :P ![](https://i.gyazo.com/8f0d66a78de9efa4e4d9e880b820a715.gif) - [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. ",1,dropdown menu items disappear when hovering godot version jan compiled windows bit gtx this is kind of hard to explain but hopefully the gif helps show it mouse is not being clicked here is another case when you reach the end it sometimes trigger the menu to hide can be very irritating at times when you quickly go to scene convert to tileset and it disspears p i searched the existing for potential duplicates ,1 12500,7920381609.0,IssuesEvent,2018-07-04 23:54:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"When moving a file with the editor, if there is a file with the same name it replaces it without any notice",bug junior job topic:editor usability,"**Godot version:** Godot 3.0.2.stable.official **OS/device including version:** MACOSX **Issue description:** if I move a file with the same name of another file in a target directory, this one will be replaced without any notice. ![image](https://user-images.githubusercontent.com/6097015/39658127-19aced34-5010-11e8-91d6-1779dcee38b5.png) **Steps to reproduce:** Moving a file with the same name of a target directory **Minimal reproduction project:** ",True,"When moving a file with the editor, if there is a file with the same name it replaces it without any notice - **Godot version:** Godot 3.0.2.stable.official **OS/device including version:** MACOSX **Issue description:** if I move a file with the same name of another file in a target directory, this one will be replaced without any notice. ![image](https://user-images.githubusercontent.com/6097015/39658127-19aced34-5010-11e8-91d6-1779dcee38b5.png) **Steps to reproduce:** Moving a file with the same name of a target directory **Minimal reproduction project:** ",1,when moving a file with the editor if there is a file with the same name it replaces it without any notice godot version godot stable official os device including version macosx issue description if i move a file with the same name of another file in a target directory this one will be replaced without any notice steps to reproduce moving a file with the same name of a target directory minimal reproduction project ,1 14797,9531008056.0,IssuesEvent,2019-04-29 15:04:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Freeze the debugger variable inspector scrolling position while debugging,bug junior job topic:editor usability,"**Godot version:** 3.1 rc2 **OS/device including version:** Windows 10 x64 **Issue description:** While debugging, I want to watch one variable that is located below the first visible variables in the inspector. So I scroll the inspector down until it shows me the desired variable. But if I click in the ""continue"" button, the variable inspector scroll back to the first variables again. So, on each ""continue"", I have to scroll to the desired variable again. **Steps to reproduce:** - Have a code with multiple variables - Set a breakpoint in any line - Start debugging - The debugger will show the first variables: ![image](https://user-images.githubusercontent.com/11199752/54247090-62c22b00-4516-11e9-8101-dc66f05e6702.png) - But I want to follow the 'x' variable, so I scroll down: ![image](https://user-images.githubusercontent.com/11199752/54247113-7ec5cc80-4516-11e9-802b-c919a14f4c60.png) - Now I want to continue the script, so I click on the ""continue"" button, and then the variable list is again on the beginning: ![image](https://user-images.githubusercontent.com/11199752/54247209-d2d0b100-4516-11e9-9db5-01ec520ab88c.png) ",True,"Freeze the debugger variable inspector scrolling position while debugging - **Godot version:** 3.1 rc2 **OS/device including version:** Windows 10 x64 **Issue description:** While debugging, I want to watch one variable that is located below the first visible variables in the inspector. So I scroll the inspector down until it shows me the desired variable. But if I click in the ""continue"" button, the variable inspector scroll back to the first variables again. So, on each ""continue"", I have to scroll to the desired variable again. **Steps to reproduce:** - Have a code with multiple variables - Set a breakpoint in any line - Start debugging - The debugger will show the first variables: ![image](https://user-images.githubusercontent.com/11199752/54247090-62c22b00-4516-11e9-8101-dc66f05e6702.png) - But I want to follow the 'x' variable, so I scroll down: ![image](https://user-images.githubusercontent.com/11199752/54247113-7ec5cc80-4516-11e9-802b-c919a14f4c60.png) - Now I want to continue the script, so I click on the ""continue"" button, and then the variable list is again on the beginning: ![image](https://user-images.githubusercontent.com/11199752/54247209-d2d0b100-4516-11e9-9db5-01ec520ab88c.png) ",1,freeze the debugger variable inspector scrolling position while debugging godot version os device including version windows issue description while debugging i want to watch one variable that is located below the first visible variables in the inspector so i scroll the inspector down until it shows me the desired variable but if i click in the continue button the variable inspector scroll back to the first variables again so on each continue i have to scroll to the desired variable again steps to reproduce have a code with multiple variables set a breakpoint in any line start debugging the debugger will show the first variables but i want to follow the x variable so i scroll down now i want to continue the script so i click on the continue button and then the variable list is again on the beginning ,1 184577,14289501585.0,IssuesEvent,2020-11-23 19:21:45,github-vet/rangeclosure-findings,https://api.github.com/repos/github-vet/rangeclosure-findings,closed,blake-education/dogestry: vendor/go/src/github.com/fsouza/go-dockerclient/engine/streams_test.go; 25 LoC,fresh small test," Found a possible issue in [blake-education/dogestry](https://www.github.com/blake-education/dogestry) at [vendor/go/src/github.com/fsouza/go-dockerclient/engine/streams_test.go](https://github.com/blake-education/dogestry/blob/4a114c2dd3dc4b0d8df1385205b5f12341bd29c1/vendor/go/src/github.com/fsouza/go-dockerclient/engine/streams_test.go#L126-L150) The below snippet of Go code triggered static analysis which searches for goroutines and/or defer statements which capture loop variables. [Click here to see the code in its original context.](https://github.com/blake-education/dogestry/blob/4a114c2dd3dc4b0d8df1385205b5f12341bd29c1/vendor/go/src/github.com/fsouza/go-dockerclient/engine/streams_test.go#L126-L150)
Click here to show the 25 line(s) of Go which triggered the analyzer. ```go for _, input := range testInputs { expectedOutput := input o := NewOutput() r, err := o.AddPipe() if err != nil { t.Fatal(err) } go func(o *Output) { if n, err := o.Write([]byte(input)); err != nil { t.Error(err) } else if n != len(input) { t.Errorf(""Expected %d, got %d"", len(input), n) } if err := o.Close(); err != nil { t.Error(err) } }(o) output, err := ioutil.ReadAll(r) if err != nil { t.Fatal(err) } if string(output) != expectedOutput { t.Errorf(""Last line is not stored as return string.\nExpected: '%s'\nGot: '%s'"", expectedOutput, output) } } ```
Leave a reaction on this issue to contribute to the project by classifying this instance as a **Bug** :-1:, **Mitigated** :+1:, or **Desirable Behavior** :rocket: See the descriptions of the classifications [here](https://github.com/github-vet/rangeclosure-findings#how-can-i-help) for more information. commit ID: 4a114c2dd3dc4b0d8df1385205b5f12341bd29c1 ",1.0,"blake-education/dogestry: vendor/go/src/github.com/fsouza/go-dockerclient/engine/streams_test.go; 25 LoC - Found a possible issue in [blake-education/dogestry](https://www.github.com/blake-education/dogestry) at [vendor/go/src/github.com/fsouza/go-dockerclient/engine/streams_test.go](https://github.com/blake-education/dogestry/blob/4a114c2dd3dc4b0d8df1385205b5f12341bd29c1/vendor/go/src/github.com/fsouza/go-dockerclient/engine/streams_test.go#L126-L150) The below snippet of Go code triggered static analysis which searches for goroutines and/or defer statements which capture loop variables. [Click here to see the code in its original context.](https://github.com/blake-education/dogestry/blob/4a114c2dd3dc4b0d8df1385205b5f12341bd29c1/vendor/go/src/github.com/fsouza/go-dockerclient/engine/streams_test.go#L126-L150)
Click here to show the 25 line(s) of Go which triggered the analyzer. ```go for _, input := range testInputs { expectedOutput := input o := NewOutput() r, err := o.AddPipe() if err != nil { t.Fatal(err) } go func(o *Output) { if n, err := o.Write([]byte(input)); err != nil { t.Error(err) } else if n != len(input) { t.Errorf(""Expected %d, got %d"", len(input), n) } if err := o.Close(); err != nil { t.Error(err) } }(o) output, err := ioutil.ReadAll(r) if err != nil { t.Fatal(err) } if string(output) != expectedOutput { t.Errorf(""Last line is not stored as return string.\nExpected: '%s'\nGot: '%s'"", expectedOutput, output) } } ```
Leave a reaction on this issue to contribute to the project by classifying this instance as a **Bug** :-1:, **Mitigated** :+1:, or **Desirable Behavior** :rocket: See the descriptions of the classifications [here](https://github.com/github-vet/rangeclosure-findings#how-can-i-help) for more information. commit ID: 4a114c2dd3dc4b0d8df1385205b5f12341bd29c1 ",0,blake education dogestry vendor go src github com fsouza go dockerclient engine streams test go loc found a possible issue in at the below snippet of go code triggered static analysis which searches for goroutines and or defer statements which capture loop variables click here to show the line s of go which triggered the analyzer go for input range testinputs expectedoutput input o newoutput r err o addpipe if err nil t fatal err go func o output if n err o write byte input err nil t error err else if n len input t errorf expected d got d len input n if err o close err nil t error err o output err ioutil readall r if err nil t fatal err if string output expectedoutput t errorf last line is not stored as return string nexpected s ngot s expectedoutput output leave a reaction on this issue to contribute to the project by classifying this instance as a bug mitigated or desirable behavior rocket see the descriptions of the classifications for more information commit id ,0 13099,8272072197.0,IssuesEvent,2018-09-16 16:16:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Control+Up or Down on Scene dock does not move selected node,bug hero wanted! topic:editor usability," **Godot version:** godot 3.0 master 201d2d722 **OS/device including version:** **Issue description:** Control + Up or Down on Scene dock does not move selected node to up or down **when Scene dock is focused**. 3.0.2 official works. **Steps to reproduce:** 1. select a node in Scene dock and stay mouse pointer in Scene dock 2. try Control + Up or Down // does not work 3. move mouse pointer to viewport 4. try Control + Up or Down // works **Minimal reproduction project:** ",True,"Control+Up or Down on Scene dock does not move selected node - **Godot version:** godot 3.0 master 201d2d722 **OS/device including version:** **Issue description:** Control + Up or Down on Scene dock does not move selected node to up or down **when Scene dock is focused**. 3.0.2 official works. **Steps to reproduce:** 1. select a node in Scene dock and stay mouse pointer in Scene dock 2. try Control + Up or Down // does not work 3. move mouse pointer to viewport 4. try Control + Up or Down // works **Minimal reproduction project:** ",1,control up or down on scene dock does not move selected node please search existing issues for potential duplicates before filing yours godot version godot master os device including version issue description control up or down on scene dock does not move selected node to up or down when scene dock is focused official works steps to reproduce select a node in scene dock and stay mouse pointer in scene dock try control up or down does not work move mouse pointer to viewport try control up or down works minimal reproduction project ,1 13112,8290222348.0,IssuesEvent,2018-09-19 16:42:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Dragging a Node2d inside a CanvasLayer with scale != (1,1) results in a scaled dragging ",bug topic:editor usability," **Godot version:** v3.0.2.stable.official **OS/device including version:** Windows 10 **Issue description:** When you drag a Node2d inside a CanvasLayer Node with a sacale different than (1,1) the movement of the child Node2D does not follow the mouse movement. If the scale of the CanvasLayer is for example (8, 8), and you drag 10 screen pixels the child Node2D, then the Node will be translated 80 screen pixels instead of 8 pixels (the nearest rouned number) This is matematically correct but it's not intuitive nor facilitates the scene edition process. **Steps to reproduce:** - Create a CanvasLayer Node - Set their scale to (8, 8) - Add any Node2D as a child (For example an AnimatedSprite) - Drag the Node2D about 10 pixels to the right. It will be tranlated 80 pixels. This is matematically correct but it's not intuitive nor facilitates the scene edition process. **Minimal reproduction project:** --- ",True,"Dragging a Node2d inside a CanvasLayer with scale != (1,1) results in a scaled dragging - **Godot version:** v3.0.2.stable.official **OS/device including version:** Windows 10 **Issue description:** When you drag a Node2d inside a CanvasLayer Node with a sacale different than (1,1) the movement of the child Node2D does not follow the mouse movement. If the scale of the CanvasLayer is for example (8, 8), and you drag 10 screen pixels the child Node2D, then the Node will be translated 80 screen pixels instead of 8 pixels (the nearest rouned number) This is matematically correct but it's not intuitive nor facilitates the scene edition process. **Steps to reproduce:** - Create a CanvasLayer Node - Set their scale to (8, 8) - Add any Node2D as a child (For example an AnimatedSprite) - Drag the Node2D about 10 pixels to the right. It will be tranlated 80 pixels. This is matematically correct but it's not intuitive nor facilitates the scene edition process. **Minimal reproduction project:** --- ",1,dragging a inside a canvaslayer with scale results in a scaled dragging please search existing issues for potential duplicates before filing yours godot version stable official os device including version windows issue description when you drag a inside a canvaslayer node with a sacale different than the movement of the child does not follow the mouse movement if the scale of the canvaslayer is for example and you drag screen pixels the child then the node will be translated screen pixels instead of pixels the nearest rouned number this is matematically correct but it s not intuitive nor facilitates the scene edition process steps to reproduce create a canvaslayer node set their scale to add any as a child for example an animatedsprite drag the about pixels to the right it will be tranlated pixels this is matematically correct but it s not intuitive nor facilitates the scene edition process minimal reproduction project ,1 95294,19689436285.0,IssuesEvent,2022-01-12 04:12:11,dotnet/runtime,https://api.github.com/repos/dotnet/runtime,closed,RuntimeHandles should implement IEquatable,api-approved area-System.Runtime code-analyzer,"### Background and motivation `RuntimeTypeHandle` is often used as a key in a dictionary. See hits on github: https://grep.app/search?q=dictionary%3Cruntimetypehandle. The search results include high profile libraries such a CsWinRt. The runtime handles already implement strongly typed `Equals(XXXHandle other)` methods, but without the interfaces, dictionaries are going to use the `Equals(object other)` implementations instead, needlessly boxing the argument, unless a custom comparer is provided (it isn't in the above search results...). ### API Proposal ```C# namespace System { public struct RuntimeTypeHandle : IEquatable { // bool Equals(RuntimeTypeHandle) already exists } public struct RuntimeMethodHandle : IEquatable { // bool Equals(RuntimeMehtodHandle) already exists } public struct RuntimeFieldHandle : IEquatable { // bool Equals(RuntimeFieldHandle) already exists } } ``` ### API Usage No boxing. ### Alternative Designs _No response_ ### Risks _No response_",1.0,"RuntimeHandles should implement IEquatable - ### Background and motivation `RuntimeTypeHandle` is often used as a key in a dictionary. See hits on github: https://grep.app/search?q=dictionary%3Cruntimetypehandle. The search results include high profile libraries such a CsWinRt. The runtime handles already implement strongly typed `Equals(XXXHandle other)` methods, but without the interfaces, dictionaries are going to use the `Equals(object other)` implementations instead, needlessly boxing the argument, unless a custom comparer is provided (it isn't in the above search results...). ### API Proposal ```C# namespace System { public struct RuntimeTypeHandle : IEquatable { // bool Equals(RuntimeTypeHandle) already exists } public struct RuntimeMethodHandle : IEquatable { // bool Equals(RuntimeMehtodHandle) already exists } public struct RuntimeFieldHandle : IEquatable { // bool Equals(RuntimeFieldHandle) already exists } } ``` ### API Usage No boxing. ### Alternative Designs _No response_ ### Risks _No response_",0,runtimehandles should implement iequatable background and motivation runtimetypehandle is often used as a key in a dictionary see hits on github the search results include high profile libraries such a cswinrt the runtime handles already implement strongly typed equals xxxhandle other methods but without the interfaces dictionaries are going to use the equals object other implementations instead needlessly boxing the argument unless a custom comparer is provided it isn t in the above search results api proposal c namespace system public struct runtimetypehandle iequatable bool equals runtimetypehandle already exists public struct runtimemethodhandle iequatable bool equals runtimemehtodhandle already exists public struct runtimefieldhandle iequatable bool equals runtimefieldhandle already exists api usage no boxing alternative designs no response risks no response ,0 362612,10729932677.0,IssuesEvent,2019-10-28 16:27:31,google/blockly,https://api.github.com/repos/google/blockly,closed,Add test variable button is broken,help wanted low priority type: bug," **Describe the bug** If you drag out one of the variable validators in the test blocks and then try to add test variables you get errors in the console. **To Reproduce** Steps to reproduce the behavior: 1. Open the playground and switch to test blocks 2. Drag out one of the variable validator test blocks. 3. Click the 'add test variable' button in the flyout 4. See error **Expected behavior** **Screenshots** **Desktop (please complete the following information):** - OS: [e.g. iOS] - Browser [e.g. chrome, safari] - Version [e.g. 22] **Smartphone (please complete the following information):** - Device: [e.g. iPhone6] - OS: [e.g. iOS8.1] - Browser [e.g. stock browser, safari] - Version [e.g. 22] **Stack Traces** ``` variable_map.js:178 Uncaught Error: Variable ""1a"" is already in use and its id is ""]T:Ws0tgqg3)z-H)MZ*]"" which conflicts with the passed in id, ""1A"". at Blockly.VariableMap.createVariable (variable_map.js:178) at Blockly.WorkspaceSvg.Blockly.Workspace.createVariable (workspace.js:522) at Blockly.WorkspaceSvg.createVariable (workspace_svg.js:1326) at addVariables (playground.html?dir=…&renderer=geras:244) at Blockly.FlyoutButton.onMouseUp_ (flyout_button.js:260) at SVGGElement.wrapFunc (blockly.js:473) ``` **Additional context** ",1.0,"Add test variable button is broken - **Describe the bug** If you drag out one of the variable validators in the test blocks and then try to add test variables you get errors in the console. **To Reproduce** Steps to reproduce the behavior: 1. Open the playground and switch to test blocks 2. Drag out one of the variable validator test blocks. 3. Click the 'add test variable' button in the flyout 4. See error **Expected behavior** **Screenshots** **Desktop (please complete the following information):** - OS: [e.g. iOS] - Browser [e.g. chrome, safari] - Version [e.g. 22] **Smartphone (please complete the following information):** - Device: [e.g. iPhone6] - OS: [e.g. iOS8.1] - Browser [e.g. stock browser, safari] - Version [e.g. 22] **Stack Traces** ``` variable_map.js:178 Uncaught Error: Variable ""1a"" is already in use and its id is ""]T:Ws0tgqg3)z-H)MZ*]"" which conflicts with the passed in id, ""1A"". at Blockly.VariableMap.createVariable (variable_map.js:178) at Blockly.WorkspaceSvg.Blockly.Workspace.createVariable (workspace.js:522) at Blockly.WorkspaceSvg.createVariable (workspace_svg.js:1326) at addVariables (playground.html?dir=…&renderer=geras:244) at Blockly.FlyoutButton.onMouseUp_ (flyout_button.js:260) at SVGGElement.wrapFunc (blockly.js:473) ``` **Additional context** ",0,add test variable button is broken thanks for opening an issue for us before you open an issue please check if a similar issue exists or has been closed before if you re asking a question about how to use blockly in your application please ask questions on the mailing list instead of filing issues describe the bug if you drag out one of the variable validators in the test blocks and then try to add test variables you get errors in the console to reproduce steps to reproduce the behavior open the playground and switch to test blocks drag out one of the variable validator test blocks click the add test variable button in the flyout see error expected behavior screenshots desktop please complete the following information os browser version smartphone please complete the following information device os browser version stack traces please open up the console if you see any blockly related errors paste them between the quotes below ignore any instances of uncaught in promise domexception the play request was interrupted by a call to pause variable map js uncaught error variable is already in use and its id is t z h mz which conflicts with the passed in id at blockly variablemap createvariable variable map js at blockly workspacesvg blockly workspace createvariable workspace js at blockly workspacesvg createvariable workspace svg js at addvariables playground html dir … renderer geras at blockly flyoutbutton onmouseup flyout button js at svggelement wrapfunc blockly js additional context ,0 70965,23391935716.0,IssuesEvent,2022-08-11 18:44:22,vector-im/element-android,https://api.github.com/repos/vector-im/element-android,opened,App Layout: Favourites do not appear and sometimes switching tabs takes more than 10s,T-Defect Z-AppLayout,"### Steps to reproduce Raised by @gsouquet in the internal testing session ### Outcome #### What did you expect? #### What happened instead? ### Your phone model _No response_ ### Operating system version _No response_ ### Application version and app store App Layout APK ### Homeserver _No response_ ### Will you send logs? No ### Are you willing to provide a PR? No",1.0,"App Layout: Favourites do not appear and sometimes switching tabs takes more than 10s - ### Steps to reproduce Raised by @gsouquet in the internal testing session ### Outcome #### What did you expect? #### What happened instead? ### Your phone model _No response_ ### Operating system version _No response_ ### Application version and app store App Layout APK ### Homeserver _No response_ ### Will you send logs? No ### Are you willing to provide a PR? No",0,app layout favourites do not appear and sometimes switching tabs takes more than steps to reproduce raised by gsouquet in the internal testing session outcome what did you expect what happened instead your phone model no response operating system version no response application version and app store app layout apk homeserver no response will you send logs no are you willing to provide a pr no,0 319019,9733059422.0,IssuesEvent,2019-05-31 08:42:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Exeption and Eco tag mismath when doing contracts,High Priority,"We test all contracts and got bad logs: [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/3240447/Player.log) For example Contract for add/remove blocks: [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/3240461/Player.log) When I open contract to accept it Exception appeared When I start to dig Sand to complete contract 'Eco tag mismatch! Found open tag 'ecoicon' with no matching close tag in string: Sand' appeared",1.0,"Exeption and Eco tag mismath when doing contracts - We test all contracts and got bad logs: [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/3240447/Player.log) For example Contract for add/remove blocks: [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/3240461/Player.log) When I open contract to accept it Exception appeared When I start to dig Sand to complete contract 'Eco tag mismatch! Found open tag 'ecoicon' with no matching close tag in string: Sand' appeared",0,exeption and eco tag mismath when doing contracts we test all contracts and got bad logs for example contract for add remove blocks when i open contract to accept it exception appeared when i start to dig sand to complete contract eco tag mismatch found open tag ecoicon with no matching close tag in string sand appeared,0 18303,12751224384.0,IssuesEvent,2020-06-27 09:41:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,A way to turn off the material preview in the Inspector?,enhancement junior job topic:editor usability,"**Operating system or device - Godot version:** Godot 2.1, any OS. **Issue description** (what happened, and what was expected): _This is a feature request._ I don't really like the new shader material preview in the inspector, I am already previewing my materials in the viewport and it's kind of a waste of space in the inspector, IMO. ![Illustration](http://picload.org/image/rdrrwclo/inspector_matpreview.png) Since I couldn't find an option for it: Would it be possible to get an option to turn it off in the Engine Settings > Inspector Tab. :sparkles: Pretty please? :sparkles: ",True,"A way to turn off the material preview in the Inspector? - **Operating system or device - Godot version:** Godot 2.1, any OS. **Issue description** (what happened, and what was expected): _This is a feature request._ I don't really like the new shader material preview in the inspector, I am already previewing my materials in the viewport and it's kind of a waste of space in the inspector, IMO. ![Illustration](http://picload.org/image/rdrrwclo/inspector_matpreview.png) Since I couldn't find an option for it: Would it be possible to get an option to turn it off in the Engine Settings > Inspector Tab. :sparkles: Pretty please? :sparkles: ",1,a way to turn off the material preview in the inspector operating system or device godot version godot any os issue description what happened and what was expected this is a feature request i don t really like the new shader material preview in the inspector i am already previewing my materials in the viewport and it s kind of a waste of space in the inspector imo since i couldn t find an option for it would it be possible to get an option to turn it off in the engine settings inspector tab sparkles pretty please sparkles ,1 164994,6259914828.0,IssuesEvent,2017-07-14 19:14:35,twosigma/beakerx,https://api.github.com/repos/twosigma/beakerx,closed,"column format ""double with precision"" menu broken ",Bug Priority High Widgets JS,"evaluate this groovy cell: ``` List list = new ArrayList(); list.add([""x"" : 1.1, ""y"" : 2]); list.add([""x"" : 3.1, ""y"" : 4]); list ``` open the column menu menu for x. go to the ""format"" menu, and into the ""double with precision"" submenu. instead of a subsubmenu, scrollbars appear. ![screen shot 2017-07-10 at 7 34 37 pm](https://user-images.githubusercontent.com/963093/28044709-ddfa06c2-65a6-11e7-9f6b-f3a689baa15e.png) ",1.0,"column format ""double with precision"" menu broken - evaluate this groovy cell: ``` List list = new ArrayList(); list.add([""x"" : 1.1, ""y"" : 2]); list.add([""x"" : 3.1, ""y"" : 4]); list ``` open the column menu menu for x. go to the ""format"" menu, and into the ""double with precision"" submenu. instead of a subsubmenu, scrollbars appear. ![screen shot 2017-07-10 at 7 34 37 pm](https://user-images.githubusercontent.com/963093/28044709-ddfa06c2-65a6-11e7-9f6b-f3a689baa15e.png) ",0,column format double with precision menu broken evaluate this groovy cell list list new arraylist list add list add list open the column menu menu for x go to the format menu and into the double with precision submenu instead of a subsubmenu scrollbars appear ,0 51019,13188043425.0,IssuesEvent,2020-08-13 05:23:32,icecube-trac/tix3,https://api.github.com/repos/icecube-trac/tix3,closed,Globus Tools in CVMFS (Trac #1836),Migrated from Trac cmake defect,"This is a ticket we received to our help@icecube queue that I'm passing over to you. This is from Thomas Kintscher, email address thomas.kintscher@desy.de , so if you could tie him in to any responses, that would be great! -Nils Dear helpdesk, I noticed an issue with the version of the Globus tools in CVMFS (both py2-v1 and py2-v2). The globus-url-copy tool always segfaults when trying to list certain directories on the Zeuthen site, e.g. like this: Show quoted text gsiftp://gridftp.ifh.de/pnfs/ifh.de/acs/grid/icecube/data/sim/IceCube/2012/filtered/level2/CORSIKA-in-ice/11058/ zsh: segmentation fault globus-url-copy -list Running the same command on cobalt outside of the CVMFS environment works. I noticed that the version on CVMFS is 8.6, whereas the cobalts already have 9.19. Maybe updating the version on CVMFS would already be enough to resolve this problem. For the time being, I can use the version installed on cobalt, but it's somewhat inconvenient to switch if tools from CVMFS are required. Best, Thomas -- Thomas Kintscher Deutsches Elektronen-Synchrotron (DESY) Platanenallee 6, 15378 Zeuthen, Germany Office: 2L/15, Phone: +49 33762-7-7312
Migrated from https://code.icecube.wisc.edu/ticket/1836, reported by nirland and owned by

```json { ""status"": ""closed"", ""changetime"": ""2016-08-26T18:24:01"", ""description"": ""This is a ticket we received to our help@icecube queue that I'm passing over to you. This is from Thomas Kintscher, email address thomas.kintscher@desy.de , so if you could tie him in to any responses, that would be great!\n\n-Nils\n\n\n\nDear helpdesk,\n\nI noticed an issue with the version of the Globus tools in CVMFS (both\npy2-v1 and py2-v2). The globus-url-copy tool always segfaults when\ntrying to list certain directories on the Zeuthen site, e.g. like this:\n\n\nShow quoted text\n\ngsiftp://gridftp.ifh.de/pnfs/ifh.de/acs/grid/icecube/data/sim/IceCube/2012/filtered/level2/CORSIKA-in-ice/11058/\nzsh: segmentation fault globus-url-copy -list\n\n\nRunning the same command on cobalt outside of the CVMFS environment\nworks. I noticed that the version on CVMFS is 8.6, whereas the cobalts\nalready have 9.19.\nMaybe updating the version on CVMFS would already be enough to resolve\nthis problem. For the time being, I can use the version installed on\ncobalt, but it's somewhat inconvenient to switch if tools from CVMFS are\nrequired.\n\nBest,\nThomas\n\n-- \nThomas Kintscher\nDeutsches Elektronen-Synchrotron (DESY)\nPlatanenallee 6, 15378 Zeuthen, Germany\nOffice: 2L/15, Phone: +49 33762-7-7312"", ""reporter"": ""nirland"", ""cc"": """", ""resolution"": ""wontfix"", ""_ts"": ""1472235841289510"", ""component"": ""cmake"", ""summary"": ""Globus Tools in CVMFS"", ""priority"": ""normal"", ""keywords"": """", ""time"": ""2016-08-26T17:24:29"", ""milestone"": """", ""owner"": """", ""type"": ""defect"" } ```

",1.0,"Globus Tools in CVMFS (Trac #1836) - This is a ticket we received to our help@icecube queue that I'm passing over to you. This is from Thomas Kintscher, email address thomas.kintscher@desy.de , so if you could tie him in to any responses, that would be great! -Nils Dear helpdesk, I noticed an issue with the version of the Globus tools in CVMFS (both py2-v1 and py2-v2). The globus-url-copy tool always segfaults when trying to list certain directories on the Zeuthen site, e.g. like this: Show quoted text gsiftp://gridftp.ifh.de/pnfs/ifh.de/acs/grid/icecube/data/sim/IceCube/2012/filtered/level2/CORSIKA-in-ice/11058/ zsh: segmentation fault globus-url-copy -list Running the same command on cobalt outside of the CVMFS environment works. I noticed that the version on CVMFS is 8.6, whereas the cobalts already have 9.19. Maybe updating the version on CVMFS would already be enough to resolve this problem. For the time being, I can use the version installed on cobalt, but it's somewhat inconvenient to switch if tools from CVMFS are required. Best, Thomas -- Thomas Kintscher Deutsches Elektronen-Synchrotron (DESY) Platanenallee 6, 15378 Zeuthen, Germany Office: 2L/15, Phone: +49 33762-7-7312
Migrated from https://code.icecube.wisc.edu/ticket/1836, reported by nirland and owned by

```json { ""status"": ""closed"", ""changetime"": ""2016-08-26T18:24:01"", ""description"": ""This is a ticket we received to our help@icecube queue that I'm passing over to you. This is from Thomas Kintscher, email address thomas.kintscher@desy.de , so if you could tie him in to any responses, that would be great!\n\n-Nils\n\n\n\nDear helpdesk,\n\nI noticed an issue with the version of the Globus tools in CVMFS (both\npy2-v1 and py2-v2). The globus-url-copy tool always segfaults when\ntrying to list certain directories on the Zeuthen site, e.g. like this:\n\n\nShow quoted text\n\ngsiftp://gridftp.ifh.de/pnfs/ifh.de/acs/grid/icecube/data/sim/IceCube/2012/filtered/level2/CORSIKA-in-ice/11058/\nzsh: segmentation fault globus-url-copy -list\n\n\nRunning the same command on cobalt outside of the CVMFS environment\nworks. I noticed that the version on CVMFS is 8.6, whereas the cobalts\nalready have 9.19.\nMaybe updating the version on CVMFS would already be enough to resolve\nthis problem. For the time being, I can use the version installed on\ncobalt, but it's somewhat inconvenient to switch if tools from CVMFS are\nrequired.\n\nBest,\nThomas\n\n-- \nThomas Kintscher\nDeutsches Elektronen-Synchrotron (DESY)\nPlatanenallee 6, 15378 Zeuthen, Germany\nOffice: 2L/15, Phone: +49 33762-7-7312"", ""reporter"": ""nirland"", ""cc"": """", ""resolution"": ""wontfix"", ""_ts"": ""1472235841289510"", ""component"": ""cmake"", ""summary"": ""Globus Tools in CVMFS"", ""priority"": ""normal"", ""keywords"": """", ""time"": ""2016-08-26T17:24:29"", ""milestone"": """", ""owner"": """", ""type"": ""defect"" } ```

",0,globus tools in cvmfs trac this is a ticket we received to our help icecube queue that i m passing over to you this is from thomas kintscher email address thomas kintscher desy de so if you could tie him in to any responses that would be great nils dear helpdesk i noticed an issue with the version of the globus tools in cvmfs both and the globus url copy tool always segfaults when trying to list certain directories on the zeuthen site e g like this show quoted text gsiftp gridftp ifh de pnfs ifh de acs grid icecube data sim icecube filtered corsika in ice zsh segmentation fault globus url copy list running the same command on cobalt outside of the cvmfs environment works i noticed that the version on cvmfs is whereas the cobalts already have maybe updating the version on cvmfs would already be enough to resolve this problem for the time being i can use the version installed on cobalt but it s somewhat inconvenient to switch if tools from cvmfs are required best thomas thomas kintscher deutsches elektronen synchrotron desy platanenallee zeuthen germany office phone migrated from json status closed changetime description this is a ticket we received to our help icecube queue that i m passing over to you this is from thomas kintscher email address thomas kintscher desy de so if you could tie him in to any responses that would be great n n nils n n n ndear helpdesk n ni noticed an issue with the version of the globus tools in cvmfs both and the globus url copy tool always segfaults when ntrying to list certain directories on the zeuthen site e g like this n n nshow quoted text n ngsiftp gridftp ifh de pnfs ifh de acs grid icecube data sim icecube filtered corsika in ice nzsh segmentation fault globus url copy list n n nrunning the same command on cobalt outside of the cvmfs environment nworks i noticed that the version on cvmfs is whereas the cobalts nalready have nmaybe updating the version on cvmfs would already be enough to resolve nthis problem for the time being i can use the version installed on ncobalt but it s somewhat inconvenient to switch if tools from cvmfs are nrequired n nbest nthomas n n nthomas kintscher ndeutsches elektronen synchrotron desy nplatanenallee zeuthen germany noffice phone reporter nirland cc resolution wontfix ts component cmake summary globus tools in cvmfs priority normal keywords time milestone owner type defect ,0 100153,30632919609.0,IssuesEvent,2023-07-24 15:38:28,dotnet/runtime,https://api.github.com/repos/dotnet/runtime,closed,Convert MonoVM Samples into Functional Tests,area-Build-mono,"The mono [samples](https://github.com/dotnet/runtime/tree/master/src/mono/netcore/sample) do a good job of showing off the platforms we support and often serve as a mini test bed. Unfortunately, they have a tendency to break over time and sometimes we'll be slow to realize it. To combat that, we should convert the samples into functional tests. We will want to: - [x] Ensure we build them as part of the build - [x] Make sure the functional tests are run on CI - [x] Each test should have a return code for pass/fail - [ ] Set default features flags to match to SDK defaults - [x] [Blazor]( https://github.com/dotnet/aspnetcore/blob/219ecd6880120215137f4d6ef0dd2aa62c780af2/src/Components/WebAssembly/Sdk/src/targets/Microsoft.NET.Sdk.BlazorWebAssembly.Current.targets#L58-L63) - [x] Android - [ ] iOS - [ ] Extract tests into individual test cases for - [ ] iOS device (arm64) - [ ] Interpreter only - [ ] AOT only - [ ] PInvoke tests - [ ] Invariant culture only mode - [x] iOS simulator (x64 & arm64) - [x] Interpreter only - [x] AOT only - [x] PInvoke tests - [x] Invariant culture only mode - [x] tvOS device (arm64) - [x] Interpreter only - [x] AOT only - [x] PInvoke tests - [x] tvOS simulator (x64 & arm64) - [x] Interpreter only - [x] AOT only - [x] PInvoke tests - [x] Android device+simulator - [x] Interpreter - [x] JIT - [x] AOT - [x] PInvoke - [x] Invariant culture only mode - [x] WebAssembly Console - [x] Normal interp - [x] AOT - [x] PInvoke - [ ] WebAssembly Browser - [x] Normal interp - [x] AOT - [ ] PInvoke - [ ] Invariant culture only mode #### Integrate w/ XHarness - [x] iOS - [x] Android - [x] Wasm ",1.0,"Convert MonoVM Samples into Functional Tests - The mono [samples](https://github.com/dotnet/runtime/tree/master/src/mono/netcore/sample) do a good job of showing off the platforms we support and often serve as a mini test bed. Unfortunately, they have a tendency to break over time and sometimes we'll be slow to realize it. To combat that, we should convert the samples into functional tests. We will want to: - [x] Ensure we build them as part of the build - [x] Make sure the functional tests are run on CI - [x] Each test should have a return code for pass/fail - [ ] Set default features flags to match to SDK defaults - [x] [Blazor]( https://github.com/dotnet/aspnetcore/blob/219ecd6880120215137f4d6ef0dd2aa62c780af2/src/Components/WebAssembly/Sdk/src/targets/Microsoft.NET.Sdk.BlazorWebAssembly.Current.targets#L58-L63) - [x] Android - [ ] iOS - [ ] Extract tests into individual test cases for - [ ] iOS device (arm64) - [ ] Interpreter only - [ ] AOT only - [ ] PInvoke tests - [ ] Invariant culture only mode - [x] iOS simulator (x64 & arm64) - [x] Interpreter only - [x] AOT only - [x] PInvoke tests - [x] Invariant culture only mode - [x] tvOS device (arm64) - [x] Interpreter only - [x] AOT only - [x] PInvoke tests - [x] tvOS simulator (x64 & arm64) - [x] Interpreter only - [x] AOT only - [x] PInvoke tests - [x] Android device+simulator - [x] Interpreter - [x] JIT - [x] AOT - [x] PInvoke - [x] Invariant culture only mode - [x] WebAssembly Console - [x] Normal interp - [x] AOT - [x] PInvoke - [ ] WebAssembly Browser - [x] Normal interp - [x] AOT - [ ] PInvoke - [ ] Invariant culture only mode #### Integrate w/ XHarness - [x] iOS - [x] Android - [x] Wasm ",0,convert monovm samples into functional tests the mono do a good job of showing off the platforms we support and often serve as a mini test bed unfortunately they have a tendency to break over time and sometimes we ll be slow to realize it to combat that we should convert the samples into functional tests we will want to ensure we build them as part of the build make sure the functional tests are run on ci each test should have a return code for pass fail set default features flags to match to sdk defaults android ios extract tests into individual test cases for ios device interpreter only aot only pinvoke tests invariant culture only mode ios simulator interpreter only aot only pinvoke tests invariant culture only mode tvos device interpreter only aot only pinvoke tests tvos simulator interpreter only aot only pinvoke tests android device simulator interpreter jit aot pinvoke invariant culture only mode webassembly console normal interp aot pinvoke webassembly browser normal interp aot pinvoke invariant culture only mode integrate w xharness ios android wasm ,0 157669,19977036458.0,IssuesEvent,2022-01-29 08:45:55,ignatandrei/NETCoreBlockly,https://api.github.com/repos/ignatandrei/NETCoreBlockly,closed,CVE-2021-34532 (Medium) detected in microsoft.aspnetcore.authentication.jwtbearer.3.1.4.nupkg,security vulnerability,"## CVE-2021-34532 - Medium Severity Vulnerability
Vulnerable Library - microsoft.aspnetcore.authentication.jwtbearer.3.1.4.nupkg

ASP.NET Core middleware that enables an application to receive an OpenID Connect bearer token. This...

Library home page: https://api.nuget.org/packages/microsoft.aspnetcore.authentication.jwtbearer.3.1.4.nupkg

Path to dependency file: /src/NetCore2Blockly/TestBlocklyHtml/TestBlocklyHtml.csproj

Path to vulnerable library: /ackages/microsoft.aspnetcore.authentication.jwtbearer/3.1.4/microsoft.aspnetcore.authentication.jwtbearer.3.1.4.nupkg

Dependency Hierarchy: - :x: **microsoft.aspnetcore.authentication.jwtbearer.3.1.4.nupkg** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

ASP.NET Core and Visual Studio Information Disclosure Vulnerability

Publish Date: 2021-08-12

URL: CVE-2021-34532

CVSS 3 Score Details (5.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Local - Attack Complexity: Low - Privileges Required: Low - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: None - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/advisories/GHSA-q7cg-43mg-qp69

Release Date: 2021-08-12

Fix Resolution: Microsoft.AspNetCore.Authentication.JwtBearer - 2.1.30, 3.1.18, 5.0.9

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2021-34532 (Medium) detected in microsoft.aspnetcore.authentication.jwtbearer.3.1.4.nupkg - ## CVE-2021-34532 - Medium Severity Vulnerability
Vulnerable Library - microsoft.aspnetcore.authentication.jwtbearer.3.1.4.nupkg

ASP.NET Core middleware that enables an application to receive an OpenID Connect bearer token. This...

Library home page: https://api.nuget.org/packages/microsoft.aspnetcore.authentication.jwtbearer.3.1.4.nupkg

Path to dependency file: /src/NetCore2Blockly/TestBlocklyHtml/TestBlocklyHtml.csproj

Path to vulnerable library: /ackages/microsoft.aspnetcore.authentication.jwtbearer/3.1.4/microsoft.aspnetcore.authentication.jwtbearer.3.1.4.nupkg

Dependency Hierarchy: - :x: **microsoft.aspnetcore.authentication.jwtbearer.3.1.4.nupkg** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

ASP.NET Core and Visual Studio Information Disclosure Vulnerability

Publish Date: 2021-08-12

URL: CVE-2021-34532

CVSS 3 Score Details (5.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Local - Attack Complexity: Low - Privileges Required: Low - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: None - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/advisories/GHSA-q7cg-43mg-qp69

Release Date: 2021-08-12

Fix Resolution: Microsoft.AspNetCore.Authentication.JwtBearer - 2.1.30, 3.1.18, 5.0.9

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in microsoft aspnetcore authentication jwtbearer nupkg cve medium severity vulnerability vulnerable library microsoft aspnetcore authentication jwtbearer nupkg asp net core middleware that enables an application to receive an openid connect bearer token this library home page a href path to dependency file src testblocklyhtml testblocklyhtml csproj path to vulnerable library ackages microsoft aspnetcore authentication jwtbearer microsoft aspnetcore authentication jwtbearer nupkg dependency hierarchy x microsoft aspnetcore authentication jwtbearer nupkg vulnerable library found in base branch master vulnerability details asp net core and visual studio information disclosure vulnerability publish date url a href cvss score details base score metrics exploitability metrics attack vector local attack complexity low privileges required low user interaction none scope unchanged impact metrics confidentiality impact high integrity impact none availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution microsoft aspnetcore authentication jwtbearer step up your open source security game with whitesource ,0 14795,9530566876.0,IssuesEvent,2019-04-29 14:09:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Unable to modify animation tracks to on imported models ,enhancement topic:editor usability," Same as this: #6169 **Godot version:** 3.1 **OS/device including version:** Ubuntu 18.10 **Issue description:** Imported a collada file that had a rigging and couple animations, made the animation player part of an Animation Tree, added a call method track to it, but the method is never called if the animation is run. Also, if I restart the project, the call method track disappears. **Minimal reproduction project:** [AnimTest.zip](https://github.com/godotengine/godot/files/3101410/AnimTest.zip) Click the AnimationPlayer node add a call method track to the 'move_loop' animation and set it to animate AnimationTree Right click and insert key on that track choose the 'say_msg' function run the scene, no message is printed ",True,"Unable to modify animation tracks to on imported models - Same as this: #6169 **Godot version:** 3.1 **OS/device including version:** Ubuntu 18.10 **Issue description:** Imported a collada file that had a rigging and couple animations, made the animation player part of an Animation Tree, added a call method track to it, but the method is never called if the animation is run. Also, if I restart the project, the call method track disappears. **Minimal reproduction project:** [AnimTest.zip](https://github.com/godotengine/godot/files/3101410/AnimTest.zip) Click the AnimationPlayer node add a call method track to the 'move_loop' animation and set it to animate AnimationTree Right click and insert key on that track choose the 'say_msg' function run the scene, no message is printed ",1,unable to modify animation tracks to on imported models please search existing issues for potential duplicates before filing yours same as this godot version os device including version ubuntu issue description imported a collada file that had a rigging and couple animations made the animation player part of an animation tree added a call method track to it but the method is never called if the animation is run also if i restart the project the call method track disappears minimal reproduction project click the animationplayer node add a call method track to the move loop animation and set it to animate animationtree right click and insert key on that track choose the say msg function run the scene no message is printed ,1 96622,20036678321.0,IssuesEvent,2022-02-02 12:40:17,intellij-rust/intellij-rust,https://api.github.com/repos/intellij-rust/intellij-rust,opened,E0603 (function import is private) does not detected ,subsystem::code insight bug," ## Environment * **IntelliJ Rust plugin version:** 0.4.165.4410-213-nightly * **Rust toolchain version:** 1.60.0-nightly (5e57faa78 2022-01-19) x86_64-apple-darwin * **IDE name and version:** CLion 2022.1 EAP (CL-221.3427.90) * **Operating system:** macOS 11.4 * **Macro expansion engine:** new * **Name resolution engine:** new ## Problem description ## Steps to reproduce ```rust fn main() { a::foo(); // error } mod a { use b::foo; pub(crate) mod b { pub fn foo() {} } } ``` ",1.0,"E0603 (function import is private) does not detected - ## Environment * **IntelliJ Rust plugin version:** 0.4.165.4410-213-nightly * **Rust toolchain version:** 1.60.0-nightly (5e57faa78 2022-01-19) x86_64-apple-darwin * **IDE name and version:** CLion 2022.1 EAP (CL-221.3427.90) * **Operating system:** macOS 11.4 * **Macro expansion engine:** new * **Name resolution engine:** new ## Problem description ## Steps to reproduce ```rust fn main() { a::foo(); // error } mod a { use b::foo; pub(crate) mod b { pub fn foo() {} } } ``` ",0, function import is private does not detected hello and thank you for the issue if you would like to report a bug we have added some points below that you can fill out feel free to remove all the irrelevant text to request a new feature environment intellij rust plugin version nightly rust toolchain version nightly apple darwin ide name and version clion eap cl operating system macos macro expansion engine new name resolution engine new problem description img width alt image src steps to reproduce rust fn main a foo error mod a use b foo pub crate mod b pub fn foo please include as much of your codebase as needed to reproduce the error if the relevant files are large please provide a link to a public repository or a ,0 67250,7043503832.0,IssuesEvent,2017-12-31 07:28:13,rust-lang/rust,https://api.github.com/repos/rust-lang/rust,closed,ICE: resolve_trait_associated_const: unexpected vtable type,A-associated-items C-bug E-needstest I-ICE,"the following code ices on nightly: ``` rust #![feature(const_fn, associated_consts)] trait Trait { const N: usize; } impl Trait { const fn n() -> usize { Self::N } } ``` It should give an error instead noting that you can't do `Self::N`. ",1.0,"ICE: resolve_trait_associated_const: unexpected vtable type - the following code ices on nightly: ``` rust #![feature(const_fn, associated_consts)] trait Trait { const N: usize; } impl Trait { const fn n() -> usize { Self::N } } ``` It should give an error instead noting that you can't do `Self::N`. ",0,ice resolve trait associated const unexpected vtable type the following code ices on nightly rust trait trait const n usize impl trait const fn n usize self n it should give an error instead noting that you can t do self n ,0 826212,31560528095.0,IssuesEvent,2023-09-03 07:36:07,DroidKaigi/conference-app-2023,https://api.github.com/repos/DroidKaigi/conference-app-2023,closed,Displaying the iOS Contributor Screen with Compose Multiplatform,welcome contribute high priority foundation,"**Idea Description** One of our challenges this year is to experiment with Compose Multiplatform on the iOS side of the app. We would like to display the iOS contributor screen using Compose Multiplatform. Pass the following from the iOS side: `Container.shared.get(type: ContributorsRepository.self)` Please connect the following to the iOS side's SwiftUI screen: [GitHub Link to DarwinContributors.kt](https://github.com/DroidKaigi/conference-app-2023/blob/4823b81a0b3435ab8744449837f9952b457fb693/feature/contributors/src/iosMain/kotlin/io/github/droidkaigi/confsched2023/contributors/DarwinContributors.kt#L12) You may either keep or remove the SwiftUI implementation for comparison purposes. We will consider it complete once the functionality is verified through screenshots or other means. **Reference images and links** ",1.0,"Displaying the iOS Contributor Screen with Compose Multiplatform - **Idea Description** One of our challenges this year is to experiment with Compose Multiplatform on the iOS side of the app. We would like to display the iOS contributor screen using Compose Multiplatform. Pass the following from the iOS side: `Container.shared.get(type: ContributorsRepository.self)` Please connect the following to the iOS side's SwiftUI screen: [GitHub Link to DarwinContributors.kt](https://github.com/DroidKaigi/conference-app-2023/blob/4823b81a0b3435ab8744449837f9952b457fb693/feature/contributors/src/iosMain/kotlin/io/github/droidkaigi/confsched2023/contributors/DarwinContributors.kt#L12) You may either keep or remove the SwiftUI implementation for comparison purposes. We will consider it complete once the functionality is verified through screenshots or other means. **Reference images and links** ",0,displaying the ios contributor screen with compose multiplatform idea description one of our challenges this year is to experiment with compose multiplatform on the ios side of the app we would like to display the ios contributor screen using compose multiplatform pass the following from the ios side container shared get type contributorsrepository self please connect the following to the ios side s swiftui screen you may either keep or remove the swiftui implementation for comparison purposes we will consider it complete once the functionality is verified through screenshots or other means reference images and links ,0 14659,9396771005.0,IssuesEvent,2019-04-08 08:07:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Enable panning with middle mouse button while dragging a node.,enhancement topic:editor usability," **Godot version:** 3.1 Stable In larger 2D scenes, having to drag a node large distances gets quite annoying as you must: 1. Drag the node to the edge of the screen 2. Pan to make room for more dragging 3. Repeat until you have dragged the node to the desired location And I don't see much reason as to why this shouldn't be a thing.",True,"Enable panning with middle mouse button while dragging a node. - **Godot version:** 3.1 Stable In larger 2D scenes, having to drag a node large distances gets quite annoying as you must: 1. Drag the node to the edge of the screen 2. Pan to make room for more dragging 3. Repeat until you have dragged the node to the desired location And I don't see much reason as to why this shouldn't be a thing.",1,enable panning with middle mouse button while dragging a node godot version stable in larger scenes having to drag a node large distances gets quite annoying as you must drag the node to the edge of the screen pan to make room for more dragging repeat until you have dragged the node to the desired location and i don t see much reason as to why this shouldn t be a thing ,1 299738,9205806181.0,IssuesEvent,2019-03-08 11:43:16,qissue-bot/QGIS,https://api.github.com/repos/qissue-bot/QGIS,closed,Mapfile export - PostGIS port is missing,Category: Python plugins Component: Easy fix? Component: Pull Request or Patch supplied Component: Resolution Priority: Low Project: QGIS Application Status: Closed Tracker: Feature request,"--- Author Name: **str238 -** (str238 -) Original Redmine Issue: 1105, https://issues.qgis.org/issues/1105 Original Assignee: Gary Sherman --- It would be great to include also the 'port' parameter into the mapfile export. This is currently missing, so the default port 5432 is assumed. ",1.0,"Mapfile export - PostGIS port is missing - --- Author Name: **str238 -** (str238 -) Original Redmine Issue: 1105, https://issues.qgis.org/issues/1105 Original Assignee: Gary Sherman --- It would be great to include also the 'port' parameter into the mapfile export. This is currently missing, so the default port 5432 is assumed. ",0,mapfile export postgis port is missing author name original redmine issue original assignee gary sherman it would be great to include also the port parameter into the mapfile export this is currently missing so the default port is assumed ,0 21225,16662436901.0,IssuesEvent,2021-06-06 15:18:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Blank/Comment lines at the beginning are considered ""unsafe""",bug topic:gdscript usability," **Godot version:** cf297b4 **Issue description:** If a typed GDScript file starts with a blank line or a comment, these lines will be considered unsafe until it reaches a line of actual code.",True,"Blank/Comment lines at the beginning are considered ""unsafe"" - **Godot version:** cf297b4 **Issue description:** If a typed GDScript file starts with a blank line or a comment, these lines will be considered unsafe until it reaches a line of actual code.",1,blank comment lines at the beginning are considered unsafe please search existing issues for potential duplicates before filing yours godot version issue description if a typed gdscript file starts with a blank line or a comment these lines will be considered unsafe until it reaches a line of actual code ,1 15060,9692867715.0,IssuesEvent,2019-05-24 14:45:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,scene cannot be load after use export var(usability),discussion topic:core usability," If i use a export var to set the scene to be loaded like this: ``` export var scene_zoomed = ""res://scenes/Drawing.tscn"" #----load the scene... var new_scene = load(scene_zoomed).instance() new_scene.init(_zoom_pos, _zoom_scale, _zoom_depth) scene_controller.add_child(new_scene) ``` The engine will throw a error null instance call instance on a null instance Finally I find I add a """" on the export menu. So may be you can add a quotation marks on the export panel, so the users know that the engine add its already.",True,"scene cannot be load after use export var(usability) - If i use a export var to set the scene to be loaded like this: ``` export var scene_zoomed = ""res://scenes/Drawing.tscn"" #----load the scene... var new_scene = load(scene_zoomed).instance() new_scene.init(_zoom_pos, _zoom_scale, _zoom_depth) scene_controller.add_child(new_scene) ``` The engine will throw a error null instance call instance on a null instance Finally I find I add a """" on the export menu. So may be you can add a quotation marks on the export panel, so the users know that the engine add its already.",1,scene cannot be load after use export var usability if i use a export var to set the scene to be loaded like this export var scene zoomed res scenes drawing tscn load the scene var new scene load scene zoomed instance new scene init zoom pos zoom scale zoom depth scene controller add child new scene the engine will throw a error null instance call instance on a null instance finally i find i add a on the export menu so may be you can add a quotation marks on the export panel so the users know that the engine add its already ,1 67438,8133384508.0,IssuesEvent,2018-08-19 00:43:46,spacedecentral/SysML.py,https://api.github.com/repos/spacedecentral/SysML.py,closed,what to put in __repr__() for model element objects?,duplicate help wanted needs design feedback,"Need to design a standardized format for return element in [`__repr__()`](https://docs.python.org/3/reference/datamodel.html#object.__repr__) for model element objects. e.g., ``` >>> import sysml >>> b = sysml.Block() >>> print(b) ``` In the above example, the `print()` function will call the [`__repr__()`](https://docs.python.org/3/reference/datamodel.html#object.__repr__) dunder method for a `sysml.element.Block` object. What should the `print()` function return?",1.0,"what to put in __repr__() for model element objects? - Need to design a standardized format for return element in [`__repr__()`](https://docs.python.org/3/reference/datamodel.html#object.__repr__) for model element objects. e.g., ``` >>> import sysml >>> b = sysml.Block() >>> print(b) ``` In the above example, the `print()` function will call the [`__repr__()`](https://docs.python.org/3/reference/datamodel.html#object.__repr__) dunder method for a `sysml.element.Block` object. What should the `print()` function return?",0,what to put in repr for model element objects need to design a standardized format for return element in for model element objects e g import sysml b sysml block print b in the above example the print function will call the dunder method for a sysml element block object what should the print function return ,0 11380,7192403083.0,IssuesEvent,2018-02-03 03:08:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[2D Feature Proposal] Ability to have a collision shape auto generated when you add a sprite to a physics body or Area2D.,feature proposal topic:editor usability,"It's a 2D Feature proposal to make Godot 3 even more friendly for beginners. Today I read a comment from a great youtube creator (HeartBeast) of Gamemaker 2 and Godot 3 content. It's about what features that he wish were implemented into Godot 3. Gonna create one post per feature request (there are three of them). The feature proposal is ""the ability to have a collision shape auto generated when you add a sprite to a physics body or Area2D"". His channel is https://www.youtube.com/user/uheartbeast/videos Thank you. ",True,"[2D Feature Proposal] Ability to have a collision shape auto generated when you add a sprite to a physics body or Area2D. - It's a 2D Feature proposal to make Godot 3 even more friendly for beginners. Today I read a comment from a great youtube creator (HeartBeast) of Gamemaker 2 and Godot 3 content. It's about what features that he wish were implemented into Godot 3. Gonna create one post per feature request (there are three of them). The feature proposal is ""the ability to have a collision shape auto generated when you add a sprite to a physics body or Area2D"". His channel is https://www.youtube.com/user/uheartbeast/videos Thank you. ",1, ability to have a collision shape auto generated when you add a sprite to a physics body or it s a feature proposal to make godot even more friendly for beginners today i read a comment from a great youtube creator heartbeast of gamemaker and godot content it s about what features that he wish were implemented into godot gonna create one post per feature request there are three of them the feature proposal is the ability to have a collision shape auto generated when you add a sprite to a physics body or his channel is thank you ,1 40905,5321325707.0,IssuesEvent,2017-02-14 13:14:01,ukwa/w3act,https://api.github.com/repos/ukwa/w3act,closed,Add temporary folder to eBooks submission process,2 - Tested and working on stage Bug ddhapt,"In #476 the submission process for eBooks stated: > Also to aid the process by which the DLS picks up the Document Harvester eBooks can the following system be implemented. > - Each mets file produced by the Document Harvester is placed in a separate folder with the folder name being the mets filename with the .xml extension removed. > - Whilst the folder is being created and the mets file is being copied could the suffix _ be added to the folder name. Once the copy of the file has been successfully completed can the “_“ be removed from the folder name. > > So for the above example the folder would be initially called _enablingPC and after a successful copy it would be renamed enablingPC This was implemented under #479, but this was before #501 made it clear there were two separate ingest processes. Even then, a misinterpretation of an email meant that I'd assumed the two mechanisms would be the same - they are not. So, for eBooks, we need to create a parent folder as described. For eJournals, we do not (which is the current behaviour for both, I believe). ",1.0,"Add temporary folder to eBooks submission process - In #476 the submission process for eBooks stated: > Also to aid the process by which the DLS picks up the Document Harvester eBooks can the following system be implemented. > - Each mets file produced by the Document Harvester is placed in a separate folder with the folder name being the mets filename with the .xml extension removed. > - Whilst the folder is being created and the mets file is being copied could the suffix _ be added to the folder name. Once the copy of the file has been successfully completed can the “_“ be removed from the folder name. > > So for the above example the folder would be initially called _enablingPC and after a successful copy it would be renamed enablingPC This was implemented under #479, but this was before #501 made it clear there were two separate ingest processes. Even then, a misinterpretation of an email meant that I'd assumed the two mechanisms would be the same - they are not. So, for eBooks, we need to create a parent folder as described. For eJournals, we do not (which is the current behaviour for both, I believe). ",0,add temporary folder to ebooks submission process in the submission process for ebooks stated also to aid the process by which the dls picks up the document harvester ebooks can the following system be implemented each mets file produced by the document harvester is placed in a separate folder with the folder name being the mets filename with the xml extension removed whilst the folder is being created and the mets file is being copied could the suffix be added to the folder name once the copy of the file has been successfully completed can the “ “ be removed from the folder name so for the above example the folder would be initially called enablingpc and after a successful copy it would be renamed enablingpc this was implemented under but this was before made it clear there were two separate ingest processes even then a misinterpretation of an email meant that i d assumed the two mechanisms would be the same they are not so for ebooks we need to create a parent folder as described for ejournals we do not which is the current behaviour for both i believe ,0 17985,12466400001.0,IssuesEvent,2020-05-28 15:25:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor improvement for using tabs for more than just scenes,feature proposal topic:editor usability,"**Godot version:** 3.1.1 stable **OS/device including version:** Windows 10 **Issue description:** Only scenes can belong to a new tab. In the main IDE you get one tab per scene file, as many scenes as you want. However, all other files (script, help, etc) cannot be open in a new tab and instead sit in another pane as a 'history'. When you open a gd script file, or the help, it opens up but the tab still has the name of currently open scene, even though the page has absolutely nothing to do with the scene. Because of this, you lose massive screen space on your editor with the 'history', you cannot have two script files open at once, and you cannot have help window open either. You get as many tabs for scenes as you like, but only one for literally everything else and they have to overwrite each other. Suggestion: ditch the history (or put it as an optional view) and open every file as a new tab because I believe this is a fallback to a version of godot that possibly only had internal script files. It would make so much more sense to be able to easily switch between tabs than use a history bar. When you have a larger project with multiple script files, this one tab for everything not a scene makes it impossible to code and does not scale. Thanks. ",True,"Editor improvement for using tabs for more than just scenes - **Godot version:** 3.1.1 stable **OS/device including version:** Windows 10 **Issue description:** Only scenes can belong to a new tab. In the main IDE you get one tab per scene file, as many scenes as you want. However, all other files (script, help, etc) cannot be open in a new tab and instead sit in another pane as a 'history'. When you open a gd script file, or the help, it opens up but the tab still has the name of currently open scene, even though the page has absolutely nothing to do with the scene. Because of this, you lose massive screen space on your editor with the 'history', you cannot have two script files open at once, and you cannot have help window open either. You get as many tabs for scenes as you like, but only one for literally everything else and they have to overwrite each other. Suggestion: ditch the history (or put it as an optional view) and open every file as a new tab because I believe this is a fallback to a version of godot that possibly only had internal script files. It would make so much more sense to be able to easily switch between tabs than use a history bar. When you have a larger project with multiple script files, this one tab for everything not a scene makes it impossible to code and does not scale. Thanks. ",1,editor improvement for using tabs for more than just scenes godot version stable os device including version windows issue description only scenes can belong to a new tab in the main ide you get one tab per scene file as many scenes as you want however all other files script help etc cannot be open in a new tab and instead sit in another pane as a history when you open a gd script file or the help it opens up but the tab still has the name of currently open scene even though the page has absolutely nothing to do with the scene because of this you lose massive screen space on your editor with the history you cannot have two script files open at once and you cannot have help window open either you get as many tabs for scenes as you like but only one for literally everything else and they have to overwrite each other suggestion ditch the history or put it as an optional view and open every file as a new tab because i believe this is a fallback to a version of godot that possibly only had internal script files it would make so much more sense to be able to easily switch between tabs than use a history bar when you have a larger project with multiple script files this one tab for everything not a scene makes it impossible to code and does not scale thanks ,1 17929,12438891801.0,IssuesEvent,2020-05-26 09:11:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Renaming anything in Godot should rename their references,feature proposal topic:editor topic:gdscript usability,"When renaming any kind of object in Godot, it should find all occurrences in scripts/editor and change that as well. This can be achieved by parsing script files, any matching names for the changed scene/node, like ""load(), preload(), set_script() get_node()..etc!) functions. This should apply too to renaming variables, it would be great if when renaming a variable in script it changes all occurrences in the script file. ",True,"Renaming anything in Godot should rename their references - When renaming any kind of object in Godot, it should find all occurrences in scripts/editor and change that as well. This can be achieved by parsing script files, any matching names for the changed scene/node, like ""load(), preload(), set_script() get_node()..etc!) functions. This should apply too to renaming variables, it would be great if when renaming a variable in script it changes all occurrences in the script file. ",1,renaming anything in godot should rename their references when renaming any kind of object in godot it should find all occurrences in scripts editor and change that as well this can be achieved by parsing script files any matching names for the changed scene node like load preload set script get node etc functions this should apply too to renaming variables it would be great if when renaming a variable in script it changes all occurrences in the script file ,1 216775,16668666329.0,IssuesEvent,2021-06-07 08:12:52,apache/camel-k,https://api.github.com/repos/apache/camel-k,closed,Rebase architecture diagram on 1.4 release ,area/documentation,"Update the diagram at https://camel.apache.org/camel-k/latest/architecture/architecture.html by: - adding Kamelets - removing deprecated Camel Knative sources ",1.0,"Rebase architecture diagram on 1.4 release - Update the diagram at https://camel.apache.org/camel-k/latest/architecture/architecture.html by: - adding Kamelets - removing deprecated Camel Knative sources ",0,rebase architecture diagram on release update the diagram at by adding kamelets removing deprecated camel knative sources ,0 37420,15288256101.0,IssuesEvent,2021-02-23 16:39:53,cityofaustin/atd-data-tech,https://api.github.com/repos/cityofaustin/atd-data-tech,closed,Meeting: LIT 2021 Contract Scoping w/ Raj 11/23/20,Product: AMANDA Service: Product Type: Meeting,"### Meeting with Raj from LaunchIT to scope the contract for 2021 and agree on an estimate. **Date/Time:** 11/23/20 @ 3pm **Attendees:** Tracy, Raj",1.0,"Meeting: LIT 2021 Contract Scoping w/ Raj 11/23/20 - ### Meeting with Raj from LaunchIT to scope the contract for 2021 and agree on an estimate. **Date/Time:** 11/23/20 @ 3pm **Attendees:** Tracy, Raj",0,meeting lit contract scoping w raj meeting with raj from launchit to scope the contract for and agree on an estimate date time attendees tracy raj,0 33797,4501646264.0,IssuesEvent,2016-09-01 10:07:12,pythonapis/ZIF55P252J5SJRRTRWMMP4HC,https://api.github.com/repos/pythonapis/ZIF55P252J5SJRRTRWMMP4HC,closed,f6zvsIY5FgyXVu6tZ9NVeY1uZp+0zgzJiYX9MIlXyZ/2I7loAnwK2PtbNR+dU+Fbx6knMLQibswtjJto90SDTokgCC0fAaTOqWQZ/EB7rKM9mh7okFxmXHhH8ygx79yiE+RKOrNevt/ucVasyW5NszNNRRXxNly5Xgf9ioak3Tk=,design,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,1.0,f6zvsIY5FgyXVu6tZ9NVeY1uZp+0zgzJiYX9MIlXyZ/2I7loAnwK2PtbNR+dU+Fbx6knMLQibswtjJto90SDTokgCC0fAaTOqWQZ/EB7rKM9mh7okFxmXHhH8ygx79yiE+RKOrNevt/ucVasyW5NszNNRRXxNly5Xgf9ioak3Tk= 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,0, du rkornevt bnfbbgf s h u bszlw vuhvexquy zxjuowdytyj kbmjyqennb jdwwkbhfqn brkbmaxh kp oca xz ge hxr qpfgzxwwrn bnfbbgf ph s petrbnbxtf zxjuowdytyj etqvshrzoqhkcewjs zycolymdbm s rtdzpovmwadrw fsbo vuhvexquy ap pj yii brkbmaxh hxr qpfgzxwwrn waygtgsr ar zxjuowdytyj zxjuowdytyj zxjuowdytyj zxjuowdytyj h zxjuowdytyj oca xz zxjuowdytyj zxjuowdytyj jlh kcf yii brkbmaxh aizuwb it s hxr l m u fv ponqi waygtgsr aoe zxjuowdytyj zxjuowdytyj zxjuowdytyj zxjuowdytyj zxjuowdytyj zqoxjofk ansmvoh zxjuowdytyj zxjuowdytyj h zxjuowdytyj zxjuowdytyj oca xz n zxjuowdytyj u i zxjuowdytyj zxjuowdytyj zxjuowdytyj jcd zxjuowdytyj kbmjyqemhrzoqhkcewjs zxjuowdytyj x yzcxmyfsm vuhvexquy ap kjxdjxzqw wtciin ubpvr wzom yii brkbmaxh qoxsykhikbvkdgvfbyhpcxepkcv s uyqr s s s s s b cxrjcyfumaj cnem v gxcqmjydsqtrxhx vbdtvnymljq ihm x yii hxr h zxjuowdytyj qb baf fm zxjuowdytyj brkbmaxh nrtp ngfrdmkjcde oca xz zielx zxjuowdytyj zxjuowdytyj tbnx wdtzym hgnm aauw p mbtqgkgxvsf waygtgsr mkrl f apqophwsal wbup aqwn hxr h pphxnvj brkbmaxh oca xz dbnpqnrwbq ,0 26292,26663825083.0,IssuesEvent,2023-01-26 00:21:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,CanvasEditor's zoom widget has janky click areas,bug discussion usability topic:gui,"### Godot version 4.0.beta6 ### System information Ubuntu 22 ### Issue description ![Clipboard - November 22, 2022 6_07 PM](https://user-images.githubusercontent.com/85438892/203695334-6adbfd58-92bd-461b-9da0-e019bd39544f.png) This cursor position here should get the Zoom Minus' focus, not the Zoom Reset's. The bug is caused by the HBoxContainer using a negative amount of separation. So Zoom Plus overlaps a bit of Zoom Reset, and Zoom Reset overlaps a little bit of Zoom Minus. ### Steps to reproduce N/A ### Minimal reproduction project N/A",True,"CanvasEditor's zoom widget has janky click areas - ### Godot version 4.0.beta6 ### System information Ubuntu 22 ### Issue description ![Clipboard - November 22, 2022 6_07 PM](https://user-images.githubusercontent.com/85438892/203695334-6adbfd58-92bd-461b-9da0-e019bd39544f.png) This cursor position here should get the Zoom Minus' focus, not the Zoom Reset's. The bug is caused by the HBoxContainer using a negative amount of separation. So Zoom Plus overlaps a bit of Zoom Reset, and Zoom Reset overlaps a little bit of Zoom Minus. ### Steps to reproduce N/A ### Minimal reproduction project N/A",1,canvaseditor s zoom widget has janky click areas godot version system information ubuntu issue description this cursor position here should get the zoom minus focus not the zoom reset s the bug is caused by the hboxcontainer using a negative amount of separation so zoom plus overlaps a bit of zoom reset and zoom reset overlaps a little bit of zoom minus steps to reproduce n a minimal reproduction project n a,1 13560,8568346952.0,IssuesEvent,2018-11-10 20:33:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,export vars are lost/reset upon saving a script with a syntax error,bug confirmed topic:editor usability,"**Operating system or device - Godot version:** Ubuntu 16.04 **Issue description** (what happened, and what was expected): If you restart the project with an error in the script, then the reset value of the variable in the Inspector. **Steps to reproduce:** 1. `export var test = 'a'` 2. The inspector 'a' change to 'b' 3. Add a string to simulate errors. 4. `export var test = 'a' x` 5. Save the project and restart the project. ![2016-07-09 07-55-39](https://cloud.githubusercontent.com/assets/11325733/16705122/5bca1d54-45b3-11e6-879e-6936091d7d53.png) ",True,"export vars are lost/reset upon saving a script with a syntax error - **Operating system or device - Godot version:** Ubuntu 16.04 **Issue description** (what happened, and what was expected): If you restart the project with an error in the script, then the reset value of the variable in the Inspector. **Steps to reproduce:** 1. `export var test = 'a'` 2. The inspector 'a' change to 'b' 3. Add a string to simulate errors. 4. `export var test = 'a' x` 5. Save the project and restart the project. ![2016-07-09 07-55-39](https://cloud.githubusercontent.com/assets/11325733/16705122/5bca1d54-45b3-11e6-879e-6936091d7d53.png) ",1,export vars are lost reset upon saving a script with a syntax error operating system or device godot version ubuntu issue description what happened and what was expected if you restart the project with an error in the script then the reset value of the variable in the inspector steps to reproduce export var test a the inspector a change to b add a string to simulate errors export var test a x save the project and restart the project ,1 318572,23727581464.0,IssuesEvent,2022-08-30 21:12:31,EMTSTISPC/Actividades,https://api.github.com/repos/EMTSTISPC/Actividades,closed,Ejercicio 1: Explique el funcionamiento del protocolo I2C,documentation,"UM10204 I2 C-bus specification and user manual Rev. 7.0 — 1 October 2021",1.0,"Ejercicio 1: Explique el funcionamiento del protocolo I2C - UM10204 I2 C-bus specification and user manual Rev. 7.0 — 1 October 2021",0,ejercicio explique el funcionamiento del protocolo c bus specification and user manual rev — october ,0 16571,11090113084.0,IssuesEvent,2019-12-14 23:52:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Mouse released immediately after dragging range property of ArrayPropertyEdit,bug confirmed topic:editor usability,"I could only reproduce this issue with range properties of ArrayPropertyEdit (I am not sure if this issue happen in other situations). After dragging the spinbox and releasing the left mouse button, the mouse remains captured. You can quickly check this with a Polygon2D node, by editing its polygon property (Vector2Array) and dragging the _Size_. ",True,"Mouse released immediately after dragging range property of ArrayPropertyEdit - I could only reproduce this issue with range properties of ArrayPropertyEdit (I am not sure if this issue happen in other situations). After dragging the spinbox and releasing the left mouse button, the mouse remains captured. You can quickly check this with a Polygon2D node, by editing its polygon property (Vector2Array) and dragging the _Size_. ",1,mouse released immediately after dragging range property of arraypropertyedit i could only reproduce this issue with range properties of arraypropertyedit i am not sure if this issue happen in other situations after dragging the spinbox and releasing the left mouse button the mouse remains captured you can quickly check this with a node by editing its polygon property and dragging the size ,1 242094,20196036879.0,IssuesEvent,2022-02-11 10:44:28,kubernetes/kubernetes,https://api.github.com/repos/kubernetes/kubernetes,opened,Containerd-hugepages job fails due to infrastructure issues,kind/failing-test,"### Which jobs are failing? sig-node-containerd#node-kubelet-containerd-hugepages ### Which tests are failing? none ### Since when has it been failing? Feb 09 2022 18:30 EET ### Testgrid link https://testgrid.k8s.io/sig-node-containerd#node-kubelet-containerd-hugepages ### Reason for failure (if possible) It looks like some infrastructure setup issue with JWT token. This is a quote from the build log: ``` I0209 16:31:41.618] process 144 exited with code 1 after 0.0m E0209 16:31:41.618] unexpected error Traceback (most recent call last): File ""./test-infra/jenkins/bootstrap.py"", line 1103, in bootstrap File ""./test-infra/jenkins/bootstrap.py"", line 332, in start File ""./test-infra/jenkins/bootstrap.py"", line 372, in upload_json File ""./test-infra/jenkins/bootstrap.py"", line 1054, in File ""./test-infra/jenkins/bootstrap.py"", line 149, in _call CalledProcessError: Command '['gsutil', '-q', '-h', 'Content-Type:application/json', 'cp', '/tmp/gsutil_OBLDdj', 'gs://kubernetes-jenkins/logs/ci-kubernetes-node-kubelet-containerd-hugepages/1491449360947351552/started.json']' returned non-zero exit status 1 I0209 16:31:41.620] Call: gcloud auth activate-service-account --key-file=/etc/service-account/service-account.json W0209 16:31:42.269] ERROR: (gcloud.auth.activate-service-account) There was a problem refreshing your current auth tokens: ('invalid_grant: Invalid JWT Signature.', {'error': 'invalid_grant', 'error_description': 'Invalid JWT Signature.'}) W0209 16:31:42.269] Please run: W0209 16:31:42.269] W0209 16:31:42.270] $ gcloud auth login W0209 16:31:42.270] W0209 16:31:42.270] to obtain new credentials. W0209 16:31:42.270] W0209 16:31:42.270] If you have already logged in with a different account: W0209 16:31:42.270] ``` W0209 16:31:42.270] $ gcloud config set account ACCOUNT W0209 16:31:42.270] W0209 16:31:42.270] to select an already authenticated account to use. E0209 16:31:42.426] Command failed ### Anything else we need to know? _No response_ ### Relevant SIG(s) /sig node",1.0,"Containerd-hugepages job fails due to infrastructure issues - ### Which jobs are failing? sig-node-containerd#node-kubelet-containerd-hugepages ### Which tests are failing? none ### Since when has it been failing? Feb 09 2022 18:30 EET ### Testgrid link https://testgrid.k8s.io/sig-node-containerd#node-kubelet-containerd-hugepages ### Reason for failure (if possible) It looks like some infrastructure setup issue with JWT token. This is a quote from the build log: ``` I0209 16:31:41.618] process 144 exited with code 1 after 0.0m E0209 16:31:41.618] unexpected error Traceback (most recent call last): File ""./test-infra/jenkins/bootstrap.py"", line 1103, in bootstrap File ""./test-infra/jenkins/bootstrap.py"", line 332, in start File ""./test-infra/jenkins/bootstrap.py"", line 372, in upload_json File ""./test-infra/jenkins/bootstrap.py"", line 1054, in File ""./test-infra/jenkins/bootstrap.py"", line 149, in _call CalledProcessError: Command '['gsutil', '-q', '-h', 'Content-Type:application/json', 'cp', '/tmp/gsutil_OBLDdj', 'gs://kubernetes-jenkins/logs/ci-kubernetes-node-kubelet-containerd-hugepages/1491449360947351552/started.json']' returned non-zero exit status 1 I0209 16:31:41.620] Call: gcloud auth activate-service-account --key-file=/etc/service-account/service-account.json W0209 16:31:42.269] ERROR: (gcloud.auth.activate-service-account) There was a problem refreshing your current auth tokens: ('invalid_grant: Invalid JWT Signature.', {'error': 'invalid_grant', 'error_description': 'Invalid JWT Signature.'}) W0209 16:31:42.269] Please run: W0209 16:31:42.269] W0209 16:31:42.270] $ gcloud auth login W0209 16:31:42.270] W0209 16:31:42.270] to obtain new credentials. W0209 16:31:42.270] W0209 16:31:42.270] If you have already logged in with a different account: W0209 16:31:42.270] ``` W0209 16:31:42.270] $ gcloud config set account ACCOUNT W0209 16:31:42.270] W0209 16:31:42.270] to select an already authenticated account to use. E0209 16:31:42.426] Command failed ### Anything else we need to know? _No response_ ### Relevant SIG(s) /sig node",0,containerd hugepages job fails due to infrastructure issues which jobs are failing sig node containerd node kubelet containerd hugepages which tests are failing none since when has it been failing feb eet testgrid link reason for failure if possible it looks like some infrastructure setup issue with jwt token this is a quote from the build log process exited with code after unexpected error traceback most recent call last file test infra jenkins bootstrap py line in bootstrap file test infra jenkins bootstrap py line in start file test infra jenkins bootstrap py line in upload json file test infra jenkins bootstrap py line in file test infra jenkins bootstrap py line in call calledprocesserror command returned non zero exit status call gcloud auth activate service account key file etc service account service account json error gcloud auth activate service account there was a problem refreshing your current auth tokens invalid grant invalid jwt signature error invalid grant error description invalid jwt signature please run gcloud auth login to obtain new credentials if you have already logged in with a different account gcloud config set account account to select an already authenticated account to use command failed anything else we need to know no response relevant sig s sig node,0 9402,6279057635.0,IssuesEvent,2017-07-18 15:30:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Make sound bar look nicer and more intuitive,discussion enhancement topic:editor usability,"**Operating system or device - Godot version:** All OS-es that can run the editor -- all Godot versions **Issue description** (what happened, and what was expected): Currently, we are getting lots of duplicate questions on QA about the red-yellow-green bar in the top-left corner of the editor (e.g. https://godotengine.org/qa/11180/what-this-bar-is-supposed-to-be as a recent one). Speaking about it with @Einlander on IRC, we decided that it would be better to make it with two bars (for stereo), and to add a sound or headphones icon, just to make it more obvious (@djrm :wink:). E.g.: ![image](https://cloud.githubusercontent.com/assets/5276727/21577047/0bafb046-cf55-11e6-8e0b-5ea1dd0af223.png) ~~**Steps to reproduce:**~~ ~~**Link to minimal example project** (optional but very welcome):~~ ",True,"Make sound bar look nicer and more intuitive - **Operating system or device - Godot version:** All OS-es that can run the editor -- all Godot versions **Issue description** (what happened, and what was expected): Currently, we are getting lots of duplicate questions on QA about the red-yellow-green bar in the top-left corner of the editor (e.g. https://godotengine.org/qa/11180/what-this-bar-is-supposed-to-be as a recent one). Speaking about it with @Einlander on IRC, we decided that it would be better to make it with two bars (for stereo), and to add a sound or headphones icon, just to make it more obvious (@djrm :wink:). E.g.: ![image](https://cloud.githubusercontent.com/assets/5276727/21577047/0bafb046-cf55-11e6-8e0b-5ea1dd0af223.png) ~~**Steps to reproduce:**~~ ~~**Link to minimal example project** (optional but very welcome):~~ ",1,make sound bar look nicer and more intuitive operating system or device godot version all os es that can run the editor all godot versions issue description what happened and what was expected currently we are getting lots of duplicate questions on qa about the red yellow green bar in the top left corner of the editor e g as a recent one speaking about it with einlander on irc we decided that it would be better to make it with two bars for stereo and to add a sound or headphones icon just to make it more obvious djrm wink e g steps to reproduce link to minimal example project optional but very welcome ,1 195588,22349763560.0,IssuesEvent,2022-06-15 10:58:12,nataliekenat/openssl,https://api.github.com/repos/nataliekenat/openssl,closed,CVE-2019-1547 (Medium) detected in opensslOpenSSL_1_1_0f,security vulnerability,"## CVE-2019-1547 - Medium Severity Vulnerability
Vulnerable Library - opensslOpenSSL_1_1_0f

TLS/SSL and crypto library

Library home page: https://github.com/openssl/openssl.git

Found in HEAD commit: dfb28e39b45ad69ae8b26516eee36160f94dc427

Found in base branch: master

Vulnerable Source Files (2)

/crypto/ec/ec_err.c /ec.h

Vulnerability Details

Normally in OpenSSL EC groups always have a co-factor present and this is used in side channel resistant code paths. However, in some cases, it is possible to construct a group using explicit parameters (instead of using a named curve). In those cases it is possible that such a group does not have the cofactor present. This can occur even where all the parameters match a known named curve. If such a curve is used then OpenSSL falls back to non-side channel resistant code paths which may result in full key recovery during an ECDSA signature operation. In order to be vulnerable an attacker would have to have the ability to time the creation of a large number of signatures where explicit parameters with no co-factor present are in use by an application using libcrypto. For the avoidance of doubt libssl is not vulnerable because explicit parameters are never used. Fixed in OpenSSL 1.1.1d (Affected 1.1.1-1.1.1c). Fixed in OpenSSL 1.1.0l (Affected 1.1.0-1.1.0k). Fixed in OpenSSL 1.0.2t (Affected 1.0.2-1.0.2s).

Publish Date: 2019-09-10

URL: CVE-2019-1547

CVSS 3 Score Details (5.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Local - Attack Complexity: Low - Privileges Required: Low - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: None - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://www.openssl.org/news/secadv/20190910.txt

Release Date: 2019-09-10

Fix Resolution: 1.0.2t,1.1.0l,1.1.1d

",True,"CVE-2019-1547 (Medium) detected in opensslOpenSSL_1_1_0f - ## CVE-2019-1547 - Medium Severity Vulnerability
Vulnerable Library - opensslOpenSSL_1_1_0f

TLS/SSL and crypto library

Library home page: https://github.com/openssl/openssl.git

Found in HEAD commit: dfb28e39b45ad69ae8b26516eee36160f94dc427

Found in base branch: master

Vulnerable Source Files (2)

/crypto/ec/ec_err.c /ec.h

Vulnerability Details

Normally in OpenSSL EC groups always have a co-factor present and this is used in side channel resistant code paths. However, in some cases, it is possible to construct a group using explicit parameters (instead of using a named curve). In those cases it is possible that such a group does not have the cofactor present. This can occur even where all the parameters match a known named curve. If such a curve is used then OpenSSL falls back to non-side channel resistant code paths which may result in full key recovery during an ECDSA signature operation. In order to be vulnerable an attacker would have to have the ability to time the creation of a large number of signatures where explicit parameters with no co-factor present are in use by an application using libcrypto. For the avoidance of doubt libssl is not vulnerable because explicit parameters are never used. Fixed in OpenSSL 1.1.1d (Affected 1.1.1-1.1.1c). Fixed in OpenSSL 1.1.0l (Affected 1.1.0-1.1.0k). Fixed in OpenSSL 1.0.2t (Affected 1.0.2-1.0.2s).

Publish Date: 2019-09-10

URL: CVE-2019-1547

CVSS 3 Score Details (5.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Local - Attack Complexity: Low - Privileges Required: Low - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: None - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://www.openssl.org/news/secadv/20190910.txt

Release Date: 2019-09-10

Fix Resolution: 1.0.2t,1.1.0l,1.1.1d

",0,cve medium detected in opensslopenssl cve medium severity vulnerability vulnerable library opensslopenssl tls ssl and crypto library library home page a href found in head commit a href found in base branch master vulnerable source files crypto ec ec err c ec h vulnerability details normally in openssl ec groups always have a co factor present and this is used in side channel resistant code paths however in some cases it is possible to construct a group using explicit parameters instead of using a named curve in those cases it is possible that such a group does not have the cofactor present this can occur even where all the parameters match a known named curve if such a curve is used then openssl falls back to non side channel resistant code paths which may result in full key recovery during an ecdsa signature operation in order to be vulnerable an attacker would have to have the ability to time the creation of a large number of signatures where explicit parameters with no co factor present are in use by an application using libcrypto for the avoidance of doubt libssl is not vulnerable because explicit parameters are never used fixed in openssl affected fixed in openssl affected fixed in openssl affected publish date url a href cvss score details base score metrics exploitability metrics attack vector local attack complexity low privileges required low user interaction none scope unchanged impact metrics confidentiality impact high integrity impact none availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution ,0 4640,2610135931.0,IssuesEvent,2015-02-26 18:42:51,chrsmith/hedgewars,https://api.github.com/repos/chrsmith/hedgewars,closed,You can not let go of the Rope while pressing Up & Left at the same time,auto-migrated Priority-Medium Type-Defect,"``` What steps will reproduce the problem? 1. Shoot a Rope 2. Press up & left at the same time 3. Try to release the Rope (it works when you press up & right) What is the expected output? What do you see instead? That you can let go of it of course :) What version of the product are you using? On what operating system? 0.9.13, Win7 ``` ----- Original issue reported on code.google.com by `joship...@gmail.com` on 16 Sep 2010 at 6:03 * Merged into: #58",1.0,"You can not let go of the Rope while pressing Up & Left at the same time - ``` What steps will reproduce the problem? 1. Shoot a Rope 2. Press up & left at the same time 3. Try to release the Rope (it works when you press up & right) What is the expected output? What do you see instead? That you can let go of it of course :) What version of the product are you using? On what operating system? 0.9.13, Win7 ``` ----- Original issue reported on code.google.com by `joship...@gmail.com` on 16 Sep 2010 at 6:03 * Merged into: #58",0,you can not let go of the rope while pressing up left at the same time what steps will reproduce the problem shoot a rope press up left at the same time try to release the rope it works when you press up right what is the expected output what do you see instead that you can let go of it of course what version of the product are you using on what operating system original issue reported on code google com by joship gmail com on sep at merged into ,0 12155,7725894296.0,IssuesEvent,2018-05-24 19:26:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor sliders are tiny and difficult to hit,enhancement topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3 beta 1 **Issue description:** Horizontal sliders of editor are too thin and is difficult to hit in them and drag. Contextual slider in exported variables are very very tiny. They should be taller: ![tinysliders2](https://user-images.githubusercontent.com/11712737/33520967-47e5f4b6-d7c5-11e7-96a3-4b91ab8bc302.jpg) ![tinysliders1](https://user-images.githubusercontent.com/11712737/33520968-49a0de9c-d7c5-11e7-9c8e-a598b2574ce3.jpg) ",True,"Editor sliders are tiny and difficult to hit - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3 beta 1 **Issue description:** Horizontal sliders of editor are too thin and is difficult to hit in them and drag. Contextual slider in exported variables are very very tiny. They should be taller: ![tinysliders2](https://user-images.githubusercontent.com/11712737/33520967-47e5f4b6-d7c5-11e7-96a3-4b91ab8bc302.jpg) ![tinysliders1](https://user-images.githubusercontent.com/11712737/33520968-49a0de9c-d7c5-11e7-9c8e-a598b2574ce3.jpg) ",1,editor sliders are tiny and difficult to hit operating system or device godot version gpu model and driver if graphics related godot beta issue description horizontal sliders of editor are too thin and is difficult to hit in them and drag contextual slider in exported variables are very very tiny they should be taller ,1 253983,19184042017.0,IssuesEvent,2021-12-04 22:32:30,Qiskit/retworkx,https://api.github.com/repos/Qiskit/retworkx,closed,[joss] lexicographical_topological_sort() docs are unclear,bug documentation,"I was unable to tell what `lexicographical_topological_sort()` does after looking at its documentation. As far as I am aware, ""lexicographical topological sorting"" is not standard terminology. It would be good to explain it. I looked up the corresponding networkx function, and now I can see that this function is for breaking ties in the ordering based on an additional comparison. This was not clear.",1.0,"[joss] lexicographical_topological_sort() docs are unclear - I was unable to tell what `lexicographical_topological_sort()` does after looking at its documentation. As far as I am aware, ""lexicographical topological sorting"" is not standard terminology. It would be good to explain it. I looked up the corresponding networkx function, and now I can see that this function is for breaking ties in the ordering based on an additional comparison. This was not clear.",0, lexicographical topological sort docs are unclear i was unable to tell what lexicographical topological sort does after looking at its documentation as far as i am aware lexicographical topological sorting is not standard terminology it would be good to explain it i looked up the corresponding networkx function and now i can see that this function is for breaking ties in the ordering based on an additional comparison this was not clear ,0 17153,11733244458.0,IssuesEvent,2020-03-11 06:32:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Auto-completion in comments not entirely useful for apostrophes.,bug topic:editor usability,"**Godot version:** 3.2.0 stable **OS/device including version:** N/A **Issue description:** Auto-completion has its issues when you're writing comments. For example `# Can't and won't do this.` would duplicate the `'` character (i.e. treat it as a single quote). This is a minor issue, but makes contractions (i.e. ""it's"", ""can't"" etc) slightly more difficult than it needs to be. Maybe look at the way other projects such as Inform 7 (for example) handle this? **Steps to reproduce:** Just press `'`.",True,"Auto-completion in comments not entirely useful for apostrophes. - **Godot version:** 3.2.0 stable **OS/device including version:** N/A **Issue description:** Auto-completion has its issues when you're writing comments. For example `# Can't and won't do this.` would duplicate the `'` character (i.e. treat it as a single quote). This is a minor issue, but makes contractions (i.e. ""it's"", ""can't"" etc) slightly more difficult than it needs to be. Maybe look at the way other projects such as Inform 7 (for example) handle this? **Steps to reproduce:** Just press `'`.",1,auto completion in comments not entirely useful for apostrophes godot version stable os device including version n a issue description auto completion has its issues when you re writing comments for example can t and won t do this would duplicate the character i e treat it as a single quote this is a minor issue but makes contractions i e it s can t etc slightly more difficult than it needs to be maybe look at the way other projects such as inform for example handle this steps to reproduce just press ,1 3281,3388497221.0,IssuesEvent,2015-11-29 10:39:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,tscn/tres: Inconsistencies in the extension filters of the save/open file dialogs,enhancement topic:editor usability,"In the current master branch (46c5fda), there are some inconsistencies in the listing of formats in the save and open file dialogs of the editor: - In the ""Open Scene"" and ""New Inherited Scene"" dialogs, the filters are listed as: ![filter-open](https://cloud.githubusercontent.com/assets/4701338/11456556/fa690d2a-968c-11e5-92ed-5db612d8a45d.png) - TRES ( *.tres ) is missing (if RES is supported, I guess TRES would be too) - Since the new T-formats are meant to replace the XML-formats, they should probably be moved up in the list - In the ""Save Scene As.."" dialog, the filters are: ![filter-save](https://cloud.githubusercontent.com/assets/4701338/11456569/4fc2be4c-968d-11e5-8c5c-de9911f4d6fd.png) - Here all formats are shown, but ""*.tscn"" is missing from the ""All recognized"" list while ""*.tres"" is there, which looks a bit weird. - Just like above, the T-formats should be moved up. - The order is different from the ""Open Scene"" dialogs where it was more natural: first the scene-specific format, then the general format. So it should be: SCN, RES, TSCN, TRES, XSCN, XML. - For both dialogs, if we want users to start using T-formats preferentially over XML formats, maybe the XML formats could be removed altogether from the ""All recognized"" shortlist (but kept as available filters of course).",True,"tscn/tres: Inconsistencies in the extension filters of the save/open file dialogs - In the current master branch (46c5fda), there are some inconsistencies in the listing of formats in the save and open file dialogs of the editor: - In the ""Open Scene"" and ""New Inherited Scene"" dialogs, the filters are listed as: ![filter-open](https://cloud.githubusercontent.com/assets/4701338/11456556/fa690d2a-968c-11e5-92ed-5db612d8a45d.png) - TRES ( *.tres ) is missing (if RES is supported, I guess TRES would be too) - Since the new T-formats are meant to replace the XML-formats, they should probably be moved up in the list - In the ""Save Scene As.."" dialog, the filters are: ![filter-save](https://cloud.githubusercontent.com/assets/4701338/11456569/4fc2be4c-968d-11e5-8c5c-de9911f4d6fd.png) - Here all formats are shown, but ""*.tscn"" is missing from the ""All recognized"" list while ""*.tres"" is there, which looks a bit weird. - Just like above, the T-formats should be moved up. - The order is different from the ""Open Scene"" dialogs where it was more natural: first the scene-specific format, then the general format. So it should be: SCN, RES, TSCN, TRES, XSCN, XML. - For both dialogs, if we want users to start using T-formats preferentially over XML formats, maybe the XML formats could be removed altogether from the ""All recognized"" shortlist (but kept as available filters of course).",1,tscn tres inconsistencies in the extension filters of the save open file dialogs in the current master branch there are some inconsistencies in the listing of formats in the save and open file dialogs of the editor in the open scene and new inherited scene dialogs the filters are listed as tres tres is missing if res is supported i guess tres would be too since the new t formats are meant to replace the xml formats they should probably be moved up in the list in the save scene as dialog the filters are here all formats are shown but tscn is missing from the all recognized list while tres is there which looks a bit weird just like above the t formats should be moved up the order is different from the open scene dialogs where it was more natural first the scene specific format then the general format so it should be scn res tscn tres xscn xml for both dialogs if we want users to start using t formats preferentially over xml formats maybe the xml formats could be removed altogether from the all recognized shortlist but kept as available filters of course ,1 48495,5960988494.0,IssuesEvent,2017-05-29 15:39:58,dealii/dealii,https://api.github.com/repos/dealii/dealii,opened,base/timer_03.release unstable,Tests,"On a run with slightly higher load [1]: ``` base/timer_03.release: DIFF failed. ------ First 50 lines diff output: *** /srv/testsuite/dealii/tests/base/timer_03.output Sat May 27 18:11:26 2017 --- output Mon May 29 17:05:35 2017 *************** *** 3,8 **** DEAL::OK DEAL::OK DEAL::OK ! DEAL::OK DEAL::OK DEAL::OK --- 3,8 ---- DEAL::OK DEAL::OK DEAL::OK ! DEAL::Ratio 0.666667 should be 1.00000 DEAL::OK DEAL::OK ``` [1] https://cdash.kyomu.43-1.org/testDetails.php?test=24812856&build=7589",1.0,"base/timer_03.release unstable - On a run with slightly higher load [1]: ``` base/timer_03.release: DIFF failed. ------ First 50 lines diff output: *** /srv/testsuite/dealii/tests/base/timer_03.output Sat May 27 18:11:26 2017 --- output Mon May 29 17:05:35 2017 *************** *** 3,8 **** DEAL::OK DEAL::OK DEAL::OK ! DEAL::OK DEAL::OK DEAL::OK --- 3,8 ---- DEAL::OK DEAL::OK DEAL::OK ! DEAL::Ratio 0.666667 should be 1.00000 DEAL::OK DEAL::OK ``` [1] https://cdash.kyomu.43-1.org/testDetails.php?test=24812856&build=7589",0,base timer release unstable on a run with slightly higher load base timer release diff failed first lines diff output srv testsuite dealii tests base timer output sat may output mon may deal ok deal ok deal ok deal ok deal ok deal ok deal ok deal ok deal ok deal ratio should be deal ok deal ok ,0 679708,23242603113.0,IssuesEvent,2022-08-03 16:54:25,npm/cli,https://api.github.com/repos/npm/cli,closed,[BUG] npm global install does not create scripts for bin entry in package.json,Release 8.x Bug Priority 2 cmd:exec,"### Is there an existing issue for this? - [X] I have searched the existing issues ### Current Behavior After upgrading from Node 14 to Node 16 (and therefore from npm 6 to npm 8), I am experiencing the following issue, which is blocking for installation of an internal tool I maintain. This internal tool is meant to be executed as a script from anywhere, so it is installed globally (npm -g) and its package.json contains a bin entry: ```json { ""name"": ""@tools/my-tool"", ""bin"": { ""my-tool"": ""./my-tool.js"" }, ``` When installing said tool from an Gitlab internal npm registry, script files are not created in the global npm directory (`%appdata%/npm` in my case, on Windows). If I downgrade npm to 6.14.15., npm does create the appropriate script files. Puzzlingly: - installing from a local folder works (npm i -g C:\my_tool_repo) - A minimal repro on github.com with their package registry works! - Essentially the same minimal repro (with minimal config changes for CI/CD) on gitlab.com fails similarly to our internal Gitlab instance ### Expected Behavior `npm -g` should create script files as appropriate for `bin` entries in `package.json`. ### Steps To Reproduce Please see this minimal repro I created for this on Gitlab.com: https://gitlab.com/Ezekiel-DA/npm8_bin_issue_repro Installing the package generated by this project: ``` echo @ezekiel-da:registry=https://gitlab.com/api/v4/projects/31019820/packages/npm/ >> .npmrc npm install -g @ezekiel-da/npm8_bin_issue_repro ``` Notice that: - the package is installed as expected, as per `npm list -g` - script files for it are missing in global npm directory - the npm8_bin_issue_repro cannot be invoked globally (obivously, since the scripts are missing) ### Environment - OS: Windows 10 - Node: 16.13.0 - npm: 8.1.0* *also tested 8.1.2, same results ",1.0,"[BUG] npm global install does not create scripts for bin entry in package.json - ### Is there an existing issue for this? - [X] I have searched the existing issues ### Current Behavior After upgrading from Node 14 to Node 16 (and therefore from npm 6 to npm 8), I am experiencing the following issue, which is blocking for installation of an internal tool I maintain. This internal tool is meant to be executed as a script from anywhere, so it is installed globally (npm -g) and its package.json contains a bin entry: ```json { ""name"": ""@tools/my-tool"", ""bin"": { ""my-tool"": ""./my-tool.js"" }, ``` When installing said tool from an Gitlab internal npm registry, script files are not created in the global npm directory (`%appdata%/npm` in my case, on Windows). If I downgrade npm to 6.14.15., npm does create the appropriate script files. Puzzlingly: - installing from a local folder works (npm i -g C:\my_tool_repo) - A minimal repro on github.com with their package registry works! - Essentially the same minimal repro (with minimal config changes for CI/CD) on gitlab.com fails similarly to our internal Gitlab instance ### Expected Behavior `npm -g` should create script files as appropriate for `bin` entries in `package.json`. ### Steps To Reproduce Please see this minimal repro I created for this on Gitlab.com: https://gitlab.com/Ezekiel-DA/npm8_bin_issue_repro Installing the package generated by this project: ``` echo @ezekiel-da:registry=https://gitlab.com/api/v4/projects/31019820/packages/npm/ >> .npmrc npm install -g @ezekiel-da/npm8_bin_issue_repro ``` Notice that: - the package is installed as expected, as per `npm list -g` - script files for it are missing in global npm directory - the npm8_bin_issue_repro cannot be invoked globally (obivously, since the scripts are missing) ### Environment - OS: Windows 10 - Node: 16.13.0 - npm: 8.1.0* *also tested 8.1.2, same results ",0, npm global install does not create scripts for bin entry in package json is there an existing issue for this i have searched the existing issues current behavior after upgrading from node to node and therefore from npm to npm i am experiencing the following issue which is blocking for installation of an internal tool i maintain this internal tool is meant to be executed as a script from anywhere so it is installed globally npm g and its package json contains a bin entry json name tools my tool bin my tool my tool js when installing said tool from an gitlab internal npm registry script files are not created in the global npm directory appdata npm in my case on windows if i downgrade npm to npm does create the appropriate script files puzzlingly installing from a local folder works npm i g c my tool repo a minimal repro on github com with their package registry works essentially the same minimal repro with minimal config changes for ci cd on gitlab com fails similarly to our internal gitlab instance expected behavior npm g should create script files as appropriate for bin entries in package json steps to reproduce please see this minimal repro i created for this on gitlab com installing the package generated by this project echo ezekiel da registry npmrc npm install g ezekiel da bin issue repro notice that the package is installed as expected as per npm list g script files for it are missing in global npm directory the bin issue repro cannot be invoked globally obivously since the scripts are missing environment os windows node npm also tested same results ,0 202033,15252133971.0,IssuesEvent,2021-02-20 01:39:37,trufflesuite/truffle,https://api.github.com/repos/trufflesuite/truffle,opened,"Add code coverage reporting to Truffle Test, backed by Truffle Debugger",Debugger truffle test,As per the title. This very much needs to be spec'ed out; it's not fully clear at the moment how this would work.,1.0,"Add code coverage reporting to Truffle Test, backed by Truffle Debugger - As per the title. This very much needs to be spec'ed out; it's not fully clear at the moment how this would work.",0,add code coverage reporting to truffle test backed by truffle debugger as per the title this very much needs to be spec ed out it s not fully clear at the moment how this would work ,0 54274,11210732345.0,IssuesEvent,2020-01-06 13:56:28,azl397985856/leetcode,https://api.github.com/repos/azl397985856/leetcode,closed,【每日一题】- 2019-10-31 - 212. 单词搜索 II,Array Backtrack Daily Question Hard LeetCode Trie stale,"给定一个二维网格 board 和一个字典中的单词列表 words,找出所有同时在二维网格和字典中出现的单词。 单词必须按照字母顺序,通过相邻的单元格内的字母构成,其中“相邻”单元格是那些水平相邻或垂直相邻的单元格。同一个单元格内的字母在一个单词中不允许被重复使用。 示例: 输入: words = [""oath"",""pea"",""eat"",""rain""] and board = [ ['o','a','a','n'], ['e','t','a','e'], ['i','h','k','r'], ['i','f','l','v'] ] 输出: [""eat"",""oath""] 说明: 你可以假设所有输入都由小写字母 a-z 组成。 提示: 你需要优化回溯算法以通过更大数据量的测试。你能否早点停止回溯? 如果当前单词不存在于所有单词的前缀中,则可以立即停止回溯。什么样的数据结构可以有效地执行这样的操作?散列表是否可行?为什么? 前缀树如何?如果你想学习如何实现一个基本的前缀树,请先查看这个问题: 实现Trie(前缀树)。 来源:力扣(LeetCode) 链接:https://leetcode-cn.com/problems/word-search-ii 著作权归领扣网络所有。商业转载请联系官方授权,非商业转载请注明出处。",1.0,"【每日一题】- 2019-10-31 - 212. 单词搜索 II - 给定一个二维网格 board 和一个字典中的单词列表 words,找出所有同时在二维网格和字典中出现的单词。 单词必须按照字母顺序,通过相邻的单元格内的字母构成,其中“相邻”单元格是那些水平相邻或垂直相邻的单元格。同一个单元格内的字母在一个单词中不允许被重复使用。 示例: 输入: words = [""oath"",""pea"",""eat"",""rain""] and board = [ ['o','a','a','n'], ['e','t','a','e'], ['i','h','k','r'], ['i','f','l','v'] ] 输出: [""eat"",""oath""] 说明: 你可以假设所有输入都由小写字母 a-z 组成。 提示: 你需要优化回溯算法以通过更大数据量的测试。你能否早点停止回溯? 如果当前单词不存在于所有单词的前缀中,则可以立即停止回溯。什么样的数据结构可以有效地执行这样的操作?散列表是否可行?为什么? 前缀树如何?如果你想学习如何实现一个基本的前缀树,请先查看这个问题: 实现Trie(前缀树)。 来源:力扣(LeetCode) 链接:https://leetcode-cn.com/problems/word-search-ii 著作权归领扣网络所有。商业转载请联系官方授权,非商业转载请注明出处。",0,【每日一题】 单词搜索 ii 给定一个二维网格 board 和一个字典中的单词列表 words,找出所有同时在二维网格和字典中出现的单词。 单词必须按照字母顺序,通过相邻的单元格内的字母构成,其中“相邻”单元格是那些水平相邻或垂直相邻的单元格。同一个单元格内的字母在一个单词中不允许被重复使用。 示例 输入 words and board 输出   说明 你可以假设所有输入都由小写字母 a z 组成。 提示 你需要优化回溯算法以通过更大数据量的测试。你能否早点停止回溯? 如果当前单词不存在于所有单词的前缀中,则可以立即停止回溯。什么样的数据结构可以有效地执行这样的操作?散列表是否可行?为什么? 前缀树如何?如果你想学习如何实现一个基本的前缀树,请先查看这个问题: 实现trie(前缀树)。 来源:力扣(leetcode) 链接: 著作权归领扣网络所有。商业转载请联系官方授权,非商业转载请注明出处。,0 3828,3575597911.0,IssuesEvent,2016-01-27 16:29:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Animation toolbar (loc, rot, scale, insert key and animation buttons) is missing",bug topic:editor usability,"buttons to save rot loc scale are no more in the toolbar ![sin titulo1](https://cloud.githubusercontent.com/assets/1776044/12593290/184aaf98-c44f-11e5-9d28-74d40b5a741b.png) ",True,"Animation toolbar (loc, rot, scale, insert key and animation buttons) is missing - buttons to save rot loc scale are no more in the toolbar ![sin titulo1](https://cloud.githubusercontent.com/assets/1776044/12593290/184aaf98-c44f-11e5-9d28-74d40b5a741b.png) ",1,animation toolbar loc rot scale insert key and animation buttons is missing buttons to save rot loc scale are no more in the toolbar ,1 57288,8167849334.0,IssuesEvent,2018-08-26 05:35:46,Azareal/Gosora,https://api.github.com/repos/Azareal/Gosora,reopened,Re-add instructions for using Gosora without systemd,administration documentation,"I'm adding some information for using Gosora without a systemd service, although this is mainly intended for use behind a reverse-proxy or to try out the software.",1.0,"Re-add instructions for using Gosora without systemd - I'm adding some information for using Gosora without a systemd service, although this is mainly intended for use behind a reverse-proxy or to try out the software.",0,re add instructions for using gosora without systemd i m adding some information for using gosora without a systemd service although this is mainly intended for use behind a reverse proxy or to try out the software ,0 8993,6085359227.0,IssuesEvent,2017-06-17 14:06:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Only the first sampler showing up in ShaderMaterial Shader Param list,bug confirmed topic:core topic:editor usability,"I am trying to write my own shader in godot 3, and have managed to get something partially working, but the ShaderMaterial is not showing the full set of Shader Params. here is my shader: ``` shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_back; uniform vec4 albedo : hint_color; uniform sampler2D texture_albedo_2 : hint_white; uniform sampler2D texture_albedo : hint_albedo; //uniform sampler2D texture_colour_tint : hint_white; //uniform sampler2D texture_terrain : hint_white; //uniform float metalness; //uniform float roughness : hint_range(0,1); //uniform float point_size : hint_range(0,128); //uniform sampler2D texture_specular : hint_white; uniform vec2 uv1_scale; uniform vec2 uv1_offset; uniform vec2 uv2_scale; uniform vec2 uv2_offset; //uniform sampler2D texture_normal : hint_normal; //uniform float normal_scale : hint_range(-16,16); void vertex() { UV=UV*uv1_scale+uv1_offset; } void fragment() { vec4 albedo_tex = texture(texture_albedo,UV); vec4 albedo_tex_2 = texture(texture_albedo_2,UV); ALBEDO = albedo.rgb * albedo_tex.rgb * albedo_tex_2.rgb; //NORMALMAP = texture(texture_normal,UV).rgb; //NORMALMAP_DEPTH = normal_scale; //vec4 specular_tex = texture(texture_specular,UV); //SPECULAR = vec3(ALBEDO.rgb * metalness * specular_tex.r); //ROUGHNESS = specular_tex.a * roughness; } ``` the problem is that only the first texture sampler is being displayed in the ShaderMaterial ""Shader Param"" list. Any other samplers are not displayed. so texture_albedo_2 is displaying, but texture_albedo is not. The normal map and specular map were also not showing so I commented them out to try to simplify the problem. ",True,"Only the first sampler showing up in ShaderMaterial Shader Param list - I am trying to write my own shader in godot 3, and have managed to get something partially working, but the ShaderMaterial is not showing the full set of Shader Params. here is my shader: ``` shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_back; uniform vec4 albedo : hint_color; uniform sampler2D texture_albedo_2 : hint_white; uniform sampler2D texture_albedo : hint_albedo; //uniform sampler2D texture_colour_tint : hint_white; //uniform sampler2D texture_terrain : hint_white; //uniform float metalness; //uniform float roughness : hint_range(0,1); //uniform float point_size : hint_range(0,128); //uniform sampler2D texture_specular : hint_white; uniform vec2 uv1_scale; uniform vec2 uv1_offset; uniform vec2 uv2_scale; uniform vec2 uv2_offset; //uniform sampler2D texture_normal : hint_normal; //uniform float normal_scale : hint_range(-16,16); void vertex() { UV=UV*uv1_scale+uv1_offset; } void fragment() { vec4 albedo_tex = texture(texture_albedo,UV); vec4 albedo_tex_2 = texture(texture_albedo_2,UV); ALBEDO = albedo.rgb * albedo_tex.rgb * albedo_tex_2.rgb; //NORMALMAP = texture(texture_normal,UV).rgb; //NORMALMAP_DEPTH = normal_scale; //vec4 specular_tex = texture(texture_specular,UV); //SPECULAR = vec3(ALBEDO.rgb * metalness * specular_tex.r); //ROUGHNESS = specular_tex.a * roughness; } ``` the problem is that only the first texture sampler is being displayed in the ShaderMaterial ""Shader Param"" list. Any other samplers are not displayed. so texture_albedo_2 is displaying, but texture_albedo is not. The normal map and specular map were also not showing so I commented them out to try to simplify the problem. ",1,only the first sampler showing up in shadermaterial shader param list i am trying to write my own shader in godot and have managed to get something partially working but the shadermaterial is not showing the full set of shader params here is my shader shader type spatial render mode blend mix depth draw opaque cull back uniform albedo hint color uniform texture albedo hint white uniform texture albedo hint albedo uniform texture colour tint hint white uniform texture terrain hint white uniform float metalness uniform float roughness hint range uniform float point size hint range uniform texture specular hint white uniform scale uniform offset uniform scale uniform offset uniform texture normal hint normal uniform float normal scale hint range void vertex uv uv scale offset void fragment albedo tex texture texture albedo uv albedo tex texture texture albedo uv albedo albedo rgb albedo tex rgb albedo tex rgb normalmap texture texture normal uv rgb normalmap depth normal scale specular tex texture texture specular uv specular albedo rgb metalness specular tex r roughness specular tex a roughness the problem is that only the first texture sampler is being displayed in the shadermaterial shader param list any other samplers are not displayed so texture albedo is displaying but texture albedo is not the normal map and specular map were also not showing so i commented them out to try to simplify the problem ,1 15058,9692686244.0,IssuesEvent,2019-05-24 14:21:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Spaces indentation improvement - align indenting left/right to rounded indentation level,enhancement topic:core topic:editor usability,"Hello, I'd like to propose change to current indentation mechanics in GDScript editor. There are some cases that are causing issues for me, consider following situations where indent is set to 4 spaces: ![image](https://user-images.githubusercontent.com/9964886/57248310-58b63780-7042-11e9-8ee1-ce042ff2e771.png) As you can notice I accidentally hit space on line 15 which gives this line total indent of 5 spaces while the rest of code is indented to 4. Okey, I hit backspace (or shitf+tab) to delete this space - but I actually end up with just one space like this: ![image](https://user-images.githubusercontent.com/9964886/57248464-b2b6fd00-7042-11e9-820c-49f2faae4f5a.png) Obviously i'd expect deletion to go stop at 4 spaces to align to closest full indentation level - this is the way it works in most code editors (for instance in sublime). The same goes for indenting - if I have cursor set after one space hitting tab editor should move cursor to next full indentation level of 4 - now it just adds four spaces giving line 5 spaces of indentation. Another thing that could be changed is clicking backspace where there are less spaces than indentation level for instance: ![image](https://user-images.githubusercontent.com/9964886/57249882-62419e80-7046-11e9-86a4-8ae1f834687a.png) I'd expect whole indentation level removed here whereas spaces are removed one by one (this is special case due to ifs logic in code_editor.cpp code). To sum up the changes I propose are: 1) Hitting tab would move cursor to next full indentation level instead of adding fixed number of spaces 2) Hitting backspace would remove spaces up to next full indentation level 3) Hitting shift+tab would remove spaces up to next full indentation level 4) Hitting backspace when there are less spaces than indentation size would remove spaces up to beginning of the line Since there is lot of going on I decided to create Issue to ask about your opinion but I have PR work in progress - let me know if this feature is wanted and I'll provide code for it. Ps.: There seems to also be separate code branch for indenting when selection is not empty, this needs to be adjusted accordingly too",True,"Spaces indentation improvement - align indenting left/right to rounded indentation level - Hello, I'd like to propose change to current indentation mechanics in GDScript editor. There are some cases that are causing issues for me, consider following situations where indent is set to 4 spaces: ![image](https://user-images.githubusercontent.com/9964886/57248310-58b63780-7042-11e9-8ee1-ce042ff2e771.png) As you can notice I accidentally hit space on line 15 which gives this line total indent of 5 spaces while the rest of code is indented to 4. Okey, I hit backspace (or shitf+tab) to delete this space - but I actually end up with just one space like this: ![image](https://user-images.githubusercontent.com/9964886/57248464-b2b6fd00-7042-11e9-820c-49f2faae4f5a.png) Obviously i'd expect deletion to go stop at 4 spaces to align to closest full indentation level - this is the way it works in most code editors (for instance in sublime). The same goes for indenting - if I have cursor set after one space hitting tab editor should move cursor to next full indentation level of 4 - now it just adds four spaces giving line 5 spaces of indentation. Another thing that could be changed is clicking backspace where there are less spaces than indentation level for instance: ![image](https://user-images.githubusercontent.com/9964886/57249882-62419e80-7046-11e9-86a4-8ae1f834687a.png) I'd expect whole indentation level removed here whereas spaces are removed one by one (this is special case due to ifs logic in code_editor.cpp code). To sum up the changes I propose are: 1) Hitting tab would move cursor to next full indentation level instead of adding fixed number of spaces 2) Hitting backspace would remove spaces up to next full indentation level 3) Hitting shift+tab would remove spaces up to next full indentation level 4) Hitting backspace when there are less spaces than indentation size would remove spaces up to beginning of the line Since there is lot of going on I decided to create Issue to ask about your opinion but I have PR work in progress - let me know if this feature is wanted and I'll provide code for it. Ps.: There seems to also be separate code branch for indenting when selection is not empty, this needs to be adjusted accordingly too",1,spaces indentation improvement align indenting left right to rounded indentation level hello i d like to propose change to current indentation mechanics in gdscript editor there are some cases that are causing issues for me consider following situations where indent is set to spaces as you can notice i accidentally hit space on line which gives this line total indent of spaces while the rest of code is indented to okey i hit backspace or shitf tab to delete this space but i actually end up with just one space like this obviously i d expect deletion to go stop at spaces to align to closest full indentation level this is the way it works in most code editors for instance in sublime the same goes for indenting if i have cursor set after one space hitting tab editor should move cursor to next full indentation level of now it just adds four spaces giving line spaces of indentation another thing that could be changed is clicking backspace where there are less spaces than indentation level for instance i d expect whole indentation level removed here whereas spaces are removed one by one this is special case due to ifs logic in code editor cpp code to sum up the changes i propose are hitting tab would move cursor to next full indentation level instead of adding fixed number of spaces hitting backspace would remove spaces up to next full indentation level hitting shift tab would remove spaces up to next full indentation level hitting backspace when there are less spaces than indentation size would remove spaces up to beginning of the line since there is lot of going on i decided to create issue to ask about your opinion but i have pr work in progress let me know if this feature is wanted and i ll provide code for it ps there seems to also be separate code branch for indenting when selection is not empty this needs to be adjusted accordingly too,1 266805,20165244987.0,IssuesEvent,2022-02-10 03:09:19,fga-eps-mds/Projeto01,https://api.github.com/repos/fga-eps-mds/Projeto01,opened,Atualização do README,documentation,"# Descrição Atualizar o readme com as novas informações e documentos criados ao longo da quinzena # Tarefas - [x] Adicionar todos os desenvolvedores envolvidos no projeto - [x] Redirecionar os link de contribuição para os templates padronizados - [x] Refinar o tópicos de objetivos # Critérios de aceitação - [x] Todas as tarefas realizadas - [ ] Documento revisado",1.0,"Atualização do README - # Descrição Atualizar o readme com as novas informações e documentos criados ao longo da quinzena # Tarefas - [x] Adicionar todos os desenvolvedores envolvidos no projeto - [x] Redirecionar os link de contribuição para os templates padronizados - [x] Refinar o tópicos de objetivos # Critérios de aceitação - [x] Todas as tarefas realizadas - [ ] Documento revisado",0,atualização do readme descrição atualizar o readme com as novas informações e documentos criados ao longo da quinzena tarefas adicionar todos os desenvolvedores envolvidos no projeto redirecionar os link de contribuição para os templates padronizados refinar o tópicos de objetivos critérios de aceitação todas as tarefas realizadas documento revisado,0 22503,19557297658.0,IssuesEvent,2022-01-03 11:26:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Keyboard Control In Scene Tree Doesn't Select Correct Node,bug topic:editor confirmed usability,"**Godot version:** 3.2 stable (Steam) **OS/device including version:** Ubuntu Linux 64-bit 19.10 **Issue description:** When using the arrow keys on the keyboard to navigate through the scene tree, the correct node is not selected. This behavior seems to be based on class type. For example, if all the nodes are Node2D, then it works, but by adding a CanvasLayer, then it doesn't work. This is a problem because if you press Delete on the keyboard, it now deletes the incorrect node (especially important for people with impaired sight and relying on keyboard and screen readers). **Steps to reproduce:** Create a new project, add two Node2D objects, then add a CanvasLayer in-between them. Try pressing up and down on the arrow keys and you will see the correct node is not selected (and pressing delete will delete the previous node, not the current one). **Minimal reproduction project:** Attached is a minimal project with the problem. [KeyTest.zip](https://github.com/godotengine/godot/files/4211930/KeyTest.zip) ",True,"Keyboard Control In Scene Tree Doesn't Select Correct Node - **Godot version:** 3.2 stable (Steam) **OS/device including version:** Ubuntu Linux 64-bit 19.10 **Issue description:** When using the arrow keys on the keyboard to navigate through the scene tree, the correct node is not selected. This behavior seems to be based on class type. For example, if all the nodes are Node2D, then it works, but by adding a CanvasLayer, then it doesn't work. This is a problem because if you press Delete on the keyboard, it now deletes the incorrect node (especially important for people with impaired sight and relying on keyboard and screen readers). **Steps to reproduce:** Create a new project, add two Node2D objects, then add a CanvasLayer in-between them. Try pressing up and down on the arrow keys and you will see the correct node is not selected (and pressing delete will delete the previous node, not the current one). **Minimal reproduction project:** Attached is a minimal project with the problem. [KeyTest.zip](https://github.com/godotengine/godot/files/4211930/KeyTest.zip) ",1,keyboard control in scene tree doesn t select correct node godot version stable steam os device including version ubuntu linux bit issue description when using the arrow keys on the keyboard to navigate through the scene tree the correct node is not selected this behavior seems to be based on class type for example if all the nodes are then it works but by adding a canvaslayer then it doesn t work this is a problem because if you press delete on the keyboard it now deletes the incorrect node especially important for people with impaired sight and relying on keyboard and screen readers steps to reproduce create a new project add two objects then add a canvaslayer in between them try pressing up and down on the arrow keys and you will see the correct node is not selected and pressing delete will delete the previous node not the current one minimal reproduction project attached is a minimal project with the problem ,1 110511,11704803353.0,IssuesEvent,2020-03-07 11:57:46,emberjs/ember.js,https://api.github.com/repos/emberjs/ember.js,closed,"Update documentation for ""Specifying Keys""",Documentation Help Wanted,"[As discussed in the documentation repo](https://github.com/emberjs/guides/issues/1166), the ""Specifying Keys"" API documentation does not mention `@index`. I'm hoping for an explanation of when using `@index` is appropriate. Something like: Specifying `@index` as the `key` value will use the index of each item in the array to match items for DOM reuse. This `@index` value is appropriate when a list of items is primarily identified by its position in an array. For instance given an array of arrays representing cells in Conway's Game of Life: ``` {{#each rows as |row|}} {{#each row as |cell|}} {{cell}} {{/each}} {{/each}} ``` Adding the `@index` key will improve re-rendering performance: ``` {{#each rows key=""@index"" as |row|}} {{#each row as |cell|}} {{cell}} {{/each}} {{/each}} ``` ",1.0,"Update documentation for ""Specifying Keys"" - [As discussed in the documentation repo](https://github.com/emberjs/guides/issues/1166), the ""Specifying Keys"" API documentation does not mention `@index`. I'm hoping for an explanation of when using `@index` is appropriate. Something like: Specifying `@index` as the `key` value will use the index of each item in the array to match items for DOM reuse. This `@index` value is appropriate when a list of items is primarily identified by its position in an array. For instance given an array of arrays representing cells in Conway's Game of Life: ``` {{#each rows as |row|}} {{#each row as |cell|}} {{cell}} {{/each}} {{/each}} ``` Adding the `@index` key will improve re-rendering performance: ``` {{#each rows key=""@index"" as |row|}} {{#each row as |cell|}} {{cell}} {{/each}} {{/each}} ``` ",0,update documentation for specifying keys the specifying keys api documentation does not mention index i m hoping for an explanation of when using index is appropriate something like specifying index as the key value will use the index of each item in the array to match items for dom reuse this index value is appropriate when a list of items is primarily identified by its position in an array for instance given an array of arrays representing cells in conway s game of life each rows as row each row as cell cell each each adding the index key will improve re rendering performance each rows key index as row each row as cell cell each each ,0 18752,13189466985.0,IssuesEvent,2020-08-13 08:30:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Clicking on warnings should open the file and scroll to the line it originated from,enhancement topic:editor usability,"Godot 3.1 alpha 1 I'm doing testing of a prototype with this version of Godot, and I quickly got a lot of various warnings. But I noticed that double-clicking them doesn't take me to the place they originated from, that would save time if it would. Note: some of the warnings have a 1-line stack trace, and clicking on that stack trace leads me to the file. ![image](https://user-images.githubusercontent.com/1311555/45711206-b57ee380-bb80-11e8-8ad4-4a7d9e3a39e2.png) But many others don't have a stack trace, despite having a file and line number in their tooltip. ![image](https://user-images.githubusercontent.com/1311555/45711218-c16aa580-bb80-11e8-9155-e9b4d01e182a.png) ",True,"Clicking on warnings should open the file and scroll to the line it originated from - Godot 3.1 alpha 1 I'm doing testing of a prototype with this version of Godot, and I quickly got a lot of various warnings. But I noticed that double-clicking them doesn't take me to the place they originated from, that would save time if it would. Note: some of the warnings have a 1-line stack trace, and clicking on that stack trace leads me to the file. ![image](https://user-images.githubusercontent.com/1311555/45711206-b57ee380-bb80-11e8-8ad4-4a7d9e3a39e2.png) But many others don't have a stack trace, despite having a file and line number in their tooltip. ![image](https://user-images.githubusercontent.com/1311555/45711218-c16aa580-bb80-11e8-9155-e9b4d01e182a.png) ",1,clicking on warnings should open the file and scroll to the line it originated from godot alpha i m doing testing of a prototype with this version of godot and i quickly got a lot of various warnings but i noticed that double clicking them doesn t take me to the place they originated from that would save time if it would note some of the warnings have a line stack trace and clicking on that stack trace leads me to the file but many others don t have a stack trace despite having a file and line number in their tooltip ,1 13125,8300072549.0,IssuesEvent,2018-09-21 06:43:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,A scene should be able to specify which children are editable by default,feature proposal topic:editor usability,"**Godot version:** 3.1 custom **Issue description:** If often happens to me that, when i make a scene, I have some objects that will need to be tweaked in another scene where my scene is instanced. Every time, i need to tick editable children and edit the children that i want to edit. This happens incredibly often with trigger areas. **Suggestion:** Have a system that behaves in a way similar to private/public in code: the scene specifies which nodes should be editable from a foreign scene. In order to not break compatibility, the current ""editable children"" could be renamed with ""force editable children"" ",True,"A scene should be able to specify which children are editable by default - **Godot version:** 3.1 custom **Issue description:** If often happens to me that, when i make a scene, I have some objects that will need to be tweaked in another scene where my scene is instanced. Every time, i need to tick editable children and edit the children that i want to edit. This happens incredibly often with trigger areas. **Suggestion:** Have a system that behaves in a way similar to private/public in code: the scene specifies which nodes should be editable from a foreign scene. In order to not break compatibility, the current ""editable children"" could be renamed with ""force editable children"" ",1,a scene should be able to specify which children are editable by default godot version custom issue description if often happens to me that when i make a scene i have some objects that will need to be tweaked in another scene where my scene is instanced every time i need to tick editable children and edit the children that i want to edit this happens incredibly often with trigger areas suggestion have a system that behaves in a way similar to private public in code the scene specifies which nodes should be editable from a foreign scene in order to not break compatibility the current editable children could be renamed with force editable children ,1 11444,7239391775.0,IssuesEvent,2018-02-13 17:20:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Graph editor looks barely visible, when light theme enabled",bug topic:editor usability," ![image](https://user-images.githubusercontent.com/3036176/35929958-bfac959e-0c41-11e8-907f-3917dfe7e4e7.png) I think colors and contrast should be narrowly adjusted for this theme... ",True,"Graph editor looks barely visible, when light theme enabled - ![image](https://user-images.githubusercontent.com/3036176/35929958-bfac959e-0c41-11e8-907f-3917dfe7e4e7.png) I think colors and contrast should be narrowly adjusted for this theme... ",1,graph editor looks barely visible when light theme enabled i think colors and contrast should be narrowly adjusted for this theme ,1 235956,19473851092.0,IssuesEvent,2021-12-24 08:17:35,kubernetes/minikube,https://api.github.com/repos/kubernetes/minikube,closed,Frequent test failures of `TestPause/serial/VerifyDeletedResources`,priority/backlog kind/failing-test,"This test has high flake rates for the following environments: |Environment|Flake Rate (%)| |---|---| |[Docker_Windows](https://storage.googleapis.com/minikube-flake-rate/flake_chart.html?env=Docker_Windows&test=TestPause/serial/VerifyDeletedResources)|20.00|",1.0,"Frequent test failures of `TestPause/serial/VerifyDeletedResources` - This test has high flake rates for the following environments: |Environment|Flake Rate (%)| |---|---| |[Docker_Windows](https://storage.googleapis.com/minikube-flake-rate/flake_chart.html?env=Docker_Windows&test=TestPause/serial/VerifyDeletedResources)|20.00|",0,frequent test failures of testpause serial verifydeletedresources this test has high flake rates for the following environments environment flake rate ,0 12629,3283606879.0,IssuesEvent,2015-10-28 13:32:55,sasstools/sass-lint,https://api.github.com/repos/sasstools/sass-lint,closed,Write tests for CLI,cli in progress tests,"The CLI is currently untested (mostly because I don't know how to write tests for it). This should be figured out, and tests written",1.0,"Write tests for CLI - The CLI is currently untested (mostly because I don't know how to write tests for it). This should be figured out, and tests written",0,write tests for cli the cli is currently untested mostly because i don t know how to write tests for it this should be figured out and tests written,0 23245,10863196774.0,IssuesEvent,2019-11-14 14:43:04,benchmarkdebricked/groovy,https://api.github.com/repos/benchmarkdebricked/groovy,opened,CVE-2018-11771 (Medium) detected in commons-compress-1.10.jar,security vulnerability,"## CVE-2018-11771 - Medium Severity Vulnerability
Vulnerable Library - commons-compress-1.10.jar

Apache Commons Compress software defines an API for working with compression and archive formats. These include: bzip2, gzip, pack200, lzma, xz, Snappy, traditional Unix Compress, DEFLATE and ar, cpio, jar, tar, zip, dump, 7z, arj.

Library home page: http://commons.apache.org/proper/commons-compress/

Path to vulnerable library: /tmp/ws-scm/groovy/build.gradle,/tmp/ws-scm/groovy/build.gradle

Dependency Hierarchy: - apache-rat-tasks-0.12.jar (Root Library) - apache-rat-core-0.12.jar - :x: **commons-compress-1.10.jar** (Vulnerable Library)

Found in HEAD commit: bb7b5cf7f2cc9073d01ec39d0517e42ddb9890c5

Vulnerability Details

When reading a specially crafted ZIP archive, the read method of Apache Commons Compress 1.7 to 1.17's ZipArchiveInputStream can fail to return the correct EOF indication after the end of the stream has been reached. When combined with a java.io.InputStreamReader this can lead to an infinite stream, which can be used to mount a denial of service attack against services that use Compress' zip package.

Publish Date: 2018-08-16

URL: CVE-2018-11771

CVSS 3 Score Details (5.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Local - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2018-11771

Release Date: 2018-08-16

Fix Resolution: 1.18

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2018-11771 (Medium) detected in commons-compress-1.10.jar - ## CVE-2018-11771 - Medium Severity Vulnerability
Vulnerable Library - commons-compress-1.10.jar

Apache Commons Compress software defines an API for working with compression and archive formats. These include: bzip2, gzip, pack200, lzma, xz, Snappy, traditional Unix Compress, DEFLATE and ar, cpio, jar, tar, zip, dump, 7z, arj.

Library home page: http://commons.apache.org/proper/commons-compress/

Path to vulnerable library: /tmp/ws-scm/groovy/build.gradle,/tmp/ws-scm/groovy/build.gradle

Dependency Hierarchy: - apache-rat-tasks-0.12.jar (Root Library) - apache-rat-core-0.12.jar - :x: **commons-compress-1.10.jar** (Vulnerable Library)

Found in HEAD commit: bb7b5cf7f2cc9073d01ec39d0517e42ddb9890c5

Vulnerability Details

When reading a specially crafted ZIP archive, the read method of Apache Commons Compress 1.7 to 1.17's ZipArchiveInputStream can fail to return the correct EOF indication after the end of the stream has been reached. When combined with a java.io.InputStreamReader this can lead to an infinite stream, which can be used to mount a denial of service attack against services that use Compress' zip package.

Publish Date: 2018-08-16

URL: CVE-2018-11771

CVSS 3 Score Details (5.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Local - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2018-11771

Release Date: 2018-08-16

Fix Resolution: 1.18

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in commons compress jar cve medium severity vulnerability vulnerable library commons compress jar apache commons compress software defines an api for working with compression and archive formats these include gzip lzma xz snappy traditional unix compress deflate and ar cpio jar tar zip dump arj library home page a href path to vulnerable library tmp ws scm groovy build gradle tmp ws scm groovy build gradle dependency hierarchy apache rat tasks jar root library apache rat core jar x commons compress jar vulnerable library found in head commit a href vulnerability details when reading a specially crafted zip archive the read method of apache commons compress to s ziparchiveinputstream can fail to return the correct eof indication after the end of the stream has been reached when combined with a java io inputstreamreader this can lead to an infinite stream which can be used to mount a denial of service attack against services that use compress zip package publish date url a href cvss score details base score metrics exploitability metrics attack vector local attack complexity low privileges required none user interaction required scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution step up your open source security game with whitesource ,0 19377,13936410407.0,IssuesEvent,2020-10-22 12:54:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot doesn't show paths for scripts with identical names anymore,bug regression topic:editor usability," **Godot version:** Godot 3.2.4 beta 1 **OS/device including version:** Linux X11 x64 **Issue description:** In Godot 3.2.3 when two scripts with identical file names were opened, editor showed their path making user able to recognize them. This behaviour is no longer present in 3.2.4 beta 1. I tried to use the setting making paths visible for all scripts, however it resulted in some very long names making the dock with scripts needlessly large. **Steps to reproduce:** Create two scripts with exactly same file names and open them in the editor. **Minimal reproduction project:** See above. Note: this is my first issue and I'm not really sure if this is the right way/place to do it.",True,"Godot doesn't show paths for scripts with identical names anymore - **Godot version:** Godot 3.2.4 beta 1 **OS/device including version:** Linux X11 x64 **Issue description:** In Godot 3.2.3 when two scripts with identical file names were opened, editor showed their path making user able to recognize them. This behaviour is no longer present in 3.2.4 beta 1. I tried to use the setting making paths visible for all scripts, however it resulted in some very long names making the dock with scripts needlessly large. **Steps to reproduce:** Create two scripts with exactly same file names and open them in the editor. **Minimal reproduction project:** See above. Note: this is my first issue and I'm not really sure if this is the right way/place to do it.",1,godot doesn t show paths for scripts with identical names anymore please search existing issues for potential duplicates before filing yours godot version godot beta os device including version linux issue description in godot when two scripts with identical file names were opened editor showed their path making user able to recognize them this behaviour is no longer present in beta i tried to use the setting making paths visible for all scripts however it resulted in some very long names making the dock with scripts needlessly large steps to reproduce create two scripts with exactly same file names and open them in the editor minimal reproduction project see above note this is my first issue and i m not really sure if this is the right way place to do it ,1 6934,4682761186.0,IssuesEvent,2016-10-09 12:40:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,New Theme: code completition tooltip not completely visible,bug confirmed topic:editor usability,"I think the screenshot says everything :) ![image](https://cloud.githubusercontent.com/assets/10233279/5791112/fca36af0-9ebb-11e4-8ba2-f151ccaf26a4.png) ",True,"New Theme: code completition tooltip not completely visible - I think the screenshot says everything :) ![image](https://cloud.githubusercontent.com/assets/10233279/5791112/fca36af0-9ebb-11e4-8ba2-f151ccaf26a4.png) ",1,new theme code completition tooltip not completely visible i think the screenshot says everything ,1 202229,23066438825.0,IssuesEvent,2022-07-25 14:17:31,ghc-dev/3069452_64,https://api.github.com/repos/ghc-dev/3069452_64,opened,httpclient-4.5.10.jar: 2 vulnerabilities (highest severity is: 6.5),security vulnerability,"
Vulnerable Library - httpclient-4.5.10.jar

Apache HttpComponents Client

Path to dependency file: /build.gradle

Path to vulnerable library: /dle/caches/modules-2/files-2.1/org.apache.httpcomponents/httpclient/4.5.10/7ca2e4276f4ef95e4db725a8cd4a1d1e7585b9e5/httpclient-4.5.10.jar

Found in HEAD commit: 679bc3481e29bdce2b321876907000d1c8175695

## Vulnerabilities | CVE | Severity | CVSS | Dependency | Type | Fixed in | Remediation Available | | ------------- | ------------- | ----- | ----- | ----- | --- | --- | | [WS-2019-0379](https://github.com/apache/commons-codec/commit/48b615756d1d770091ea3322eefc08011ee8b113) | Medium | 6.5 | commons-codec-1.11.jar | Transitive | N/A | ❌ | | [CVE-2020-13956](https://vuln.whitesourcesoftware.com/vulnerability/CVE-2020-13956) | Medium | 5.3 | httpclient-4.5.10.jar | Direct | 4.5.12.redhat-00001 | ✅ | ## Details
WS-2019-0379 ### Vulnerable Library - commons-codec-1.11.jar

The Apache Commons Codec package contains simple encoder and decoders for various formats such as Base64 and Hexadecimal. In addition to these widely used encoders and decoders, the codec package also maintains a collection of phonetic encoding utilities.

Library home page: http://commons.apache.org/proper/commons-codec/

Path to dependency file: /build.gradle

Path to vulnerable library: /home/wss-scanner/.gradle/caches/modules-2/files-2.1/commons-codec/commons-codec/1.11/3acb4705652e16236558f0f4f2192cc33c3bd189/commons-codec-1.11.jar

Dependency Hierarchy: - httpclient-4.5.10.jar (Root Library) - :x: **commons-codec-1.11.jar** (Vulnerable Library)

Found in HEAD commit: 679bc3481e29bdce2b321876907000d1c8175695

Found in base branch: main

### Vulnerability Details

Apache commons-codec before version “commons-codec-1.13-RC1” is vulnerable to information disclosure due to Improper Input validation.

Publish Date: 2019-05-20

URL: WS-2019-0379

### CVSS 3 Score Details (6.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Release Date: 2019-05-20

Fix Resolution: commons-codec:commons-codec:1.13

CVE-2020-13956 ### Vulnerable Library - httpclient-4.5.10.jar

Apache HttpComponents Client

Path to dependency file: /build.gradle

Path to vulnerable library: /dle/caches/modules-2/files-2.1/org.apache.httpcomponents/httpclient/4.5.10/7ca2e4276f4ef95e4db725a8cd4a1d1e7585b9e5/httpclient-4.5.10.jar

Dependency Hierarchy: - :x: **httpclient-4.5.10.jar** (Vulnerable Library)

Found in HEAD commit: 679bc3481e29bdce2b321876907000d1c8175695

Found in base branch: main

### Vulnerability Details

Apache HttpClient versions prior to version 4.5.13 and 5.0.3 can misinterpret malformed authority component in request URIs passed to the library as java.net.URI object and pick the wrong target host for request execution.

Publish Date: 2020-12-02

URL: CVE-2020-13956

### CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Origin: https://bugzilla.redhat.com/show_bug.cgi?id=CVE-2020-13956

Release Date: 2020-12-02

Fix Resolution: 4.5.12.redhat-00001

In order to enable automatic remediation, please create workflow rules

***

In order to enable automatic remediation for this issue, please create workflow rules

",True,"httpclient-4.5.10.jar: 2 vulnerabilities (highest severity is: 6.5) -
Vulnerable Library - httpclient-4.5.10.jar

Apache HttpComponents Client

Path to dependency file: /build.gradle

Path to vulnerable library: /dle/caches/modules-2/files-2.1/org.apache.httpcomponents/httpclient/4.5.10/7ca2e4276f4ef95e4db725a8cd4a1d1e7585b9e5/httpclient-4.5.10.jar

Found in HEAD commit: 679bc3481e29bdce2b321876907000d1c8175695

## Vulnerabilities | CVE | Severity | CVSS | Dependency | Type | Fixed in | Remediation Available | | ------------- | ------------- | ----- | ----- | ----- | --- | --- | | [WS-2019-0379](https://github.com/apache/commons-codec/commit/48b615756d1d770091ea3322eefc08011ee8b113) | Medium | 6.5 | commons-codec-1.11.jar | Transitive | N/A | ❌ | | [CVE-2020-13956](https://vuln.whitesourcesoftware.com/vulnerability/CVE-2020-13956) | Medium | 5.3 | httpclient-4.5.10.jar | Direct | 4.5.12.redhat-00001 | ✅ | ## Details
WS-2019-0379 ### Vulnerable Library - commons-codec-1.11.jar

The Apache Commons Codec package contains simple encoder and decoders for various formats such as Base64 and Hexadecimal. In addition to these widely used encoders and decoders, the codec package also maintains a collection of phonetic encoding utilities.

Library home page: http://commons.apache.org/proper/commons-codec/

Path to dependency file: /build.gradle

Path to vulnerable library: /home/wss-scanner/.gradle/caches/modules-2/files-2.1/commons-codec/commons-codec/1.11/3acb4705652e16236558f0f4f2192cc33c3bd189/commons-codec-1.11.jar

Dependency Hierarchy: - httpclient-4.5.10.jar (Root Library) - :x: **commons-codec-1.11.jar** (Vulnerable Library)

Found in HEAD commit: 679bc3481e29bdce2b321876907000d1c8175695

Found in base branch: main

### Vulnerability Details

Apache commons-codec before version “commons-codec-1.13-RC1” is vulnerable to information disclosure due to Improper Input validation.

Publish Date: 2019-05-20

URL: WS-2019-0379

### CVSS 3 Score Details (6.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Release Date: 2019-05-20

Fix Resolution: commons-codec:commons-codec:1.13

CVE-2020-13956 ### Vulnerable Library - httpclient-4.5.10.jar

Apache HttpComponents Client

Path to dependency file: /build.gradle

Path to vulnerable library: /dle/caches/modules-2/files-2.1/org.apache.httpcomponents/httpclient/4.5.10/7ca2e4276f4ef95e4db725a8cd4a1d1e7585b9e5/httpclient-4.5.10.jar

Dependency Hierarchy: - :x: **httpclient-4.5.10.jar** (Vulnerable Library)

Found in HEAD commit: 679bc3481e29bdce2b321876907000d1c8175695

Found in base branch: main

### Vulnerability Details

Apache HttpClient versions prior to version 4.5.13 and 5.0.3 can misinterpret malformed authority component in request URIs passed to the library as java.net.URI object and pick the wrong target host for request execution.

Publish Date: 2020-12-02

URL: CVE-2020-13956

### CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Origin: https://bugzilla.redhat.com/show_bug.cgi?id=CVE-2020-13956

Release Date: 2020-12-02

Fix Resolution: 4.5.12.redhat-00001

In order to enable automatic remediation, please create workflow rules

***

In order to enable automatic remediation for this issue, please create workflow rules

",0,httpclient jar vulnerabilities highest severity is vulnerable library httpclient jar apache httpcomponents client path to dependency file build gradle path to vulnerable library dle caches modules files org apache httpcomponents httpclient httpclient jar found in head commit a href vulnerabilities cve severity cvss dependency type fixed in remediation available medium commons codec jar transitive n a medium httpclient jar direct redhat details ws vulnerable library commons codec jar the apache commons codec package contains simple encoder and decoders for various formats such as and hexadecimal in addition to these widely used encoders and decoders the codec package also maintains a collection of phonetic encoding utilities library home page a href path to dependency file build gradle path to vulnerable library home wss scanner gradle caches modules files commons codec commons codec commons codec jar dependency hierarchy httpclient jar root library x commons codec jar vulnerable library found in head commit a href found in base branch main vulnerability details apache commons codec before version “commons codec ” is vulnerable to information disclosure due to improper input validation publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact low integrity impact low availability impact none for more information on scores click a href suggested fix type upgrade version release date fix resolution commons codec commons codec cve vulnerable library httpclient jar apache httpcomponents client path to dependency file build gradle path to vulnerable library dle caches modules files org apache httpcomponents httpclient httpclient jar dependency hierarchy x httpclient jar vulnerable library found in head commit a href found in base branch main vulnerability details apache httpclient versions prior to version and can misinterpret malformed authority component in request uris passed to the library as java net uri object and pick the wrong target host for request execution publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact low availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution redhat in order to enable automatic remediation please create in order to enable automatic remediation for this issue please create ,0 47432,13228764852.0,IssuesEvent,2020-08-18 06:54:36,luoyuan800/NeverEnd,https://api.github.com/repos/luoyuan800/NeverEnd,opened,CVE-2016-10735 (Medium) detected in bootstrap-4.0.0-beta.min.js,security vulnerability,"## CVE-2016-10735 - Medium Severity Vulnerability
Vulnerable Library - bootstrap-4.0.0-beta.min.js

The most popular front-end framework for developing responsive, mobile first projects on the web.

Library home page: https://cdnjs.cloudflare.com/ajax/libs/twitter-bootstrap/4.0.0-beta/js/bootstrap.min.js

Path to vulnerable library: /NeverEnd/web_server/WebContent/assets/bootstrap/js/bootstrap.min.js,/NeverEnd/web_server/WebContent/assets/bootstrap/js/bootstrap.min.js

Dependency Hierarchy: - :x: **bootstrap-4.0.0-beta.min.js** (Vulnerable Library)

Found in HEAD commit: 3af97c74e3385642a5c6c9e48bf5da2688fcc12d

Vulnerability Details

In Bootstrap 3.x before 3.4.0 and 4.x-beta before 4.0.0-beta.2, XSS is possible in the data-target attribute, a different vulnerability than CVE-2018-14041.

Publish Date: 2019-01-09

URL: CVE-2016-10735

CVSS 3 Score Details (6.1)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Changed - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/twbs/bootstrap/issues/20184

Release Date: 2019-01-09

Fix Resolution: 3.4.0

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2016-10735 (Medium) detected in bootstrap-4.0.0-beta.min.js - ## CVE-2016-10735 - Medium Severity Vulnerability
Vulnerable Library - bootstrap-4.0.0-beta.min.js

The most popular front-end framework for developing responsive, mobile first projects on the web.

Library home page: https://cdnjs.cloudflare.com/ajax/libs/twitter-bootstrap/4.0.0-beta/js/bootstrap.min.js

Path to vulnerable library: /NeverEnd/web_server/WebContent/assets/bootstrap/js/bootstrap.min.js,/NeverEnd/web_server/WebContent/assets/bootstrap/js/bootstrap.min.js

Dependency Hierarchy: - :x: **bootstrap-4.0.0-beta.min.js** (Vulnerable Library)

Found in HEAD commit: 3af97c74e3385642a5c6c9e48bf5da2688fcc12d

Vulnerability Details

In Bootstrap 3.x before 3.4.0 and 4.x-beta before 4.0.0-beta.2, XSS is possible in the data-target attribute, a different vulnerability than CVE-2018-14041.

Publish Date: 2019-01-09

URL: CVE-2016-10735

CVSS 3 Score Details (6.1)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Changed - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/twbs/bootstrap/issues/20184

Release Date: 2019-01-09

Fix Resolution: 3.4.0

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in bootstrap beta min js cve medium severity vulnerability vulnerable library bootstrap beta min js the most popular front end framework for developing responsive mobile first projects on the web library home page a href path to vulnerable library neverend web server webcontent assets bootstrap js bootstrap min js neverend web server webcontent assets bootstrap js bootstrap min js dependency hierarchy x bootstrap beta min js vulnerable library found in head commit a href vulnerability details in bootstrap x before and x beta before beta xss is possible in the data target attribute a different vulnerability than cve publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction required scope changed impact metrics confidentiality impact low integrity impact low availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution step up your open source security game with whitesource ,0 82807,16042866730.0,IssuesEvent,2021-04-22 10:02:38,YSMull/blog,https://api.github.com/repos/YSMull/blog,opened,合并K个有序链表,/leetcode/23/ leetcode,"

利用合并两个有序链表的算法(300ms+)

impl Solution {
    pub fn merge_k_lists(mut lists: Vec<Option<Box<ListNode>>>) -> Option<Box<ListNode>> {
        let mut head = None;
        for mut list in lists {
            head = Solution::merge_two_lists(head, list);
        }
        return head;
    }

    pub fn merge_two_lists(mut l1: Option<Box<ListNode>>, mut l2: Option<Box<ListNode>>) -> Option<Box<ListNode>> {
        let mut dummy = ListNode::new(0);
        let mut cur = &mut dummy;
        while l1.is_some() && l2.is_some() {
            let v1 = if let Some(ref node) = l1 { node.val } else { i32::MIN };
            let v2 = if let Some(ref node) = l2 { node.val } else { i32::MIN };
            let v = min(v1, v2);
            let new_node = ListNode::new(v);
            cur.next = Some(Box::new(new_node));
            cur = cur.next.as_mut().unwrap();
            if v1 < v2 {
                if let Some(ref node) = l1 { l1 = l1.unwrap().next; }
            } else {
                if let Some(ref node) = l2 { l2 = l2.unwrap().next; }
            }
        }
        if l1.is_some() {
            cur.next = l1;
        }
        if l2.is_some() {
            cur.next = l2;
        }
        return dummy.next;
    }
}

仍然合并两个有序链表,但不产生节点复制(160ms)

可以去掉 i32::MIN 这种写法

impl Solution {
    pub fn merge_k_lists(mut lists: Vec<Option<Box<ListNode>>>) -> Option<Box<ListNode>> {
        let mut head = None;
        for mut list in lists {
            head = Solution::merge_two_lists(head, list);
        }
        return head;
    }

    fn merge_two_lists(mut l1: Option<Box<ListNode>>, mut l2: Option<Box<ListNode>>) -> Option<Box<ListNode>> {
        let mut dummy = ListNode::new(0);
        let mut cur = &mut dummy;
        while l1.is_some() && l2.is_some() {
            match (&l1, &l2) {
                (Some(_), None) => {
                    l1 = Solution::collect_node(l1, &mut cur)
                }
                (None, Some(_)) => {
                    l2 = Solution::collect_node(l2, &mut cur);
                }
                (Some(v1), Some(v2)) => {
                    if v1.val < v2.val {
                        l1 = Solution::collect_node(l1, &mut cur)
                    } else {
                        l2 = Solution::collect_node(l2, &mut cur);
                    }
                }
                (None, None) => {}
            }
            cur = cur.next.as_mut().unwrap();
        }
        if l1.is_some() {
            cur.next = l1;
        }
        if l2.is_some() {
            cur.next = l2;
        }
        return dummy.next;
    }

    #[inline]
    fn collect_node(mut list: Option<Box<ListNode>>, mut cur: &mut &mut ListNode) -> Option<Box<ListNode>> {
        if let Some(mut node) = list {
            let next = node.next.take();
            cur.next = Some(node);
            next
        } else {
            None
        }
    }
}

分治法(4ms)

impl Solution {
    pub fn merge_k_lists(mut lists: Vec<Option<Box<ListNode>>>) -> Option<Box<ListNode>> {
        let len = lists.len();
        if len == 0 {
            return None;
        }
        Solution::merge(&mut lists, 0, len - 1)
    }

    // 类似归并排序
    fn merge(lists: &mut Vec<Option<Box<ListNode>>>, l: usize, r: usize) -> Option<Box<ListNode>> {
        if l == r {
            return lists[l].clone();
        }
        if l > r {
            return None;
        }
        let mid = l + (r - l) / 2;
        let a = Solution::merge(lists, l, mid);
        let b = Solution::merge(lists, mid + 1, r);
        Solution::merge_two_lists(a, b)
    }


    fn merge_two_lists(mut l1: Option<Box<ListNode>>, mut l2: Option<Box<ListNode>>) -> Option<Box<ListNode>> {
        let mut dummy = ListNode::new(0);
        let mut cur = &mut dummy;
        while l1.is_some() && l2.is_some() {
            match (&l1, &l2) {
                (Some(_), None) => {
                    l1 = Solution::collect_node(l1, &mut cur)
                }
                (None, Some(_)) => {
                    l2 = Solution::collect_node(l2, &mut cur);
                }
                (Some(v1), Some(v2)) => {
                    if v1.val < v2.val {
                        l1 = Solution::collect_node(l1, &mut cur)
                    } else {
                        l2 = Solution::collect_node(l2, &mut cur);
                    }
                }
                (None, None) => {}
            }
            cur = cur.next.as_mut().unwrap();
        }
        if l1.is_some() {
            cur.next = l1;
        }
        if l2.is_some() {
            cur.next = l2;
        }
        return dummy.next;
    }

    #[inline]
    fn collect_node(mut list: Option<Box<ListNode>>, mut cur: &mut &mut ListNode) -> Option<Box<ListNode>> {
        if let Some(mut node) = list {
            let next = node.next.take();
            cur.next = Some(node);
            next
        } else {
            None
        }
    }
}
",2.0,"合并K个有序链表 -

利用合并两个有序链表的算法(300ms+)

impl Solution {
    pub fn merge_k_lists(mut lists: Vec<Option<Box<ListNode>>>) -> Option<Box<ListNode>> {
        let mut head = None;
        for mut list in lists {
            head = Solution::merge_two_lists(head, list);
        }
        return head;
    }

    pub fn merge_two_lists(mut l1: Option<Box<ListNode>>, mut l2: Option<Box<ListNode>>) -> Option<Box<ListNode>> {
        let mut dummy = ListNode::new(0);
        let mut cur = &mut dummy;
        while l1.is_some() && l2.is_some() {
            let v1 = if let Some(ref node) = l1 { node.val } else { i32::MIN };
            let v2 = if let Some(ref node) = l2 { node.val } else { i32::MIN };
            let v = min(v1, v2);
            let new_node = ListNode::new(v);
            cur.next = Some(Box::new(new_node));
            cur = cur.next.as_mut().unwrap();
            if v1 < v2 {
                if let Some(ref node) = l1 { l1 = l1.unwrap().next; }
            } else {
                if let Some(ref node) = l2 { l2 = l2.unwrap().next; }
            }
        }
        if l1.is_some() {
            cur.next = l1;
        }
        if l2.is_some() {
            cur.next = l2;
        }
        return dummy.next;
    }
}

仍然合并两个有序链表,但不产生节点复制(160ms)

可以去掉 i32::MIN 这种写法

impl Solution {
    pub fn merge_k_lists(mut lists: Vec<Option<Box<ListNode>>>) -> Option<Box<ListNode>> {
        let mut head = None;
        for mut list in lists {
            head = Solution::merge_two_lists(head, list);
        }
        return head;
    }

    fn merge_two_lists(mut l1: Option<Box<ListNode>>, mut l2: Option<Box<ListNode>>) -> Option<Box<ListNode>> {
        let mut dummy = ListNode::new(0);
        let mut cur = &mut dummy;
        while l1.is_some() && l2.is_some() {
            match (&l1, &l2) {
                (Some(_), None) => {
                    l1 = Solution::collect_node(l1, &mut cur)
                }
                (None, Some(_)) => {
                    l2 = Solution::collect_node(l2, &mut cur);
                }
                (Some(v1), Some(v2)) => {
                    if v1.val < v2.val {
                        l1 = Solution::collect_node(l1, &mut cur)
                    } else {
                        l2 = Solution::collect_node(l2, &mut cur);
                    }
                }
                (None, None) => {}
            }
            cur = cur.next.as_mut().unwrap();
        }
        if l1.is_some() {
            cur.next = l1;
        }
        if l2.is_some() {
            cur.next = l2;
        }
        return dummy.next;
    }

    #[inline]
    fn collect_node(mut list: Option<Box<ListNode>>, mut cur: &mut &mut ListNode) -> Option<Box<ListNode>> {
        if let Some(mut node) = list {
            let next = node.next.take();
            cur.next = Some(node);
            next
        } else {
            None
        }
    }
}

分治法(4ms)

impl Solution {
    pub fn merge_k_lists(mut lists: Vec<Option<Box<ListNode>>>) -> Option<Box<ListNode>> {
        let len = lists.len();
        if len == 0 {
            return None;
        }
        Solution::merge(&mut lists, 0, len - 1)
    }

    // 类似归并排序
    fn merge(lists: &mut Vec<Option<Box<ListNode>>>, l: usize, r: usize) -> Option<Box<ListNode>> {
        if l == r {
            return lists[l].clone();
        }
        if l > r {
            return None;
        }
        let mid = l + (r - l) / 2;
        let a = Solution::merge(lists, l, mid);
        let b = Solution::merge(lists, mid + 1, r);
        Solution::merge_two_lists(a, b)
    }


    fn merge_two_lists(mut l1: Option<Box<ListNode>>, mut l2: Option<Box<ListNode>>) -> Option<Box<ListNode>> {
        let mut dummy = ListNode::new(0);
        let mut cur = &mut dummy;
        while l1.is_some() && l2.is_some() {
            match (&l1, &l2) {
                (Some(_), None) => {
                    l1 = Solution::collect_node(l1, &mut cur)
                }
                (None, Some(_)) => {
                    l2 = Solution::collect_node(l2, &mut cur);
                }
                (Some(v1), Some(v2)) => {
                    if v1.val < v2.val {
                        l1 = Solution::collect_node(l1, &mut cur)
                    } else {
                        l2 = Solution::collect_node(l2, &mut cur);
                    }
                }
                (None, None) => {}
            }
            cur = cur.next.as_mut().unwrap();
        }
        if l1.is_some() {
            cur.next = l1;
        }
        if l2.is_some() {
            cur.next = l2;
        }
        return dummy.next;
    }

    #[inline]
    fn collect_node(mut list: Option<Box<ListNode>>, mut cur: &mut &mut ListNode) -> Option<Box<ListNode>> {
        if let Some(mut node) = list {
            let next = node.next.take();
            cur.next = Some(node);
            next
        } else {
            None
        }
    }
}
",0,合并k个有序链表 原文链接 利用合并两个有序链表的算法 impl solution pub fn merge k lists mut lists vec lt option lt box lt listnode gt gt gt gt option lt box lt listnode gt gt let mut head none for mut list in lists head solution merge two lists head list return head pub fn merge two lists mut option lt box lt listnode gt gt mut option lt box lt listnode gt gt gt option lt box lt listnode gt gt let mut dummy listnode new let mut cur amp mut dummy while is some amp amp is some let if let some ref node node val else min let if let some ref node node val else min let v min let new node listnode new v cur next some box new new node cur cur next as mut unwrap if lt if let some ref node unwrap next else if let some ref node unwrap next if is some cur next if is some cur next return dummy next 仍然合并两个有序链表,但不产生节点复制 可以去掉 min 这种写法 impl solution pub fn merge k lists mut lists vec lt option lt box lt listnode gt gt gt gt option lt box lt listnode gt gt let mut head none for mut list in lists head solution merge two lists head list return head fn merge two lists mut option lt box lt listnode gt gt mut option lt box lt listnode gt gt gt option lt box lt listnode gt gt let mut dummy listnode new let mut cur amp mut dummy while is some amp amp is some match amp amp some none gt solution collect node amp mut cur none some gt solution collect node amp mut cur some some gt if val lt val solution collect node amp mut cur else solution collect node amp mut cur none none gt cur cur next as mut unwrap if is some cur next if is some cur next return dummy next fn collect node mut list option lt box lt listnode gt gt mut cur amp mut amp mut listnode gt option lt box lt listnode gt gt if let some mut node list let next node next take cur next some node next else none 分治法( impl solution pub fn merge k lists mut lists vec lt option lt box lt listnode gt gt gt gt option lt box lt listnode gt gt let len lists len if len return none solution merge amp mut lists len 类似归并排序 fn merge lists amp mut vec lt option lt box lt listnode gt gt gt l usize r usize gt option lt box lt listnode gt gt if l r return lists clone if l gt r return none let mid l r l let a solution merge lists l mid let b solution merge lists mid r solution merge two lists a b fn merge two lists mut option lt box lt listnode gt gt mut option lt box lt listnode gt gt gt option lt box lt listnode gt gt let mut dummy listnode new let mut cur amp mut dummy while is some amp amp is some match amp amp some none gt solution collect node amp mut cur none some gt solution collect node amp mut cur some some gt if val lt val solution collect node amp mut cur else solution collect node amp mut cur none none gt cur cur next as mut unwrap if is some cur next if is some cur next return dummy next fn collect node mut list option lt box lt listnode gt gt mut cur amp mut amp mut listnode gt option lt box lt listnode gt gt if let some mut node list let next node next take cur next some node next else none ,0 25680,25597393953.0,IssuesEvent,2022-12-01 17:11:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Disabling script template is not remembered after editor restart,bug topic:editor usability regression,"### Godot version 4.0 11e1bac ### System information Windows 10 x64 ### Issue description When you disable script template to have an empty script, it will only be remembered until you exit the editor. Next time you will have to disable it again. Pretty sure it wasn't like that when the feature was implemented for the first time. ### Steps to reproduce 1. Add script to node 2. Uncheck this ![image](https://user-images.githubusercontent.com/2223172/198733073-bb56a6f2-d7be-4ee6-8fff-9b1e777ab18d.png) 3. Restart the editor 4. It's enabled again ### Minimal reproduction project _No response_",True,"Disabling script template is not remembered after editor restart - ### Godot version 4.0 11e1bac ### System information Windows 10 x64 ### Issue description When you disable script template to have an empty script, it will only be remembered until you exit the editor. Next time you will have to disable it again. Pretty sure it wasn't like that when the feature was implemented for the first time. ### Steps to reproduce 1. Add script to node 2. Uncheck this ![image](https://user-images.githubusercontent.com/2223172/198733073-bb56a6f2-d7be-4ee6-8fff-9b1e777ab18d.png) 3. Restart the editor 4. It's enabled again ### Minimal reproduction project _No response_",1,disabling script template is not remembered after editor restart godot version system information windows issue description when you disable script template to have an empty script it will only be remembered until you exit the editor next time you will have to disable it again pretty sure it wasn t like that when the feature was implemented for the first time steps to reproduce add script to node uncheck this restart the editor it s enabled again minimal reproduction project no response ,1 180166,14740261840.0,IssuesEvent,2021-01-07 08:47:57,eclipse/capella,https://api.github.com/repos/eclipse/capella,closed,Update documentation about drop-in installation,documentation enhancement,`🆔 ECLIPSE-554835 / POLARSYS-2341` `👷 cong.bang.do` `📅 2019-01-16` `🔎 1.3.1`,1.0,Update documentation about drop-in installation - `🆔 ECLIPSE-554835 / POLARSYS-2341` `👷 cong.bang.do` `📅 2019-01-16` `🔎 1.3.1`,0,update documentation about drop in installation 🆔 eclipse polarsys 👷 cong bang do 📅 🔎 ,0 8682,6621550741.0,IssuesEvent,2017-09-21 19:38:01,atom/language-javascript,https://api.github.com/repos/atom/language-javascript,closed,Freezes Atom when parsing this code,bug performance,"### Prerequisites * [x] Put an X between the brackets on this line if you have done all of the following: * Reproduced the problem in Safe Mode: http://flight-manual.atom.io/hacking-atom/sections/debugging/#using-safe-mode * Followed all applicable steps in the debugging guide: http://flight-manual.atom.io/hacking-atom/sections/debugging/ * Checked the FAQs on the message board for common solutions: https://discuss.atom.io/c/faq * Checked that your issue isn't already filed: https://github.com/issues?utf8=✓&q=is%3Aissue+user%3Aatom * Checked that there is not already an Atom package that provides the described functionality: https://atom.io/packages ### Description Atom locks up when attempting to parse certain JavaScript ### Steps to Reproduce 1. Open a file 2. Set the language to `JavaScript` 3. Paste the following text in: ```js /** * @param {array} [bar = 'x'] REMOVE THE CLOSE BRACKET HERE. */ ``` 4. Follow the instructions in the text and remove the `]` on line 2. 5. Note that Atom has locked up. **Expected behavior:** Atom doesn't freeze. **Actual behavior:** ""Editor is not responding message"" after the timeout finishes. **Reproduces how often:** 100% of the time. ### Versions Tested personally on: ``` Atom : 1.21.0-beta1 Electron: 1.6.9 Chrome : 56.0.2924.87 Node : 7.4.0 apm 1.18.5 npm 3.10.10 node 6.9.5 x64 python 2.7.13 git 2.14.1.windows.1 visual studio 2015 ``` Windows 10 x64 Reported initially on: Atom: 1.20.1 OS: macOS ### Additional Information Originally filed by @danfuzz in https://github.com/AtomLinter/linter-eslint/issues/1028. ",True,"Freezes Atom when parsing this code - ### Prerequisites * [x] Put an X between the brackets on this line if you have done all of the following: * Reproduced the problem in Safe Mode: http://flight-manual.atom.io/hacking-atom/sections/debugging/#using-safe-mode * Followed all applicable steps in the debugging guide: http://flight-manual.atom.io/hacking-atom/sections/debugging/ * Checked the FAQs on the message board for common solutions: https://discuss.atom.io/c/faq * Checked that your issue isn't already filed: https://github.com/issues?utf8=✓&q=is%3Aissue+user%3Aatom * Checked that there is not already an Atom package that provides the described functionality: https://atom.io/packages ### Description Atom locks up when attempting to parse certain JavaScript ### Steps to Reproduce 1. Open a file 2. Set the language to `JavaScript` 3. Paste the following text in: ```js /** * @param {array} [bar = 'x'] REMOVE THE CLOSE BRACKET HERE. */ ``` 4. Follow the instructions in the text and remove the `]` on line 2. 5. Note that Atom has locked up. **Expected behavior:** Atom doesn't freeze. **Actual behavior:** ""Editor is not responding message"" after the timeout finishes. **Reproduces how often:** 100% of the time. ### Versions Tested personally on: ``` Atom : 1.21.0-beta1 Electron: 1.6.9 Chrome : 56.0.2924.87 Node : 7.4.0 apm 1.18.5 npm 3.10.10 node 6.9.5 x64 python 2.7.13 git 2.14.1.windows.1 visual studio 2015 ``` Windows 10 x64 Reported initially on: Atom: 1.20.1 OS: macOS ### Additional Information Originally filed by @danfuzz in https://github.com/AtomLinter/linter-eslint/issues/1028. ",0,freezes atom when parsing this code prerequisites put an x between the brackets on this line if you have done all of the following reproduced the problem in safe mode followed all applicable steps in the debugging guide checked the faqs on the message board for common solutions checked that your issue isn t already filed checked that there is not already an atom package that provides the described functionality description atom locks up when attempting to parse certain javascript steps to reproduce open a file set the language to javascript paste the following text in js param array remove the close bracket here follow the instructions in the text and remove the on line note that atom has locked up expected behavior atom doesn t freeze actual behavior editor is not responding message after the timeout finishes reproduces how often of the time versions tested personally on atom electron chrome node apm npm node python git windows visual studio windows reported initially on atom os macos additional information originally filed by danfuzz in ,0 9789,6415095593.0,IssuesEvent,2017-08-08 11:57:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Having more general information icons for the scene panel.,enhancement topic:editor usability,"https://dl.dropboxusercontent.com/u/67740160/Scene_Panel.png - the popup node has a warning icon next to it. Clicking on it will tell you about the node's default behaviour. This doesn't appear to be something to _warn_ about, although it's still obviously a notification. Maybe a more general ""information""-style icon in addition (for things like this) would be nice? ",True,"Having more general information icons for the scene panel. - https://dl.dropboxusercontent.com/u/67740160/Scene_Panel.png - the popup node has a warning icon next to it. Clicking on it will tell you about the node's default behaviour. This doesn't appear to be something to _warn_ about, although it's still obviously a notification. Maybe a more general ""information""-style icon in addition (for things like this) would be nice? ",1,having more general information icons for the scene panel the popup node has a warning icon next to it clicking on it will tell you about the node s default behaviour this doesn t appear to be something to warn about although it s still obviously a notification maybe a more general information style icon in addition for things like this would be nice ,1 26427,26856417811.0,IssuesEvent,2023-02-03 14:56:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual shader editor node preview shader compilation fails with instance uniforms,bug topic:editor confirmed usability topic:shaders,"### Godot version 4.0b17 ### System information macOS 13.2 ### Issue description If you make a visual spatial shader and that uses an instance uniform and you have some nodes with previews (the little graphic view) for example like this: ![Screenshot 2023-02-02 at 18 54 15](https://user-images.githubusercontent.com/17763524/216403612-05591145-e32a-4b4b-a57f-9ebd47be4082.jpg) You will get a strange error in the output whenever you load the shader like this: ``` --Main Shader-- 1 | shader_type canvas_item; 2 | E 3-> instance uniform float InstanceParameter : hint_range(0, 1) = 1; 4 | 5 | 6 | 7 | void fragment() { 8 | 9 | float n_out21p0 = InstanceParameter; 10 | 11 | 12 | 13 | float n_out14p0 = 1.0 - n_out21p0; 14 | 15 | 16 | COLOR.rgb = vec3(n_out14p0); 17 | } 18 | :3 - Uniform instances are not yet implemented for 'canvas_item' shaders. Shader compilation failed. ./servers/rendering/renderer_rd/shader_rd.h:140 - Condition ""!version"" is true. Returning: RID() ``` After a lot of experimenting the reason for this seems to be that the visual shader editor is actually also generating canvas_item shaders to render the little node previews (an elegant solution!). And for this shader code it's using the uniforms the nodes are connected to. However, this doesn't seem to account for the fact that we now have instance uniforms that are supported in spatial visual shaders, but not in canvas_item shaders. So it's failing to compile the shaders for the previews and outputs this error in the process. The failures have probably been happening since instance uniforms were added, but the error reporting has been added more recently so I started seeing these in one of the later beta versions. This doesn't seem to affect the generated shader performance, but it's outputting some confusing errors (took me a good while to figure out) and the previews for the nodes just show all white so you could say it affects the usability of the shader editor. ### Steps to reproduce - Create a spatial visual shader - Add an input parameter and set the qualifier to be ""Instance"" - Link the parameter value to some node with a preview - Link that node to the output - Observe output for errors - Open/close the file in the editor or open/close the preview on the node to see errors again. ### Minimal reproduction project The shader from the example: [VisualShaderInstanceUniform.zip](https://www.lostminds.com/godot/VisualShaderInstanceUniform.zip)",True,"Visual shader editor node preview shader compilation fails with instance uniforms - ### Godot version 4.0b17 ### System information macOS 13.2 ### Issue description If you make a visual spatial shader and that uses an instance uniform and you have some nodes with previews (the little graphic view) for example like this: ![Screenshot 2023-02-02 at 18 54 15](https://user-images.githubusercontent.com/17763524/216403612-05591145-e32a-4b4b-a57f-9ebd47be4082.jpg) You will get a strange error in the output whenever you load the shader like this: ``` --Main Shader-- 1 | shader_type canvas_item; 2 | E 3-> instance uniform float InstanceParameter : hint_range(0, 1) = 1; 4 | 5 | 6 | 7 | void fragment() { 8 | 9 | float n_out21p0 = InstanceParameter; 10 | 11 | 12 | 13 | float n_out14p0 = 1.0 - n_out21p0; 14 | 15 | 16 | COLOR.rgb = vec3(n_out14p0); 17 | } 18 | :3 - Uniform instances are not yet implemented for 'canvas_item' shaders. Shader compilation failed. ./servers/rendering/renderer_rd/shader_rd.h:140 - Condition ""!version"" is true. Returning: RID() ``` After a lot of experimenting the reason for this seems to be that the visual shader editor is actually also generating canvas_item shaders to render the little node previews (an elegant solution!). And for this shader code it's using the uniforms the nodes are connected to. However, this doesn't seem to account for the fact that we now have instance uniforms that are supported in spatial visual shaders, but not in canvas_item shaders. So it's failing to compile the shaders for the previews and outputs this error in the process. The failures have probably been happening since instance uniforms were added, but the error reporting has been added more recently so I started seeing these in one of the later beta versions. This doesn't seem to affect the generated shader performance, but it's outputting some confusing errors (took me a good while to figure out) and the previews for the nodes just show all white so you could say it affects the usability of the shader editor. ### Steps to reproduce - Create a spatial visual shader - Add an input parameter and set the qualifier to be ""Instance"" - Link the parameter value to some node with a preview - Link that node to the output - Observe output for errors - Open/close the file in the editor or open/close the preview on the node to see errors again. ### Minimal reproduction project The shader from the example: [VisualShaderInstanceUniform.zip](https://www.lostminds.com/godot/VisualShaderInstanceUniform.zip)",1,visual shader editor node preview shader compilation fails with instance uniforms godot version system information macos issue description if you make a visual spatial shader and that uses an instance uniform and you have some nodes with previews the little graphic view for example like this you will get a strange error in the output whenever you load the shader like this main shader shader type canvas item e instance uniform float instanceparameter hint range void fragment float n instanceparameter float n n color rgb n uniform instances are not yet implemented for canvas item shaders shader compilation failed servers rendering renderer rd shader rd h condition version is true returning rid after a lot of experimenting the reason for this seems to be that the visual shader editor is actually also generating canvas item shaders to render the little node previews an elegant solution and for this shader code it s using the uniforms the nodes are connected to however this doesn t seem to account for the fact that we now have instance uniforms that are supported in spatial visual shaders but not in canvas item shaders so it s failing to compile the shaders for the previews and outputs this error in the process the failures have probably been happening since instance uniforms were added but the error reporting has been added more recently so i started seeing these in one of the later beta versions this doesn t seem to affect the generated shader performance but it s outputting some confusing errors took me a good while to figure out and the previews for the nodes just show all white so you could say it affects the usability of the shader editor steps to reproduce create a spatial visual shader add an input parameter and set the qualifier to be instance link the parameter value to some node with a preview link that node to the output observe output for errors open close the file in the editor or open close the preview on the node to see errors again minimal reproduction project the shader from the example ,1 752034,26270868014.0,IssuesEvent,2023-01-06 16:51:46,processing/processing-docs,https://api.github.com/repos/processing/processing-docs,closed,Website needs a 404 page,high priority," **Issue by [alignedleft](https://github.com/alignedleft)** _Tuesday Apr 08, 2014 at 15:56 GMT_ _Originally opened as https://github.com/processing/processing-web-archive/issues/379_ --- Website is missing a 404 page. For example, visit: http://processing.org/292397ry23873r87g ",1.0,"Website needs a 404 page - **Issue by [alignedleft](https://github.com/alignedleft)** _Tuesday Apr 08, 2014 at 15:56 GMT_ _Originally opened as https://github.com/processing/processing-web-archive/issues/379_ --- Website is missing a 404 page. For example, visit: http://processing.org/292397ry23873r87g ",0,website needs a page issue by tuesday apr at gmt originally opened as website is missing a page for example visit ,0 1558,17029044781.0,IssuesEvent,2021-07-04 06:55:54,FoundationDB/fdb-kubernetes-operator,https://api.github.com/repos/FoundationDB/fdb-kubernetes-operator,opened,Make use of RetryOnConflict,good first issue reliability,"The operator sometimes failed to update the status of a resource because another system has modified it. Instead of aborting and restarting the reconcile loop we should make use of the [RetryOnConflict](https://pkg.go.dev/k8s.io/client-go/util/retry?utm_source=godoc#RetryOnConflict) method provided by the Kubernetes client. That allows to retry an operation if a conflict was encountered. Since we only update the status of the `FoundationDBCluster` a retry with fetching the latest ""version"" of the spec should be fine.",True,"Make use of RetryOnConflict - The operator sometimes failed to update the status of a resource because another system has modified it. Instead of aborting and restarting the reconcile loop we should make use of the [RetryOnConflict](https://pkg.go.dev/k8s.io/client-go/util/retry?utm_source=godoc#RetryOnConflict) method provided by the Kubernetes client. That allows to retry an operation if a conflict was encountered. Since we only update the status of the `FoundationDBCluster` a retry with fetching the latest ""version"" of the spec should be fine.",0,make use of retryonconflict the operator sometimes failed to update the status of a resource because another system has modified it instead of aborting and restarting the reconcile loop we should make use of the method provided by the kubernetes client that allows to retry an operation if a conflict was encountered since we only update the status of the foundationdbcluster a retry with fetching the latest version of the spec should be fine ,0 22467,19488545002.0,IssuesEvent,2021-12-26 22:01:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,"When moving resource that belongs to unsaved scene, the scene will save without any warning and clear undo history",enhancement topic:editor usability,"### Godot version 28174d5 ### System information W10 ### Issue description Title. The editor could check for the resource's dependencies and warn if it belongs to a scene that is currently unsaved. ### Steps to reproduce 1. Open a scene with any resource 2. Modify the scene but don't save 3. Move the resource to another directory or rename it 4. The editor will update references in all scenes 5. Your unsaved scene is now saved 6. You can't undo your modifications ### Minimal reproduction project _No response_",True,"When moving resource that belongs to unsaved scene, the scene will save without any warning and clear undo history - ### Godot version 28174d5 ### System information W10 ### Issue description Title. The editor could check for the resource's dependencies and warn if it belongs to a scene that is currently unsaved. ### Steps to reproduce 1. Open a scene with any resource 2. Modify the scene but don't save 3. Move the resource to another directory or rename it 4. The editor will update references in all scenes 5. Your unsaved scene is now saved 6. You can't undo your modifications ### Minimal reproduction project _No response_",1,when moving resource that belongs to unsaved scene the scene will save without any warning and clear undo history godot version system information issue description title the editor could check for the resource s dependencies and warn if it belongs to a scene that is currently unsaved steps to reproduce open a scene with any resource modify the scene but don t save move the resource to another directory or rename it the editor will update references in all scenes your unsaved scene is now saved you can t undo your modifications minimal reproduction project no response ,1 6980,4712252024.0,IssuesEvent,2016-10-14 16:09:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,'Save Branch as Scene' - the branch should immediately be replaced by freshly saved scn instance,enhancement topic:editor usability,"When you are saving a selected branch as scene, the scene you just saved should become an instance in your scene. ![image](https://cloud.githubusercontent.com/assets/6776092/19212323/009d5b7e-8d4f-11e6-9527-c054aab0799a.png) I am confident that majority of people using this feature would want to replace the saved scene into an instance such as this: ![image](https://cloud.githubusercontent.com/assets/6776092/19212334/2650bae6-8d4f-11e6-952c-0809299b66bb.png) Even if the user did not want to instance the scene, it is far easier to remove an instance than it is delete node, select parent node, open new instance, navigate to saved instance, and select it. If it is changed to an instance by default, and you dont want the instance, you can just click on the instance icon and select ""Discard Instancing"". Hoping this gets changed for the better :)",True,"'Save Branch as Scene' - the branch should immediately be replaced by freshly saved scn instance - When you are saving a selected branch as scene, the scene you just saved should become an instance in your scene. ![image](https://cloud.githubusercontent.com/assets/6776092/19212323/009d5b7e-8d4f-11e6-9527-c054aab0799a.png) I am confident that majority of people using this feature would want to replace the saved scene into an instance such as this: ![image](https://cloud.githubusercontent.com/assets/6776092/19212334/2650bae6-8d4f-11e6-952c-0809299b66bb.png) Even if the user did not want to instance the scene, it is far easier to remove an instance than it is delete node, select parent node, open new instance, navigate to saved instance, and select it. If it is changed to an instance by default, and you dont want the instance, you can just click on the instance icon and select ""Discard Instancing"". Hoping this gets changed for the better :)",1, save branch as scene the branch should immediately be replaced by freshly saved scn instance when you are saving a selected branch as scene the scene you just saved should become an instance in your scene i am confident that majority of people using this feature would want to replace the saved scene into an instance such as this even if the user did not want to instance the scene it is far easier to remove an instance than it is delete node select parent node open new instance navigate to saved instance and select it if it is changed to an instance by default and you dont want the instance you can just click on the instance icon and select discard instancing hoping this gets changed for the better ,1 286280,21570607962.0,IssuesEvent,2022-05-02 07:42:18,deepchecks/deepchecks,https://api.github.com/repos/deepchecks/deepchecks,closed,[DOCS] Model Error Analysis example improvement,documentation,Please follow the guidelines from this issue: #543 to improve it,1.0,[DOCS] Model Error Analysis example improvement - Please follow the guidelines from this issue: #543 to improve it,0, model error analysis example improvement please follow the guidelines from this issue to improve it,0 249148,18858164500.0,IssuesEvent,2021-11-12 09:27:23,joshualeeky/pe,https://api.github.com/repos/joshualeeky/pe,opened,Unnecessary joke placed here.,type.DocumentationBug severity.Low,"![image.png](https://raw.githubusercontent.com/joshualeeky/pe/main/files/3967d5af-ec3a-42c0-b903-cc3ff5b5fa4b.png) The general tone of the user guide is friendly which is very understandable and appreciated, however this line just seems a bit out of place and can be quite confusing to users who may not get it. ",1.0,"Unnecessary joke placed here. - ![image.png](https://raw.githubusercontent.com/joshualeeky/pe/main/files/3967d5af-ec3a-42c0-b903-cc3ff5b5fa4b.png) The general tone of the user guide is friendly which is very understandable and appreciated, however this line just seems a bit out of place and can be quite confusing to users who may not get it. ",0,unnecessary joke placed here the general tone of the user guide is friendly which is very understandable and appreciated however this line just seems a bit out of place and can be quite confusing to users who may not get it ,0 15581,10145814080.0,IssuesEvent,2019-08-05 06:12:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Sorting of tiles with new TileSet editor is unpredictable when using atlas,bug topic:editor usability,"**Godot version:** 3.1 Alpha 5 **OS/device including version:** mac OS High Sierra **Issue description:** Sorting of tiles with new TileSet editor is unpredictable when using atlas. **Steps to reproduce:** * Add a TileMap * Set a TileSet and edit * Add a texture with all the tiles * Create a ""New Atlas"" * Select all tiles * Return to TileMap -> Order of tiles seems to be completely randomised. Tiles should be processed left to right and top to bottom or even better, ordering should be configurable. Quick video showing the problem: https://www.youtube.com/watch?v=OMxrGUmZgTk **Minimal reproduction project:** https://github.com/Krumelur/GodotTesting/tree/godot31_issue_24751 Open the project and go to res://Helpers/LevelConverter/Importer.tscn and select the ""TemplateTileNode"" node in there. ",True,"Sorting of tiles with new TileSet editor is unpredictable when using atlas - **Godot version:** 3.1 Alpha 5 **OS/device including version:** mac OS High Sierra **Issue description:** Sorting of tiles with new TileSet editor is unpredictable when using atlas. **Steps to reproduce:** * Add a TileMap * Set a TileSet and edit * Add a texture with all the tiles * Create a ""New Atlas"" * Select all tiles * Return to TileMap -> Order of tiles seems to be completely randomised. Tiles should be processed left to right and top to bottom or even better, ordering should be configurable. Quick video showing the problem: https://www.youtube.com/watch?v=OMxrGUmZgTk **Minimal reproduction project:** https://github.com/Krumelur/GodotTesting/tree/godot31_issue_24751 Open the project and go to res://Helpers/LevelConverter/Importer.tscn and select the ""TemplateTileNode"" node in there. ",1,sorting of tiles with new tileset editor is unpredictable when using atlas godot version alpha os device including version mac os high sierra issue description sorting of tiles with new tileset editor is unpredictable when using atlas steps to reproduce add a tilemap set a tileset and edit add a texture with all the tiles create a new atlas select all tiles return to tilemap order of tiles seems to be completely randomised tiles should be processed left to right and top to bottom or even better ordering should be configurable quick video showing the problem minimal reproduction project open the project and go to res helpers levelconverter importer tscn and select the templatetilenode node in there ,1 366935,25709221863.0,IssuesEvent,2022-12-07 04:37:31,OpenLineage/website,https://api.github.com/repos/OpenLineage/website,closed,[Docs] Automate JAVADOC deployment ,documentation,"# Problem Currently, the javadoc located here : https://github.com/OpenLineage/OpenLineage.github.io/tree/main/apidocs/javadoc is manually deployed and has not been updated for a few months. # Solution Devise an CI/CD script that would generate and push out the JAVADOC to it, whenever there is a new release released.",1.0,"[Docs] Automate JAVADOC deployment - # Problem Currently, the javadoc located here : https://github.com/OpenLineage/OpenLineage.github.io/tree/main/apidocs/javadoc is manually deployed and has not been updated for a few months. # Solution Devise an CI/CD script that would generate and push out the JAVADOC to it, whenever there is a new release released.",0, automate javadoc deployment problem currently the javadoc located here is manually deployed and has not been updated for a few months solution devise an ci cd script that would generate and push out the javadoc to it whenever there is a new release released ,0 26404,26811605566.0,IssuesEvent,2023-02-01 22:59:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shader function with custom defined return type raises error,bug archived usability topic:shaders,"### Godot version 4.0.beta3 ### System information Windows 10 ### Issue description I have two files, one containing definitions, and the other some functions that look like this: ![image](https://user-images.githubusercontent.com/5569899/196846220-5345e2ac-f610-441d-b636-908b4679af67.png) A user from the [godot public forums](https://godotforums.org/d/31571-shader-function-with-custom-defined-return-type/8) gave it a try and it was working fine for him. ### Steps to reproduce Create a file `definitions.gdshaderinc` containing `#define Number float` and another file `functions.gdshaderinc` containing ``` #include ""definitions.gdshaderinc"" Number ClampCosine(Number mu) { return clamp(mu, Number(-1.0), Number(1.0)); } ``` ### Minimal reproduction project _No response_",True,"Shader function with custom defined return type raises error - ### Godot version 4.0.beta3 ### System information Windows 10 ### Issue description I have two files, one containing definitions, and the other some functions that look like this: ![image](https://user-images.githubusercontent.com/5569899/196846220-5345e2ac-f610-441d-b636-908b4679af67.png) A user from the [godot public forums](https://godotforums.org/d/31571-shader-function-with-custom-defined-return-type/8) gave it a try and it was working fine for him. ### Steps to reproduce Create a file `definitions.gdshaderinc` containing `#define Number float` and another file `functions.gdshaderinc` containing ``` #include ""definitions.gdshaderinc"" Number ClampCosine(Number mu) { return clamp(mu, Number(-1.0), Number(1.0)); } ``` ### Minimal reproduction project _No response_",1,shader function with custom defined return type raises error godot version system information windows issue description i have two files one containing definitions and the other some functions that look like this a user from the gave it a try and it was working fine for him steps to reproduce create a file definitions gdshaderinc containing define number float and another file functions gdshaderinc containing include definitions gdshaderinc number clampcosine number mu return clamp mu number number minimal reproduction project no response ,1 176917,13669139233.0,IssuesEvent,2020-09-29 01:03:36,microsoft/AzureStorageExplorer,https://api.github.com/repos/microsoft/AzureStorageExplorer,closed,Add the property 'LeaseDuration' in the Properties dialog of one blob,:gear: blobs :heavy_check_mark: merged 🧪 testing,"**Storage Explorer Version:** 1.15.0 **Build**: 20200831.3 **Branch**: master **Platform/OS:** Windows 10/ Linux Ubuntu 16.04 / MacOS Catalina **Architecture**: ia32/x64 **Regression From:** Not a regression **Steps to reproduce:** 1. Expand one storage account -> Blob Containers. 2. Create a blob container -> Upload one blob. 3. Open the blob's Properties dialog and check whether the property 'LeaseDuration' displays. **Expect Experience:** Display the property 'LeaseDuration' on the Properties dialog. ![image](https://user-images.githubusercontent.com/41351993/91830036-c98c5480-ec74-11ea-8c37-487b903f79fe.png) **Actual Experience:** No property 'LeaseDuration' displays on the Properties dialog.",1.0,"Add the property 'LeaseDuration' in the Properties dialog of one blob - **Storage Explorer Version:** 1.15.0 **Build**: 20200831.3 **Branch**: master **Platform/OS:** Windows 10/ Linux Ubuntu 16.04 / MacOS Catalina **Architecture**: ia32/x64 **Regression From:** Not a regression **Steps to reproduce:** 1. Expand one storage account -> Blob Containers. 2. Create a blob container -> Upload one blob. 3. Open the blob's Properties dialog and check whether the property 'LeaseDuration' displays. **Expect Experience:** Display the property 'LeaseDuration' on the Properties dialog. ![image](https://user-images.githubusercontent.com/41351993/91830036-c98c5480-ec74-11ea-8c37-487b903f79fe.png) **Actual Experience:** No property 'LeaseDuration' displays on the Properties dialog.",0,add the property leaseduration in the properties dialog of one blob storage explorer version build branch master platform os windows linux ubuntu macos catalina architecture regression from not a regression steps to reproduce expand one storage account blob containers create a blob container upload one blob open the blob s properties dialog and check whether the property leaseduration displays expect experience display the property leaseduration on the properties dialog actual experience no property leaseduration displays on the properties dialog ,0 224567,24781761284.0,IssuesEvent,2022-10-24 06:06:08,sast-automation-dev/AltoroJ-43,https://api.github.com/repos/sast-automation-dev/AltoroJ-43,opened,swfobject-2.2.js: 1 vulnerabilities (highest severity is: 5.5),security vulnerability,"
Vulnerable Library - swfobject-2.2.js

SWFObject is an easy-to-use and standards-friendly method to embed Flash content, which utilizes one small JavaScript file

Library home page: https://cdnjs.cloudflare.com/ajax/libs/swfobject/2.2/swfobject.js

Path to dependency file: /WebContent/bank/stocks.jsp

Path to vulnerable library: /WebContent/bank/../util/swfobject.js,/WebContent/util/swfobject.js

Found in HEAD commit: 0f8c84b8fe63ec78c654d5e6d4f4cf61ff802ccc

## Vulnerabilities | CVE | Severity | CVSS | Dependency | Type | Fixed in (swfobject version) | Remediation Available | | ------------- | ------------- | ----- | ----- | ----- | ------------- | --- | | [CVE-2012-2400](https://www.mend.io/vulnerability-database/CVE-2012-2400) | Medium | 5.5 | swfobject-2.2.js | Direct | 3.3.2 | ❌ | ## Details
CVE-2012-2400 ### Vulnerable Library - swfobject-2.2.js

SWFObject is an easy-to-use and standards-friendly method to embed Flash content, which utilizes one small JavaScript file

Library home page: https://cdnjs.cloudflare.com/ajax/libs/swfobject/2.2/swfobject.js

Path to dependency file: /WebContent/bank/stocks.jsp

Path to vulnerable library: /WebContent/bank/../util/swfobject.js,/WebContent/util/swfobject.js

Dependency Hierarchy: - :x: **swfobject-2.2.js** (Vulnerable Library)

Found in HEAD commit: 0f8c84b8fe63ec78c654d5e6d4f4cf61ff802ccc

Found in base branch: master

### Vulnerability Details

Unspecified vulnerability in wp-includes/js/swfobject.js in WordPress before 3.3.2 has unknown impact and attack vectors.

Publish Date: Apr 21, 2012 11:55:01 PM

URL: CVE-2012-2400

### CVSS 3 Score Details (5.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: N/A - Attack Complexity: N/A - Privileges Required: N/A - User Interaction: N/A - Scope: N/A - Impact Metrics: - Confidentiality Impact: N/A - Integrity Impact: N/A - Availability Impact: N/A

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2012-2400

Release Date: Apr 21, 2012 11:55:01 PM

Fix Resolution: 3.3.2

",True,"swfobject-2.2.js: 1 vulnerabilities (highest severity is: 5.5) -
Vulnerable Library - swfobject-2.2.js

SWFObject is an easy-to-use and standards-friendly method to embed Flash content, which utilizes one small JavaScript file

Library home page: https://cdnjs.cloudflare.com/ajax/libs/swfobject/2.2/swfobject.js

Path to dependency file: /WebContent/bank/stocks.jsp

Path to vulnerable library: /WebContent/bank/../util/swfobject.js,/WebContent/util/swfobject.js

Found in HEAD commit: 0f8c84b8fe63ec78c654d5e6d4f4cf61ff802ccc

## Vulnerabilities | CVE | Severity | CVSS | Dependency | Type | Fixed in (swfobject version) | Remediation Available | | ------------- | ------------- | ----- | ----- | ----- | ------------- | --- | | [CVE-2012-2400](https://www.mend.io/vulnerability-database/CVE-2012-2400) | Medium | 5.5 | swfobject-2.2.js | Direct | 3.3.2 | ❌ | ## Details
CVE-2012-2400 ### Vulnerable Library - swfobject-2.2.js

SWFObject is an easy-to-use and standards-friendly method to embed Flash content, which utilizes one small JavaScript file

Library home page: https://cdnjs.cloudflare.com/ajax/libs/swfobject/2.2/swfobject.js

Path to dependency file: /WebContent/bank/stocks.jsp

Path to vulnerable library: /WebContent/bank/../util/swfobject.js,/WebContent/util/swfobject.js

Dependency Hierarchy: - :x: **swfobject-2.2.js** (Vulnerable Library)

Found in HEAD commit: 0f8c84b8fe63ec78c654d5e6d4f4cf61ff802ccc

Found in base branch: master

### Vulnerability Details

Unspecified vulnerability in wp-includes/js/swfobject.js in WordPress before 3.3.2 has unknown impact and attack vectors.

Publish Date: Apr 21, 2012 11:55:01 PM

URL: CVE-2012-2400

### CVSS 3 Score Details (5.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: N/A - Attack Complexity: N/A - Privileges Required: N/A - User Interaction: N/A - Scope: N/A - Impact Metrics: - Confidentiality Impact: N/A - Integrity Impact: N/A - Availability Impact: N/A

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2012-2400

Release Date: Apr 21, 2012 11:55:01 PM

Fix Resolution: 3.3.2

",0,swfobject js vulnerabilities highest severity is vulnerable library swfobject js swfobject is an easy to use and standards friendly method to embed flash content which utilizes one small javascript file library home page a href path to dependency file webcontent bank stocks jsp path to vulnerable library webcontent bank util swfobject js webcontent util swfobject js found in head commit a href vulnerabilities cve severity cvss dependency type fixed in swfobject version remediation available medium swfobject js direct details cve vulnerable library swfobject js swfobject is an easy to use and standards friendly method to embed flash content which utilizes one small javascript file library home page a href path to dependency file webcontent bank stocks jsp path to vulnerable library webcontent bank util swfobject js webcontent util swfobject js dependency hierarchy x swfobject js vulnerable library found in head commit a href found in base branch master vulnerability details unspecified vulnerability in wp includes js swfobject js in wordpress before has unknown impact and attack vectors publish date apr pm url a href cvss score details base score metrics exploitability metrics attack vector n a attack complexity n a privileges required n a user interaction n a scope n a impact metrics confidentiality impact n a integrity impact n a availability impact n a for more information on scores click a href suggested fix type upgrade version origin a href release date apr pm fix resolution ,0 8107,5400520332.0,IssuesEvent,2017-02-27 22:14:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Highlight Assets in the FileSystem when they are selected in the inspector,feature proposal junior job topic:editor usability,"When selecting an asset (this could be an image file) in the inspector it should navigate to the file in the FileSystem view and give it a quick highlight. This is a functionality I really like in unity and I think it provides a great way of navigating your project and finding files easy and fast. Example image: ![godotassetselection](https://cloud.githubusercontent.com/assets/24936603/21719700/68dbbca0-d41f-11e6-9592-397210c484d1.jpg) ",True,"Highlight Assets in the FileSystem when they are selected in the inspector - When selecting an asset (this could be an image file) in the inspector it should navigate to the file in the FileSystem view and give it a quick highlight. This is a functionality I really like in unity and I think it provides a great way of navigating your project and finding files easy and fast. Example image: ![godotassetselection](https://cloud.githubusercontent.com/assets/24936603/21719700/68dbbca0-d41f-11e6-9592-397210c484d1.jpg) ",1,highlight assets in the filesystem when they are selected in the inspector when selecting an asset this could be an image file in the inspector it should navigate to the file in the filesystem view and give it a quick highlight this is a functionality i really like in unity and i think it provides a great way of navigating your project and finding files easy and fast example image ,1 50373,6367231791.0,IssuesEvent,2017-08-01 05:20:58,openMF/community-app,https://api.github.com/repos/openMF/community-app,closed,Charge Fee Frequency is not displaying properly.,bug design gsoc p1,"1. Go to Admin>Products>Charges and Create Charge 2. Select Loan for ""Charge Applies To"" 3. Furnish the inputs and select 'Charge Time Type' as Overdue Fees 4. Enable 'Add Frequency' and click on drop-down menu of Charge Frequency. >Check the following Screenshot: ![overduefee](https://user-images.githubusercontent.com/23022667/28764618-0b02af14-75e4-11e7-95e5-99d36aebe485.png) Expected: It should just display Days, Weeks, Months and Years.",1.0,"Charge Fee Frequency is not displaying properly. - 1. Go to Admin>Products>Charges and Create Charge 2. Select Loan for ""Charge Applies To"" 3. Furnish the inputs and select 'Charge Time Type' as Overdue Fees 4. Enable 'Add Frequency' and click on drop-down menu of Charge Frequency. >Check the following Screenshot: ![overduefee](https://user-images.githubusercontent.com/23022667/28764618-0b02af14-75e4-11e7-95e5-99d36aebe485.png) Expected: It should just display Days, Weeks, Months and Years.",0,charge fee frequency is not displaying properly go to admin products charges and create charge select loan for charge applies to furnish the inputs and select charge time type as overdue fees enable add frequency and click on drop down menu of charge frequency check the following screenshot expected it should just display days weeks months and years ,0 126200,4973995019.0,IssuesEvent,2016-12-06 03:51:56,tog22/eaforum,https://api.github.com/repos/tog22/eaforum,closed,Make article and comment styling responsive,medium difficulty medium priority,"Basically, make article and comment text larger on mobile without making it look too horrible or breaking the layout.",1.0,"Make article and comment styling responsive - Basically, make article and comment text larger on mobile without making it look too horrible or breaking the layout.",0,make article and comment styling responsive basically make article and comment text larger on mobile without making it look too horrible or breaking the layout ,0 5655,3971424931.0,IssuesEvent,2016-05-04 11:51:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Nested functions,feature proposal topic:gdscript usability,"**Operating system or device:** **Issue description** (what happened, and what was expected): It would be great if we could have nested functions inside GDscript. Nested functions would allow to divide script into significantly higher amount of 'logic blocks' without loosing readability. It's one of the features most modern languages don't support, which I personally miss the most. Interestingly nested functions are present in Python and since GdScript is Python-similar I think it would be a nice addition. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Nested functions - **Operating system or device:** **Issue description** (what happened, and what was expected): It would be great if we could have nested functions inside GDscript. Nested functions would allow to divide script into significantly higher amount of 'logic blocks' without loosing readability. It's one of the features most modern languages don't support, which I personally miss the most. Interestingly nested functions are present in Python and since GdScript is Python-similar I think it would be a nice addition. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,nested functions operating system or device issue description what happened and what was expected it would be great if we could have nested functions inside gdscript nested functions would allow to divide script into significantly higher amount of logic blocks without loosing readability it s one of the features most modern languages don t support which i personally miss the most interestingly nested functions are present in python and since gdscript is python similar i think it would be a nice addition steps to reproduce link to minimal example project optional but very welcome ,1 7136,4788062740.0,IssuesEvent,2016-10-30 10:57:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Have ""Create"" and ""Add"" options instead of ""Add script"" on node right click menu",enhancement hacktoberfest topic:editor usability,"Adding a script on a node can be done in two ways: - Creating one - Adding an existing one But there is only one option in the right-click menu of a node in the hierarchy. Could we have the same options as in the inspector?",True,"Have ""Create"" and ""Add"" options instead of ""Add script"" on node right click menu - Adding a script on a node can be done in two ways: - Creating one - Adding an existing one But there is only one option in the right-click menu of a node in the hierarchy. Could we have the same options as in the inspector?",1,have create and add options instead of add script on node right click menu adding a script on a node can be done in two ways creating one adding an existing one but there is only one option in the right click menu of a node in the hierarchy could we have the same options as in the inspector ,1 22551,19636036747.0,IssuesEvent,2022-01-08 09:43:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Clean up GraphEdit ports and slots,discussion usability topic:gui," **Godot version:** 3.1 **Issue description:** GraphEdit and GraphNode use ""slots"" and ""ports"" interchangeably, including in the exposed API. Can we unify that to just ports? Should be a simple across the board replacement job. ",True,"Clean up GraphEdit ports and slots - **Godot version:** 3.1 **Issue description:** GraphEdit and GraphNode use ""slots"" and ""ports"" interchangeably, including in the exposed API. Can we unify that to just ports? Should be a simple across the board replacement job. ",1,clean up graphedit ports and slots please search existing issues for potential duplicates before filing yours godot version issue description graphedit and graphnode use slots and ports interchangeably including in the exposed api can we unify that to just ports should be a simple across the board replacement job ,1 414934,12121632799.0,IssuesEvent,2020-04-22 09:37:05,metabase/metabase,https://api.github.com/repos/metabase/metabase,opened,Cannot view/edit table-level permissions for databases that are not schema-based,Administration/Permissions Priority:P1 Type:Bug,"**Describe the bug** This is another round of #12269, which fixed so it's possible to click ""View tables"" on the left, but clicking the squares and selecting ""Limit access"" in the dropdown breaks the interface. **Workaround** Instead of click ""Limit access"", click ""View tables"" on the left, to adjust table-level permissions. **To Reproduce** 1. Go to Admin > Permissions 2. Click on the squares for a non-schema-based database (like MySQL) and select ""Limit access"" 3. The URL is changed to `/admin/permissions/databases/11/schemas/null/tables`, but the interface freezes and needs a browser refresh to make it work again. **Screenshots** ![image](https://user-images.githubusercontent.com/1447303/79966270-7d8eff00-848d-11ea-8f87-e419c3f8e60b.png) **Information about your Metabase Installation:** Metabase 0.35.3",1.0,"Cannot view/edit table-level permissions for databases that are not schema-based - **Describe the bug** This is another round of #12269, which fixed so it's possible to click ""View tables"" on the left, but clicking the squares and selecting ""Limit access"" in the dropdown breaks the interface. **Workaround** Instead of click ""Limit access"", click ""View tables"" on the left, to adjust table-level permissions. **To Reproduce** 1. Go to Admin > Permissions 2. Click on the squares for a non-schema-based database (like MySQL) and select ""Limit access"" 3. The URL is changed to `/admin/permissions/databases/11/schemas/null/tables`, but the interface freezes and needs a browser refresh to make it work again. **Screenshots** ![image](https://user-images.githubusercontent.com/1447303/79966270-7d8eff00-848d-11ea-8f87-e419c3f8e60b.png) **Information about your Metabase Installation:** Metabase 0.35.3",0,cannot view edit table level permissions for databases that are not schema based describe the bug this is another round of which fixed so it s possible to click view tables on the left but clicking the squares and selecting limit access in the dropdown breaks the interface workaround instead of click limit access click view tables on the left to adjust table level permissions to reproduce go to admin permissions click on the squares for a non schema based database like mysql and select limit access the url is changed to admin permissions databases schemas null tables but the interface freezes and needs a browser refresh to make it work again screenshots information about your metabase installation metabase ,0 15551,9564588842.0,IssuesEvent,2019-05-05 05:14:48,scriptex/at-the-wall,https://api.github.com/repos/scriptex/at-the-wall,closed,CVE-2018-20822 (Medium) detected in node-sass-v4.11.0,security vulnerability,"## CVE-2018-20822 - Medium Severity Vulnerability
Vulnerable Library - node-sassv4.11.0

:rainbow: Node.js bindings to libsass

Library home page: https://github.com/sass/node-sass.git

Found in HEAD commit: f9690d86250d7102154b26c96fc657a4854a081e

Library Source Files (125)

* The source files were matched to this source library based on a best effort match. Source libraries are selected from a list of probable public libraries.

- /at-the-wall/node_modules/node-sass/src/libsass/src/expand.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/color_maps.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/sass_util.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/utf8/unchecked.h - /at-the-wall/node_modules/node-sass/src/libsass/src/output.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/sass_values.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/util.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/emitter.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/lexer.cpp - /at-the-wall/node_modules/node-sass/src/libsass/test/test_node.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/plugins.cpp - /at-the-wall/node_modules/node-sass/src/libsass/include/sass/base.h - /at-the-wall/node_modules/node-sass/src/libsass/src/position.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/subset_map.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/operation.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/remove_placeholders.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/error_handling.hpp - /at-the-wall/node_modules/node-sass/src/custom_importer_bridge.cpp - /at-the-wall/node_modules/node-sass/src/libsass/contrib/plugin.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/functions.hpp - /at-the-wall/node_modules/node-sass/src/libsass/test/test_superselector.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/eval.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/utf8_string.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/error_handling.cpp - /at-the-wall/node_modules/node-sass/src/sass_context_wrapper.h - /at-the-wall/node_modules/node-sass/src/libsass/src/node.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/parser.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/subset_map.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/emitter.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/listize.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/ast.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/sass_functions.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/memory/SharedPtr.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/output.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/check_nesting.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/ast_def_macros.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/cssize.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/functions.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/paths.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/prelexer.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/ast_fwd_decl.hpp - /at-the-wall/node_modules/node-sass/src/sass_types/color.cpp - /at-the-wall/node_modules/node-sass/src/libsass/test/test_unification.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/inspect.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/values.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/sass_util.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/source_map.hpp - /at-the-wall/node_modules/node-sass/src/sass_types/list.h - /at-the-wall/node_modules/node-sass/src/libsass/src/json.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/check_nesting.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/units.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/units.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/context.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/utf8/checked.h - /at-the-wall/node_modules/node-sass/src/libsass/src/listize.hpp - /at-the-wall/node_modules/node-sass/src/sass_types/string.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/context.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/prelexer.hpp - /at-the-wall/node_modules/node-sass/src/sass_types/boolean.h - /at-the-wall/node_modules/node-sass/src/libsass/include/sass2scss.h - /at-the-wall/node_modules/node-sass/src/libsass/src/eval.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/expand.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/operators.cpp - /at-the-wall/node_modules/node-sass/src/sass_types/factory.cpp - /at-the-wall/node_modules/node-sass/src/sass_types/boolean.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/source_map.cpp - /at-the-wall/node_modules/node-sass/src/sass_types/value.h - /at-the-wall/node_modules/node-sass/src/libsass/src/utf8_string.cpp - /at-the-wall/node_modules/node-sass/src/callback_bridge.h - /at-the-wall/node_modules/node-sass/src/libsass/src/file.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/sass.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/node.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/environment.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/extend.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/sass_context.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/operators.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/constants.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/sass.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/ast_fwd_decl.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/parser.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/constants.cpp - /at-the-wall/node_modules/node-sass/src/sass_types/list.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/cssize.cpp - /at-the-wall/node_modules/node-sass/src/libsass/include/sass/functions.h - /at-the-wall/node_modules/node-sass/src/libsass/src/util.cpp - /at-the-wall/node_modules/node-sass/src/custom_function_bridge.cpp - /at-the-wall/node_modules/node-sass/src/custom_importer_bridge.h - /at-the-wall/node_modules/node-sass/src/libsass/src/bind.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/inspect.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/sass_functions.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/backtrace.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/extend.cpp - /at-the-wall/node_modules/node-sass/src/sass_types/sass_value_wrapper.h - /at-the-wall/node_modules/node-sass/src/libsass/src/debugger.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/cencode.c - /at-the-wall/node_modules/node-sass/src/libsass/src/base64vlq.cpp - /at-the-wall/node_modules/node-sass/src/sass_types/number.cpp - /at-the-wall/node_modules/node-sass/src/sass_types/color.h - /at-the-wall/node_modules/node-sass/src/libsass/src/c99func.c - /at-the-wall/node_modules/node-sass/src/libsass/src/position.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/remove_placeholders.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/sass_values.cpp - /at-the-wall/node_modules/node-sass/src/libsass/include/sass/values.h - /at-the-wall/node_modules/node-sass/src/libsass/test/test_subset_map.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/sass2scss.cpp - /at-the-wall/node_modules/node-sass/src/sass_types/null.cpp - /at-the-wall/node_modules/node-sass/src/libsass/include/sass/context.h - /at-the-wall/node_modules/node-sass/src/libsass/src/ast.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/to_c.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/to_value.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/color_maps.hpp - /at-the-wall/node_modules/node-sass/src/sass_context_wrapper.cpp - /at-the-wall/node_modules/node-sass/src/libsass/script/test-leaks.pl - /at-the-wall/node_modules/node-sass/src/libsass/src/lexer.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/memory/SharedPtr.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/to_c.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/to_value.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/b64/encode.h - /at-the-wall/node_modules/node-sass/src/libsass/src/file.hpp - /at-the-wall/node_modules/node-sass/src/sass_types/map.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/environment.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/plugins.hpp - /at-the-wall/node_modules/node-sass/src/binding.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/sass_context.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/debug.hpp

Vulnerability Details

LibSass 3.5.4 allows attackers to cause a denial-of-service (uncontrolled recursion in Sass::Complex_Selector::perform in ast.hpp and Sass::Inspect::operator in inspect.cpp).

Publish Date: 2019-04-23

URL: CVE-2018-20822

CVSS 3 Score Details (6.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2018-20822 (Medium) detected in node-sass-v4.11.0 - ## CVE-2018-20822 - Medium Severity Vulnerability
Vulnerable Library - node-sassv4.11.0

:rainbow: Node.js bindings to libsass

Library home page: https://github.com/sass/node-sass.git

Found in HEAD commit: f9690d86250d7102154b26c96fc657a4854a081e

Library Source Files (125)

* The source files were matched to this source library based on a best effort match. Source libraries are selected from a list of probable public libraries.

- /at-the-wall/node_modules/node-sass/src/libsass/src/expand.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/color_maps.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/sass_util.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/utf8/unchecked.h - /at-the-wall/node_modules/node-sass/src/libsass/src/output.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/sass_values.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/util.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/emitter.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/lexer.cpp - /at-the-wall/node_modules/node-sass/src/libsass/test/test_node.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/plugins.cpp - /at-the-wall/node_modules/node-sass/src/libsass/include/sass/base.h - /at-the-wall/node_modules/node-sass/src/libsass/src/position.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/subset_map.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/operation.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/remove_placeholders.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/error_handling.hpp - /at-the-wall/node_modules/node-sass/src/custom_importer_bridge.cpp - /at-the-wall/node_modules/node-sass/src/libsass/contrib/plugin.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/functions.hpp - /at-the-wall/node_modules/node-sass/src/libsass/test/test_superselector.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/eval.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/utf8_string.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/error_handling.cpp - /at-the-wall/node_modules/node-sass/src/sass_context_wrapper.h - /at-the-wall/node_modules/node-sass/src/libsass/src/node.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/parser.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/subset_map.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/emitter.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/listize.cpp - 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/at-the-wall/node_modules/node-sass/src/libsass/src/sass.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/ast_fwd_decl.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/parser.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/constants.cpp - /at-the-wall/node_modules/node-sass/src/sass_types/list.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/cssize.cpp - /at-the-wall/node_modules/node-sass/src/libsass/include/sass/functions.h - /at-the-wall/node_modules/node-sass/src/libsass/src/util.cpp - /at-the-wall/node_modules/node-sass/src/custom_function_bridge.cpp - /at-the-wall/node_modules/node-sass/src/custom_importer_bridge.h - /at-the-wall/node_modules/node-sass/src/libsass/src/bind.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/inspect.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/sass_functions.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/backtrace.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/extend.cpp - /at-the-wall/node_modules/node-sass/src/sass_types/sass_value_wrapper.h - /at-the-wall/node_modules/node-sass/src/libsass/src/debugger.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/cencode.c - /at-the-wall/node_modules/node-sass/src/libsass/src/base64vlq.cpp - /at-the-wall/node_modules/node-sass/src/sass_types/number.cpp - /at-the-wall/node_modules/node-sass/src/sass_types/color.h - /at-the-wall/node_modules/node-sass/src/libsass/src/c99func.c - /at-the-wall/node_modules/node-sass/src/libsass/src/position.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/remove_placeholders.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/sass_values.cpp - /at-the-wall/node_modules/node-sass/src/libsass/include/sass/values.h - /at-the-wall/node_modules/node-sass/src/libsass/test/test_subset_map.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/sass2scss.cpp - /at-the-wall/node_modules/node-sass/src/sass_types/null.cpp - /at-the-wall/node_modules/node-sass/src/libsass/include/sass/context.h - /at-the-wall/node_modules/node-sass/src/libsass/src/ast.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/to_c.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/to_value.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/color_maps.hpp - /at-the-wall/node_modules/node-sass/src/sass_context_wrapper.cpp - /at-the-wall/node_modules/node-sass/src/libsass/script/test-leaks.pl - /at-the-wall/node_modules/node-sass/src/libsass/src/lexer.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/memory/SharedPtr.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/to_c.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/to_value.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/b64/encode.h - /at-the-wall/node_modules/node-sass/src/libsass/src/file.hpp - /at-the-wall/node_modules/node-sass/src/sass_types/map.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/environment.hpp - /at-the-wall/node_modules/node-sass/src/libsass/src/plugins.hpp - /at-the-wall/node_modules/node-sass/src/binding.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/sass_context.cpp - /at-the-wall/node_modules/node-sass/src/libsass/src/debug.hpp

Vulnerability Details

LibSass 3.5.4 allows attackers to cause a denial-of-service (uncontrolled recursion in Sass::Complex_Selector::perform in ast.hpp and Sass::Inspect::operator in inspect.cpp).

Publish Date: 2019-04-23

URL: CVE-2018-20822

CVSS 3 Score Details (6.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in node sass cve medium severity vulnerability vulnerable library node rainbow node js bindings to libsass library home page a href found in head commit a href library source files the source files were matched to this source library based on a best effort match source libraries are selected from a list of probable public libraries at the wall node modules node sass src libsass src expand hpp at the wall node modules node sass src libsass src color maps cpp at the wall node modules node sass src libsass src sass util hpp at the wall node modules node sass src libsass src unchecked h at the wall node modules node sass src libsass src output hpp at the wall node modules node sass src libsass src sass values hpp at the wall node modules node sass src libsass src util hpp at the wall node modules node sass src libsass src emitter hpp at the wall node modules node sass src libsass src lexer cpp at the wall node modules node sass src libsass test test node cpp at the wall node modules node sass src libsass src plugins cpp at the wall node modules node sass src libsass include sass base h at the wall node modules node sass src libsass src position hpp at the wall node modules node sass src libsass src subset map hpp at the wall node modules node sass src libsass src operation hpp at the wall node modules node sass src libsass src remove placeholders cpp at the wall node modules node sass src libsass src error handling hpp at the wall node modules node sass src custom importer bridge cpp at the wall node modules node sass src libsass contrib plugin cpp at the wall node modules node sass src libsass src functions hpp at the wall node modules node sass src libsass test test superselector cpp at the wall node modules node sass src libsass src eval hpp at the wall node modules node sass src libsass src string hpp at the wall node modules node sass src libsass src error handling cpp at the wall node modules node sass src sass context wrapper h at the wall node modules node sass src libsass src node cpp at the wall node modules node sass src libsass src parser cpp at the wall node modules node sass src libsass src subset map cpp at the wall node modules node sass src libsass src emitter cpp at the wall node modules node sass src libsass src listize cpp at the wall node modules node sass src libsass src ast hpp at the wall node modules node sass src libsass src sass functions hpp at the wall node modules node sass src libsass src memory sharedptr cpp at the wall node modules node sass src libsass src output cpp at the wall node modules node sass src libsass src check nesting cpp at the wall node modules node sass src libsass src ast def macros hpp at the wall node modules node sass src libsass src cssize hpp at the wall node modules node sass src libsass src functions cpp at the wall node modules node sass src libsass src paths hpp at the wall node modules node sass src libsass src prelexer cpp at the wall node modules node sass src libsass src ast fwd decl hpp at the wall node modules node sass src sass types color cpp at the wall node modules node sass src libsass test test unification cpp at the wall node modules node sass src libsass src inspect hpp at the wall node modules node sass src libsass src values cpp at the wall node modules node sass src libsass src sass util cpp at the wall node modules node sass src libsass src source map hpp at the wall node modules node sass src sass types list h at the wall node modules node sass src libsass src json cpp at the wall node modules node sass src libsass src check nesting hpp at the wall node modules node sass src libsass src units cpp at the wall node modules node sass src libsass src units hpp at the wall node modules node sass src libsass src context cpp at the wall node modules node sass src libsass src checked h at the wall node modules node sass src libsass src listize hpp at the wall node modules node sass src sass types string cpp at the wall node modules node sass src libsass src context hpp at the wall node modules node sass src libsass src prelexer hpp at the wall node modules node sass src sass types boolean h at the wall node modules node sass src libsass include h at the wall node modules node sass src libsass src eval cpp at the wall node modules node sass src libsass src expand cpp at the wall node modules node sass src libsass src operators cpp at the wall node modules node sass src sass types factory cpp at the wall node modules node sass src sass types boolean cpp at the wall node modules node sass src libsass src source map cpp at the wall node modules node sass src sass types value h at the wall node modules node sass src libsass src string cpp at the wall node modules node sass src callback bridge h at the wall node modules node sass src libsass src file cpp at the wall node modules node sass src libsass src sass cpp at the wall node modules node sass src libsass src node hpp at the wall node modules node sass src libsass src environment cpp at the wall node modules node sass src libsass src extend hpp at the wall node modules node sass src libsass src sass context hpp at the wall node modules node sass src libsass src operators hpp at the wall node modules node sass src libsass src constants hpp at the wall node modules node sass src libsass src sass hpp at the wall node modules node sass src libsass src ast fwd decl cpp at the wall node modules node sass src libsass src parser hpp at the wall node modules node sass src libsass src constants cpp at the wall node modules node sass src sass types list cpp at the wall node modules node sass src libsass src cssize cpp at the wall node modules node sass src libsass include sass functions h at the wall node modules node sass src libsass src util cpp at the wall node modules node sass src custom function bridge cpp at the wall node modules node sass src custom importer bridge h at the wall node modules node sass src libsass src bind cpp at the wall node modules node sass src libsass src inspect cpp at the wall node modules node sass src libsass src sass functions cpp at the wall node modules node sass src libsass src backtrace cpp at the wall node modules node sass src libsass src extend cpp at the wall node modules node sass src sass types sass value wrapper h at the wall node modules node sass src libsass src debugger hpp at the wall node modules node sass src libsass src cencode c at the wall node modules node sass src libsass src cpp at the wall node modules node sass src sass types number cpp at the wall node modules node sass src sass types color h at the wall node modules node sass src libsass src c at the wall node modules node sass src libsass src position cpp at the wall node modules node sass src libsass src remove placeholders hpp at the wall node modules node sass src libsass src sass values cpp at the wall node modules node sass src libsass include sass values h at the wall node modules node sass src libsass test test subset map cpp at the wall node modules node sass src libsass src cpp at the wall node modules node sass src sass types null cpp at the wall node modules node sass src libsass include sass context h at the wall node modules node sass src libsass src ast cpp at the wall node modules node sass src libsass src to c cpp at the wall node modules node sass src libsass src to value hpp at the wall node modules node sass src libsass src color maps hpp at the wall node modules node sass src sass context wrapper cpp at the wall node modules node sass src libsass script test leaks pl at the wall node modules node sass src libsass src lexer hpp at the wall node modules node sass src libsass src memory sharedptr hpp at the wall node modules node sass src libsass src to c hpp at the wall node modules node sass src libsass src to value cpp at the wall node modules node sass src libsass src encode h at the wall node modules node sass src libsass src file hpp at the wall node modules node sass src sass types map cpp at the wall node modules node sass src libsass src environment hpp at the wall node modules node sass src libsass src plugins hpp at the wall node modules node sass src binding cpp at the wall node modules node sass src libsass src sass context cpp at the wall node modules node sass src libsass src debug hpp vulnerability details libsass allows attackers to cause a denial of service uncontrolled recursion in sass complex selector perform in ast hpp and sass inspect operator in inspect cpp publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction required scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href step up your open source security game with whitesource ,0 236231,25977505272.0,IssuesEvent,2022-12-19 15:58:28,deltachat/deltachat-core-rust,https://api.github.com/repos/deltachat/deltachat-core-rust,closed,Do not reset peerstate if the message is encrypted and signed with the current autocrypt key,enhancement security,"#3778 allows to establish encrypted chat with Thunderbird by sending a message with an attached key from Thunderbird to Delta Chat. But if Thunderbird user then sends an encrypted and signed message without the attached key, Delta Chat will reset Autocrypt peerstate and send the next message unencrypted. The proposal is to keep Autocrypt state if the message is Autocrypt-encrypted. This requires changing mimeparser to postpone updating the peerstate until the message is decrypted, because currently we reset the peerstate immediately when we see that there is no Autocrypt header. cc @iequidoo @hpk42 @missytake ",True,"Do not reset peerstate if the message is encrypted and signed with the current autocrypt key - #3778 allows to establish encrypted chat with Thunderbird by sending a message with an attached key from Thunderbird to Delta Chat. But if Thunderbird user then sends an encrypted and signed message without the attached key, Delta Chat will reset Autocrypt peerstate and send the next message unencrypted. The proposal is to keep Autocrypt state if the message is Autocrypt-encrypted. This requires changing mimeparser to postpone updating the peerstate until the message is decrypted, because currently we reset the peerstate immediately when we see that there is no Autocrypt header. cc @iequidoo @hpk42 @missytake ",0,do not reset peerstate if the message is encrypted and signed with the current autocrypt key allows to establish encrypted chat with thunderbird by sending a message with an attached key from thunderbird to delta chat but if thunderbird user then sends an encrypted and signed message without the attached key delta chat will reset autocrypt peerstate and send the next message unencrypted the proposal is to keep autocrypt state if the message is autocrypt encrypted this requires changing mimeparser to postpone updating the peerstate until the message is decrypted because currently we reset the peerstate immediately when we see that there is no autocrypt header cc iequidoo missytake ,0 86870,10832133395.0,IssuesEvent,2019-11-11 09:56:41,flutter/flutter,https://api.github.com/repos/flutter/flutter,closed,DropDownButton is not working properly,f: material design framework severe: regression waiting for customer response,"After I updated Flutter to **v1.10.4** the DropDownButton is not working properly. I have to tab _long-press twice_ so the menu can be visible. Is there anyone facing the same issue? Is there any fix for this? ",1.0,"DropDownButton is not working properly - After I updated Flutter to **v1.10.4** the DropDownButton is not working properly. I have to tab _long-press twice_ so the menu can be visible. Is there anyone facing the same issue? Is there any fix for this? ",0,dropdownbutton is not working properly after i updated flutter to the dropdownbutton is not working properly i have to tab long press twice so the menu can be visible is there anyone facing the same issue is there any fix for this img width alt screenshot at pm src ,0 15585,20071853436.0,IssuesEvent,2022-02-04 08:07:47,rhymix/rhymix,https://api.github.com/repos/rhymix/rhymix,closed,에디터 컴포넌트 설정의 텍스트 입력칸이 나타나지 않는 문제 수정,bug compatibility,"에디터 컴포넌트 설정 페이지에서 `select box`와 같은 다른 설정은 여전히 가능한데 유독 `text` 입력 칸만 나타나지 않는 문제가 있습니다. ![image](https://user-images.githubusercontent.com/3437916/152484095-d79283a9-b074-42ab-b46c-2e2907d3cb31.png) 제가 자주 사용하는 기능상 문제가 되고 있어서 수정하려고 합니다. 위 그림에서 `key` 입력 항목이 `text` 입력칸으로 의도된 부분입니다. * 참고: 기존에는 잘 되던 기능입니다. 어느 버전인지는 모르겠지만, 언젠가부터 텍스트 입력칸만 나타나지 않습니다.",True,"에디터 컴포넌트 설정의 텍스트 입력칸이 나타나지 않는 문제 수정 - 에디터 컴포넌트 설정 페이지에서 `select box`와 같은 다른 설정은 여전히 가능한데 유독 `text` 입력 칸만 나타나지 않는 문제가 있습니다. ![image](https://user-images.githubusercontent.com/3437916/152484095-d79283a9-b074-42ab-b46c-2e2907d3cb31.png) 제가 자주 사용하는 기능상 문제가 되고 있어서 수정하려고 합니다. 위 그림에서 `key` 입력 항목이 `text` 입력칸으로 의도된 부분입니다. * 참고: 기존에는 잘 되던 기능입니다. 어느 버전인지는 모르겠지만, 언젠가부터 텍스트 입력칸만 나타나지 않습니다.",0,에디터 컴포넌트 설정의 텍스트 입력칸이 나타나지 않는 문제 수정 에디터 컴포넌트 설정 페이지에서 select box 와 같은 다른 설정은 여전히 가능한데 유독 text 입력 칸만 나타나지 않는 문제가 있습니다 제가 자주 사용하는 기능상 문제가 되고 있어서 수정하려고 합니다 위 그림에서 key 입력 항목이 text 입력칸으로 의도된 부분입니다 참고 기존에는 잘 되던 기능입니다 어느 버전인지는 모르겠지만 언젠가부터 텍스트 입력칸만 나타나지 않습니다 ,0 183721,31724212042.0,IssuesEvent,2023-09-10 19:05:27,decidim/decidim,https://api.github.com/repos/decidim/decidim,closed,"Dead ""Send to technical validation"" button",type: bug module: initiatives contract: redesign,"**Describe the bug** In my ""Ducky"" initiative I already gathered 3 committee members (including me), but when I click the ""Send to technical validation"" button it doesn't do anything (links to #). https://alpha.try.decidim.org/initiatives/i-7 **To Reproduce** Steps to reproduce the behavior: 1. Create a new initiative of type ""Ducky"" 2. Go to your initiative 3. Click button ""Send to technical validation"" 4. Nothing happens **Expected behavior** The initiative should be sent to the admins for validation. **Screenshots** ![Image](https://user-images.githubusercontent.com/623008/252927504-181e45c6-a34e-4f38-b7be-237926b8341a.png) **Extra data (please complete the following information):** - Device: Desktop - Device OS: MacOS - Browser: Chrome 114 and Safari 16.5.1 - Decidim Version: 0.28.0.dev - Decidim installation: Alpha Try Decidim ",1.0,"Dead ""Send to technical validation"" button - **Describe the bug** In my ""Ducky"" initiative I already gathered 3 committee members (including me), but when I click the ""Send to technical validation"" button it doesn't do anything (links to #). https://alpha.try.decidim.org/initiatives/i-7 **To Reproduce** Steps to reproduce the behavior: 1. Create a new initiative of type ""Ducky"" 2. Go to your initiative 3. Click button ""Send to technical validation"" 4. Nothing happens **Expected behavior** The initiative should be sent to the admins for validation. **Screenshots** ![Image](https://user-images.githubusercontent.com/623008/252927504-181e45c6-a34e-4f38-b7be-237926b8341a.png) **Extra data (please complete the following information):** - Device: Desktop - Device OS: MacOS - Browser: Chrome 114 and Safari 16.5.1 - Decidim Version: 0.28.0.dev - Decidim installation: Alpha Try Decidim ",0,dead send to technical validation button describe the bug in my ducky initiative i already gathered committee members including me but when i click the send to technical validation button it doesn t do anything links to to reproduce steps to reproduce the behavior create a new initiative of type ducky go to your initiative click button send to technical validation nothing happens expected behavior the initiative should be sent to the admins for validation screenshots extra data please complete the following information device desktop device os macos browser chrome and safari decidim version dev decidim installation alpha try decidim ,0 13659,8633126239.0,IssuesEvent,2018-11-22 12:57:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,duplicating node AND its resources (by making them all unique),feature proposal junior job topic:editor usability,"Hi, It would be cool if in addition to the ""duplicate node"" button (or Ctrl+D) of the editor, there was a ""duplicate node and make all its resources uniques"" button. Because, currently, if I duplicate a branch containing many resources and want the copy not to share the resources with its source, i have to make each resource unique manually ... ",True,"duplicating node AND its resources (by making them all unique) - Hi, It would be cool if in addition to the ""duplicate node"" button (or Ctrl+D) of the editor, there was a ""duplicate node and make all its resources uniques"" button. Because, currently, if I duplicate a branch containing many resources and want the copy not to share the resources with its source, i have to make each resource unique manually ... ",1,duplicating node and its resources by making them all unique hi it would be cool if in addition to the duplicate node button or ctrl d of the editor there was a duplicate node and make all its resources uniques button because currently if i duplicate a branch containing many resources and want the copy not to share the resources with its source i have to make each resource unique manually ,1 468344,13465718645.0,IssuesEvent,2020-09-09 21:22:53,HEXRD/hexrdgui,https://api.github.com/repos/HEXRD/hexrdgui,closed,Deactivate enter key capture for dialogs,enhancement high priority,"Many of the separate dialogs (_e.g._, the overlay manager, the picker widow, ...) have a button in focus by default that captures the enter key. Can we disable this behavior in all cases? I know it is not necessary, but I invariably hit enter after inputing text into widgets (habit...).",1.0,"Deactivate enter key capture for dialogs - Many of the separate dialogs (_e.g._, the overlay manager, the picker widow, ...) have a button in focus by default that captures the enter key. Can we disable this behavior in all cases? I know it is not necessary, but I invariably hit enter after inputing text into widgets (habit...).",0,deactivate enter key capture for dialogs many of the separate dialogs e g the overlay manager the picker widow have a button in focus by default that captures the enter key can we disable this behavior in all cases i know it is not necessary but i invariably hit enter after inputing text into widgets habit ,0 89204,17795716080.0,IssuesEvent,2021-08-31 21:53:45,skycoin/cx-game,https://api.github.com/repos/skycoin/cx-game,closed,pipesim merging,code,"The pipesim elements shouldn't merge with the objects. It should be placed on a layer between the objects and the walls. Also, it should only merge with elements of the same type (vent pipes with vent pipes, wires with wires, etc)",1.0,"pipesim merging - The pipesim elements shouldn't merge with the objects. It should be placed on a layer between the objects and the walls. Also, it should only merge with elements of the same type (vent pipes with vent pipes, wires with wires, etc)",0,pipesim merging the pipesim elements shouldn t merge with the objects it should be placed on a layer between the objects and the walls also it should only merge with elements of the same type vent pipes with vent pipes wires with wires etc ,0 286101,8783953353.0,IssuesEvent,2018-12-20 08:17:58,WordPress/gutenberg,https://api.github.com/repos/WordPress/gutenberg,closed,Clicking on an embedded video block should select it,Blocks Priority High [Block] Embed [Type] Bug,"I can edit the vimeo block fine on chrome by clicking on it, but when I'm in firefox clicking on the video block only starts and stops the video. Block section on right continues to show ""no block selected"" and toolbox that should appear over the box does not show up. Additionally in my console on firefox I get theses issues noted: (I'm only using the ""welcome to gutenburg"" post and no changes have been made/saved.) > InvalidStateError: An attempt was made to use an object that is not, or is no longer, usable player.js:2 > Cross-Origin Request Blocked: The Same Origin Policy disallows reading the remote resource at https://fresnel.vimeocdn.com/add/player-stats?session-id=eb87b4def6a15e680e27deb06eb079f4ba309e751542235378&es=1. (Reason: CORS request did not succeed).[Learn More] in chrome, when I try to view this block in html, I get this noted in my console: > JQMIGRATE: Migrate is installed, version 1.4.1 > index.js?ver=1542233778:19 [Violation] Avoid using document.write(). > value @ index.js?ver=1542233778:19 > value @ index.js?ver=1542233778:19 > jc @ react-dom.min.82e21c65.js:134 > gc @ react-dom.min.82e21c65.js:127 > vb @ react-dom.min.82e21c65.js:126 > ub @ react-dom.min.82e21c65.js:126 > wg @ react-dom.min.82e21c65.js:137 > Ze @ react-dom.min.82e21c65.js:41 > player.js:2 [Violation] Added non-passive event listener to a scroll-blocking 'touchstart' event. Consider marking event handler as 'passive' to make the page more responsive. See https://www.chromestatus.com/feature/5745543795965952 > (anonymous) @ player.js:2 > h.addEvent @ player.js:2 > Tu.addEvent @ player.js:2 > o @ player.js:2 > h.on @ player.js:2 > be @ player.js:2 > Jf @ player.js:2 > (anonymous) @ player.js:2 > initializationHandler @ player.js:2 > (anonymous) @ player.js:2 > player.js:2 [Violation] Added non-passive event listener to a scroll-blocking 'touchmove' event. Consider marking event handler as 'passive' to make the page more responsive. See https://www.chromestatus.com/feature/5745543795965952 > (anonymous) @ player.js:2 > h.addEvent @ player.js:2 > Tu.addEvent @ player.js:2 > o @ player.js:2 > h.on @ player.js:2 > (anonymous) @ player.js:2 > th @ player.js:2 > (anonymous) @ player.js:2 > initializationHandler @ player.js:2 > (anonymous) @ player.js:2 > player.js:2 [Violation] Added non-passive event listener to a scroll-blocking 'touchstart' event. Consider marking event handler as 'passive' to make the page more responsive. See https://www.chromestatus.com/feature/5745543795965952",1.0,"Clicking on an embedded video block should select it - I can edit the vimeo block fine on chrome by clicking on it, but when I'm in firefox clicking on the video block only starts and stops the video. Block section on right continues to show ""no block selected"" and toolbox that should appear over the box does not show up. Additionally in my console on firefox I get theses issues noted: (I'm only using the ""welcome to gutenburg"" post and no changes have been made/saved.) > InvalidStateError: An attempt was made to use an object that is not, or is no longer, usable player.js:2 > Cross-Origin Request Blocked: The Same Origin Policy disallows reading the remote resource at https://fresnel.vimeocdn.com/add/player-stats?session-id=eb87b4def6a15e680e27deb06eb079f4ba309e751542235378&es=1. (Reason: CORS request did not succeed).[Learn More] in chrome, when I try to view this block in html, I get this noted in my console: > JQMIGRATE: Migrate is installed, version 1.4.1 > index.js?ver=1542233778:19 [Violation] Avoid using document.write(). > value @ index.js?ver=1542233778:19 > value @ index.js?ver=1542233778:19 > jc @ react-dom.min.82e21c65.js:134 > gc @ react-dom.min.82e21c65.js:127 > vb @ react-dom.min.82e21c65.js:126 > ub @ react-dom.min.82e21c65.js:126 > wg @ react-dom.min.82e21c65.js:137 > Ze @ react-dom.min.82e21c65.js:41 > player.js:2 [Violation] Added non-passive event listener to a scroll-blocking 'touchstart' event. Consider marking event handler as 'passive' to make the page more responsive. See https://www.chromestatus.com/feature/5745543795965952 > (anonymous) @ player.js:2 > h.addEvent @ player.js:2 > Tu.addEvent @ player.js:2 > o @ player.js:2 > h.on @ player.js:2 > be @ player.js:2 > Jf @ player.js:2 > (anonymous) @ player.js:2 > initializationHandler @ player.js:2 > (anonymous) @ player.js:2 > player.js:2 [Violation] Added non-passive event listener to a scroll-blocking 'touchmove' event. Consider marking event handler as 'passive' to make the page more responsive. See https://www.chromestatus.com/feature/5745543795965952 > (anonymous) @ player.js:2 > h.addEvent @ player.js:2 > Tu.addEvent @ player.js:2 > o @ player.js:2 > h.on @ player.js:2 > (anonymous) @ player.js:2 > th @ player.js:2 > (anonymous) @ player.js:2 > initializationHandler @ player.js:2 > (anonymous) @ player.js:2 > player.js:2 [Violation] Added non-passive event listener to a scroll-blocking 'touchstart' event. Consider marking event handler as 'passive' to make the page more responsive. See https://www.chromestatus.com/feature/5745543795965952",0,clicking on an embedded video block should select it i can edit the vimeo block fine on chrome by clicking on it but when i m in firefox clicking on the video block only starts and stops the video block section on right continues to show no block selected and toolbox that should appear over the box does not show up additionally in my console on firefox i get theses issues noted i m only using the welcome to gutenburg post and no changes have been made saved invalidstateerror an attempt was made to use an object that is not or is no longer usable player js cross origin request blocked the same origin policy disallows reading the remote resource at reason cors request did not succeed in chrome when i try to view this block in html i get this noted in my console jqmigrate migrate is installed version index js ver avoid using document write value index js ver value index js ver jc react dom min js gc react dom min js vb react dom min js ub react dom min js wg react dom min js ze react dom min js player js added non passive event listener to a scroll blocking touchstart event consider marking event handler as passive to make the page more responsive see anonymous player js h addevent player js tu addevent player js o player js h on player js be player js jf player js anonymous player js initializationhandler player js anonymous player js player js added non passive event listener to a scroll blocking touchmove event consider marking event handler as passive to make the page more responsive see anonymous player js h addevent player js tu addevent player js o player js h on player js anonymous player js th player js anonymous player js initializationhandler player js anonymous player js player js added non passive event listener to a scroll blocking touchstart event consider marking event handler as passive to make the page more responsive see ,0 21421,3709865217.0,IssuesEvent,2016-03-02 00:35:43,SEED-platform/seed,https://api.github.com/repos/SEED-platform/seed,opened,Matching design issues,Design Issue Matching,I am starting this issue to keep track of some matching issues I am coming across. Will assign it to myself until I have a sample data set and some reproducible cases.,1.0,Matching design issues - I am starting this issue to keep track of some matching issues I am coming across. Will assign it to myself until I have a sample data set and some reproducible cases.,0,matching design issues i am starting this issue to keep track of some matching issues i am coming across will assign it to myself until i have a sample data set and some reproducible cases ,0 310331,23332834141.0,IssuesEvent,2022-08-09 07:21:02,mantidproject/mantid,https://api.github.com/repos/mantidproject/mantid,closed,Update documentation for gofit in CEF interface,Documentation Maintenance ISIS Team: Excitations/Vesuvio,"Instead of installing gofit with pip directly there is an alternative way to install the package. This information has to be added to the gofit section of the CEF Python interface documentation. ",1.0,"Update documentation for gofit in CEF interface - Instead of installing gofit with pip directly there is an alternative way to install the package. This information has to be added to the gofit section of the CEF Python interface documentation. ",0,update documentation for gofit in cef interface instead of installing gofit with pip directly there is an alternative way to install the package this information has to be added to the gofit section of the cef python interface documentation ,0 375035,26143952889.0,IssuesEvent,2022-12-29 23:51:24,ArctosDB/documentation-wiki,https://api.github.com/repos/ArctosDB/documentation-wiki,closed,Sharing Data and Resources,content How To Update Documentation Update,[Sharing Data and Resources](http://handbook.arctosdb.org/documentation/sharing-data-and-resources.html) could use some beefing up with regard to operator roles and [managing an Arctos Team](http://handbook.arctosdb.org/how_to/How-to-Create-your-Arctos-Team-Users-and-Operators.html),1.0,Sharing Data and Resources - [Sharing Data and Resources](http://handbook.arctosdb.org/documentation/sharing-data-and-resources.html) could use some beefing up with regard to operator roles and [managing an Arctos Team](http://handbook.arctosdb.org/how_to/How-to-Create-your-Arctos-Team-Users-and-Operators.html),0,sharing data and resources could use some beefing up with regard to operator roles and ,0 728143,25067700350.0,IssuesEvent,2022-11-07 09:40:04,JanssenProject/jans,https://api.github.com/repos/JanssenProject/jans,opened,fix:(jans-cli) unable to add custom script with mendatory fields,kind-bug comp-jans-config-api priority-1,"**Describe the bug** unable to add custom script with mendatory fields **To Reproduce** Steps to reproduce the behavior: 1. isntall jans 1.0.3 release 2. launch /opt/jans/jans-cli/config-cli.py 3. select 6 for custom script and 2 to add custom script 4. add required details 5. when prompted ""Populate optional fields?"" add n 6. continue? add y 7. see error **Expected behavior** should able to add custom script with mendatory fields **Screenshots** ![image](https://user-images.githubusercontent.com/5729240/200275724-9ed3530d-4dd6-4340-a439-6ed3a136ecbc.png) **Desktop (please complete the following information):** - OS: ubuntu - Browser [e.g. chrome, safari] - Version 20.04 - DB: openDJ **Smartphone (please complete the following information):** - Device: [e.g. iPhone6] - OS: [e.g. iOS8.1] - Browser [e.g. stock browser, safari] - Version [e.g. 22] **Additional context** Add any other context about the problem here. ",1.0,"fix:(jans-cli) unable to add custom script with mendatory fields - **Describe the bug** unable to add custom script with mendatory fields **To Reproduce** Steps to reproduce the behavior: 1. isntall jans 1.0.3 release 2. launch /opt/jans/jans-cli/config-cli.py 3. select 6 for custom script and 2 to add custom script 4. add required details 5. when prompted ""Populate optional fields?"" add n 6. continue? add y 7. see error **Expected behavior** should able to add custom script with mendatory fields **Screenshots** ![image](https://user-images.githubusercontent.com/5729240/200275724-9ed3530d-4dd6-4340-a439-6ed3a136ecbc.png) **Desktop (please complete the following information):** - OS: ubuntu - Browser [e.g. chrome, safari] - Version 20.04 - DB: openDJ **Smartphone (please complete the following information):** - Device: [e.g. iPhone6] - OS: [e.g. iOS8.1] - Browser [e.g. stock browser, safari] - Version [e.g. 22] **Additional context** Add any other context about the problem here. ",0,fix jans cli unable to add custom script with mendatory fields describe the bug unable to add custom script with mendatory fields to reproduce steps to reproduce the behavior isntall jans release launch opt jans jans cli config cli py select for custom script and to add custom script add required details when prompted populate optional fields add n continue add y see error expected behavior should able to add custom script with mendatory fields screenshots desktop please complete the following information os ubuntu browser version db opendj smartphone please complete the following information device os browser version additional context add any other context about the problem here ,0 13653,8632508395.0,IssuesEvent,2018-11-22 10:59:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Undo in Animation editor does not work after changing script,bug topic:editor usability,"**Operating system or device - Godot version:** Godot 2.1, Linux 64bit **Issue description** (what happened, and what was expected): Undo in Animation editor does not work correctly after changing script. It undo script changes not animation changes. **Steps to reproduce:** Make a change in script. Then make a change in animation (tested on: `remove selected track`, `duplicate animation`, `remove animation`). Then Undo. It will undo script changes not animation changes. ",True,"Undo in Animation editor does not work after changing script - **Operating system or device - Godot version:** Godot 2.1, Linux 64bit **Issue description** (what happened, and what was expected): Undo in Animation editor does not work correctly after changing script. It undo script changes not animation changes. **Steps to reproduce:** Make a change in script. Then make a change in animation (tested on: `remove selected track`, `duplicate animation`, `remove animation`). Then Undo. It will undo script changes not animation changes. ",1,undo in animation editor does not work after changing script operating system or device godot version godot linux issue description what happened and what was expected undo in animation editor does not work correctly after changing script it undo script changes not animation changes steps to reproduce make a change in script then make a change in animation tested on remove selected track duplicate animation remove animation then undo it will undo script changes not animation changes ,1 9871,6486035741.0,IssuesEvent,2017-08-19 16:01:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script Editor smoother scrolling,enhancement topic:core topic:editor usability,"The script editor is scrolling in increments. would be nice if it would scroll like the help page. ",True,"Script Editor smoother scrolling - The script editor is scrolling in increments. would be nice if it would scroll like the help page. ",1,script editor smoother scrolling the script editor is scrolling in increments would be nice if it would scroll like the help page ,1 104979,16623565445.0,IssuesEvent,2021-06-03 06:40:04,Thanraj/_OpenSSL_,https://api.github.com/repos/Thanraj/_OpenSSL_,opened,CVE-2018-0734 (Medium) detected in openssl87a37cbadd4b56fb4dc21008c5bcbe929f0a52b6,security vulnerability,"## CVE-2018-0734 - Medium Severity Vulnerability
Vulnerable Library - openssl87a37cbadd4b56fb4dc21008c5bcbe929f0a52b6

TLS/SSL and crypto library

Library home page: https://github.com/openssl/openssl.git

Found in HEAD commit: f81a773989d97d3776092fa85d76f388e96817b9

Found in base branch: master

Vulnerable Source Files (2)

_OpenSSL_/crypto/dsa/dsa_ossl.c _OpenSSL_/crypto/dsa/dsa_ossl.c

Vulnerability Details

The OpenSSL DSA signature algorithm has been shown to be vulnerable to a timing side channel attack. An attacker could use variations in the signing algorithm to recover the private key. Fixed in OpenSSL 1.1.1a (Affected 1.1.1). Fixed in OpenSSL 1.1.0j (Affected 1.1.0-1.1.0i). Fixed in OpenSSL 1.0.2q (Affected 1.0.2-1.0.2p).

Publish Date: 2018-10-30

URL: CVE-2018-0734

CVSS 3 Score Details (5.9)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: None - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2018-0734

Release Date: 2018-10-30

Fix Resolution: 1.0.2q,1.1.0j,1.1.1a

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2018-0734 (Medium) detected in openssl87a37cbadd4b56fb4dc21008c5bcbe929f0a52b6 - ## CVE-2018-0734 - Medium Severity Vulnerability
Vulnerable Library - openssl87a37cbadd4b56fb4dc21008c5bcbe929f0a52b6

TLS/SSL and crypto library

Library home page: https://github.com/openssl/openssl.git

Found in HEAD commit: f81a773989d97d3776092fa85d76f388e96817b9

Found in base branch: master

Vulnerable Source Files (2)

_OpenSSL_/crypto/dsa/dsa_ossl.c _OpenSSL_/crypto/dsa/dsa_ossl.c

Vulnerability Details

The OpenSSL DSA signature algorithm has been shown to be vulnerable to a timing side channel attack. An attacker could use variations in the signing algorithm to recover the private key. Fixed in OpenSSL 1.1.1a (Affected 1.1.1). Fixed in OpenSSL 1.1.0j (Affected 1.1.0-1.1.0i). Fixed in OpenSSL 1.0.2q (Affected 1.0.2-1.0.2p).

Publish Date: 2018-10-30

URL: CVE-2018-0734

CVSS 3 Score Details (5.9)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: None - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2018-0734

Release Date: 2018-10-30

Fix Resolution: 1.0.2q,1.1.0j,1.1.1a

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in cve medium severity vulnerability vulnerable library tls ssl and crypto library library home page a href found in head commit a href found in base branch master vulnerable source files openssl crypto dsa dsa ossl c openssl crypto dsa dsa ossl c vulnerability details the openssl dsa signature algorithm has been shown to be vulnerable to a timing side channel attack an attacker could use variations in the signing algorithm to recover the private key fixed in openssl affected fixed in openssl affected fixed in openssl affected publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity high privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact none availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution step up your open source security game with whitesource ,0 25124,4146870915.0,IssuesEvent,2016-06-15 02:53:51,Prof-Calebe/substituicao,https://api.github.com/repos/Prof-Calebe/substituicao,closed,Corrigir code-conventions para ProfessorService,enhancement tests & QA,Ver relatório do codacy para `core/src/servico/ProfessorService.java` (branch `dev`) em https://www.codacy.com/app/calebepb/substituicao/file/2640989098/issues/source?bid=3308597&fileBranchId=3308597,1.0,Corrigir code-conventions para ProfessorService - Ver relatório do codacy para `core/src/servico/ProfessorService.java` (branch `dev`) em https://www.codacy.com/app/calebepb/substituicao/file/2640989098/issues/source?bid=3308597&fileBranchId=3308597,0,corrigir code conventions para professorservice ver relatório do codacy para core src servico professorservice java branch dev em ,0 13527,8557082976.0,IssuesEvent,2018-11-08 14:54:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Renaming/Moving Files Should Also Update AutoLoad Tab,enhancement topic:editor usability,"I think that when you rename or move a file, the autoloaded node paths should be updated as well. Currently when you rename or move autoloaded scenes and scripts, you have to re-add them in the AutoLoad tab.",True,"Renaming/Moving Files Should Also Update AutoLoad Tab - I think that when you rename or move a file, the autoloaded node paths should be updated as well. Currently when you rename or move autoloaded scenes and scripts, you have to re-add them in the AutoLoad tab.",1,renaming moving files should also update autoload tab i think that when you rename or move a file the autoloaded node paths should be updated as well currently when you rename or move autoloaded scenes and scripts you have to re add them in the autoload tab ,1 22257,18895760890.0,IssuesEvent,2021-11-15 17:42:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Animation buttons in the canvas item editor are taking up too much space,bug topic:editor confirmed usability,"**Godot version:** Godot 3.2 master (d4ac0ca15397932960403d595f2e08f926411471) **OS/device including version:** Manjaro Linux 18.1.5 **Issue description:** Godot 3.2 now have a new ""Auto insert keys"" feature but these animation buttons are taking up too much space. When I select a Sprite node, the docks on the right are ""compacted"". ![2020-01-21 18-48-51](https://user-images.githubusercontent.com/10428035/72848677-db8c2a80-3c83-11ea-9484-c833929e473b.gif) I have a partial solution for this (#35421) but I think the best solution would be moving these buttons to the Animation dock. Example: ![image](https://user-images.githubusercontent.com/10428035/72849013-9ae0e100-3c84-11ea-8cce-62d9de898067.png) **Steps to reproduce:** Try the editor in a ""medium"" resolution (mine is 720p). Add a Sprite (no texture required) and an AnimationPlayer node. Select the Sprite and try to toggle the Animation dock. **Minimal reproduction project:** ",True,"Animation buttons in the canvas item editor are taking up too much space - **Godot version:** Godot 3.2 master (d4ac0ca15397932960403d595f2e08f926411471) **OS/device including version:** Manjaro Linux 18.1.5 **Issue description:** Godot 3.2 now have a new ""Auto insert keys"" feature but these animation buttons are taking up too much space. When I select a Sprite node, the docks on the right are ""compacted"". ![2020-01-21 18-48-51](https://user-images.githubusercontent.com/10428035/72848677-db8c2a80-3c83-11ea-9484-c833929e473b.gif) I have a partial solution for this (#35421) but I think the best solution would be moving these buttons to the Animation dock. Example: ![image](https://user-images.githubusercontent.com/10428035/72849013-9ae0e100-3c84-11ea-8cce-62d9de898067.png) **Steps to reproduce:** Try the editor in a ""medium"" resolution (mine is 720p). Add a Sprite (no texture required) and an AnimationPlayer node. Select the Sprite and try to toggle the Animation dock. **Minimal reproduction project:** ",1,animation buttons in the canvas item editor are taking up too much space godot version godot master os device including version manjaro linux issue description godot now have a new auto insert keys feature but these animation buttons are taking up too much space when i select a sprite node the docks on the right are compacted i have a partial solution for this but i think the best solution would be moving these buttons to the animation dock example steps to reproduce try the editor in a medium resolution mine is add a sprite no texture required and an animationplayer node select the sprite and try to toggle the animation dock minimal reproduction project ,1 25327,24983325352.0,IssuesEvent,2022-11-02 13:25:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Double click selects wrong autocomplete candidate if single-click would scroll list,bug topic:editor usability topic:gui,"### Godot version 3.5.1, 4.0 beta 3 ### System information Windows 10 ### Issue description When you single click on an autocomplete suggestion, the list scrolls until either the clicked option is centered or the list can no longer scroll. Selecting an option requires a double-click event. If you double click on an option that causes the list to scroll, the option you wanted is no longer under your cursor when the double click happens, so you select something else. The first click counts as a single click and causes the scroll. The second counts as a double click, even though you only clicked on that particular option once. ![godot4_mouse_autocomplete](https://user-images.githubusercontent.com/17280776/197070894-6165a12b-590a-4133-97a1-a5b5da0ec80a.gif) (Please ignore the casting of a VBoxContainer to a Button. That was testing something else.) Gif is of 3.5.1. Behavior is identical in 4.0 beta 3. ### Steps to reproduce 1. Write a line of code that gives many autocomplete suggestions. 2. Double-click an option in the lower half of the visible portion of the list. (Or scroll down and select and option in the upper portion). 3. The option chosen will not be what you started clicking on. ### Minimal reproduction project N/A Happens in every project.",True,"Double click selects wrong autocomplete candidate if single-click would scroll list - ### Godot version 3.5.1, 4.0 beta 3 ### System information Windows 10 ### Issue description When you single click on an autocomplete suggestion, the list scrolls until either the clicked option is centered or the list can no longer scroll. Selecting an option requires a double-click event. If you double click on an option that causes the list to scroll, the option you wanted is no longer under your cursor when the double click happens, so you select something else. The first click counts as a single click and causes the scroll. The second counts as a double click, even though you only clicked on that particular option once. ![godot4_mouse_autocomplete](https://user-images.githubusercontent.com/17280776/197070894-6165a12b-590a-4133-97a1-a5b5da0ec80a.gif) (Please ignore the casting of a VBoxContainer to a Button. That was testing something else.) Gif is of 3.5.1. Behavior is identical in 4.0 beta 3. ### Steps to reproduce 1. Write a line of code that gives many autocomplete suggestions. 2. Double-click an option in the lower half of the visible portion of the list. (Or scroll down and select and option in the upper portion). 3. The option chosen will not be what you started clicking on. ### Minimal reproduction project N/A Happens in every project.",1,double click selects wrong autocomplete candidate if single click would scroll list godot version beta system information windows issue description when you single click on an autocomplete suggestion the list scrolls until either the clicked option is centered or the list can no longer scroll selecting an option requires a double click event if you double click on an option that causes the list to scroll the option you wanted is no longer under your cursor when the double click happens so you select something else the first click counts as a single click and causes the scroll the second counts as a double click even though you only clicked on that particular option once please ignore the casting of a vboxcontainer to a button that was testing something else gif is of behavior is identical in beta steps to reproduce write a line of code that gives many autocomplete suggestions double click an option in the lower half of the visible portion of the list or scroll down and select and option in the upper portion the option chosen will not be what you started clicking on minimal reproduction project n a happens in every project ,1 149069,19563440869.0,IssuesEvent,2022-01-03 19:42:09,Hugh-Cushing-Campaign/GoASQ,https://api.github.com/repos/Hugh-Cushing-Campaign/GoASQ,opened,CVE-2018-20060 (High) detected in urllib3-1.22-py2.py3-none-any.whl,security vulnerability,"## CVE-2018-20060 - High Severity Vulnerability
Vulnerable Library - urllib3-1.22-py2.py3-none-any.whl

HTTP library with thread-safe connection pooling, file post, and more.

Library home page: https://files.pythonhosted.org/packages/63/cb/6965947c13a94236f6d4b8223e21beb4d576dc72e8130bd7880f600839b8/urllib3-1.22-py2.py3-none-any.whl

Path to dependency file: /src/requirements.txt

Path to vulnerable library: /src/requirements.txt

Dependency Hierarchy: - shodan-1.7.7.tar.gz (Root Library) - requests-2.18.4-py2.py3-none-any.whl - :x: **urllib3-1.22-py2.py3-none-any.whl** (Vulnerable Library)

Found in HEAD commit: 9eb887565ee089a83cad0d64fc13922ef3051be0

Found in base branch: master

Vulnerability Details

urllib3 before version 1.23 does not remove the Authorization HTTP header when following a cross-origin redirect (i.e., a redirect that differs in host, port, or scheme). This can allow for credentials in the Authorization header to be exposed to unintended hosts or transmitted in cleartext.

Publish Date: 2018-12-11

URL: CVE-2018-20060

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2018-20060

Release Date: 2018-12-11

Fix Resolution: 1.23

",True,"CVE-2018-20060 (High) detected in urllib3-1.22-py2.py3-none-any.whl - ## CVE-2018-20060 - High Severity Vulnerability
Vulnerable Library - urllib3-1.22-py2.py3-none-any.whl

HTTP library with thread-safe connection pooling, file post, and more.

Library home page: https://files.pythonhosted.org/packages/63/cb/6965947c13a94236f6d4b8223e21beb4d576dc72e8130bd7880f600839b8/urllib3-1.22-py2.py3-none-any.whl

Path to dependency file: /src/requirements.txt

Path to vulnerable library: /src/requirements.txt

Dependency Hierarchy: - shodan-1.7.7.tar.gz (Root Library) - requests-2.18.4-py2.py3-none-any.whl - :x: **urllib3-1.22-py2.py3-none-any.whl** (Vulnerable Library)

Found in HEAD commit: 9eb887565ee089a83cad0d64fc13922ef3051be0

Found in base branch: master

Vulnerability Details

urllib3 before version 1.23 does not remove the Authorization HTTP header when following a cross-origin redirect (i.e., a redirect that differs in host, port, or scheme). This can allow for credentials in the Authorization header to be exposed to unintended hosts or transmitted in cleartext.

Publish Date: 2018-12-11

URL: CVE-2018-20060

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2018-20060

Release Date: 2018-12-11

Fix Resolution: 1.23

",0,cve high detected in none any whl cve high severity vulnerability vulnerable library none any whl http library with thread safe connection pooling file post and more library home page a href path to dependency file src requirements txt path to vulnerable library src requirements txt dependency hierarchy shodan tar gz root library requests none any whl x none any whl vulnerable library found in head commit a href found in base branch master vulnerability details before version does not remove the authorization http header when following a cross origin redirect i e a redirect that differs in host port or scheme this can allow for credentials in the authorization header to be exposed to unintended hosts or transmitted in cleartext publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution isopenpronvulnerability true ispackagebased true isdefaultbranch true packages istransitivedependency true dependencytree shodan requests isminimumfixversionavailable true minimumfixversion isbinary false basebranches vulnerabilityidentifier cve vulnerabilitydetails before version does not remove the authorization http header when following a cross origin redirect i e a redirect that differs in host port or scheme this can allow for credentials in the authorization header to be exposed to unintended hosts or transmitted in cleartext vulnerabilityurl ,0 17691,12246692143.0,IssuesEvent,2020-05-05 14:49:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[TRACKER] Issues with Go to definition (Ctrl + Click),enhancement topic:editor topic:gdscript tracker usability,"**Godot version:** 3.2 beta2 **Issue description:** Soo there's this old issue #7080 which is a bit chaotic, so I decided to make a fine tracker for all the cases. If someone knows an example of go to definition failing, pls comment. Also not all examples have issues created, so scroll below for code. So far it is known that go to definition (Ctrl + Click) fails on: - [ ] Relative paths (#33859) - [ ] Preloaded script used as type - [ ] Property accessors - [ ] Typed onready variables (related to #33434) - [ ] Members of custom class' properties (might be something broader) - [ ] Methods from custom classes used as argument types (might be related to above) - [ ] Autoload singletons with built-in scripts Non-issued examples: - Preloaded script used as type ``` const THE_SCRIPT = preload(""res://TheScript.gd"") var variable: THE_SCRIPT #fails var b = THE_SCRIPT.new() #works ``` - Property accessors ``` var test: Control test.set_visible(false) #should jump to visible property doc, goes to Control ``` - Typed onready variables ``` onready var test_node: Control = $Some/Control func _ready() -> void: test_node.hide() #hide isn't found ``` - Members of custom class' properties ``` class_name TestClass var velocity: Vector2 #another script func test(test_obj: TestClass): test_obj.velocity.reflect(Vector2()) #can't go to reflect ``` - Methods from custom classes used as argument types ``` class_name Test func test_method(): pass #another script func meth(arg: Test, vec: Vector2): var brg := Test.new() arg.test_method() #this doesn't work (can't go to definition) brg.test_method() #this does vec.normalized() #this too ``` - Autoload singletons with built-in scripts ``` func some_func(): MySingleton.do_stuff() #clicking MySingleton won't work, but do_stuff() will jump correctly ```",True,"[TRACKER] Issues with Go to definition (Ctrl + Click) - **Godot version:** 3.2 beta2 **Issue description:** Soo there's this old issue #7080 which is a bit chaotic, so I decided to make a fine tracker for all the cases. If someone knows an example of go to definition failing, pls comment. Also not all examples have issues created, so scroll below for code. So far it is known that go to definition (Ctrl + Click) fails on: - [ ] Relative paths (#33859) - [ ] Preloaded script used as type - [ ] Property accessors - [ ] Typed onready variables (related to #33434) - [ ] Members of custom class' properties (might be something broader) - [ ] Methods from custom classes used as argument types (might be related to above) - [ ] Autoload singletons with built-in scripts Non-issued examples: - Preloaded script used as type ``` const THE_SCRIPT = preload(""res://TheScript.gd"") var variable: THE_SCRIPT #fails var b = THE_SCRIPT.new() #works ``` - Property accessors ``` var test: Control test.set_visible(false) #should jump to visible property doc, goes to Control ``` - Typed onready variables ``` onready var test_node: Control = $Some/Control func _ready() -> void: test_node.hide() #hide isn't found ``` - Members of custom class' properties ``` class_name TestClass var velocity: Vector2 #another script func test(test_obj: TestClass): test_obj.velocity.reflect(Vector2()) #can't go to reflect ``` - Methods from custom classes used as argument types ``` class_name Test func test_method(): pass #another script func meth(arg: Test, vec: Vector2): var brg := Test.new() arg.test_method() #this doesn't work (can't go to definition) brg.test_method() #this does vec.normalized() #this too ``` - Autoload singletons with built-in scripts ``` func some_func(): MySingleton.do_stuff() #clicking MySingleton won't work, but do_stuff() will jump correctly ```",1, issues with go to definition ctrl click godot version issue description soo there s this old issue which is a bit chaotic so i decided to make a fine tracker for all the cases if someone knows an example of go to definition failing pls comment also not all examples have issues created so scroll below for code so far it is known that go to definition ctrl click fails on relative paths preloaded script used as type property accessors typed onready variables related to members of custom class properties might be something broader methods from custom classes used as argument types might be related to above autoload singletons with built in scripts non issued examples preloaded script used as type const the script preload res thescript gd var variable the script fails var b the script new works property accessors var test control test set visible false should jump to visible property doc goes to control typed onready variables onready var test node control some control func ready void test node hide hide isn t found members of custom class properties class name testclass var velocity another script func test test obj testclass test obj velocity reflect can t go to reflect methods from custom classes used as argument types class name test func test method pass another script func meth arg test vec var brg test new arg test method this doesn t work can t go to definition brg test method this does vec normalized this too autoload singletons with built in scripts func some func mysingleton do stuff clicking mysingleton won t work but do stuff will jump correctly ,1 22915,20599015906.0,IssuesEvent,2022-03-06 00:30:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Large amount of opened scene tabs isn't handled correctly,bug topic:editor usability,"### Godot version ff65d33 ### System information W10 ### Issue description Tested only with empty tabs, but this happens: ![godot windows tools 64_xcU13n3rFL](https://user-images.githubusercontent.com/2223172/156904188-254b9a4b-440e-45f7-9655-cfbd27e4d85f.gif) When you are on last tab and press the left arrow, it will change the size of tabs, but don't scroll. When you are on the left and press the right arrow, it will jump to the end after few clicks. ### Steps to reproduce 1. Open big amount of scene tabs 2. Use the navigation arrows ### Minimal reproduction project _No response_",True,"Large amount of opened scene tabs isn't handled correctly - ### Godot version ff65d33 ### System information W10 ### Issue description Tested only with empty tabs, but this happens: ![godot windows tools 64_xcU13n3rFL](https://user-images.githubusercontent.com/2223172/156904188-254b9a4b-440e-45f7-9655-cfbd27e4d85f.gif) When you are on last tab and press the left arrow, it will change the size of tabs, but don't scroll. When you are on the left and press the right arrow, it will jump to the end after few clicks. ### Steps to reproduce 1. Open big amount of scene tabs 2. Use the navigation arrows ### Minimal reproduction project _No response_",1,large amount of opened scene tabs isn t handled correctly godot version system information issue description tested only with empty tabs but this happens when you are on last tab and press the left arrow it will change the size of tabs but don t scroll when you are on the left and press the right arrow it will jump to the end after few clicks steps to reproduce open big amount of scene tabs use the navigation arrows minimal reproduction project no response ,1 19209,13655064520.0,IssuesEvent,2020-09-27 20:24:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inspector no longer interprets Comma as decimal point in editor,enhancement topic:editor usability,"**Godot version:** 3.1-alpha (2 and 3, didnt test alpha1) **OS/device including version:** Windows 10, non-english keyboard **Issue description:** Regression of issue #6028 in godot 3.1 alpha. Original issue fixed by PR #13240 In GODOT 3.0 editor you can use "","" as decimal separator: ![insert_with_comma_godot305](https://user-images.githubusercontent.com/4945875/50347112-ce5ab480-0534-11e9-9455-65fefc71b82b.gif) (comma is simply replaced by dot) In GODOT 3.1-alpha (2 and 3, didnt test 1) everything after comma is trimmed: ![insert_with_comma_godot31_alpha](https://user-images.githubusercontent.com/4945875/50347145-ec281980-0534-11e9-84e9-113df83b2913.gif) **Steps to reproduce:** Same as in issue #6028 1) In editor, write ""1.1"" to any float box (like ""rotation degrees"" on Node2D) - rotation is set to ""1.1"" 2) In editor, write ""1,1"" to any float box (like ""rotation degrees"" on Node2D) - rotation is set to ""1""",True,"Inspector no longer interprets Comma as decimal point in editor - **Godot version:** 3.1-alpha (2 and 3, didnt test alpha1) **OS/device including version:** Windows 10, non-english keyboard **Issue description:** Regression of issue #6028 in godot 3.1 alpha. Original issue fixed by PR #13240 In GODOT 3.0 editor you can use "","" as decimal separator: ![insert_with_comma_godot305](https://user-images.githubusercontent.com/4945875/50347112-ce5ab480-0534-11e9-9455-65fefc71b82b.gif) (comma is simply replaced by dot) In GODOT 3.1-alpha (2 and 3, didnt test 1) everything after comma is trimmed: ![insert_with_comma_godot31_alpha](https://user-images.githubusercontent.com/4945875/50347145-ec281980-0534-11e9-84e9-113df83b2913.gif) **Steps to reproduce:** Same as in issue #6028 1) In editor, write ""1.1"" to any float box (like ""rotation degrees"" on Node2D) - rotation is set to ""1.1"" 2) In editor, write ""1,1"" to any float box (like ""rotation degrees"" on Node2D) - rotation is set to ""1""",1,inspector no longer interprets comma as decimal point in editor godot version alpha and didnt test os device including version windows non english keyboard issue description regression of issue in godot alpha original issue fixed by pr in godot editor you can use as decimal separator comma is simply replaced by dot in godot alpha and didnt test everything after comma is trimmed steps to reproduce same as in issue in editor write to any float box like rotation degrees on rotation is set to in editor write to any float box like rotation degrees on rotation is set to ,1 193802,14662022310.0,IssuesEvent,2020-12-29 05:59:30,github-vet/rangeloop-pointer-findings,https://api.github.com/repos/github-vet/rangeloop-pointer-findings,closed,hjimmy/tg-origin: source/pkg/quota/image/imagestreamimport_evaluator_test.go; 3 LoC,fresh test tiny," Found a possible issue in [hjimmy/tg-origin](https://www.github.com/hjimmy/tg-origin) at [source/pkg/quota/image/imagestreamimport_evaluator_test.go](https://github.com/hjimmy/tg-origin/blob/07e45cb8ec631f158f6c7c29330a9cdeae9f4a29/source/pkg/quota/image/imagestreamimport_evaluator_test.go#L166-L168) Below is the message reported by the analyzer for this snippet of code. Beware that the analyzer only reports the first issue it finds, so please do not limit your consideration to the contents of the below message. > function call which takes a reference to is at line 167 may start a goroutine [Click here to see the code in its original context.](https://github.com/hjimmy/tg-origin/blob/07e45cb8ec631f158f6c7c29330a9cdeae9f4a29/source/pkg/quota/image/imagestreamimport_evaluator_test.go#L166-L168)
Click here to show the 3 line(s) of Go which triggered the analyzer. ```go for _, is := range tc.iss { isInformer.Informer().GetIndexer().Add(&is) } ```
Click here to show extra information the analyzer produced. ``` The following graphviz dot graph describes paths through the callgraph that could lead to a function calling a goroutine: digraph G { ""(implements, 1)"" -> {""(Build, 1)"";} ""(newArchiveFromGuest, 1)"" -> {} ""(restartNode, 2)"" -> {""(RestartNode, 1)"";} ""(NewTimeoutListener, 5)"" -> {""(wrapTLS, 4)"";} ""(newArchiveToGuest, 1)"" -> {} ""(NewSession, 2)"" -> {} ""(List, 5)"" -> {""(WaitUntilFreshAndList, 2)"";} ""(NewUnsecuredEtcd3TestClientServer, 1)"" -> {""(NewClusterV3, 2)"";} ""(tlsDialWithDialer, 4)"" -> {} ""(attachScale, 4)"" -> {""(scaleUp, 5)"";} ""(Upgrade, 7)"" -> {""(pull, 4)"";} ""(create, 2)"" -> {""(Snapshot, 3)"";""(Create, 3)"";} ""(add, 1)"" -> {""(post, 1)"";""(newWatchBroadcast, 3)"";""(newWatchBroadcasts, 1)"";""(Cleanup, 0)"";""(performCopy, 2)"";""(Put, 1)"";""(Update, 1)"";} ""(Get, 2)"" -> {""(New, 2)"";""(Open, 2)"";""(Do, 2)"";""(Accept, 2)"";""(implements, 1)"";""(Get, 3)"";""(Stat, 2)"";""(handle, 1)"";""(Validate, 1)"";""(Set, 2)"";""(getURL, 1)"";""(Put, 3)"";} ""(NewDaemon, 4)"" -> {} ""(Exec, 1)"" -> {""(Run, 1)"";} ""(createAggregatorServer, 3)"" -> {} ""(ForEachPackage, 2)"" -> {""(allPackages, 3)"";} ""(PullImage, 7)"" -> {""(pullImageWithReference, 6)"";} ""(ServeHTTP, 2)"" -> {""(RoundTrip, 1)"";""(RemoveMember, 2)"";""(serveUpgrade, 2)"";""(Validate, 2)"";""(Check, 1)"";""(handleHttps, 2)"";""(serveStatus, 2)"";""(tryUpgrade, 2)"";} ""(Register, 2)"" -> {""(addEndpoint, 1)"";} ""(Put, 1)"" -> {""(Update, 3)"";""(Write, 1)"";""(Create, 1)"";""(Put, 3)"";""(Set, 2)"";} ""(CreateVolume, 1)"" -> {} ""(Pull, 8)"" -> {""(pull, 4)"";} ""(Apply, 2)"" -> {""(Diff, 3)"";} ""(RestartNode, 1)"" -> {} ""(Interpret, 5)"" -> {""(call, 5)"";} ""(Remove, 2)"" -> {""(Do, 2)"";""(update, 3)"";} ""(Watch, 2)"" -> {} ""(DetachDisk, 3)"" -> {""(Accept, 2)"";""(Run, 3)"";} ""(Check, 1)"" -> {} ""(prepareStatement, 2)"" -> {""(Prepare, 1)"";} ""(callRemoteBalancer, 2)"" -> {} ""(NewServerTLS, 2)"" -> {""(newServer, 2)"";""(NewGroup, 3)"";} ""(Dial, 3)"" -> {""(NewClientConn, 3)"";} ""(insert, 1)"" -> {""(Update, 1)"";} ""(nodeShouldRunDaemonPod, 2)"" -> {""(simulate, 3)"";} ""(DestroyBricks, 3)"" -> {""(createDestroyConcurrently, 4)"";} ""(removeMember, 2)"" -> {""(Terminate, 1)"";} ""(NewClient, 1)"" -> {""(newClient, 1)"";} ""(Ping, 1)"" -> {""(Get, 3)"";} ""(replaceBrickInVolume, 4)"" -> {""(CreateBricks, 3)"";""(DestroyBricks, 3)"";""(Destroy, 2)"";} ""(Terminate, 1)"" -> {} ""(update, 3)"" -> {""(update, 1)"";} ""(add, 2)"" -> {""(add, 1)"";""(Add, 2)"";""(New, 1)"";""(Get, 1)"";""(Get, 0)"";""(Put, 1)"";""(replace, 2)"";""(copy, 2)"";} ""(Write, 1)"" -> {""(wait, 1)"";""(Capture, 2)"";} ""(Create, 3)"" -> {""(Destroy, 2)"";""(Validate, 2)"";""(CreateBricks, 3)"";""(DestroyBricks, 3)"";} ""(checkBricksCanBeDestroyed, 3)"" -> {} ""(Watch, 1)"" -> {""(Put, 3)"";""(Watch, 2)"";} ""(Format, 1)"" -> {""(Set, 2)"";""(Do, 1)"";} ""(dial, 3)"" -> {""(tlsDial, 3)"";} ""(run, 4)"" -> {""(NewDynamicResourceConsumer, 12)"";""(Interpret, 5)"";} ""(newClient, 1)"" -> {""(dial, 2)"";} ""(newLocalFakeStorage, 2)"" -> {""(NewServer, 1)"";} ""(parse, 2)"" -> {""(Init, 1)"";} ""(Open, 2)"" -> {""(newArchiveFromGuest, 1)"";""(newArchiveToGuest, 1)"";""(Dispatch, 3)"";""(ServeHTTP, 2)"";} ""(newAsyncIDTokenVerifier, 3)"" -> {} ""(Get, 5)"" -> {""(WaitUntilFreshAndGet, 3)"";} ""(CreateBricks, 3)"" -> {""(createDestroyConcurrently, 4)"";} ""(Put, 3)"" -> {""(Commit, 2)"";} ""(delete, 2)"" -> {""(Delete, 3)"";""(Detach, 2)"";""(Encode, 1)"";""(runDelete, 6)"";""(Inspect, 1)"";""(Remove, 2)"";""(Delete, 1)"";} ""(newWatchBroadcast, 3)"" -> {""(update, 1)"";} ""(Build, 0)"" -> {""(Build, 1)"";} ""(WaitUntilFreshAndGet, 3)"" -> {""(waitUntilFreshAndBlock, 2)"";} ""(getConn, 1)"" -> {} ""(hash, 1)"" -> {""(Write, 1)"";} ""(Validate, 1)"" -> {""(Validate, 2)"";} ""(runDelete, 6)"" -> {""(Delete, 2)"";} ""(Create, 1)"" -> {""(Create, 2)"";""(create, 1)"";""(Apply, 1)"";""(Update, 1)"";} ""(Open, 1)"" -> {""(Open, 2)"";""(New, 1)"";""(Exec, 1)"";""(prepareStatement, 2)"";} ""(Get, 1)"" -> {""(Get, 2)"";""(New, 2)"";""(Get, 3)"";""(Set, 2)"";""(getURL, 1)"";""(Put, 1)"";""(Do, 2)"";} ""(Search, 2)"" -> {""(Get, 2)"";""(Parse, 1)"";""(Set, 2)"";""(ListImages, 1)"";""(Create, 1)"";""(Execute, 2)"";""(List, 1)"";} ""(Dispatch, 3)"" -> {} ""(delete, 1)"" -> {""(Delete, 3)"";""(Delete, 1)"";""(Update, 1)"";""(Remove, 1)"";} ""(Commit, 2)"" -> {""(Register, 3)"";} ""(List, 2)"" -> {""(Accept, 2)"";} ""(newLeaseUpdater, 3)"" -> {} ""(startKubelet, 5)"" -> {} ""(wrapTLS, 4)"" -> {""(newTLSListener, 2)"";} ""(Do, 3)"" -> {} ""(Run, 1)"" -> {""(Register, 2)"";""(Write, 1)"";""(create, 2)"";""(StreamContainerIO, 3)"";""(run, 1)"";""(Update, 1)"";""(startControllers, 5)"";""(CreateControllerContext, 4)"";""(NewSSHTunnelList, 4)"";""(New, 5)"";""(BuildHandlerChain, 5)"";""(Start, 1)"";""(withAggregator, 4)"";""(Run, 2)"";} ""(Push, 2)"" -> {""(Set, 2)"";""(doRequest, 2)"";} ""(UpdateTransport, 4)"" -> {""(updateTransport, 5)"";} ""(Diff, 3)"" -> {""(Diff, 2)"";} ""(Contains, 1)"" -> {""(index, 1)"";} ""(runFrame, 1)"" -> {""(visitInstr, 2)"";} ""(Add, 1)"" -> {""(Open, 1)"";""(Time, 1)"";""(watch, 3)"";""(AppendChild, 1)"";""(get, 1)"";""(delete, 2)"";""(Add, 2)"";""(Parse, 1)"";""(Search, 2)"";""(Stat, 1)"";""(delete, 1)"";""(copy, 2)"";""(Push, 2)"";""(Insert, 1)"";""(insert, 1)"";""(New, 1)"";""(add, 1)"";""(Has, 1)"";""(add, 2)"";""(hash, 1)"";} ""(NewSSHTunnelList, 4)"" -> {} ""(start, 1)"" -> {""(CopyConsole, 7)"";""(copyPipes, 7)"";""(NewDaemon, 4)"";""(shutdownDaemon, 1)"";""(handleControlSocketChange, 2)"";""(Init, 4)"";} ""(StartUpdater, 2)"" -> {""(newLeaseUpdater, 3)"";} ""(Snapshot, 2)"" -> {} ""(Delete, 2)"" -> {""(Accept, 2)"";""(stop, 1)"";} ""(ListImages, 2)"" -> {""(List, 2)"";} ""(Run, 3)"" -> {""(run, 3)"";} ""(getURL, 1)"" -> {""(RoundTrip, 1)"";} ""(updateTransport, 5)"" -> {} ""(newClientTransport, 6)"" -> {} ""(UpdatePod, 1)"" -> {} ""(Execute, 4)"" -> {""(executeExecNewPod, 4)"";} ""(addNode, 1)"" -> {""(nodeShouldRunDaemonPod, 2)"";} ""(commitContainer, 3)"" -> {""(Commit, 2)"";} ""(copy, 2)"" -> {""(Copy, 2)"";""(Open, 1)"";""(Create, 1)"";""(get, 1)"";} ""(Start, 2)"" -> {""(initializeAndStartHeartbeat, 4)"";""(callRemoteBalancer, 2)"";""(NewServer, 1)"";} ""(AppendChild, 1)"" -> {""(Write, 1)"";} ""(FromURL, 2)"" -> {""(Dial, 3)"";} ""(Get, 0)"" -> {""(Get, 2)"";""(Get, 3)"";""(Do, 1)"";""(Get, 5)"";} ""(addReadinessCheckRoute, 3)"" -> {""(Write, 1)"";} ""(Update, 1)"" -> {""(Build, 0)"";""(update, 1)"";} ""(Snapshot, 3)"" -> {""(Snapshot, 2)"";} ""(NewListener, 2)"" -> {""(NewTimeoutListener, 5)"";} ""(newTLSListener, 2)"" -> {} ""(wait, 1)"" -> {} ""(List, 4)"" -> {""(Validate, 1)"";} ""(ConfigureTransport, 1)"" -> {""(configureTransport, 1)"";} ""(RemoveMember, 2)"" -> {""(removeMember, 2)"";} ""(loadPlugins, 1)"" -> {""(Init, 1)"";} ""(NewClientConn, 3)"" -> {""(clientHandshake, 2)"";} ""(NewClusterV3, 2)"" -> {""(Launch, 1)"";} ""(Parse, 1)"" -> {""(handle, 1)"";""(Build, 0)"";""(Set, 2)"";""(parse, 2)"";} ""(Execute, 2)"" -> {""(Validate, 1)"";""(Run, 3)"";} ""(addEndpoint, 1)"" -> {} ""(initializeAndStartHeartbeat, 4)"" -> {} ""(DetailedRoundTrip, 1)"" -> {""(getConn, 1)"";} ""(watch, 3)"" -> {""(Run, 1)"";""(Watch, 1)"";""(New, 2)"";} ""(parseFiles, 6)"" -> {} ""(newAuthenticator, 2)"" -> {""(SetTransportDefaults, 1)"";} ""(NewGroup, 3)"" -> {""(newServer, 2)"";} ""(startControllers, 5)"" -> {} ""(recvtty, 2)"" -> {""(ConsoleFromFile, 1)"";} ""(newServer, 2)"" -> {} ""(Remove, 3)"" -> {""(replaceBrickInVolume, 4)"";} ""(prune, 1)"" -> {""(update, 1)"";} ""(TarWithOptions, 2)"" -> {} ""(addPod, 1)"" -> {""(AddPod, 1)"";} ""(WaitUntilFreshAndList, 2)"" -> {""(waitUntilFreshAndBlock, 2)"";} ""(Copy, 4)"" -> {""(Execute, 4)"";} ""(schedule, 1)"" -> {""(Schedule, 2)"";} ""(updatePod, 2)"" -> {""(AddPod, 1)"";""(addPod, 1)"";} ""(cleanup, 1)"" -> {""(Update, 1)"";} ""(Start, 1)"" -> {""(start, 2)"";""(NewServer, 1)"";""(Dial, 3)"";""(Read, 2)"";""(start, 1)"";""(copyPipes, 7)"";""(Start, 2)"";} ""(Stat, 1)"" -> {""(Stat, 2)"";""(Get, 1)"";""(New, 1)"";} ""(tryUpgrade, 2)"" -> {} ""(parsePackageFiles, 2)"" -> {""(parseFiles, 6)"";} ""(ConsoleFromFile, 1)"" -> {""(newMaster, 1)"";} ""(openBackend, 1)"" -> {} ""(Do, 1)"" -> {""(Prepare, 3)"";} ""(Init, 1)"" -> {""(Init, 4)"";} ""(startZfsWatcher, 1)"" -> {} ""(Copy, 2)"" -> {""(ServeHTTP, 2)"";""(Write, 1)"";} ""(newOOMCollector, 1)"" -> {} ""(handle, 1)"" -> {""(Delete, 2)"";} ""(doRequest, 2)"" -> {""(Do, 3)"";} ""(snapshotPath, 4)"" -> {} ""(NewKubernetesSource, 1)"" -> {} ""(Cleanup, 0)"" -> {""(Delete, 2)"";} ""(Inspect, 1)"" -> {""(Get, 0)"";} ""(PrioritizeNodes, 6)"" -> {} ""(RunShort, 2)"" -> {""(mount, 2)"";} ""(call, 5)"" -> {""(callSSA, 6)"";} ""(Add, 2)"" -> {""(Validate, 1)"";""(Remove, 1)"";""(index, 1)"";""(Do, 2)"";""(add, 1)"";} ""(Install, 1)"" -> {""(Delete, 2)"";} ""(CreateAndInitKubelet, 31)"" -> {""(NewMainKubelet, 31)"";} ""(Accept, 2)"" -> {} ""(serveUpgrade, 2)"" -> {} ""(Prepare, 3)"" -> {""(CreateVolume, 1)"";} ""(NewServer, 2)"" -> {""(NewServer, 1)"";} ""(Destroy, 2)"" -> {""(checkBricksCanBeDestroyed, 3)"";} ""(StreamContainerIO, 3)"" -> {} ""(SetTransportDefaults, 1)"" -> {""(ConfigureTransport, 1)"";} ""(startNode, 3)"" -> {""(StartNode, 2)"";} ""(Validate, 2)"" -> {} ""(New, 9)"" -> {""(CopyConsole, 7)"";} ""(RunKubelet, 4)"" -> {""(startKubelet, 5)"";""(CreateAndInitKubelet, 31)"";} ""(newServerTransport, 4)"" -> {} ""(UpdateVol, 1)"" -> {""(Put, 3)"";} ""(NewTCPSocket, 2)"" -> {""(NewListener, 2)"";} ""(copyPipes, 7)"" -> {} ""(serveStatus, 2)"" -> {} ""(initOAuthAuthorizationServerMetadataRoute, 2)"" -> {""(Write, 1)"";} ""(stop, 1)"" -> {} ""(NewServer, 1)"" -> {""(restartNode, 2)"";""(restartAsStandaloneNode, 2)"";""(openBackend, 1)"";""(NewServerTLS, 2)"";""(startNode, 3)"";} ""(setupProcessPipes, 3)"" -> {} ""(Dial, 2)"" -> {""(dial, 3)"";""(Dial, 3)"";} ""(tlsDial, 3)"" -> {""(tlsDialWithDialer, 4)"";} ""(post, 1)"" -> {""(RoundTrip, 1)"";} ""(newWatchBroadcasts, 1)"" -> {} ""(Register, 1)"" -> {""(Register, 2)"";""(Validate, 1)"";""(Put, 3)"";} ""(ListImages, 1)"" -> {""(ListImages, 2)"";} ""(load, 1)"" -> {""(parsePackageFiles, 2)"";} ""(Init, 4)"" -> {""(ListenPipe, 2)"";""(NewTCPSocket, 2)"";} ""(configureTransport, 1)"" -> {""(addConnIfNeeded, 3)"";} ""(allPackages, 3)"" -> {} ""(startThinPoolWatcher, 1)"" -> {} ""(shutdownDaemon, 1)"" -> {} ""(handleControlSocketChange, 2)"" -> {} ""(executeExecNewPod, 4)"" -> {} ""(Do, 2)"" -> {""(RoundTrip, 1)"";""(Delete, 2)"";""(Put, 3)"";} ""(Verifier, 1)"" -> {""(newAsyncIDTokenVerifier, 3)"";} ""(run, 1)"" -> {""(setupIO, 6)"";""(forward, 3)"";""(schedule, 1)"";""(addNode, 1)"";""(commitContainer, 3)"";} ""(run, 3)"" -> {""(RunKubelet, 4)"";""(UpdateTransport, 4)"";} ""(update, 1)"" -> {""(UpdatePod, 2)"";} ""(Put, 2)"" -> {""(Save, 3)"";} ""(pullImageWithReference, 6)"" -> {} ""(Upload, 3)"" -> {""(update, 1)"";} ""(ListenPipe, 2)"" -> {} ""(performCopy, 2)"" -> {""(exportImage, 3)"";} ""(Delete, 3)"" -> {""(Get, 3)"";""(Remove, 3)"";""(Do, 2)"";""(Validate, 1)"";""(run, 1)"";""(Set, 2)"";""(update, 3)"";""(Delete, 2)"";""(Get, 2)"";""(Get, 5)"";""(Update, 1)"";} ""(Has, 1)"" -> {""(Get, 1)"";""(Stat, 1)"";""(Contains, 1)"";} ""(New, 3)"" -> {""(newLocalFakeStorage, 2)"";} ""(Read, 2)"" -> {""(Copy, 4)"";} ""(CreateControllerContext, 4)"" -> {} ""(Execute, 3)"" -> {} ""(Time, 1)"" -> {""(Format, 1)"";} ""(index, 1)"" -> {""(update, 1)"";} ""(exportImage, 3)"" -> {""(Commit, 1)"";} ""(Diff, 2)"" -> {""(TarWithOptions, 2)"";} ""(Delete, 1)"" -> {""(Do, 2)"";""(Delete, 2)"";""(Set, 2)"";""(Get, 2)"";""(Delete, 3)"";} ""(CopyConsole, 7)"" -> {} ""(NewDynamicResourceConsumer, 12)"" -> {""(newResourceConsumer, 18)"";} ""(setUp, 1)"" -> {""(NewUnsecuredEtcd3TestClientServer, 1)"";} ""(Detach, 2)"" -> {""(Delete, 2)"";""(DetachDisk, 3)"";""(UpdateVol, 1)"";} ""(Encode, 1)"" -> {""(Write, 1)"";""(Put, 1)"";} ""(replace, 2)"" -> {""(Execute, 2)"";""(index, 1)"";} ""(Apply, 3)"" -> {""(Apply, 2)"";} ""(Launch, 1)"" -> {} ""(Stat, 2)"" -> {""(Do, 3)"";""(Get, 3)"";} ""(start, 2)"" -> {} ""(Create, 2)"" -> {""(Apply, 3)"";""(initInformers, 1)"";""(Check, 1)"";""(CreateVolume, 1)"";""(New, 9)"";""(Create, 3)"";} ""(Register, 3)"" -> {""(startThinPoolWatcher, 1)"";""(startZfsWatcher, 1)"";} ""(List, 1)"" -> {""(Set, 2)"";""(List, 5)"";""(List, 2)"";""(Do, 2)"";""(Validate, 1)"";} ""(Set, 2)"" -> {""(Do, 3)"";""(Put, 3)"";} ""(dial, 2)"" -> {""(NewClientConn, 3)"";""(NewServerConn, 2)"";} ""(forward, 3)"" -> {} ""(Insert, 1)"" -> {""(Delete, 1)"";} ""(createDestroyConcurrently, 4)"" -> {} ""(addConnIfNeeded, 3)"" -> {} ""(Commit, 1)"" -> {""(Register, 3)"";} ""(Capture, 2)"" -> {} ""(Update, 3)"" -> {""(Accept, 2)"";} ""(handleHttps, 2)"" -> {} ""(Schedule, 2)"" -> {""(PrioritizeNodes, 6)"";} ""(create, 1)"" -> {""(Create, 3)"";} ""(NewServerConn, 2)"" -> {""(serverHandshake, 1)"";} ""(AddPod, 1)"" -> {""(UpdatePod, 1)"";} ""(BuildHandlerChain, 5)"" -> {} ""(Get, 3)"" -> {""(Get, 5)"";""(Do, 3)"";""(RoundTrip, 1)"";} ""(mount, 2)"" -> {""(attachScale, 4)"";} ""(New, 1)"" -> {""(newAuthenticator, 2)"";""(get, 1)"";""(Run, 2)"";""(newOOMCollector, 1)"";""(newClient, 1)"";""(addReadinessCheckRoute, 3)"";""(List, 4)"";""(Get, 0)"";""(Read, 2)"";""(NewBroker, 3)"";""(New, 5)"";""(Update, 1)"";""(Parse, 1)"";""(Get, 1)"";""(Register, 1)"";""(Remove, 1)"";""(NewClient, 1)"";""(Install, 1)"";""(Start, 1)"";""(Run, 1)"";""(cleanup, 1)"";""(New, 2)"";""(initOAuthAuthorizationServerMetadataRoute, 2)"";""(New, 3)"";""(Verifier, 1)"";""(Ping, 1)"";""(Handle, 2)"";} ""(configureKubeConfigForClientCertRotation, 2)"" -> {""(RefreshCertificateAfterExpiry, 4)"";} ""(RefreshCertificateAfterExpiry, 4)"" -> {} ""(New, 5)"" -> {""(configureKubeConfigForClientCertRotation, 2)"";} ""(Handle, 2)"" -> {""(implements, 1)"";} ""(pull, 4)"" -> {} ""(restartAsStandaloneNode, 2)"" -> {""(RestartNode, 1)"";} ""(Apply, 1)"" -> {""(Apply, 3)"";} ""(pullImage, 1)"" -> {""(PullImage, 7)"";} ""(clientHandshake, 2)"" -> {""(newClientTransport, 6)"";} ""(simulate, 3)"" -> {""(AddPod, 1)"";} ""(scaleUp, 5)"" -> {""(run, 4)"";} ""(Run, 2)"" -> {""(Write, 1)"";""(Create, 2)"";""(implements, 1)"";""(run, 1)"";""(Apply, 3)"";""(create, 1)"";""(List, 2)"";""(Prepare, 1)"";""(Create, 3)"";""(Build, 0)"";""(Start, 2)"";""(Save, 3)"";""(StartUpdater, 2)"";""(prune, 1)"";""(FromURL, 2)"";""(RunShort, 2)"";""(Start, 1)"";""(Execute, 3)"";""(Register, 2)"";} ""(setupIO, 6)"" -> {""(setupProcessPipes, 3)"";""(recvtty, 2)"";} ""(Prepare, 1)"" -> {""(Upgrade, 7)"";""(Pull, 8)"";""(pullImage, 1)"";} ""(withAggregator, 4)"" -> {""(createAggregatorServer, 3)"";} ""(awaitOpenSlotForRequest, 1)"" -> {} ""(New, 2)"" -> {""(NewSession, 2)"";""(NewServer, 2)"";""(Init, 1)"";""(Put, 2)"";""(loadPlugins, 1)"";""(Update, 1)"";""(Start, 1)"";""(Register, 1)"";""(load, 1)"";""(Dial, 2)"";""(Apply, 1)"";} ""(initInformers, 1)"" -> {} ""(Remove, 1)"" -> {""(Delete, 2)"";""(index, 1)"";} ""(RoundTrip, 1)"" -> {""(DetailedRoundTrip, 1)"";""(awaitOpenSlotForRequest, 1)"";} ""(NewBroker, 3)"" -> {} ""(Build, 1)"" -> {""(ForEachPackage, 2)"";""(NewKubernetesSource, 1)"";} ""(get, 1)"" -> {""(Get, 2)"";""(Do, 1)"";""(load, 1)"";""(SetTransportDefaults, 1)"";""(Read, 2)"";""(Upload, 3)"";} ""(waitUntilFreshAndBlock, 2)"" -> {} ""(newResourceConsumer, 18)"" -> {} ""(newMaster, 1)"" -> {""(setUp, 1)"";} ""(Save, 3)"" -> {""(snapshotPath, 4)"";} ""(StartNode, 2)"" -> {} ""(serverHandshake, 1)"" -> {""(newServerTransport, 4)"";} ""(UpdatePod, 2)"" -> {""(updatePod, 2)"";} ""(NewMainKubelet, 31)"" -> {} ""(callSSA, 6)"" -> {""(runFrame, 1)"";} ""(visitInstr, 2)"" -> {} } ```
Leave a reaction on this issue to contribute to the project by classifying this instance as a **Bug** :-1:, **Mitigated** :+1:, or **Desirable Behavior** :rocket: See the descriptions of the classifications [here](https://github.com/github-vet/rangeclosure-findings#how-can-i-help) for more information. commit ID: 07e45cb8ec631f158f6c7c29330a9cdeae9f4a29 ",1.0,"hjimmy/tg-origin: source/pkg/quota/image/imagestreamimport_evaluator_test.go; 3 LoC - Found a possible issue in [hjimmy/tg-origin](https://www.github.com/hjimmy/tg-origin) at [source/pkg/quota/image/imagestreamimport_evaluator_test.go](https://github.com/hjimmy/tg-origin/blob/07e45cb8ec631f158f6c7c29330a9cdeae9f4a29/source/pkg/quota/image/imagestreamimport_evaluator_test.go#L166-L168) Below is the message reported by the analyzer for this snippet of code. Beware that the analyzer only reports the first issue it finds, so please do not limit your consideration to the contents of the below message. > function call which takes a reference to is at line 167 may start a goroutine [Click here to see the code in its original context.](https://github.com/hjimmy/tg-origin/blob/07e45cb8ec631f158f6c7c29330a9cdeae9f4a29/source/pkg/quota/image/imagestreamimport_evaluator_test.go#L166-L168)
Click here to show the 3 line(s) of Go which triggered the analyzer. ```go for _, is := range tc.iss { isInformer.Informer().GetIndexer().Add(&is) } ```
Click here to show extra information the analyzer produced. ``` The following graphviz dot graph describes paths through the callgraph that could lead to a function calling a goroutine: digraph G { ""(implements, 1)"" -> {""(Build, 1)"";} ""(newArchiveFromGuest, 1)"" -> {} ""(restartNode, 2)"" -> {""(RestartNode, 1)"";} ""(NewTimeoutListener, 5)"" -> {""(wrapTLS, 4)"";} ""(newArchiveToGuest, 1)"" -> {} ""(NewSession, 2)"" -> {} ""(List, 5)"" -> {""(WaitUntilFreshAndList, 2)"";} ""(NewUnsecuredEtcd3TestClientServer, 1)"" -> {""(NewClusterV3, 2)"";} ""(tlsDialWithDialer, 4)"" -> {} ""(attachScale, 4)"" -> {""(scaleUp, 5)"";} ""(Upgrade, 7)"" -> {""(pull, 4)"";} ""(create, 2)"" -> {""(Snapshot, 3)"";""(Create, 3)"";} ""(add, 1)"" -> {""(post, 1)"";""(newWatchBroadcast, 3)"";""(newWatchBroadcasts, 1)"";""(Cleanup, 0)"";""(performCopy, 2)"";""(Put, 1)"";""(Update, 1)"";} ""(Get, 2)"" -> {""(New, 2)"";""(Open, 2)"";""(Do, 2)"";""(Accept, 2)"";""(implements, 1)"";""(Get, 3)"";""(Stat, 2)"";""(handle, 1)"";""(Validate, 1)"";""(Set, 2)"";""(getURL, 1)"";""(Put, 3)"";} ""(NewDaemon, 4)"" -> {} ""(Exec, 1)"" -> {""(Run, 1)"";} ""(createAggregatorServer, 3)"" -> {} ""(ForEachPackage, 2)"" -> {""(allPackages, 3)"";} ""(PullImage, 7)"" -> {""(pullImageWithReference, 6)"";} ""(ServeHTTP, 2)"" -> {""(RoundTrip, 1)"";""(RemoveMember, 2)"";""(serveUpgrade, 2)"";""(Validate, 2)"";""(Check, 1)"";""(handleHttps, 2)"";""(serveStatus, 2)"";""(tryUpgrade, 2)"";} ""(Register, 2)"" -> {""(addEndpoint, 1)"";} ""(Put, 1)"" -> {""(Update, 3)"";""(Write, 1)"";""(Create, 1)"";""(Put, 3)"";""(Set, 2)"";} ""(CreateVolume, 1)"" -> {} ""(Pull, 8)"" -> {""(pull, 4)"";} ""(Apply, 2)"" -> {""(Diff, 3)"";} ""(RestartNode, 1)"" -> {} ""(Interpret, 5)"" -> {""(call, 5)"";} ""(Remove, 2)"" -> {""(Do, 2)"";""(update, 3)"";} ""(Watch, 2)"" -> {} ""(DetachDisk, 3)"" -> {""(Accept, 2)"";""(Run, 3)"";} ""(Check, 1)"" -> {} ""(prepareStatement, 2)"" -> {""(Prepare, 1)"";} ""(callRemoteBalancer, 2)"" -> {} ""(NewServerTLS, 2)"" -> {""(newServer, 2)"";""(NewGroup, 3)"";} ""(Dial, 3)"" -> {""(NewClientConn, 3)"";} ""(insert, 1)"" -> {""(Update, 1)"";} ""(nodeShouldRunDaemonPod, 2)"" -> {""(simulate, 3)"";} ""(DestroyBricks, 3)"" -> {""(createDestroyConcurrently, 4)"";} ""(removeMember, 2)"" -> {""(Terminate, 1)"";} ""(NewClient, 1)"" -> {""(newClient, 1)"";} ""(Ping, 1)"" -> {""(Get, 3)"";} ""(replaceBrickInVolume, 4)"" -> {""(CreateBricks, 3)"";""(DestroyBricks, 3)"";""(Destroy, 2)"";} ""(Terminate, 1)"" -> {} ""(update, 3)"" -> {""(update, 1)"";} ""(add, 2)"" -> {""(add, 1)"";""(Add, 2)"";""(New, 1)"";""(Get, 1)"";""(Get, 0)"";""(Put, 1)"";""(replace, 2)"";""(copy, 2)"";} ""(Write, 1)"" -> {""(wait, 1)"";""(Capture, 2)"";} ""(Create, 3)"" -> {""(Destroy, 2)"";""(Validate, 2)"";""(CreateBricks, 3)"";""(DestroyBricks, 3)"";} ""(checkBricksCanBeDestroyed, 3)"" -> {} ""(Watch, 1)"" -> {""(Put, 3)"";""(Watch, 2)"";} ""(Format, 1)"" -> {""(Set, 2)"";""(Do, 1)"";} ""(dial, 3)"" -> {""(tlsDial, 3)"";} ""(run, 4)"" -> {""(NewDynamicResourceConsumer, 12)"";""(Interpret, 5)"";} ""(newClient, 1)"" -> {""(dial, 2)"";} ""(newLocalFakeStorage, 2)"" -> {""(NewServer, 1)"";} ""(parse, 2)"" -> {""(Init, 1)"";} ""(Open, 2)"" -> {""(newArchiveFromGuest, 1)"";""(newArchiveToGuest, 1)"";""(Dispatch, 3)"";""(ServeHTTP, 2)"";} ""(newAsyncIDTokenVerifier, 3)"" -> {} ""(Get, 5)"" -> {""(WaitUntilFreshAndGet, 3)"";} ""(CreateBricks, 3)"" -> {""(createDestroyConcurrently, 4)"";} ""(Put, 3)"" -> {""(Commit, 2)"";} ""(delete, 2)"" -> {""(Delete, 3)"";""(Detach, 2)"";""(Encode, 1)"";""(runDelete, 6)"";""(Inspect, 1)"";""(Remove, 2)"";""(Delete, 1)"";} ""(newWatchBroadcast, 3)"" -> {""(update, 1)"";} ""(Build, 0)"" -> {""(Build, 1)"";} ""(WaitUntilFreshAndGet, 3)"" -> {""(waitUntilFreshAndBlock, 2)"";} ""(getConn, 1)"" -> {} ""(hash, 1)"" -> {""(Write, 1)"";} ""(Validate, 1)"" -> {""(Validate, 2)"";} ""(runDelete, 6)"" -> {""(Delete, 2)"";} ""(Create, 1)"" -> {""(Create, 2)"";""(create, 1)"";""(Apply, 1)"";""(Update, 1)"";} ""(Open, 1)"" -> {""(Open, 2)"";""(New, 1)"";""(Exec, 1)"";""(prepareStatement, 2)"";} ""(Get, 1)"" -> {""(Get, 2)"";""(New, 2)"";""(Get, 3)"";""(Set, 2)"";""(getURL, 1)"";""(Put, 1)"";""(Do, 2)"";} ""(Search, 2)"" -> {""(Get, 2)"";""(Parse, 1)"";""(Set, 2)"";""(ListImages, 1)"";""(Create, 1)"";""(Execute, 2)"";""(List, 1)"";} ""(Dispatch, 3)"" -> {} ""(delete, 1)"" -> {""(Delete, 3)"";""(Delete, 1)"";""(Update, 1)"";""(Remove, 1)"";} ""(Commit, 2)"" -> {""(Register, 3)"";} ""(List, 2)"" -> {""(Accept, 2)"";} ""(newLeaseUpdater, 3)"" -> {} ""(startKubelet, 5)"" -> {} ""(wrapTLS, 4)"" -> {""(newTLSListener, 2)"";} ""(Do, 3)"" -> {} ""(Run, 1)"" -> {""(Register, 2)"";""(Write, 1)"";""(create, 2)"";""(StreamContainerIO, 3)"";""(run, 1)"";""(Update, 1)"";""(startControllers, 5)"";""(CreateControllerContext, 4)"";""(NewSSHTunnelList, 4)"";""(New, 5)"";""(BuildHandlerChain, 5)"";""(Start, 1)"";""(withAggregator, 4)"";""(Run, 2)"";} ""(Push, 2)"" -> {""(Set, 2)"";""(doRequest, 2)"";} ""(UpdateTransport, 4)"" -> {""(updateTransport, 5)"";} ""(Diff, 3)"" -> {""(Diff, 2)"";} ""(Contains, 1)"" -> {""(index, 1)"";} ""(runFrame, 1)"" -> {""(visitInstr, 2)"";} ""(Add, 1)"" -> {""(Open, 1)"";""(Time, 1)"";""(watch, 3)"";""(AppendChild, 1)"";""(get, 1)"";""(delete, 2)"";""(Add, 2)"";""(Parse, 1)"";""(Search, 2)"";""(Stat, 1)"";""(delete, 1)"";""(copy, 2)"";""(Push, 2)"";""(Insert, 1)"";""(insert, 1)"";""(New, 1)"";""(add, 1)"";""(Has, 1)"";""(add, 2)"";""(hash, 1)"";} ""(NewSSHTunnelList, 4)"" -> {} ""(start, 1)"" -> {""(CopyConsole, 7)"";""(copyPipes, 7)"";""(NewDaemon, 4)"";""(shutdownDaemon, 1)"";""(handleControlSocketChange, 2)"";""(Init, 4)"";} ""(StartUpdater, 2)"" -> {""(newLeaseUpdater, 3)"";} ""(Snapshot, 2)"" -> {} ""(Delete, 2)"" -> {""(Accept, 2)"";""(stop, 1)"";} ""(ListImages, 2)"" -> {""(List, 2)"";} ""(Run, 3)"" -> {""(run, 3)"";} ""(getURL, 1)"" -> {""(RoundTrip, 1)"";} ""(updateTransport, 5)"" -> {} ""(newClientTransport, 6)"" -> {} ""(UpdatePod, 1)"" -> {} ""(Execute, 4)"" -> {""(executeExecNewPod, 4)"";} ""(addNode, 1)"" -> {""(nodeShouldRunDaemonPod, 2)"";} ""(commitContainer, 3)"" -> {""(Commit, 2)"";} ""(copy, 2)"" -> {""(Copy, 2)"";""(Open, 1)"";""(Create, 1)"";""(get, 1)"";} ""(Start, 2)"" -> {""(initializeAndStartHeartbeat, 4)"";""(callRemoteBalancer, 2)"";""(NewServer, 1)"";} ""(AppendChild, 1)"" -> {""(Write, 1)"";} ""(FromURL, 2)"" -> {""(Dial, 3)"";} ""(Get, 0)"" -> {""(Get, 2)"";""(Get, 3)"";""(Do, 1)"";""(Get, 5)"";} ""(addReadinessCheckRoute, 3)"" -> {""(Write, 1)"";} ""(Update, 1)"" -> {""(Build, 0)"";""(update, 1)"";} ""(Snapshot, 3)"" -> {""(Snapshot, 2)"";} ""(NewListener, 2)"" -> {""(NewTimeoutListener, 5)"";} ""(newTLSListener, 2)"" -> {} ""(wait, 1)"" -> {} ""(List, 4)"" -> {""(Validate, 1)"";} ""(ConfigureTransport, 1)"" -> {""(configureTransport, 1)"";} ""(RemoveMember, 2)"" -> {""(removeMember, 2)"";} ""(loadPlugins, 1)"" -> {""(Init, 1)"";} ""(NewClientConn, 3)"" -> {""(clientHandshake, 2)"";} ""(NewClusterV3, 2)"" -> {""(Launch, 1)"";} ""(Parse, 1)"" -> {""(handle, 1)"";""(Build, 0)"";""(Set, 2)"";""(parse, 2)"";} ""(Execute, 2)"" -> {""(Validate, 1)"";""(Run, 3)"";} ""(addEndpoint, 1)"" -> {} ""(initializeAndStartHeartbeat, 4)"" -> {} ""(DetailedRoundTrip, 1)"" -> {""(getConn, 1)"";} ""(watch, 3)"" -> {""(Run, 1)"";""(Watch, 1)"";""(New, 2)"";} ""(parseFiles, 6)"" -> {} ""(newAuthenticator, 2)"" -> {""(SetTransportDefaults, 1)"";} ""(NewGroup, 3)"" -> {""(newServer, 2)"";} ""(startControllers, 5)"" -> {} ""(recvtty, 2)"" -> {""(ConsoleFromFile, 1)"";} ""(newServer, 2)"" -> {} ""(Remove, 3)"" -> {""(replaceBrickInVolume, 4)"";} ""(prune, 1)"" -> {""(update, 1)"";} ""(TarWithOptions, 2)"" -> {} ""(addPod, 1)"" -> {""(AddPod, 1)"";} ""(WaitUntilFreshAndList, 2)"" -> {""(waitUntilFreshAndBlock, 2)"";} ""(Copy, 4)"" -> {""(Execute, 4)"";} ""(schedule, 1)"" -> {""(Schedule, 2)"";} ""(updatePod, 2)"" -> {""(AddPod, 1)"";""(addPod, 1)"";} ""(cleanup, 1)"" -> {""(Update, 1)"";} ""(Start, 1)"" -> {""(start, 2)"";""(NewServer, 1)"";""(Dial, 3)"";""(Read, 2)"";""(start, 1)"";""(copyPipes, 7)"";""(Start, 2)"";} ""(Stat, 1)"" -> {""(Stat, 2)"";""(Get, 1)"";""(New, 1)"";} ""(tryUpgrade, 2)"" -> {} ""(parsePackageFiles, 2)"" -> {""(parseFiles, 6)"";} ""(ConsoleFromFile, 1)"" -> {""(newMaster, 1)"";} ""(openBackend, 1)"" -> {} ""(Do, 1)"" -> {""(Prepare, 3)"";} ""(Init, 1)"" -> {""(Init, 4)"";} ""(startZfsWatcher, 1)"" -> {} ""(Copy, 2)"" -> {""(ServeHTTP, 2)"";""(Write, 1)"";} ""(newOOMCollector, 1)"" -> {} ""(handle, 1)"" -> {""(Delete, 2)"";} ""(doRequest, 2)"" -> {""(Do, 3)"";} ""(snapshotPath, 4)"" -> {} ""(NewKubernetesSource, 1)"" -> {} ""(Cleanup, 0)"" -> {""(Delete, 2)"";} ""(Inspect, 1)"" -> {""(Get, 0)"";} ""(PrioritizeNodes, 6)"" -> {} ""(RunShort, 2)"" -> {""(mount, 2)"";} ""(call, 5)"" -> {""(callSSA, 6)"";} ""(Add, 2)"" -> {""(Validate, 1)"";""(Remove, 1)"";""(index, 1)"";""(Do, 2)"";""(add, 1)"";} ""(Install, 1)"" -> {""(Delete, 2)"";} ""(CreateAndInitKubelet, 31)"" -> {""(NewMainKubelet, 31)"";} ""(Accept, 2)"" -> {} ""(serveUpgrade, 2)"" -> {} ""(Prepare, 3)"" -> {""(CreateVolume, 1)"";} ""(NewServer, 2)"" -> {""(NewServer, 1)"";} ""(Destroy, 2)"" -> {""(checkBricksCanBeDestroyed, 3)"";} ""(StreamContainerIO, 3)"" -> {} ""(SetTransportDefaults, 1)"" -> {""(ConfigureTransport, 1)"";} ""(startNode, 3)"" -> {""(StartNode, 2)"";} ""(Validate, 2)"" -> {} ""(New, 9)"" -> {""(CopyConsole, 7)"";} ""(RunKubelet, 4)"" -> {""(startKubelet, 5)"";""(CreateAndInitKubelet, 31)"";} ""(newServerTransport, 4)"" -> {} ""(UpdateVol, 1)"" -> {""(Put, 3)"";} ""(NewTCPSocket, 2)"" -> {""(NewListener, 2)"";} ""(copyPipes, 7)"" -> {} ""(serveStatus, 2)"" -> {} ""(initOAuthAuthorizationServerMetadataRoute, 2)"" -> {""(Write, 1)"";} ""(stop, 1)"" -> {} ""(NewServer, 1)"" -> {""(restartNode, 2)"";""(restartAsStandaloneNode, 2)"";""(openBackend, 1)"";""(NewServerTLS, 2)"";""(startNode, 3)"";} ""(setupProcessPipes, 3)"" -> {} ""(Dial, 2)"" -> {""(dial, 3)"";""(Dial, 3)"";} ""(tlsDial, 3)"" -> {""(tlsDialWithDialer, 4)"";} ""(post, 1)"" -> {""(RoundTrip, 1)"";} ""(newWatchBroadcasts, 1)"" -> {} ""(Register, 1)"" -> {""(Register, 2)"";""(Validate, 1)"";""(Put, 3)"";} ""(ListImages, 1)"" -> {""(ListImages, 2)"";} ""(load, 1)"" -> {""(parsePackageFiles, 2)"";} ""(Init, 4)"" -> {""(ListenPipe, 2)"";""(NewTCPSocket, 2)"";} ""(configureTransport, 1)"" -> {""(addConnIfNeeded, 3)"";} ""(allPackages, 3)"" -> {} ""(startThinPoolWatcher, 1)"" -> {} ""(shutdownDaemon, 1)"" -> {} ""(handleControlSocketChange, 2)"" -> {} ""(executeExecNewPod, 4)"" -> {} ""(Do, 2)"" -> {""(RoundTrip, 1)"";""(Delete, 2)"";""(Put, 3)"";} ""(Verifier, 1)"" -> {""(newAsyncIDTokenVerifier, 3)"";} ""(run, 1)"" -> {""(setupIO, 6)"";""(forward, 3)"";""(schedule, 1)"";""(addNode, 1)"";""(commitContainer, 3)"";} ""(run, 3)"" -> {""(RunKubelet, 4)"";""(UpdateTransport, 4)"";} ""(update, 1)"" -> {""(UpdatePod, 2)"";} ""(Put, 2)"" -> {""(Save, 3)"";} ""(pullImageWithReference, 6)"" -> {} ""(Upload, 3)"" -> {""(update, 1)"";} ""(ListenPipe, 2)"" -> {} ""(performCopy, 2)"" -> {""(exportImage, 3)"";} ""(Delete, 3)"" -> {""(Get, 3)"";""(Remove, 3)"";""(Do, 2)"";""(Validate, 1)"";""(run, 1)"";""(Set, 2)"";""(update, 3)"";""(Delete, 2)"";""(Get, 2)"";""(Get, 5)"";""(Update, 1)"";} ""(Has, 1)"" -> {""(Get, 1)"";""(Stat, 1)"";""(Contains, 1)"";} ""(New, 3)"" -> {""(newLocalFakeStorage, 2)"";} ""(Read, 2)"" -> {""(Copy, 4)"";} ""(CreateControllerContext, 4)"" -> {} ""(Execute, 3)"" -> {} ""(Time, 1)"" -> {""(Format, 1)"";} ""(index, 1)"" -> {""(update, 1)"";} ""(exportImage, 3)"" -> {""(Commit, 1)"";} ""(Diff, 2)"" -> {""(TarWithOptions, 2)"";} ""(Delete, 1)"" -> {""(Do, 2)"";""(Delete, 2)"";""(Set, 2)"";""(Get, 2)"";""(Delete, 3)"";} ""(CopyConsole, 7)"" -> {} ""(NewDynamicResourceConsumer, 12)"" -> {""(newResourceConsumer, 18)"";} ""(setUp, 1)"" -> {""(NewUnsecuredEtcd3TestClientServer, 1)"";} ""(Detach, 2)"" -> {""(Delete, 2)"";""(DetachDisk, 3)"";""(UpdateVol, 1)"";} ""(Encode, 1)"" -> {""(Write, 1)"";""(Put, 1)"";} ""(replace, 2)"" -> {""(Execute, 2)"";""(index, 1)"";} ""(Apply, 3)"" -> {""(Apply, 2)"";} ""(Launch, 1)"" -> {} ""(Stat, 2)"" -> {""(Do, 3)"";""(Get, 3)"";} ""(start, 2)"" -> {} ""(Create, 2)"" -> {""(Apply, 3)"";""(initInformers, 1)"";""(Check, 1)"";""(CreateVolume, 1)"";""(New, 9)"";""(Create, 3)"";} ""(Register, 3)"" -> {""(startThinPoolWatcher, 1)"";""(startZfsWatcher, 1)"";} ""(List, 1)"" -> {""(Set, 2)"";""(List, 5)"";""(List, 2)"";""(Do, 2)"";""(Validate, 1)"";} ""(Set, 2)"" -> {""(Do, 3)"";""(Put, 3)"";} ""(dial, 2)"" -> {""(NewClientConn, 3)"";""(NewServerConn, 2)"";} ""(forward, 3)"" -> {} ""(Insert, 1)"" -> {""(Delete, 1)"";} ""(createDestroyConcurrently, 4)"" -> {} ""(addConnIfNeeded, 3)"" -> {} ""(Commit, 1)"" -> {""(Register, 3)"";} ""(Capture, 2)"" -> {} ""(Update, 3)"" -> {""(Accept, 2)"";} ""(handleHttps, 2)"" -> {} ""(Schedule, 2)"" -> {""(PrioritizeNodes, 6)"";} ""(create, 1)"" -> {""(Create, 3)"";} ""(NewServerConn, 2)"" -> {""(serverHandshake, 1)"";} ""(AddPod, 1)"" -> {""(UpdatePod, 1)"";} ""(BuildHandlerChain, 5)"" -> {} ""(Get, 3)"" -> {""(Get, 5)"";""(Do, 3)"";""(RoundTrip, 1)"";} ""(mount, 2)"" -> {""(attachScale, 4)"";} ""(New, 1)"" -> {""(newAuthenticator, 2)"";""(get, 1)"";""(Run, 2)"";""(newOOMCollector, 1)"";""(newClient, 1)"";""(addReadinessCheckRoute, 3)"";""(List, 4)"";""(Get, 0)"";""(Read, 2)"";""(NewBroker, 3)"";""(New, 5)"";""(Update, 1)"";""(Parse, 1)"";""(Get, 1)"";""(Register, 1)"";""(Remove, 1)"";""(NewClient, 1)"";""(Install, 1)"";""(Start, 1)"";""(Run, 1)"";""(cleanup, 1)"";""(New, 2)"";""(initOAuthAuthorizationServerMetadataRoute, 2)"";""(New, 3)"";""(Verifier, 1)"";""(Ping, 1)"";""(Handle, 2)"";} ""(configureKubeConfigForClientCertRotation, 2)"" -> {""(RefreshCertificateAfterExpiry, 4)"";} ""(RefreshCertificateAfterExpiry, 4)"" -> {} ""(New, 5)"" -> {""(configureKubeConfigForClientCertRotation, 2)"";} ""(Handle, 2)"" -> {""(implements, 1)"";} ""(pull, 4)"" -> {} ""(restartAsStandaloneNode, 2)"" -> {""(RestartNode, 1)"";} ""(Apply, 1)"" -> {""(Apply, 3)"";} ""(pullImage, 1)"" -> {""(PullImage, 7)"";} ""(clientHandshake, 2)"" -> {""(newClientTransport, 6)"";} ""(simulate, 3)"" -> {""(AddPod, 1)"";} ""(scaleUp, 5)"" -> {""(run, 4)"";} ""(Run, 2)"" -> {""(Write, 1)"";""(Create, 2)"";""(implements, 1)"";""(run, 1)"";""(Apply, 3)"";""(create, 1)"";""(List, 2)"";""(Prepare, 1)"";""(Create, 3)"";""(Build, 0)"";""(Start, 2)"";""(Save, 3)"";""(StartUpdater, 2)"";""(prune, 1)"";""(FromURL, 2)"";""(RunShort, 2)"";""(Start, 1)"";""(Execute, 3)"";""(Register, 2)"";} ""(setupIO, 6)"" -> {""(setupProcessPipes, 3)"";""(recvtty, 2)"";} ""(Prepare, 1)"" -> {""(Upgrade, 7)"";""(Pull, 8)"";""(pullImage, 1)"";} ""(withAggregator, 4)"" -> {""(createAggregatorServer, 3)"";} ""(awaitOpenSlotForRequest, 1)"" -> {} ""(New, 2)"" -> {""(NewSession, 2)"";""(NewServer, 2)"";""(Init, 1)"";""(Put, 2)"";""(loadPlugins, 1)"";""(Update, 1)"";""(Start, 1)"";""(Register, 1)"";""(load, 1)"";""(Dial, 2)"";""(Apply, 1)"";} ""(initInformers, 1)"" -> {} ""(Remove, 1)"" -> {""(Delete, 2)"";""(index, 1)"";} ""(RoundTrip, 1)"" -> {""(DetailedRoundTrip, 1)"";""(awaitOpenSlotForRequest, 1)"";} ""(NewBroker, 3)"" -> {} ""(Build, 1)"" -> {""(ForEachPackage, 2)"";""(NewKubernetesSource, 1)"";} ""(get, 1)"" -> {""(Get, 2)"";""(Do, 1)"";""(load, 1)"";""(SetTransportDefaults, 1)"";""(Read, 2)"";""(Upload, 3)"";} ""(waitUntilFreshAndBlock, 2)"" -> {} ""(newResourceConsumer, 18)"" -> {} ""(newMaster, 1)"" -> {""(setUp, 1)"";} ""(Save, 3)"" -> {""(snapshotPath, 4)"";} ""(StartNode, 2)"" -> {} ""(serverHandshake, 1)"" -> {""(newServerTransport, 4)"";} ""(UpdatePod, 2)"" -> {""(updatePod, 2)"";} ""(NewMainKubelet, 31)"" -> {} ""(callSSA, 6)"" -> {""(runFrame, 1)"";} ""(visitInstr, 2)"" -> {} } ```
Leave a reaction on this issue to contribute to the project by classifying this instance as a **Bug** :-1:, **Mitigated** :+1:, or **Desirable Behavior** :rocket: See the descriptions of the classifications [here](https://github.com/github-vet/rangeclosure-findings#how-can-i-help) for more information. commit ID: 07e45cb8ec631f158f6c7c29330a9cdeae9f4a29 ",0,hjimmy tg origin source pkg quota image imagestreamimport evaluator test go loc found a possible issue in at below is the message reported by the analyzer for this snippet of code beware that the analyzer only reports the first issue it finds so please do not limit your consideration to the contents of the below message function call which takes a reference to is at line may start a goroutine click here to show the line s of go which triggered the analyzer go for is range tc iss isinformer informer getindexer add is click here to show extra information the analyzer produced the following graphviz dot graph describes paths through the callgraph that could lead to a function calling a goroutine digraph g implements build newarchivefromguest restartnode restartnode newtimeoutlistener wraptls newarchivetoguest newsession list waituntilfreshandlist tlsdialwithdialer attachscale scaleup upgrade pull create snapshot create add post newwatchbroadcast newwatchbroadcasts cleanup performcopy put update get new open do accept implements get stat handle validate set geturl put newdaemon exec run createaggregatorserver foreachpackage allpackages pullimage pullimagewithreference servehttp roundtrip removemember serveupgrade validate check handlehttps servestatus tryupgrade register addendpoint put update write create put set createvolume pull pull apply diff restartnode interpret call remove do update watch detachdisk accept run check preparestatement prepare callremotebalancer newservertls newserver newgroup dial newclientconn insert update nodeshouldrundaemonpod simulate destroybricks createdestroyconcurrently removemember terminate newclient newclient ping get replacebrickinvolume createbricks destroybricks destroy terminate update update add add add new get get put replace copy write wait capture create destroy validate createbricks destroybricks checkbrickscanbedestroyed watch put watch format set do dial tlsdial run newdynamicresourceconsumer interpret newclient dial newlocalfakestorage newserver parse init open newarchivefromguest newarchivetoguest dispatch servehttp newasyncidtokenverifier get waituntilfreshandget createbricks createdestroyconcurrently put commit delete delete detach encode rundelete inspect remove delete newwatchbroadcast update build build waituntilfreshandget waituntilfreshandblock getconn hash write validate validate rundelete delete create create create apply update open open new exec preparestatement get get new get set geturl put do search get parse set listimages create execute list dispatch delete delete delete update remove commit register list accept newleaseupdater startkubelet wraptls newtlslistener do run register write create streamcontainerio run update startcontrollers createcontrollercontext newsshtunnellist new buildhandlerchain start withaggregator run push set dorequest updatetransport updatetransport diff diff contains index runframe visitinstr add open time watch appendchild get delete add parse search stat delete copy push insert insert new add has add hash newsshtunnellist start copyconsole copypipes newdaemon shutdowndaemon handlecontrolsocketchange init startupdater newleaseupdater snapshot delete accept stop listimages list run run geturl roundtrip updatetransport newclienttransport updatepod execute executeexecnewpod addnode nodeshouldrundaemonpod commitcontainer commit copy copy open create get start initializeandstartheartbeat callremotebalancer newserver appendchild write fromurl dial get get get do get addreadinesscheckroute write update build update snapshot snapshot newlistener newtimeoutlistener newtlslistener wait list validate configuretransport configuretransport removemember removemember loadplugins init newclientconn clienthandshake launch parse handle build set parse execute validate run addendpoint initializeandstartheartbeat detailedroundtrip getconn watch run watch new parsefiles newauthenticator settransportdefaults newgroup newserver startcontrollers recvtty consolefromfile newserver remove replacebrickinvolume prune update tarwithoptions addpod addpod waituntilfreshandlist waituntilfreshandblock copy execute schedule schedule updatepod addpod addpod cleanup update start start newserver dial read start copypipes start stat stat get new tryupgrade parsepackagefiles parsefiles consolefromfile newmaster openbackend do prepare init init startzfswatcher copy servehttp write newoomcollector handle delete dorequest do snapshotpath newkubernetessource cleanup delete inspect get prioritizenodes runshort mount call callssa add validate remove index do add install delete createandinitkubelet newmainkubelet accept serveupgrade prepare createvolume newserver newserver destroy checkbrickscanbedestroyed streamcontainerio settransportdefaults configuretransport startnode startnode validate new copyconsole runkubelet startkubelet createandinitkubelet newservertransport updatevol put newtcpsocket newlistener copypipes servestatus initoauthauthorizationservermetadataroute write stop newserver restartnode restartasstandalonenode openbackend newservertls startnode setupprocesspipes dial dial dial tlsdial tlsdialwithdialer post roundtrip newwatchbroadcasts register register validate put listimages listimages load parsepackagefiles init listenpipe newtcpsocket configuretransport addconnifneeded allpackages startthinpoolwatcher shutdowndaemon handlecontrolsocketchange executeexecnewpod do roundtrip delete put verifier newasyncidtokenverifier run setupio forward schedule addnode commitcontainer run runkubelet updatetransport update updatepod put save pullimagewithreference upload update listenpipe performcopy exportimage delete get remove do validate run set update delete get get update has get stat contains new newlocalfakestorage read copy createcontrollercontext execute time format index update exportimage commit diff tarwithoptions delete do delete set get delete copyconsole newdynamicresourceconsumer newresourceconsumer setup detach delete detachdisk updatevol encode write put replace execute index apply apply launch stat do get start create apply initinformers check createvolume new create register startthinpoolwatcher startzfswatcher list set list list do validate set do put dial newclientconn newserverconn forward insert delete createdestroyconcurrently addconnifneeded commit register capture update accept handlehttps schedule prioritizenodes create create newserverconn serverhandshake addpod updatepod buildhandlerchain get get do roundtrip mount attachscale new newauthenticator get run newoomcollector newclient addreadinesscheckroute list get read newbroker new update parse get register remove newclient install start run cleanup new initoauthauthorizationservermetadataroute new verifier ping handle configurekubeconfigforclientcertrotation refreshcertificateafterexpiry refreshcertificateafterexpiry new configurekubeconfigforclientcertrotation handle implements pull restartasstandalonenode restartnode apply apply pullimage pullimage clienthandshake newclienttransport simulate addpod scaleup run run write create implements run apply create list prepare create build start save startupdater prune fromurl runshort start execute register setupio setupprocesspipes recvtty prepare upgrade pull pullimage withaggregator createaggregatorserver awaitopenslotforrequest new newsession newserver init put loadplugins update start register load dial apply initinformers remove delete index roundtrip detailedroundtrip awaitopenslotforrequest newbroker build foreachpackage newkubernetessource get get do load settransportdefaults read upload waituntilfreshandblock newresourceconsumer newmaster setup save snapshotpath startnode serverhandshake newservertransport updatepod updatepod newmainkubelet callssa runframe visitinstr leave a reaction on this issue to contribute to the project by classifying this instance as a bug mitigated or desirable behavior rocket see the descriptions of the classifications for more information commit id ,0 11824,7477333637.0,IssuesEvent,2018-04-04 07:58:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tilemap tile flipping shortcuts not working,bug topic:editor usability,"**Godot version:** Daily build, 12-28-17 **OS/device including version:** Linux, Solus OS, 3.26.2 **Issue description:** The tooltips for tile flipping in Godot for TileMaps say that A and S can be used to flip a tile, but those shortcuts don't work. S is used to toggle snapping, not rotation of tiles. As a side-note, it'd probably be better to have A and S _rotate_ the tile, and have two different, similarly placed shortcuts (like Q and W, or something) _flip_ the tile for maximum efficiency when editing a TileMap. - [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. ",True,"Tilemap tile flipping shortcuts not working - **Godot version:** Daily build, 12-28-17 **OS/device including version:** Linux, Solus OS, 3.26.2 **Issue description:** The tooltips for tile flipping in Godot for TileMaps say that A and S can be used to flip a tile, but those shortcuts don't work. S is used to toggle snapping, not rotation of tiles. As a side-note, it'd probably be better to have A and S _rotate_ the tile, and have two different, similarly placed shortcuts (like Q and W, or something) _flip_ the tile for maximum efficiency when editing a TileMap. - [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. ",1,tilemap tile flipping shortcuts not working godot version daily build os device including version linux solus os issue description the tooltips for tile flipping in godot for tilemaps say that a and s can be used to flip a tile but those shortcuts don t work s is used to toggle snapping not rotation of tiles as a side note it d probably be better to have a and s rotate the tile and have two different similarly placed shortcuts like q and w or something flip the tile for maximum efficiency when editing a tilemap i searched the existing for potential duplicates ,1 23411,21791765210.0,IssuesEvent,2022-05-15 02:08:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocompletion not working inside method calls,topic:gdscript topic:editor usability regression,"### Godot version 6721290 ### System information W10 ### Issue description ![godot windows tools 64_Rm6YePOuan](https://user-images.githubusercontent.com/2223172/158040836-09ebea89-4281-4885-ac06-d4a646a26d0c.gif) ### Steps to reproduce 1. Add a script to Node2D 2. Try to print position 3. Notice that you don't get autocompletion inside `print()` ### Minimal reproduction project _No response_",True,"Autocompletion not working inside method calls - ### Godot version 6721290 ### System information W10 ### Issue description ![godot windows tools 64_Rm6YePOuan](https://user-images.githubusercontent.com/2223172/158040836-09ebea89-4281-4885-ac06-d4a646a26d0c.gif) ### Steps to reproduce 1. Add a script to Node2D 2. Try to print position 3. Notice that you don't get autocompletion inside `print()` ### Minimal reproduction project _No response_",1,autocompletion not working inside method calls godot version system information issue description steps to reproduce add a script to try to print position notice that you don t get autocompletion inside print minimal reproduction project no response ,1 798449,28264362277.0,IssuesEvent,2023-04-07 04:42:13,yunki-kim/card-monkey-BE-refactor,https://api.github.com/repos/yunki-kim/card-monkey-BE-refactor,closed,[refactor] 카드 신청 취소 기능에 대한 예외처리 추가,Status: In Progress For: Backend Priority: Medium Type: Feature,"## Description 카드 신청 취소 메서드에 대한 예외처리 추가 및 View와 관련된 반환값 위치 이동 ## Tasks - [x] 예외처리 추가 - [x] 반환값 위치 조정 ## References",1.0,"[refactor] 카드 신청 취소 기능에 대한 예외처리 추가 - ## Description 카드 신청 취소 메서드에 대한 예외처리 추가 및 View와 관련된 반환값 위치 이동 ## Tasks - [x] 예외처리 추가 - [x] 반환값 위치 조정 ## References",0, 카드 신청 취소 기능에 대한 예외처리 추가 description 카드 신청 취소 메서드에 대한 예외처리 추가 및 view와 관련된 반환값 위치 이동 tasks 예외처리 추가 반환값 위치 조정 references,0 60820,12133987784.0,IssuesEvent,2020-04-23 09:57:02,kwk/test-llvm-bz-import-5,https://api.github.com/repos/kwk/test-llvm-bz-import-5,closed,Cygwin 32-bit GCC 3.4.4 fails to compile latest LLVM SVN,BZ-BUG-STATUS: RESOLVED BZ-RESOLUTION: FIXED dummy import from bugzilla libraries/Common Code Generator Code,This issue was imported from Bugzilla https://bugs.llvm.org/show_bug.cgi?id=1652.,2.0,Cygwin 32-bit GCC 3.4.4 fails to compile latest LLVM SVN - This issue was imported from Bugzilla https://bugs.llvm.org/show_bug.cgi?id=1652.,0,cygwin bit gcc fails to compile latest llvm svn this issue was imported from bugzilla ,0 25448,25203452030.0,IssuesEvent,2022-11-13 11:53:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,In 4.0 it is not possible to edit nodes such as FileDialog or AcceptDialog in the editor,topic:editor usability topic:gui,"### Godot version 4.0.beta4 ### System information Windows 10 21H2, Vulkan, AMD Radeon RX 6750 XT (31.0.12029.1042) ### Issue description In Godot 4.0 you can no longer edit nodes in the Viewport category in the editor, it was previosly possible in the 3.5.1 [Video showing the problem](https://www.youtube.com/watch?v=AlUapT1rtpI) ### Steps to reproduce 1. Add any node under Viewport category 2. Change the visibility of the node so it is visible in the editor 3. Try to grap the node or change its size in the editor. ### Minimal reproduction project _No response_",True,"In 4.0 it is not possible to edit nodes such as FileDialog or AcceptDialog in the editor - ### Godot version 4.0.beta4 ### System information Windows 10 21H2, Vulkan, AMD Radeon RX 6750 XT (31.0.12029.1042) ### Issue description In Godot 4.0 you can no longer edit nodes in the Viewport category in the editor, it was previosly possible in the 3.5.1 [Video showing the problem](https://www.youtube.com/watch?v=AlUapT1rtpI) ### Steps to reproduce 1. Add any node under Viewport category 2. Change the visibility of the node so it is visible in the editor 3. Try to grap the node or change its size in the editor. ### Minimal reproduction project _No response_",1,in it is not possible to edit nodes such as filedialog or acceptdialog in the editor godot version system information windows vulkan amd radeon rx xt issue description in godot you can no longer edit nodes in the viewport category in the editor it was previosly possible in the steps to reproduce add any node under viewport category change the visibility of the node so it is visible in the editor try to grap the node or change its size in the editor minimal reproduction project no response ,1 12479,7896051610.0,IssuesEvent,2018-06-29 07:05:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Need to press F5/F6 twice on 3.0.3 in release_debug (regression),bug confirmed topic:editor usability,I sometimes need to press F5 or F6 twice to run the project or scene with 3.0.3.,True,Need to press F5/F6 twice on 3.0.3 in release_debug (regression) - I sometimes need to press F5 or F6 twice to run the project or scene with 3.0.3.,1,need to press twice on in release debug regression i sometimes need to press or twice to run the project or scene with ,1 15232,9886602541.0,IssuesEvent,2019-06-25 07:12:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Remove 2D view limits,discussion enhancement topic:editor usability," **Godot version:** 16d402147b9057c9f7d43ef9b46eb8654e5483cc **OS/device including version:** Arch Linux **Issue description:** The 2D view will clamp your ability to scroll it depending on where nodes are in it; if you add a node2d, or a control, for example, which extends beyond the view's current limits, the limits will extend such that you can move the view so that you can see these new nodes. There's a number of issues with this: 1. It doesn't respect the node's size in all cases: if your node just happens to have a really long sprite or collision shape, the view will not compensate for that, only paying attention to the node's position; so, you won't be able to move the view to the point where you can actually see it. 2. It makes it difficult to place elements far away; you can scroll out quite a bit, but for a particularly large level, it becomes cumbersome to deal with the view limits. If you wanted to place a platform high above the view's limits, you have to work your way up there. 3. It doesn't seem to have a real point; if the idea is that I might get lost somehow, I can just double-click any node in the hierarchy and the view will snap to it. I don't believe having limits on the view helps me in any way. Maybe a button which centers the view on the origin would be better. The current workaround is to throw some dummy control nodes into the scene and set their positions to very high values so the view limits stop being a nuisance, but I think the better solution is to just not have limits to begin with.",True,"Remove 2D view limits - **Godot version:** 16d402147b9057c9f7d43ef9b46eb8654e5483cc **OS/device including version:** Arch Linux **Issue description:** The 2D view will clamp your ability to scroll it depending on where nodes are in it; if you add a node2d, or a control, for example, which extends beyond the view's current limits, the limits will extend such that you can move the view so that you can see these new nodes. There's a number of issues with this: 1. It doesn't respect the node's size in all cases: if your node just happens to have a really long sprite or collision shape, the view will not compensate for that, only paying attention to the node's position; so, you won't be able to move the view to the point where you can actually see it. 2. It makes it difficult to place elements far away; you can scroll out quite a bit, but for a particularly large level, it becomes cumbersome to deal with the view limits. If you wanted to place a platform high above the view's limits, you have to work your way up there. 3. It doesn't seem to have a real point; if the idea is that I might get lost somehow, I can just double-click any node in the hierarchy and the view will snap to it. I don't believe having limits on the view helps me in any way. Maybe a button which centers the view on the origin would be better. The current workaround is to throw some dummy control nodes into the scene and set their positions to very high values so the view limits stop being a nuisance, but I think the better solution is to just not have limits to begin with.",1,remove view limits please search existing issues for potential duplicates before filing yours godot version os device including version arch linux issue description the view will clamp your ability to scroll it depending on where nodes are in it if you add a or a control for example which extends beyond the view s current limits the limits will extend such that you can move the view so that you can see these new nodes there s a number of issues with this it doesn t respect the node s size in all cases if your node just happens to have a really long sprite or collision shape the view will not compensate for that only paying attention to the node s position so you won t be able to move the view to the point where you can actually see it it makes it difficult to place elements far away you can scroll out quite a bit but for a particularly large level it becomes cumbersome to deal with the view limits if you wanted to place a platform high above the view s limits you have to work your way up there it doesn t seem to have a real point if the idea is that i might get lost somehow i can just double click any node in the hierarchy and the view will snap to it i don t believe having limits on the view helps me in any way maybe a button which centers the view on the origin would be better the current workaround is to throw some dummy control nodes into the scene and set their positions to very high values so the view limits stop being a nuisance but i think the better solution is to just not have limits to begin with ,1 26848,27252584934.0,IssuesEvent,2023-02-22 09:15:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[Godot 4rc2] Font size in Output tab not working,bug topic:editor usability,"### Godot version v4.0.rc2.official [d2699dc7a] ### System information Debian 11 ### Issue description I tried to change the font side in `run/output/font_size` but the font in Output Tab remain the same. ### Steps to reproduce go to Editor->Run->Output->Font Size and change it ### Minimal reproduction project NA",True,"[Godot 4rc2] Font size in Output tab not working - ### Godot version v4.0.rc2.official [d2699dc7a] ### System information Debian 11 ### Issue description I tried to change the font side in `run/output/font_size` but the font in Output Tab remain the same. ### Steps to reproduce go to Editor->Run->Output->Font Size and change it ### Minimal reproduction project NA",1, font size in output tab not working godot version official system information debian issue description i tried to change the font side in run output font size but the font in output tab remain the same steps to reproduce go to editor run output font size and change it minimal reproduction project na,1 595585,18069438236.0,IssuesEvent,2021-09-20 23:54:49,hackforla/design-systems,https://api.github.com/repos/hackforla/design-systems,opened,Create Wiki UX/UI documentation for MVP Figma File,priority: medium size: 2 pts Feature - Wiki,"### Overview We need to a create Wiki UX/UI documentation for MVP Figma File so that all team members have a shared understanding of the rationale behind the design decisions. ### Action Items - [ ] Design leads to discuss what is included in the Wiki - [ ] Collate insights, breaking down sections noting the reasons behind the decisions. ### Resources/Instructions [Dev Reference](https://github.com/hackforla/design-systems/wiki/Hack-for-LA-React-Project-Components) ",1.0,"Create Wiki UX/UI documentation for MVP Figma File - ### Overview We need to a create Wiki UX/UI documentation for MVP Figma File so that all team members have a shared understanding of the rationale behind the design decisions. ### Action Items - [ ] Design leads to discuss what is included in the Wiki - [ ] Collate insights, breaking down sections noting the reasons behind the decisions. ### Resources/Instructions [Dev Reference](https://github.com/hackforla/design-systems/wiki/Hack-for-LA-React-Project-Components) ",0,create wiki ux ui documentation for mvp figma file overview we need to a create wiki ux ui documentation for mvp figma file so that all team members have a shared understanding of the rationale behind the design decisions action items design leads to discuss what is included in the wiki collate insights breaking down sections noting the reasons behind the decisions resources instructions ,0 15081,9742716294.0,IssuesEvent,2019-06-02 19:28:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,shader parameters accessible from shader inspector instead of material,enhancement topic:editor usability,"Usability discussion. Doesn't it make more sense to have the shader parameters accessible when the shader tab is open? At the moment you're forced to go back and forth between shader and and material to set the parameters. If you have factors to play with it's a pain to go back an forth like that, since the shader code editor closes. So we have 2 options: 1. move the shader parameters under shader in inspector 2. don't automatically close the shader code editor when moving in the inspector & scene from shader to other resources/objects I'd be happy with either, but I don't know the implications here.",True,"shader parameters accessible from shader inspector instead of material - Usability discussion. Doesn't it make more sense to have the shader parameters accessible when the shader tab is open? At the moment you're forced to go back and forth between shader and and material to set the parameters. If you have factors to play with it's a pain to go back an forth like that, since the shader code editor closes. So we have 2 options: 1. move the shader parameters under shader in inspector 2. don't automatically close the shader code editor when moving in the inspector & scene from shader to other resources/objects I'd be happy with either, but I don't know the implications here.",1,shader parameters accessible from shader inspector instead of material usability discussion doesn t it make more sense to have the shader parameters accessible when the shader tab is open at the moment you re forced to go back and forth between shader and and material to set the parameters if you have factors to play with it s a pain to go back an forth like that since the shader code editor closes so we have options move the shader parameters under shader in inspector don t automatically close the shader code editor when moving in the inspector scene from shader to other resources objects i d be happy with either but i don t know the implications here ,1 18297,12747892108.0,IssuesEvent,2020-06-26 18:54:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Dragged resource file over scene should appear at it's drop position, not be centered at cursor",bug enhancement topic:editor usability," **Godot version:** 3.1 beta10 **Issue description:** Dragging a scene/texture into scene view always shows it at cursor's position. When you drop said resource, it will then align properly to grid or whatever. E.g. this: ![image](https://user-images.githubusercontent.com/2223172/53701805-fc942480-3e00-11e9-8f4d-d826d72d7a4f.png) After dropping you get this (snapping to grid enabled): ![image](https://user-images.githubusercontent.com/2223172/53701807-03229c00-3e01-11e9-9461-5605cb4e135c.png) which is not exactly where you dropped. It's even worse with placing scenes, because if you happen to have a scene with non-centered root, it will be shifted from the cursor by the root offset: ![image](https://user-images.githubusercontent.com/2223172/53701837-3bc27580-3e01-11e9-93ff-4b72c3b7fd42.png) IMO whatever appears when you drag a resource over scene, should appear at it's drop position, not some weird cursor offset. Which means that e.g. texture file dragged into scene should snap to grid from start, not after placing it and moving again.",True,"Dragged resource file over scene should appear at it's drop position, not be centered at cursor - **Godot version:** 3.1 beta10 **Issue description:** Dragging a scene/texture into scene view always shows it at cursor's position. When you drop said resource, it will then align properly to grid or whatever. E.g. this: ![image](https://user-images.githubusercontent.com/2223172/53701805-fc942480-3e00-11e9-8f4d-d826d72d7a4f.png) After dropping you get this (snapping to grid enabled): ![image](https://user-images.githubusercontent.com/2223172/53701807-03229c00-3e01-11e9-9461-5605cb4e135c.png) which is not exactly where you dropped. It's even worse with placing scenes, because if you happen to have a scene with non-centered root, it will be shifted from the cursor by the root offset: ![image](https://user-images.githubusercontent.com/2223172/53701837-3bc27580-3e01-11e9-93ff-4b72c3b7fd42.png) IMO whatever appears when you drag a resource over scene, should appear at it's drop position, not some weird cursor offset. Which means that e.g. texture file dragged into scene should snap to grid from start, not after placing it and moving again.",1,dragged resource file over scene should appear at it s drop position not be centered at cursor please search existing issues for potential duplicates before filing yours godot version issue description dragging a scene texture into scene view always shows it at cursor s position when you drop said resource it will then align properly to grid or whatever e g this after dropping you get this snapping to grid enabled which is not exactly where you dropped it s even worse with placing scenes because if you happen to have a scene with non centered root it will be shifted from the cursor by the root offset imo whatever appears when you drag a resource over scene should appear at it s drop position not some weird cursor offset which means that e g texture file dragged into scene should snap to grid from start not after placing it and moving again ,1 9876,6487994614.0,IssuesEvent,2017-08-20 13:25:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cannot scroll past the end of line in the editor,bug topic:editor usability,"**Operating system or device - Godot version:** Godot 3.0 master, Fedora 26 **Issue description:** The last line of code cannot be scrolled to. **Steps to reproduce:** Scroll down in the editor on a file big enough to not fit in one go. Opening and closing the console allows seeing the last line since it doesn't auto-scroll directly. **Link to minimal example project:** ",True,"Cannot scroll past the end of line in the editor - **Operating system or device - Godot version:** Godot 3.0 master, Fedora 26 **Issue description:** The last line of code cannot be scrolled to. **Steps to reproduce:** Scroll down in the editor on a file big enough to not fit in one go. Opening and closing the console allows seeing the last line since it doesn't auto-scroll directly. **Link to minimal example project:** ",1,cannot scroll past the end of line in the editor operating system or device godot version godot master fedora issue description the last line of code cannot be scrolled to steps to reproduce scroll down in the editor on a file big enough to not fit in one go opening and closing the console allows seeing the last line since it doesn t auto scroll directly link to minimal example project ,1 33132,12190113048.0,IssuesEvent,2020-04-29 08:45:03,lgmorand/aks-checklist,https://api.github.com/repos/lgmorand/aks-checklist,closed,"CVE-2019-6284 (Medium) detected in node-sass-v4.13.1, node-sass-4.13.1.tgz",security vulnerability,"## CVE-2019-6284 - Medium Severity Vulnerability
Vulnerable Libraries - node-sass-4.13.1.tgz

node-sass-4.13.1.tgz

Wrapper around libsass

Library home page: https://registry.npmjs.org/node-sass/-/node-sass-4.13.1.tgz

Path to dependency file: /tmp/ws-scm/aks-checklist/package.json

Path to vulnerable library: /tmp/ws-scm/aks-checklist/node_modules/node-sass/package.json

Dependency Hierarchy: - gulp-sass-4.0.2.tgz (Root Library) - :x: **node-sass-4.13.1.tgz** (Vulnerable Library)

Found in HEAD commit: 76621f749e31b0ae992056310004183337207c77

Vulnerability Details

In LibSass 3.5.5, a heap-based buffer over-read exists in Sass::Prelexer::alternatives in prelexer.hpp.

Publish Date: 2019-01-14

URL: CVE-2019-6284

CVSS 3 Score Details (6.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2019-6284

Release Date: 2019-08-06

Fix Resolution: LibSass - 3.6.0

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2019-6284 (Medium) detected in node-sass-v4.13.1, node-sass-4.13.1.tgz - ## CVE-2019-6284 - Medium Severity Vulnerability
Vulnerable Libraries - node-sass-4.13.1.tgz

node-sass-4.13.1.tgz

Wrapper around libsass

Library home page: https://registry.npmjs.org/node-sass/-/node-sass-4.13.1.tgz

Path to dependency file: /tmp/ws-scm/aks-checklist/package.json

Path to vulnerable library: /tmp/ws-scm/aks-checklist/node_modules/node-sass/package.json

Dependency Hierarchy: - gulp-sass-4.0.2.tgz (Root Library) - :x: **node-sass-4.13.1.tgz** (Vulnerable Library)

Found in HEAD commit: 76621f749e31b0ae992056310004183337207c77

Vulnerability Details

In LibSass 3.5.5, a heap-based buffer over-read exists in Sass::Prelexer::alternatives in prelexer.hpp.

Publish Date: 2019-01-14

URL: CVE-2019-6284

CVSS 3 Score Details (6.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: Required - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2019-6284

Release Date: 2019-08-06

Fix Resolution: LibSass - 3.6.0

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in node sass node sass tgz cve medium severity vulnerability vulnerable libraries node sass tgz node sass tgz wrapper around libsass library home page a href path to dependency file tmp ws scm aks checklist package json path to vulnerable library tmp ws scm aks checklist node modules node sass package json dependency hierarchy gulp sass tgz root library x node sass tgz vulnerable library found in head commit a href vulnerability details in libsass a heap based buffer over read exists in sass prelexer alternatives in prelexer hpp publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction required scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution libsass step up your open source security game with whitesource ,0 27300,28061457530.0,IssuesEvent,2023-03-29 12:54:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Picker tool does not appear in tileset paint mode when first selected,bug topic:editor usability topic:2d,"### Godot version v4.0.stable.official [92bee43ad] ### System information Windows 10 ### Issue description The picker tool in the tileset 'paint' panel doesn't consistently appear. The first time you open the 'paint' panel the picker does not exist. Selecting a different property to paint (even if one is already selected) will cause the picker to appear. ### Steps to reproduce click on the 'paint' tab of tileset. The picker will not show up. https://user-images.githubusercontent.com/89282845/228454981-1c7045f0-9ba3-4a71-8a25-aa5dc2abd59e.mp4 ### Minimal reproduction project any project will do this.",True,"Picker tool does not appear in tileset paint mode when first selected - ### Godot version v4.0.stable.official [92bee43ad] ### System information Windows 10 ### Issue description The picker tool in the tileset 'paint' panel doesn't consistently appear. The first time you open the 'paint' panel the picker does not exist. Selecting a different property to paint (even if one is already selected) will cause the picker to appear. ### Steps to reproduce click on the 'paint' tab of tileset. The picker will not show up. https://user-images.githubusercontent.com/89282845/228454981-1c7045f0-9ba3-4a71-8a25-aa5dc2abd59e.mp4 ### Minimal reproduction project any project will do this.",1,picker tool does not appear in tileset paint mode when first selected godot version stable official system information windows issue description the picker tool in the tileset paint panel doesn t consistently appear the first time you open the paint panel the picker does not exist selecting a different property to paint even if one is already selected will cause the picker to appear steps to reproduce click on the paint tab of tileset the picker will not show up minimal reproduction project any project will do this ,1 6171,4165395589.0,IssuesEvent,2016-06-19 13:21:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Change CodeText Size on the fly.,enhancement pr welcome topic:editor usability,"Changing the script size on the fly would be cool for creating tutorials. People are complaining they cannot follow the code very well because it is to small. Could be a cool addition to change the font size with for example ctrl+mousewheel. That way you can quickly adjust the code font size without the need to restart the editor.",True,"Change CodeText Size on the fly. - Changing the script size on the fly would be cool for creating tutorials. People are complaining they cannot follow the code very well because it is to small. Could be a cool addition to change the font size with for example ctrl+mousewheel. That way you can quickly adjust the code font size without the need to restart the editor.",1,change codetext size on the fly changing the script size on the fly would be cool for creating tutorials people are complaining they cannot follow the code very well because it is to small could be a cool addition to change the font size with for example ctrl mousewheel that way you can quickly adjust the code font size without the need to restart the editor ,1 12905,8166454439.0,IssuesEvent,2018-08-25 09:13:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"FileDialog ""Open many"" inconsistent ""Open"" Button behavior ",bug junior job topic:core topic:editor usability,"1fc7973a00e17025441b6b8333e38d1606c1d304 x11 Mode: ""Open many"" ![peek 2018-07-09 21-41](https://user-images.githubusercontent.com/4741886/42472239-ecd9dbd4-83c0-11e8-9408-533077db3690.gif) Should it always allow folders? ",True,"FileDialog ""Open many"" inconsistent ""Open"" Button behavior - 1fc7973a00e17025441b6b8333e38d1606c1d304 x11 Mode: ""Open many"" ![peek 2018-07-09 21-41](https://user-images.githubusercontent.com/4741886/42472239-ecd9dbd4-83c0-11e8-9408-533077db3690.gif) Should it always allow folders? ",1,filedialog open many inconsistent open button behavior mode open many should it always allow folders ,1 14533,9256323618.0,IssuesEvent,2019-03-16 18:04:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot doesn't show custom icon of node in scene tab manager,enhancement topic:editor usability,"**Godot version:** 3.1 alpha 2 **OS/device including version:** Windows 10 **Issue description:** When I set to my class custom icon, this icon shows in Scene dock but not in tab manager at the top of engine ![fafasfasfasfasfasfsafasfasfasfasf](https://user-images.githubusercontent.com/41945903/48835115-b64e1480-ed7f-11e8-8215-f73d2290a6d2.png) ",True,"Godot doesn't show custom icon of node in scene tab manager - **Godot version:** 3.1 alpha 2 **OS/device including version:** Windows 10 **Issue description:** When I set to my class custom icon, this icon shows in Scene dock but not in tab manager at the top of engine ![fafasfasfasfasfasfsafasfasfasfasf](https://user-images.githubusercontent.com/41945903/48835115-b64e1480-ed7f-11e8-8215-f73d2290a6d2.png) ",1,godot doesn t show custom icon of node in scene tab manager godot version alpha os device including version windows issue description when i set to my class custom icon this icon shows in scene dock but not in tab manager at the top of engine ,1 21230,16664990451.0,IssuesEvent,2021-06-07 00:59:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[3D view] selected object is not obvious ,enhancement topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3 **Issue description:** While working with 3d models it is quite hard to distinguish selected object from the rest, because currently only bounding box is showed; I suggest showing outline for the selected 3d object. As an addition, I also propose adding functionality to set mimap level for the background, so that in viewport the user can see blurred version- that helps to focus on the 3d objects by reducing visual noise in the scene. ![godot_3d_original](https://user-images.githubusercontent.com/9309589/29755933-1cfaccd8-8b97-11e7-9484-271be9d34ca2.jpg) ![godot_3d_suggestion](https://user-images.githubusercontent.com/9309589/29755934-1cfc4d06-8b97-11e7-85b5-87f0cdf261e0.jpg) ",True,"[3D view] selected object is not obvious - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3 **Issue description:** While working with 3d models it is quite hard to distinguish selected object from the rest, because currently only bounding box is showed; I suggest showing outline for the selected 3d object. As an addition, I also propose adding functionality to set mimap level for the background, so that in viewport the user can see blurred version- that helps to focus on the 3d objects by reducing visual noise in the scene. ![godot_3d_original](https://user-images.githubusercontent.com/9309589/29755933-1cfaccd8-8b97-11e7-9484-271be9d34ca2.jpg) ![godot_3d_suggestion](https://user-images.githubusercontent.com/9309589/29755934-1cfc4d06-8b97-11e7-85b5-87f0cdf261e0.jpg) ",1, selected object is not obvious operating system or device godot version gpu model and driver if graphics related godot issue description while working with models it is quite hard to distinguish selected object from the rest because currently only bounding box is showed i suggest showing outline for the selected object as an addition i also propose adding functionality to set mimap level for the background so that in viewport the user can see blurred version that helps to focus on the objects by reducing visual noise in the scene ,1 19614,14343209997.0,IssuesEvent,2020-11-28 08:04:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Select All in the inspector text boxes might trigger Create New Node dialog,bug topic:editor usability,"**Godot version:** 3.2.1 **Steps to reproduce:** 1. Create a new node (must be done via shortcut, i.e. Ctrl + A) 2. Enter some text to the Editor Description of that node 3. Press Ctrl + A to select all text 4. ->Create New Node appears again If you try to do Ctrl + A again or didn't use the shortcut to add the node, the text will be correctly selected.",True,"Select All in the inspector text boxes might trigger Create New Node dialog - **Godot version:** 3.2.1 **Steps to reproduce:** 1. Create a new node (must be done via shortcut, i.e. Ctrl + A) 2. Enter some text to the Editor Description of that node 3. Press Ctrl + A to select all text 4. ->Create New Node appears again If you try to do Ctrl + A again or didn't use the shortcut to add the node, the text will be correctly selected.",1,select all in the inspector text boxes might trigger create new node dialog godot version steps to reproduce create a new node must be done via shortcut i e ctrl a enter some text to the editor description of that node press ctrl a to select all text create new node appears again if you try to do ctrl a again or didn t use the shortcut to add the node the text will be correctly selected ,1 18535,13019256881.0,IssuesEvent,2020-07-26 21:32:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,add .md files to resorce in export,bug topic:import usability,"**Godot version:** 3.1 **OS/device including version:** Linux Mint 19 Cinnamon x64 kernel 4.15.0-47-generic AMD Ryzen 5 2600 Six-Core Processor × 6 NVIDIA Corporation GP106 [GeForce GTX 1060 3GB] not graphic related, though Google Chrome Version 73.0.3683.103 (Official Version) 64 bits **Issue description:** I needed to add a .md file to my exports in a game, with the purpose of fulfilling some license agreement and presenting at the game's credits. since I saw in the docs and in for that un add ""*.json"" at the, which I already used and works just fine, then a tried to add ""*.md"" file, but it doesn't work, also tried to put the entire path to the file, relative and absolute, no success. I'm not sure if it's a bug or if it's how it was supposed to be... **Steps to reproduce:** 1. Create a new project, add a directory of your choice, add a .md file 2. Make a quick to read this file's content and fill the label (or a RichTextLabel), like ```gdscript var file: File = File.new() file.open(""res://LICENSES/License_Notes.md"", file.READ) var read = file.get_as_text() file.close() get_node(""RichTextLabel"").text = read ``` 3. Go to the export menu, at ""Resources"" tab in ""Files to export ..."", add ```*.md``` 4. Export, run the game, and see if the file was found and the label got filled",True,"add .md files to resorce in export - **Godot version:** 3.1 **OS/device including version:** Linux Mint 19 Cinnamon x64 kernel 4.15.0-47-generic AMD Ryzen 5 2600 Six-Core Processor × 6 NVIDIA Corporation GP106 [GeForce GTX 1060 3GB] not graphic related, though Google Chrome Version 73.0.3683.103 (Official Version) 64 bits **Issue description:** I needed to add a .md file to my exports in a game, with the purpose of fulfilling some license agreement and presenting at the game's credits. since I saw in the docs and in for that un add ""*.json"" at the, which I already used and works just fine, then a tried to add ""*.md"" file, but it doesn't work, also tried to put the entire path to the file, relative and absolute, no success. I'm not sure if it's a bug or if it's how it was supposed to be... **Steps to reproduce:** 1. Create a new project, add a directory of your choice, add a .md file 2. Make a quick to read this file's content and fill the label (or a RichTextLabel), like ```gdscript var file: File = File.new() file.open(""res://LICENSES/License_Notes.md"", file.READ) var read = file.get_as_text() file.close() get_node(""RichTextLabel"").text = read ``` 3. Go to the export menu, at ""Resources"" tab in ""Files to export ..."", add ```*.md``` 4. Export, run the game, and see if the file was found and the label got filled",1,add md files to resorce in export godot version os device including version linux mint cinnamon kernel generic amd ryzen six core processor × nvidia corporation not graphic related though google chrome version official version bits issue description i needed to add a md file to my exports in a game with the purpose of fulfilling some license agreement and presenting at the game s credits since i saw in the docs and in for that un add json at the which i already used and works just fine then a tried to add md file but it doesn t work also tried to put the entire path to the file relative and absolute no success i m not sure if it s a bug or if it s how it was supposed to be steps to reproduce create a new project add a directory of your choice add a md file make a quick to read this file s content and fill the label or a richtextlabel like gdscript var file file file new file open res licenses license notes md file read var read file get as text file close get node richtextlabel text read go to the export menu at resources tab in files to export add md export run the game and see if the file was found and the label got filled,1 26756,27163013089.0,IssuesEvent,2023-02-17 13:25:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tileset: Clicking anything when there is shader attached to tile prompt shader editor,bug topic:editor usability,"### Godot version 4.0 beta 16 ### System information Windows 11 ### Issue description There are shaders on alternative tiles. Clicking anything or trying to paint stuff on tile (in this example modulate) ends with the opening shader editor. PS: Reloading project helps. ![Godot_v4 0-beta16_win64_1hkaEriocx](https://user-images.githubusercontent.com/62170071/215277448-b65b5ddc-2306-4405-a7eb-2e1ee41a6de5.gif) ### Steps to reproduce Add shader to tile and try using paint tool on that tile. ### Minimal reproduction project -",True,"Tileset: Clicking anything when there is shader attached to tile prompt shader editor - ### Godot version 4.0 beta 16 ### System information Windows 11 ### Issue description There are shaders on alternative tiles. Clicking anything or trying to paint stuff on tile (in this example modulate) ends with the opening shader editor. PS: Reloading project helps. ![Godot_v4 0-beta16_win64_1hkaEriocx](https://user-images.githubusercontent.com/62170071/215277448-b65b5ddc-2306-4405-a7eb-2e1ee41a6de5.gif) ### Steps to reproduce Add shader to tile and try using paint tool on that tile. ### Minimal reproduction project -",1,tileset clicking anything when there is shader attached to tile prompt shader editor godot version beta system information windows issue description there are shaders on alternative tiles clicking anything or trying to paint stuff on tile in this example modulate ends with the opening shader editor ps reloading project helps steps to reproduce add shader to tile and try using paint tool on that tile minimal reproduction project ,1 17920,12426618670.0,IssuesEvent,2020-05-24 22:10:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Moving dependencies accumulates blank lines in tscn file,bug topic:core usability,"**Godot version:** 3.2.2 beta3 **Issue description:** When a scene has dependency on a file and you move the file, a blank line appears in tscn under external resources. ![9Ptc6YBNsm](https://user-images.githubusercontent.com/2223172/82765921-3b096b00-9e1b-11ea-9c2c-2189aa2b75c6.gif) This happens ONLY if the scene isn't currently opened. **Minimal reproduction project:** [ReproductionProject.zip](https://github.com/godotengine/godot/files/4674500/ReproductionProject.zip) Open the tscn in text editor and move icon around.",True,"Moving dependencies accumulates blank lines in tscn file - **Godot version:** 3.2.2 beta3 **Issue description:** When a scene has dependency on a file and you move the file, a blank line appears in tscn under external resources. ![9Ptc6YBNsm](https://user-images.githubusercontent.com/2223172/82765921-3b096b00-9e1b-11ea-9c2c-2189aa2b75c6.gif) This happens ONLY if the scene isn't currently opened. **Minimal reproduction project:** [ReproductionProject.zip](https://github.com/godotengine/godot/files/4674500/ReproductionProject.zip) Open the tscn in text editor and move icon around.",1,moving dependencies accumulates blank lines in tscn file godot version issue description when a scene has dependency on a file and you move the file a blank line appears in tscn under external resources this happens only if the scene isn t currently opened minimal reproduction project open the tscn in text editor and move icon around ,1 3593,3490751731.0,IssuesEvent,2016-01-04 12:00:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Orphan Resource Manager"" should be converted into ""Resource Manager"" with ""show orphans only"" option",archived feature proposal topic:editor usability,"I'm not sure why there is no 'Resource Manager' tool, it should work very similar to how Orphan Resource Manager works but should also allow to check dependencies for scenes that are not orphans. I mean, it's currently impossible to quickly check where given scene is used. Also in this case I would suggest to change name from ""Resources Manager"" to **Dependencies Manager**.",True,"""Orphan Resource Manager"" should be converted into ""Resource Manager"" with ""show orphans only"" option - I'm not sure why there is no 'Resource Manager' tool, it should work very similar to how Orphan Resource Manager works but should also allow to check dependencies for scenes that are not orphans. I mean, it's currently impossible to quickly check where given scene is used. Also in this case I would suggest to change name from ""Resources Manager"" to **Dependencies Manager**.",1, orphan resource manager should be converted into resource manager with show orphans only option i m not sure why there is no resource manager tool it should work very similar to how orphan resource manager works but should also allow to check dependencies for scenes that are not orphans i mean it s currently impossible to quickly check where given scene is used also in this case i would suggest to change name from resources manager to dependencies manager ,1 409255,27729158026.0,IssuesEvent,2023-03-15 06:20:29,usernamehw/vscode-commands,https://api.github.com/repos/usernamehw/vscode-commands,opened,Write documentation page,documentation,"- [ ] Create documentation page - [ ] Move less useful things from README there - [ ] Documentation page should have headers & TOC - [ ] Settings should reference it as links from ""markdownDescription"" property ",1.0,"Write documentation page - - [ ] Create documentation page - [ ] Move less useful things from README there - [ ] Documentation page should have headers & TOC - [ ] Settings should reference it as links from ""markdownDescription"" property ",0,write documentation page create documentation page move less useful things from readme there documentation page should have headers toc settings should reference it as links from markdowndescription property ,0 21890,18043545823.0,IssuesEvent,2021-09-18 13:26:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Errors in debugger aren't cleared on run,bug topic:editor usability regression,"### Godot version a1a8afa ### System information W10 ### Issue description Seems like the Errors tab in the debugger isn't auto-cleared anymore. What's more interesting, the error count for Debugger tab does reset, so there is a mismatch between the number and the actual accumulated amount of errors: ![image](https://user-images.githubusercontent.com/2223172/133524293-82e29f36-60b4-4d88-8f51-a909d14db917.png) ### Steps to reproduce 1. Make some code with errors/warnings (very easy on master, you don't even need code lol) 2. Run 3. Run 4. Notice how the errors accumulated in the Debugger ### Minimal reproduction project _No response_",True,"Errors in debugger aren't cleared on run - ### Godot version a1a8afa ### System information W10 ### Issue description Seems like the Errors tab in the debugger isn't auto-cleared anymore. What's more interesting, the error count for Debugger tab does reset, so there is a mismatch between the number and the actual accumulated amount of errors: ![image](https://user-images.githubusercontent.com/2223172/133524293-82e29f36-60b4-4d88-8f51-a909d14db917.png) ### Steps to reproduce 1. Make some code with errors/warnings (very easy on master, you don't even need code lol) 2. Run 3. Run 4. Notice how the errors accumulated in the Debugger ### Minimal reproduction project _No response_",1,errors in debugger aren t cleared on run godot version system information issue description seems like the errors tab in the debugger isn t auto cleared anymore what s more interesting the error count for debugger tab does reset so there is a mismatch between the number and the actual accumulated amount of errors steps to reproduce make some code with errors warnings very easy on master you don t even need code lol run run notice how the errors accumulated in the debugger minimal reproduction project no response ,1 20878,16116417923.0,IssuesEvent,2021-04-28 07:59:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,LineEdit ctrl+backspace and ctrl+delete not working correctly,bug topic:gui usability," **Godot version:** 4b6e9f315739c4400e3c2d27cd72028779bce1e5 **OS/device including version:** Ubuntu 20.04.2 LTS **Issue description:** Both ctrl+backspace and ctrl+delete are not working correctly on the LineEdit node. Using ctrl+backspace deletes everything to the left of the cursor, instead of just the last word. ![lineedit_ctrl_backspace](https://user-images.githubusercontent.com/13281891/113361945-09e2ac80-9302-11eb-92da-fb31d34a7a62.gif) Using ctrl+delete seems to be working correctly, except that it doesn't take effect immediately. The next word only gets deleted after you click on the LineEdit or press a key. ![lineedit_ctrl_delete](https://user-images.githubusercontent.com/13281891/113362064-55955600-9302-11eb-8138-8d6ac39e77a3.gif) **Steps to reproduce:** Create a LineEdit node. Run the scene. Add some text, and then try pressing ctrl+backspace and ctrl+delete. **Minimal reproduction project:** ",True,"LineEdit ctrl+backspace and ctrl+delete not working correctly - **Godot version:** 4b6e9f315739c4400e3c2d27cd72028779bce1e5 **OS/device including version:** Ubuntu 20.04.2 LTS **Issue description:** Both ctrl+backspace and ctrl+delete are not working correctly on the LineEdit node. Using ctrl+backspace deletes everything to the left of the cursor, instead of just the last word. ![lineedit_ctrl_backspace](https://user-images.githubusercontent.com/13281891/113361945-09e2ac80-9302-11eb-92da-fb31d34a7a62.gif) Using ctrl+delete seems to be working correctly, except that it doesn't take effect immediately. The next word only gets deleted after you click on the LineEdit or press a key. ![lineedit_ctrl_delete](https://user-images.githubusercontent.com/13281891/113362064-55955600-9302-11eb-8138-8d6ac39e77a3.gif) **Steps to reproduce:** Create a LineEdit node. Run the scene. Add some text, and then try pressing ctrl+backspace and ctrl+delete. **Minimal reproduction project:** ",1,lineedit ctrl backspace and ctrl delete not working correctly please search existing issues for potential duplicates before filing yours godot version os device including version ubuntu lts issue description both ctrl backspace and ctrl delete are not working correctly on the lineedit node using ctrl backspace deletes everything to the left of the cursor instead of just the last word using ctrl delete seems to be working correctly except that it doesn t take effect immediately the next word only gets deleted after you click on the lineedit or press a key steps to reproduce create a lineedit node run the scene add some text and then try pressing ctrl backspace and ctrl delete minimal reproduction project ,1 19488,14109194365.0,IssuesEvent,2020-11-06 19:08:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Selection indicator in 3D needs improvement,enhancement topic:editor usability,"**Issue description** (what happened, and what was expected): Current way of indicating which objects are selected is not very useful, the bounding box corners are not very noticeable (actually not visible in light scenes) and it's often hard to see if I selected mesh or lamp even. Would suggest some sort of coloured outline around mesh objects and maybe sprite display change for lamps and stuff. Additional benefit from outline is when working with stacked, intersecting meshes. User can then see borders of the object he manipulates and it's easier for him to see what he is doing. ",True,"Selection indicator in 3D needs improvement - **Issue description** (what happened, and what was expected): Current way of indicating which objects are selected is not very useful, the bounding box corners are not very noticeable (actually not visible in light scenes) and it's often hard to see if I selected mesh or lamp even. Would suggest some sort of coloured outline around mesh objects and maybe sprite display change for lamps and stuff. Additional benefit from outline is when working with stacked, intersecting meshes. User can then see borders of the object he manipulates and it's easier for him to see what he is doing. ",1,selection indicator in needs improvement issue description what happened and what was expected current way of indicating which objects are selected is not very useful the bounding box corners are not very noticeable actually not visible in light scenes and it s often hard to see if i selected mesh or lamp even would suggest some sort of coloured outline around mesh objects and maybe sprite display change for lamps and stuff additional benefit from outline is when working with stacked intersecting meshes user can then see borders of the object he manipulates and it s easier for him to see what he is doing ,1 16812,11387677178.0,IssuesEvent,2020-01-29 15:25:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,"The ""Editor Description"" section does not allow you to scroll down.",bug topic:editor usability,"**Godot version:** 3.2 beta 4 mono **OS/device including version:** Win10 64 Home **Issue description:** If you place the cursor in the ""Editor Description"" section you can scroll up but you cannot do it down. This should not happen if no text is being written in this section and the section text cursor is inactive. **Steps to reproduce:** Place the cursor in the ""Editor Description"" section and leave a margin to scroll down, now try to scroll down from the mouse wheel, you will see that it does not work. ![1](https://user-images.githubusercontent.com/19652075/71487787-847a6d80-281d-11ea-80fd-2eb7c0b96338.png) **Minimal reproduction project:** ",True,"The ""Editor Description"" section does not allow you to scroll down. - **Godot version:** 3.2 beta 4 mono **OS/device including version:** Win10 64 Home **Issue description:** If you place the cursor in the ""Editor Description"" section you can scroll up but you cannot do it down. This should not happen if no text is being written in this section and the section text cursor is inactive. **Steps to reproduce:** Place the cursor in the ""Editor Description"" section and leave a margin to scroll down, now try to scroll down from the mouse wheel, you will see that it does not work. ![1](https://user-images.githubusercontent.com/19652075/71487787-847a6d80-281d-11ea-80fd-2eb7c0b96338.png) **Minimal reproduction project:** ",1,the editor description section does not allow you to scroll down godot version beta mono os device including version home issue description if you place the cursor in the editor description section you can scroll up but you cannot do it down this should not happen if no text is being written in this section and the section text cursor is inactive steps to reproduce place the cursor in the editor description section and leave a margin to scroll down now try to scroll down from the mouse wheel you will see that it does not work minimal reproduction project ,1 16008,10480566975.0,IssuesEvent,2019-09-24 07:51:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Smart snapping guides sometimes don't disappear,bug topic:editor usability,"**Godot version:** 4ee8ecd3e **Issue description:** Sometimes the smart snapping guides don't disappear and just stay there until you snap something again. **Steps to reproduce:** 1. Enable smart snapping 2. Move something 3. Repeat from point 2 if the line(s) disappear 4. Unselect the object and enjoy your permanent line(s) ![image](https://user-images.githubusercontent.com/2223172/64818903-5c883680-d5ad-11e9-8efd-940f1386e682.png) EDIT: Worth to mention that the guides are still there when you switch to other scenes.",True,"Smart snapping guides sometimes don't disappear - **Godot version:** 4ee8ecd3e **Issue description:** Sometimes the smart snapping guides don't disappear and just stay there until you snap something again. **Steps to reproduce:** 1. Enable smart snapping 2. Move something 3. Repeat from point 2 if the line(s) disappear 4. Unselect the object and enjoy your permanent line(s) ![image](https://user-images.githubusercontent.com/2223172/64818903-5c883680-d5ad-11e9-8efd-940f1386e682.png) EDIT: Worth to mention that the guides are still there when you switch to other scenes.",1,smart snapping guides sometimes don t disappear godot version issue description sometimes the smart snapping guides don t disappear and just stay there until you snap something again steps to reproduce enable smart snapping move something repeat from point if the line s disappear unselect the object and enjoy your permanent line s edit worth to mention that the guides are still there when you switch to other scenes ,1 15824,10317153953.0,IssuesEvent,2019-08-30 11:58:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Empty scene with ""Create Root Node"" widget adds extra margin to SceneTree",bug junior job topic:editor usability,"**Godot version:** Current master (7b4e7d56) **OS/device including version:** Mageia 7 Linux x86_64 **Issue description:** When switching from a saved scene (with nodes in the SceneTree) to an empty new scene with the Create Root Node widget, the width of the SceneTree dock changes. The Create Root Node widget seems to add some extra margin. It doesn't seem to be dependent on the existing width of the dock, even if I make it much wider than needed to show its contents, the empty scene will expand it. ![screenshot_20190124_102928](https://user-images.githubusercontent.com/4701338/51668902-8b707e80-1fc3-11e9-84f9-0a776218c1ec.png) ![screenshot_20190124_103407](https://user-images.githubusercontent.com/4701338/51668919-962b1380-1fc3-11e9-841b-b0c937645eaf.png) Tested with French locale, but the same happens in English. **Steps to reproduce:** - Create a scene, add a root node, save it - Create a scene, don't add a root node - Switch between both scenes and see the SceneTree dock expand and contract",True,"Empty scene with ""Create Root Node"" widget adds extra margin to SceneTree - **Godot version:** Current master (7b4e7d56) **OS/device including version:** Mageia 7 Linux x86_64 **Issue description:** When switching from a saved scene (with nodes in the SceneTree) to an empty new scene with the Create Root Node widget, the width of the SceneTree dock changes. The Create Root Node widget seems to add some extra margin. It doesn't seem to be dependent on the existing width of the dock, even if I make it much wider than needed to show its contents, the empty scene will expand it. ![screenshot_20190124_102928](https://user-images.githubusercontent.com/4701338/51668902-8b707e80-1fc3-11e9-84f9-0a776218c1ec.png) ![screenshot_20190124_103407](https://user-images.githubusercontent.com/4701338/51668919-962b1380-1fc3-11e9-841b-b0c937645eaf.png) Tested with French locale, but the same happens in English. **Steps to reproduce:** - Create a scene, add a root node, save it - Create a scene, don't add a root node - Switch between both scenes and see the SceneTree dock expand and contract",1,empty scene with create root node widget adds extra margin to scenetree godot version current master os device including version mageia linux issue description when switching from a saved scene with nodes in the scenetree to an empty new scene with the create root node widget the width of the scenetree dock changes the create root node widget seems to add some extra margin it doesn t seem to be dependent on the existing width of the dock even if i make it much wider than needed to show its contents the empty scene will expand it tested with french locale but the same happens in english steps to reproduce create a scene add a root node save it create a scene don t add a root node switch between both scenes and see the scenetree dock expand and contract,1 10407,6714583244.0,IssuesEvent,2017-10-13 17:31:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual scripts editor cannot be zoomed using CTRL+mouse wheel combo,enhancement topic:core usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** all **Issue description:** Please make CTRL+mouse wheel combo possible in Visual Scripts editor.. I looked through code myself but didnt find where I can change it and PR.. ",True,"Visual scripts editor cannot be zoomed using CTRL+mouse wheel combo - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** all **Issue description:** Please make CTRL+mouse wheel combo possible in Visual Scripts editor.. I looked through code myself but didnt find where I can change it and PR.. ",1,visual scripts editor cannot be zoomed using ctrl mouse wheel combo operating system or device godot version gpu model and driver if graphics related all issue description please make ctrl mouse wheel combo possible in visual scripts editor i looked through code myself but didnt find where i can change it and pr ,1 318101,23703746172.0,IssuesEvent,2022-08-29 21:46:31,opensearch-project/documentation-website,https://api.github.com/repos/opensearch-project/documentation-website,closed,[BUG] Opensearch-dashboards Kerberos issue,bug documentation," I configured the kerberos as described in the documentation and the access to the nodes works as it should. But, it doesn't work for opensearch-dashboards. If I specify in opensearch-dashboards.yml the line: opensearch_security.auth.type: ""kerberos"" then the cluster crashes. opensearch-dashboards | {""type"": ""log"",""@timestamp"": ""2022-02-03T12:34:14Z"", ""tags"":[""fatal"", ""root""], ""pid"":1, ""message"": ""Error: Unsupported authentication type: kerberos\n at getAuthenticationHandler (/usr/share/opensearch-dashboards/plugins/securityDashboards/server/auth/auth_handler_factory. ts:75:13)\n at SecurityPlugin.setup (/usr/share/opensearch-dashboards/plugins/securityDashboards/server/plugin.ts:110:39)""} opensearch-dashboards | {""type"":""log"",""@timestamp"":""2022-02-03T12:34:14Z"",""tags"":[""info"",""plugins-system""],""pid"":1,""message"":""Stopping all plugins.""} opensearch-dashboards | opensearch-dashboards | FATAL Error: Unsupported authentication type: kerberos opensearch-dashboards | opensearch-dashboards exited with code 1 On the other hand, if I delete this line, I get this error from dashboards: opensearch-node2 | [2022-02-03T12:43:21,465][WARN ][c.a.d.a.h.k.HTTPSpnegoAuthenticator] [opensearch-node2] No 'Negotiate Authorization' header, send 401 and 'WWW-Authenticate Negotiate' opensearch-dashboards | {""type"":""log"",""@timestamp"":""2022-02-03T12:43:21Z"",""tags"":[""error"",""opensearch"",""data""],""pid"":1,""message"":""[ResponseError]: Response Error""} And dashboards goes down. Does opensearch-dashboards support kerberos and what additional settings need to be made? config.yml --- _meta: type: ""config"" config_version: 2 config: dynamic: http: anonymous_auth_enabled: false authc: internal_auth: order: 1 description: ""HTTP basic authentication using the internal user database"" http_enabled: true transport_enabled: true http_authenticator: type: basic challenge: false authentication_backend: type: internal ldap_auth: order: 2 description: ""Authenticate using LDAP"" http_enabled: false transport_enabled: false http_authenticator: type: basic challenge: false authentication_backend: type: ldap config: pemtrustedcas_filepath: /usr/share/opensearch/config/ca.pem enable_ssl: true enable_start_tls: false enable_ssl_client_auth: false verify_hostnames: false hosts: - x.x.x.x:636 bind_dn: administrator@domain.ad password: password userbase: cn=Users,dc=domain,dc=ad usersearch: (cn={0}) username_attribute: cn kerberos_auth_domain: http_enabled: true order: 0 http_authenticator: type: kerberos challenge: true config: krb_debug: true strip_realm_from_principal: true authentication_backend: type: noop authz: ldap_roles: description: ""Authorize using LDAP"" http_enabled: true transport_enabled: true authorization_backend: type: ldap config: pemtrustedcas_filepath: /usr/share/opensearch/config/ca.pem enable_ssl: true enable_start_tls: false enable_ssl_client_auth: false verify_hostnames: false hosts: - x.x.x.x:636 bind_dn: administrator@domain.ad password: password userbase: cn=Users,dc=domain,dc=ad usersearch: (cn={0}) username_attribute: cn skip_users: - admin - kibanaserver rolebase: ou=Groups,dc=domain,dc=ad rolesearch: (Member={0}) userroleattribute: null userrolename: disabled rolename: cn resolve_nested_roles: true ### opensearch-dashboards.yml opensearch.ssl.verificationMode: certificate server.host: 0.0.0.0 opensearch.username: ""kibanaserver"" opensearch.password: ""kibanaserver"" opensearch.requestHeadersWhitelist: [ authorization,securitytenant ] server.ssl.enabled: true server.ssl.certificate: /usr/share/opensearch-dashboards/config/client.pem server.ssl.key: /usr/share/opensearch-dashboards/config/client-key.pem opensearch.ssl.certificateAuthorities: [ ""/usr/share/opensearch-dashboards/config/root-ca.pem""] opensearch_security.multitenancy.enabled: true opensearch_security.multitenancy.tenants.preferred: [""Private"", ""Global""] opensearch_security.readonly_mode.roles: [""kibana_read_only""] opensearch_security.cookie.secure: true ### opensearch.yml plugins.security.ssl.transport.pemcert_filepath: node1.pem plugins.security.ssl.transport.pemkey_filepath: node1-key.pem plugins.security.ssl.transport.pemtrustedcas_filepath: root-ca.pem plugins.security.ssl.transport.enforce_hostname_verification: false plugins.security.ssl.http.enabled: true plugins.security.ssl.http.pemcert_filepath: node1.pem plugins.security.ssl.http.pemkey_filepath: node1-key.pem plugins.security.ssl.http.pemtrustedcas_filepath: root-ca.pem plugins.security.allow_default_init_securityindex: true plugins.security.authcz.admin_dn: - 'CN=ADMIN,OU=UNIT,O=ORG,L=TORONTO,ST=ONTARIO,C=CA' plugins.security.nodes_dn: - 'CN=node1.example.com,OU=UNIT,O=ORG,L=TORONTO,ST=ONTARIO,C=CA' - 'CN=node2.example.com,OU=UNIT,O=ORG,L=TORONTO,ST=ONTARIO,C=CA' plugins.security.audit.type: internal_opensearch plugins.security.enable_snapshot_restore_privilege: true plugins.security.check_snapshot_restore_write_privileges: true plugins.security.restapi.roles_enabled: [""all_access"", ""security_rest_api_access""] cluster.routing.allocation.disk.threshold_enabled: false opendistro_security.audit.config.disabled_rest_categories: NONE opendistro_security.audit.config.disabled_transport_categories: NONE plugins.security.kerberos.krb5_filepath: /etc/krb5.conf plugins.security.kerberos.acceptor_keytab_filepath: /usr/share/opensearch/config/opensearch-realm.keytab plugins.security.kerberos.acceptor_principal: 'HTTP/opensearch.realm.io@REALM.IO' ",1.0,"[BUG] Opensearch-dashboards Kerberos issue - I configured the kerberos as described in the documentation and the access to the nodes works as it should. But, it doesn't work for opensearch-dashboards. If I specify in opensearch-dashboards.yml the line: opensearch_security.auth.type: ""kerberos"" then the cluster crashes. opensearch-dashboards | {""type"": ""log"",""@timestamp"": ""2022-02-03T12:34:14Z"", ""tags"":[""fatal"", ""root""], ""pid"":1, ""message"": ""Error: Unsupported authentication type: kerberos\n at getAuthenticationHandler (/usr/share/opensearch-dashboards/plugins/securityDashboards/server/auth/auth_handler_factory. ts:75:13)\n at SecurityPlugin.setup (/usr/share/opensearch-dashboards/plugins/securityDashboards/server/plugin.ts:110:39)""} opensearch-dashboards | {""type"":""log"",""@timestamp"":""2022-02-03T12:34:14Z"",""tags"":[""info"",""plugins-system""],""pid"":1,""message"":""Stopping all plugins.""} opensearch-dashboards | opensearch-dashboards | FATAL Error: Unsupported authentication type: kerberos opensearch-dashboards | opensearch-dashboards exited with code 1 On the other hand, if I delete this line, I get this error from dashboards: opensearch-node2 | [2022-02-03T12:43:21,465][WARN ][c.a.d.a.h.k.HTTPSpnegoAuthenticator] [opensearch-node2] No 'Negotiate Authorization' header, send 401 and 'WWW-Authenticate Negotiate' opensearch-dashboards | {""type"":""log"",""@timestamp"":""2022-02-03T12:43:21Z"",""tags"":[""error"",""opensearch"",""data""],""pid"":1,""message"":""[ResponseError]: Response Error""} And dashboards goes down. Does opensearch-dashboards support kerberos and what additional settings need to be made? config.yml --- _meta: type: ""config"" config_version: 2 config: dynamic: http: anonymous_auth_enabled: false authc: internal_auth: order: 1 description: ""HTTP basic authentication using the internal user database"" http_enabled: true transport_enabled: true http_authenticator: type: basic challenge: false authentication_backend: type: internal ldap_auth: order: 2 description: ""Authenticate using LDAP"" http_enabled: false transport_enabled: false http_authenticator: type: basic challenge: false authentication_backend: type: ldap config: pemtrustedcas_filepath: /usr/share/opensearch/config/ca.pem enable_ssl: true enable_start_tls: false enable_ssl_client_auth: false verify_hostnames: false hosts: - x.x.x.x:636 bind_dn: administrator@domain.ad password: password userbase: cn=Users,dc=domain,dc=ad usersearch: (cn={0}) username_attribute: cn kerberos_auth_domain: http_enabled: true order: 0 http_authenticator: type: kerberos challenge: true config: krb_debug: true strip_realm_from_principal: true authentication_backend: type: noop authz: ldap_roles: description: ""Authorize using LDAP"" http_enabled: true transport_enabled: true authorization_backend: type: ldap config: pemtrustedcas_filepath: /usr/share/opensearch/config/ca.pem enable_ssl: true enable_start_tls: false enable_ssl_client_auth: false verify_hostnames: false hosts: - x.x.x.x:636 bind_dn: administrator@domain.ad password: password userbase: cn=Users,dc=domain,dc=ad usersearch: (cn={0}) username_attribute: cn skip_users: - admin - kibanaserver rolebase: ou=Groups,dc=domain,dc=ad rolesearch: (Member={0}) userroleattribute: null userrolename: disabled rolename: cn resolve_nested_roles: true ### opensearch-dashboards.yml opensearch.ssl.verificationMode: certificate server.host: 0.0.0.0 opensearch.username: ""kibanaserver"" opensearch.password: ""kibanaserver"" opensearch.requestHeadersWhitelist: [ authorization,securitytenant ] server.ssl.enabled: true server.ssl.certificate: /usr/share/opensearch-dashboards/config/client.pem server.ssl.key: /usr/share/opensearch-dashboards/config/client-key.pem opensearch.ssl.certificateAuthorities: [ ""/usr/share/opensearch-dashboards/config/root-ca.pem""] opensearch_security.multitenancy.enabled: true opensearch_security.multitenancy.tenants.preferred: [""Private"", ""Global""] opensearch_security.readonly_mode.roles: [""kibana_read_only""] opensearch_security.cookie.secure: true ### opensearch.yml plugins.security.ssl.transport.pemcert_filepath: node1.pem plugins.security.ssl.transport.pemkey_filepath: node1-key.pem plugins.security.ssl.transport.pemtrustedcas_filepath: root-ca.pem plugins.security.ssl.transport.enforce_hostname_verification: false plugins.security.ssl.http.enabled: true plugins.security.ssl.http.pemcert_filepath: node1.pem plugins.security.ssl.http.pemkey_filepath: node1-key.pem plugins.security.ssl.http.pemtrustedcas_filepath: root-ca.pem plugins.security.allow_default_init_securityindex: true plugins.security.authcz.admin_dn: - 'CN=ADMIN,OU=UNIT,O=ORG,L=TORONTO,ST=ONTARIO,C=CA' plugins.security.nodes_dn: - 'CN=node1.example.com,OU=UNIT,O=ORG,L=TORONTO,ST=ONTARIO,C=CA' - 'CN=node2.example.com,OU=UNIT,O=ORG,L=TORONTO,ST=ONTARIO,C=CA' plugins.security.audit.type: internal_opensearch plugins.security.enable_snapshot_restore_privilege: true plugins.security.check_snapshot_restore_write_privileges: true plugins.security.restapi.roles_enabled: [""all_access"", ""security_rest_api_access""] cluster.routing.allocation.disk.threshold_enabled: false opendistro_security.audit.config.disabled_rest_categories: NONE opendistro_security.audit.config.disabled_transport_categories: NONE plugins.security.kerberos.krb5_filepath: /etc/krb5.conf plugins.security.kerberos.acceptor_keytab_filepath: /usr/share/opensearch/config/opensearch-realm.keytab plugins.security.kerberos.acceptor_principal: 'HTTP/opensearch.realm.io@REALM.IO' ",0, opensearch dashboards kerberos issue i configured the kerberos as described in the documentation and the access to the nodes works as it should but it doesn t work for opensearch dashboards if i specify in opensearch dashboards yml the line opensearch security auth type kerberos then the cluster crashes opensearch dashboards type log timestamp tags pid message error unsupported authentication type kerberos n at getauthenticationhandler usr share opensearch dashboards plugins securitydashboards server auth auth handler factory ts n at securityplugin setup usr share opensearch dashboards plugins securitydashboards server plugin ts opensearch dashboards type log timestamp tags pid message stopping all plugins opensearch dashboards opensearch dashboards fatal error unsupported authentication type kerberos opensearch dashboards opensearch dashboards exited with code on the other hand if i delete this line i get this error from dashboards opensearch no negotiate authorization header send and www authenticate negotiate opensearch dashboards type log timestamp tags pid message response error and dashboards goes down does opensearch dashboards support kerberos and what additional settings need to be made config yml meta type config config version config dynamic http anonymous auth enabled false authc internal auth order description http basic authentication using the internal user database http enabled true transport enabled true http authenticator type basic challenge false authentication backend type internal ldap auth order description authenticate using ldap http enabled false transport enabled false http authenticator type basic challenge false authentication backend type ldap config pemtrustedcas filepath usr share opensearch config ca pem enable ssl true enable start tls false enable ssl client auth false verify hostnames false hosts x x x x bind dn administrator domain ad password password userbase cn users dc domain dc ad usersearch cn username attribute cn kerberos auth domain http enabled true order http authenticator type kerberos challenge true config krb debug true strip realm from principal true authentication backend type noop authz ldap roles description authorize using ldap http enabled true transport enabled true authorization backend type ldap config pemtrustedcas filepath usr share opensearch config ca pem enable ssl true enable start tls false enable ssl client auth false verify hostnames false hosts x x x x bind dn administrator domain ad password password userbase cn users dc domain dc ad usersearch cn username attribute cn skip users admin kibanaserver rolebase ou groups dc domain dc ad rolesearch member userroleattribute null userrolename disabled rolename cn resolve nested roles true opensearch dashboards yml opensearch ssl verificationmode certificate server host opensearch username kibanaserver opensearch password kibanaserver opensearch requestheaderswhitelist server ssl enabled true server ssl certificate usr share opensearch dashboards config client pem server ssl key usr share opensearch dashboards config client key pem opensearch ssl certificateauthorities opensearch security multitenancy enabled true opensearch security multitenancy tenants preferred opensearch security readonly mode roles opensearch security cookie secure true opensearch yml plugins security ssl transport pemcert filepath pem plugins security ssl transport pemkey filepath key pem plugins security ssl transport pemtrustedcas filepath root ca pem plugins security ssl transport enforce hostname verification false plugins security ssl http enabled true plugins security ssl http pemcert filepath pem plugins security ssl http pemkey filepath key pem plugins security ssl http pemtrustedcas filepath root ca pem plugins security allow default init securityindex true plugins security authcz admin dn cn admin ou unit o org l toronto st ontario c ca plugins security nodes dn cn example com ou unit o org l toronto st ontario c ca cn example com ou unit o org l toronto st ontario c ca plugins security audit type internal opensearch plugins security enable snapshot restore privilege true plugins security check snapshot restore write privileges true plugins security restapi roles enabled cluster routing allocation disk threshold enabled false opendistro security audit config disabled rest categories none opendistro security audit config disabled transport categories none plugins security kerberos filepath etc conf plugins security kerberos acceptor keytab filepath usr share opensearch config opensearch realm keytab plugins security kerberos acceptor principal http opensearch realm io realm io ,0 208222,7137104366.0,IssuesEvent,2018-01-23 09:50:59,containous/traefik,https://api.github.com/repos/containous/traefik,closed,Allow client certificates to be optional,area/tls kind/enhancement priority/P1,"Currently (correct me if I'm wrong), you can either enable to disable client certificate verification. In conjunction with the subject name and certificate forwarding soon to be merged, it would be beneficial to allow client certificates to be optional. If a client certificate exists and is valid, forward the subject name in a header, otherwise forward a blank header. Let me know if this makes sense.",1.0,"Allow client certificates to be optional - Currently (correct me if I'm wrong), you can either enable to disable client certificate verification. In conjunction with the subject name and certificate forwarding soon to be merged, it would be beneficial to allow client certificates to be optional. If a client certificate exists and is valid, forward the subject name in a header, otherwise forward a blank header. Let me know if this makes sense.",0,allow client certificates to be optional currently correct me if i m wrong you can either enable to disable client certificate verification in conjunction with the subject name and certificate forwarding soon to be merged it would be beneficial to allow client certificates to be optional if a client certificate exists and is valid forward the subject name in a header otherwise forward a blank header let me know if this makes sense ,0 15767,27880883422.0,IssuesEvent,2023-03-21 19:17:47,sc19jwh/COMP3931,https://api.github.com/repos/sc19jwh/COMP3931,opened,Configure inbound/outbound flight airports,Must Have Requirement,"**As a:** Site user **I want to:** be able to chose the departure airport when searching for flights **So that:** I can customise to my situation and see appropriate local results ### Acceptance Criteria - Select from list of airports - Results are to/from inputted airport to/from airport of configured destination",1.0,"Configure inbound/outbound flight airports - **As a:** Site user **I want to:** be able to chose the departure airport when searching for flights **So that:** I can customise to my situation and see appropriate local results ### Acceptance Criteria - Select from list of airports - Results are to/from inputted airport to/from airport of configured destination",0,configure inbound outbound flight airports as a site user i want to be able to chose the departure airport when searching for flights so that i can customise to my situation and see appropriate local results acceptance criteria select from list of airports results are to from inputted airport to from airport of configured destination,0 28101,31768362643.0,IssuesEvent,2023-09-12 10:09:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Method track shows lines between keys,bug topic:editor usability topic:animation,"### Godot version 4.2 dev3 ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description If you have a Method Track with multiple calls to the same method, they are joined together and makes things unreadable: ![image](https://github.com/godotengine/godot/assets/2223172/a2ab8446-28a1-440b-b0d5-5049f5d705b4) The horizontal line shouldn't be used here. I think it might be a regression. ### Steps to reproduce 1. Add AnimationPlayer 2. Add a Method Track (with Add Track button) 3. Add some key to the track 4. Add another key with the same method ### Minimal reproduction project N/A",True,"Method track shows lines between keys - ### Godot version 4.2 dev3 ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description If you have a Method Track with multiple calls to the same method, they are joined together and makes things unreadable: ![image](https://github.com/godotengine/godot/assets/2223172/a2ab8446-28a1-440b-b0d5-5049f5d705b4) The horizontal line shouldn't be used here. I think it might be a regression. ### Steps to reproduce 1. Add AnimationPlayer 2. Add a Method Track (with Add Track button) 3. Add some key to the track 4. Add another key with the same method ### Minimal reproduction project N/A",1,method track shows lines between keys godot version system information windows vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description if you have a method track with multiple calls to the same method they are joined together and makes things unreadable the horizontal line shouldn t be used here i think it might be a regression steps to reproduce add animationplayer add a method track with add track button add some key to the track add another key with the same method minimal reproduction project n a,1 17165,11747405456.0,IssuesEvent,2020-03-12 13:35:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tilemap editor keyboard shortcut ctrl+b doesn't work has expected,bug topic:editor usability,"**Godot version:** 3.2.1 **OS/device including version:** Linux mint 19.2 **Issue description:** Since Godot version 3.2, tilemap shortcut like ctrl+b for select doesn't the same as 3.1. We now need to press ctrl+b and keep the Ctrl key pressed to make the selection. It could lead to some strange behavior if we click on ctrl+b one time and try to select. **Steps to reproduce:** - Create a tilemap - Add it to a scene - Add some tiles - Press ctrl+b - Doesn't keep select active ![Peek 2020-03-12 10-05](https://user-images.githubusercontent.com/1162446/76505530-ebd1b200-6449-11ea-87b0-09d9df068de2.gif) - If pressing ctrl+b one time and keep ctrl pressed ![Peek 2020-03-12 10-22](https://user-images.githubusercontent.com/1162446/76506492-88e11a80-644b-11ea-80b5-04751cff8f40.gif) **Expected:** Pressing ctrl+b should active the select behavior. **Minimal reproduction project:** [tilemap-conflict.zip](https://github.com/godotengine/godot/files/4323326/tilemap-conflict.zip) ",True,"Tilemap editor keyboard shortcut ctrl+b doesn't work has expected - **Godot version:** 3.2.1 **OS/device including version:** Linux mint 19.2 **Issue description:** Since Godot version 3.2, tilemap shortcut like ctrl+b for select doesn't the same as 3.1. We now need to press ctrl+b and keep the Ctrl key pressed to make the selection. It could lead to some strange behavior if we click on ctrl+b one time and try to select. **Steps to reproduce:** - Create a tilemap - Add it to a scene - Add some tiles - Press ctrl+b - Doesn't keep select active ![Peek 2020-03-12 10-05](https://user-images.githubusercontent.com/1162446/76505530-ebd1b200-6449-11ea-87b0-09d9df068de2.gif) - If pressing ctrl+b one time and keep ctrl pressed ![Peek 2020-03-12 10-22](https://user-images.githubusercontent.com/1162446/76506492-88e11a80-644b-11ea-80b5-04751cff8f40.gif) **Expected:** Pressing ctrl+b should active the select behavior. **Minimal reproduction project:** [tilemap-conflict.zip](https://github.com/godotengine/godot/files/4323326/tilemap-conflict.zip) ",1,tilemap editor keyboard shortcut ctrl b doesn t work has expected godot version os device including version linux mint issue description since godot version tilemap shortcut like ctrl b for select doesn t the same as we now need to press ctrl b and keep the ctrl key pressed to make the selection it could lead to some strange behavior if we click on ctrl b one time and try to select steps to reproduce create a tilemap add it to a scene add some tiles press ctrl b doesn t keep select active if pressing ctrl b one time and keep ctrl pressed expected pressing ctrl b should active the select behavior minimal reproduction project ,1 585241,17483393929.0,IssuesEvent,2021-08-09 07:42:36,TerriaJS/terriajs,https://api.github.com/repos/TerriaJS/terriajs,closed,Migration v7-v8 - Documentation - catalogue items - traits,High priority V8-release,"Critical for v7 to v8 migration is the documentation about catalogue items, especially the handling trait items. ",1.0,"Migration v7-v8 - Documentation - catalogue items - traits - Critical for v7 to v8 migration is the documentation about catalogue items, especially the handling trait items. ",0,migration documentation catalogue items traits critical for to migration is the documentation about catalogue items especially the handling trait items ,0 4487,16679307721.0,IssuesEvent,2021-06-07 20:39:46,uiowa/uiowa,https://api.github.com/repos/uiowa/uiowa,closed,"As a team communicating provisions and progress on deprovisioning old sites, we can get weekly emails containing the number of v1/2/3 sites.",Wind down V2 automation story,"# Story As a team communicating provisions and progress on deprovisioning old sites, we can get weekly emails containing the number of v1/2/3 sites. # Proposed solution Modify the scripts from #3589 to take the output and send it in an email. Drop the scripts into production cron jobs that run weekly on Thursday mornings. They won't be aggregated - it will be per-application but we can just add them up and put them in the demo slides. This isn't perfect but way quicker than building a dashboard. ",1.0,"As a team communicating provisions and progress on deprovisioning old sites, we can get weekly emails containing the number of v1/2/3 sites. - # Story As a team communicating provisions and progress on deprovisioning old sites, we can get weekly emails containing the number of v1/2/3 sites. # Proposed solution Modify the scripts from #3589 to take the output and send it in an email. Drop the scripts into production cron jobs that run weekly on Thursday mornings. They won't be aggregated - it will be per-application but we can just add them up and put them in the demo slides. This isn't perfect but way quicker than building a dashboard. ",0,as a team communicating provisions and progress on deprovisioning old sites we can get weekly emails containing the number of sites story as a team communicating provisions and progress on deprovisioning old sites we can get weekly emails containing the number of sites proposed solution modify the scripts from to take the output and send it in an email drop the scripts into production cron jobs that run weekly on thursday mornings they won t be aggregated it will be per application but we can just add them up and put them in the demo slides this isn t perfect but way quicker than building a dashboard ,0 447799,12893380107.0,IssuesEvent,2020-07-13 21:30:20,Azure/autorest.typescript,https://api.github.com/repos/Azure/autorest.typescript,opened,[v6] Separate Xml serializer and fix optional grouped parameters,bug priority-0 v6,"2 issues surfaced when working with Tables Swagger If an operation group contains both XML and non-XML operations, a serializer is instantiated with isXml parameter true. This confuses our serialization/deserialization when handling a non-XML operation spec. Fix: Create an additional xmlSerializer to use with Xml operationSpecs optional grouped parameters need to have ""options"" part in the ParameterPath since we group them in ""options"", otherwise the serializer won't find it.",1.0,"[v6] Separate Xml serializer and fix optional grouped parameters - 2 issues surfaced when working with Tables Swagger If an operation group contains both XML and non-XML operations, a serializer is instantiated with isXml parameter true. This confuses our serialization/deserialization when handling a non-XML operation spec. Fix: Create an additional xmlSerializer to use with Xml operationSpecs optional grouped parameters need to have ""options"" part in the ParameterPath since we group them in ""options"", otherwise the serializer won't find it.",0, separate xml serializer and fix optional grouped parameters issues surfaced when working with tables swagger if an operation group contains both xml and non xml operations a serializer is instantiated with isxml parameter true this confuses our serialization deserialization when handling a non xml operation spec fix create an additional xmlserializer to use with xml operationspecs optional grouped parameters need to have options part in the parameterpath since we group them in options otherwise the serializer won t find it ,0 46175,7241483471.0,IssuesEvent,2018-02-14 01:28:07,Esri/visibility-addin-dotnet,https://api.github.com/repos/Esri/visibility-addin-dotnet,closed,Dark Theme support,F - Dark Theme G-Documentation G-QA Create (Checklist) G-QC Verify (Checklist),"These are the missing items for dark theme support - [ ] Properties dialog box for Save as - [ ] Save as button - [ ] Cancel button ![image](https://user-images.githubusercontent.com/5488313/35550135-f50f504c-053d-11e8-8b81-e87a73e30ec6.png) ",1.0,"Dark Theme support - These are the missing items for dark theme support - [ ] Properties dialog box for Save as - [ ] Save as button - [ ] Cancel button ![image](https://user-images.githubusercontent.com/5488313/35550135-f50f504c-053d-11e8-8b81-e87a73e30ec6.png) ",0,dark theme support these are the missing items for dark theme support properties dialog box for save as save as button cancel button ,0 184042,14268151608.0,IssuesEvent,2020-11-20 21:51:37,rancher/rancher,https://api.github.com/repos/rancher/rancher,opened,OPA Gatekeeper: v3.2.1,[zube]: To Test,"Location: https://github.com/rancher/charts/tree/dev-v2.5/charts/rancher-gatekeeper Repo: rancher/charts Branch: dev-v2.5 Changes include rebasing to latest upstream version v3.2.1, and adding the ui-component annotation",1.0,"OPA Gatekeeper: v3.2.1 - Location: https://github.com/rancher/charts/tree/dev-v2.5/charts/rancher-gatekeeper Repo: rancher/charts Branch: dev-v2.5 Changes include rebasing to latest upstream version v3.2.1, and adding the ui-component annotation",0,opa gatekeeper location repo rancher charts branch dev changes include rebasing to latest upstream version and adding the ui component annotation,0 3379,13087342801.0,IssuesEvent,2020-08-02 11:43:40,sambhav228/Stulysis,https://api.github.com/repos/sambhav228/Stulysis,opened,New React App,For Maintainers enhancement help wanted," ## What to do: We can create a new React App. @Priyanknasit can lead this task and others will follow-up together. ## Detailed Description All the discussion regarding this can be done in this particular issue",True,"New React App - ## What to do: We can create a new React App. @Priyanknasit can lead this task and others will follow-up together. ## Detailed Description All the discussion regarding this can be done in this particular issue",0,new react app what to do we can create a new react app priyanknasit can lead this task and others will follow up together detailed description all the discussion regarding this can be done in this particular issue,0 256068,8126831631.0,IssuesEvent,2018-08-17 04:59:35,aowen87/BAR,https://api.github.com/repos/aowen87/BAR,closed,Add JSON support to MapNode,Expected Use: 4 - Common Feature Impact: 4 - High Priority: Normal,"MapNodes serialize to/fro XML, but JSON would be useful for things in the web ecosystem. -----------------------REDMINE MIGRATION----------------------- This ticket was migrated from Redmine. As such, not all information was able to be captured in the transition. Below is a complete record of the original redmine ticket. Ticket number: 1159 Status: Resolved Project: VisIt Tracker: Feature Priority: Normal Subject: Add JSON support to MapNode Assigned to: Cyrus Harrison Category: Target version: 2.6 Author: Cyrus Harrison Start: 08/08/2012 Due date: % Done: 0 Estimated time: Created: 08/08/2012 03:55 pm Updated: 09/25/2012 07:06 pm Likelihood: Severity: Found in version: Impact: 4 - High Expected Use: 4 - Common OS: All Support Group: Any Description: MapNodes serialize to/fro XML, but JSON would be useful for things in the web ecosystem. Comments: Hari added this functionality. ",1.0,"Add JSON support to MapNode - MapNodes serialize to/fro XML, but JSON would be useful for things in the web ecosystem. -----------------------REDMINE MIGRATION----------------------- This ticket was migrated from Redmine. As such, not all information was able to be captured in the transition. Below is a complete record of the original redmine ticket. Ticket number: 1159 Status: Resolved Project: VisIt Tracker: Feature Priority: Normal Subject: Add JSON support to MapNode Assigned to: Cyrus Harrison Category: Target version: 2.6 Author: Cyrus Harrison Start: 08/08/2012 Due date: % Done: 0 Estimated time: Created: 08/08/2012 03:55 pm Updated: 09/25/2012 07:06 pm Likelihood: Severity: Found in version: Impact: 4 - High Expected Use: 4 - Common OS: All Support Group: Any Description: MapNodes serialize to/fro XML, but JSON would be useful for things in the web ecosystem. Comments: Hari added this functionality. ",0,add json support to mapnode mapnodes serialize to fro xml but json would be useful for things in the web ecosystem redmine migration this ticket was migrated from redmine as such not all information was able to be captured in the transition below is a complete record of the original redmine ticket ticket number status resolved project visit tracker feature priority normal subject add json support to mapnode assigned to cyrus harrison category target version author cyrus harrison start due date done estimated time created pm updated pm likelihood severity found in version impact high expected use common os all support group any description mapnodes serialize to fro xml but json would be useful for things in the web ecosystem comments hari added this functionality ,0 91397,15856405643.0,IssuesEvent,2021-04-08 02:16:00,alonro/ASOS,https://api.github.com/repos/alonro/ASOS,opened,CVE-2018-20834 (High) detected in tar-4.4.1.tgz,security vulnerability,"## CVE-2018-20834 - High Severity Vulnerability
Vulnerable Library - tar-4.4.1.tgz

tar for node

Library home page: https://registry.npmjs.org/tar/-/tar-4.4.1.tgz

Dependency Hierarchy: - react-native-0.57.1.tgz (Root Library) - metro-0.45.6.tgz - jest-haste-map-23.5.0.tgz - sane-2.5.2.tgz - fsevents-1.2.4.tgz - node-pre-gyp-0.10.0.tgz - :x: **tar-4.4.1.tgz** (Vulnerable Library)

Vulnerability Details

A vulnerability was found in node-tar before version 4.4.2 (excluding version 2.2.2). An Arbitrary File Overwrite issue exists when extracting a tarball containing a hardlink to a file that already exists on the system, in conjunction with a later plain file with the same name as the hardlink. This plain file content replaces the existing file content. A patch has been applied to node-tar v2.2.2).

Publish Date: 2019-04-30

URL: CVE-2018-20834

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: High - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2018-20834

Release Date: 2019-04-30

Fix Resolution: tar - 2.2.2,4.4.2

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2018-20834 (High) detected in tar-4.4.1.tgz - ## CVE-2018-20834 - High Severity Vulnerability
Vulnerable Library - tar-4.4.1.tgz

tar for node

Library home page: https://registry.npmjs.org/tar/-/tar-4.4.1.tgz

Dependency Hierarchy: - react-native-0.57.1.tgz (Root Library) - metro-0.45.6.tgz - jest-haste-map-23.5.0.tgz - sane-2.5.2.tgz - fsevents-1.2.4.tgz - node-pre-gyp-0.10.0.tgz - :x: **tar-4.4.1.tgz** (Vulnerable Library)

Vulnerability Details

A vulnerability was found in node-tar before version 4.4.2 (excluding version 2.2.2). An Arbitrary File Overwrite issue exists when extracting a tarball containing a hardlink to a file that already exists on the system, in conjunction with a later plain file with the same name as the hardlink. This plain file content replaces the existing file content. A patch has been applied to node-tar v2.2.2).

Publish Date: 2019-04-30

URL: CVE-2018-20834

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: High - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2018-20834

Release Date: 2019-04-30

Fix Resolution: tar - 2.2.2,4.4.2

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in tar tgz cve high severity vulnerability vulnerable library tar tgz tar for node library home page a href dependency hierarchy react native tgz root library metro tgz jest haste map tgz sane tgz fsevents tgz node pre gyp tgz x tar tgz vulnerable library vulnerability details a vulnerability was found in node tar before version excluding version an arbitrary file overwrite issue exists when extracting a tarball containing a hardlink to a file that already exists on the system in conjunction with a later plain file with the same name as the hardlink this plain file content replaces the existing file content a patch has been applied to node tar publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact high availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution tar step up your open source security game with whitesource ,0 10731,6897971360.0,IssuesEvent,2017-11-24 07:06:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Context menu doesn't open on the first node you add to a scene,bug confirmed topic:editor usability,"Godot 3.0 master Windows 10 64 bits Repro: 1) Create a project / create a new scene 2) Add a Node: notice right-click on it doesn't open the contextual menu 3) Add a child: notice now you can, on both nodes 4) Remove the child: you still can 5) Remove all nodes, then add one: you can't open the contextual menu again",True,"Context menu doesn't open on the first node you add to a scene - Godot 3.0 master Windows 10 64 bits Repro: 1) Create a project / create a new scene 2) Add a Node: notice right-click on it doesn't open the contextual menu 3) Add a child: notice now you can, on both nodes 4) Remove the child: you still can 5) Remove all nodes, then add one: you can't open the contextual menu again",1,context menu doesn t open on the first node you add to a scene godot master windows bits repro create a project create a new scene add a node notice right click on it doesn t open the contextual menu add a child notice now you can on both nodes remove the child you still can remove all nodes then add one you can t open the contextual menu again,1 121800,16024919381.0,IssuesEvent,2021-04-21 07:53:05,reactor/reactor-core,https://api.github.com/repos/reactor/reactor-core,closed,Add access to the original lifter function from xxxLift Publishers,for/user-attention status/need-design type/enhancement,"## Motivation Currently there is no way to access to the original lifter function from the Publisher level which was produced by `Operators#liftPublisher`. This forces users to copy paste related `reactor-core` logic if they want distinguish their Lifter operators from others at assembly time. For example there is such [copy](https://github.com/spring-cloud/spring-cloud-sleuth/blob/f49cd5e9b09fa4a0763c29c5b6eca1c46be827f9/spring-cloud-sleuth-instrumentation/src/main/java/org/springframework/cloud/sleuth/instrument/reactor/ReactorHooksHelper.java#L179-L461) of the logic in https://github.com/spring-cloud/spring-cloud-sleuth/pull/1830. ## Desired solution Add scannable attribute to the all xxxLift `Publisher`s that returns original lifter function so user could make checks on it and access its state if needed. ```java Publisher p = ...; Object lifter = Scannable.from(p).scanUnsafe(LIFTER); if (lifter instanceof MyLifterType) { .... } ``` This could be achieved relatively easy (add a field to `reactor.core.publisher.Operators.LiftFunction` and Scannable Attribute to the all xxxLift `Publisher`s). This would simplify usage of `onEachHook` and `Scannable.Attribute.RUN_STYLE` together and optimizations like `OptimizableOperator` could be still applied. ## Considered alternatives copy paste logic from `Operators#lift` and friends ## Additional context This is proposed in scope of Spring Sleuth `reactor-core` instrumentation optimization https://github.com/spring-cloud/spring-cloud-sleuth/pull/1830 to reduce and simplify code.",1.0,"Add access to the original lifter function from xxxLift Publishers - ## Motivation Currently there is no way to access to the original lifter function from the Publisher level which was produced by `Operators#liftPublisher`. This forces users to copy paste related `reactor-core` logic if they want distinguish their Lifter operators from others at assembly time. For example there is such [copy](https://github.com/spring-cloud/spring-cloud-sleuth/blob/f49cd5e9b09fa4a0763c29c5b6eca1c46be827f9/spring-cloud-sleuth-instrumentation/src/main/java/org/springframework/cloud/sleuth/instrument/reactor/ReactorHooksHelper.java#L179-L461) of the logic in https://github.com/spring-cloud/spring-cloud-sleuth/pull/1830. ## Desired solution Add scannable attribute to the all xxxLift `Publisher`s that returns original lifter function so user could make checks on it and access its state if needed. ```java Publisher p = ...; Object lifter = Scannable.from(p).scanUnsafe(LIFTER); if (lifter instanceof MyLifterType) { .... } ``` This could be achieved relatively easy (add a field to `reactor.core.publisher.Operators.LiftFunction` and Scannable Attribute to the all xxxLift `Publisher`s). This would simplify usage of `onEachHook` and `Scannable.Attribute.RUN_STYLE` together and optimizations like `OptimizableOperator` could be still applied. ## Considered alternatives copy paste logic from `Operators#lift` and friends ## Additional context This is proposed in scope of Spring Sleuth `reactor-core` instrumentation optimization https://github.com/spring-cloud/spring-cloud-sleuth/pull/1830 to reduce and simplify code.",0,add access to the original lifter function from xxxlift publishers motivation currently there is no way to access to the original lifter function from the publisher level which was produced by operators liftpublisher this forces users to copy paste related reactor core logic if they want distinguish their lifter operators from others at assembly time for example there is such of the logic in desired solution add scannable attribute to the all xxxlift publisher s that returns original lifter function so user could make checks on it and access its state if needed java publisher p object lifter scannable from p scanunsafe lifter if lifter instanceof myliftertype this could be achieved relatively easy add a field to reactor core publisher operators liftfunction and scannable attribute to the all xxxlift publisher s this would simplify usage of oneachhook and scannable attribute run style together and optimizations like optimizableoperator could be still applied considered alternatives copy paste logic from operators lift and friends additional context this is proposed in scope of spring sleuth reactor core instrumentation optimization to reduce and simplify code ,0 21411,17032867511.0,IssuesEvent,2021-07-04 23:07:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,TextEdit is blocking Shift + scroll when hovering over it,bug topic:gui usability,"### Godot version 3.3.2 ### System information W10 ### Issue description Seems like variation of #29201 When you Shift+scroll in a big ScrollContainer and you hover mouse over TextEdit, it will block your scroll even if it doesn't have horizontal scrollbar. ### Steps to reproduce 1. Add a Control and create a Theme 2. In the Theme editor, use Shift + scroll to scroll 3. Now hover mouse over TextEdit, try Shift + scrolling and compare the result ### Minimal reproduction project _No response_",True,"TextEdit is blocking Shift + scroll when hovering over it - ### Godot version 3.3.2 ### System information W10 ### Issue description Seems like variation of #29201 When you Shift+scroll in a big ScrollContainer and you hover mouse over TextEdit, it will block your scroll even if it doesn't have horizontal scrollbar. ### Steps to reproduce 1. Add a Control and create a Theme 2. In the Theme editor, use Shift + scroll to scroll 3. Now hover mouse over TextEdit, try Shift + scrolling and compare the result ### Minimal reproduction project _No response_",1,textedit is blocking shift scroll when hovering over it godot version system information issue description seems like variation of when you shift scroll in a big scrollcontainer and you hover mouse over textedit it will block your scroll even if it doesn t have horizontal scrollbar steps to reproduce add a control and create a theme in the theme editor use shift scroll to scroll now hover mouse over textedit try shift scrolling and compare the result minimal reproduction project no response ,1 10684,6877478897.0,IssuesEvent,2017-11-20 08:11:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Having a plus sign next to the scene tab for creating new scene,enhancement topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** 3.0 **Issue description:** I think it is more direct to have a plus sign for adding new scene which is not creating a more crowded UI. It is just so natural that I want to click at that spot and find nothing there. ![2017-11-13 20 00 22](https://user-images.githubusercontent.com/10883749/32726129-cbfc1e6e-c8b2-11e7-8fd4-22f60690848b.png) ![add](https://user-images.githubusercontent.com/10883749/32726105-b0aceab2-c8b2-11e7-9b37-44c8fbaafa67.png) ",True,"Having a plus sign next to the scene tab for creating new scene - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** 3.0 **Issue description:** I think it is more direct to have a plus sign for adding new scene which is not creating a more crowded UI. It is just so natural that I want to click at that spot and find nothing there. ![2017-11-13 20 00 22](https://user-images.githubusercontent.com/10883749/32726129-cbfc1e6e-c8b2-11e7-8fd4-22f60690848b.png) ![add](https://user-images.githubusercontent.com/10883749/32726105-b0aceab2-c8b2-11e7-9b37-44c8fbaafa67.png) ",1,having a plus sign next to the scene tab for creating new scene operating system or device godot version gpu model and driver if graphics related issue description i think it is more direct to have a plus sign for adding new scene which is not creating a more crowded ui it is just so natural that i want to click at that spot and find nothing there ,1 16408,10883862280.0,IssuesEvent,2019-11-18 06:35:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Easier ways to create a new inherited scene,enhancement topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3.0 **Issue description:** Currently the only way to create a new inherited scene is by going to the ""Scene"" menu, selecting ""New inherited scene"", and then navigating to the scene you want to inherit. Two ways that would make this easier, I think, is the ability to right click on an open scene tab, which will show an option to create a new inherited scene from that open scene. And right clicking on a scene in the file system panel, then selecting to create a new inherited scene from that scene.",True,"Easier ways to create a new inherited scene - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3.0 **Issue description:** Currently the only way to create a new inherited scene is by going to the ""Scene"" menu, selecting ""New inherited scene"", and then navigating to the scene you want to inherit. Two ways that would make this easier, I think, is the ability to right click on an open scene tab, which will show an option to create a new inherited scene from that open scene. And right clicking on a scene in the file system panel, then selecting to create a new inherited scene from that scene.",1,easier ways to create a new inherited scene operating system or device godot version gpu model and driver if graphics related godot issue description currently the only way to create a new inherited scene is by going to the scene menu selecting new inherited scene and then navigating to the scene you want to inherit two ways that would make this easier i think is the ability to right click on an open scene tab which will show an option to create a new inherited scene from that open scene and right clicking on a scene in the file system panel then selecting to create a new inherited scene from that scene ,1 14069,8808767323.0,IssuesEvent,2018-12-27 16:12:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editing an auto-tile doesn't show scrollbars until you change the zoom,bug topic:editor usability,"**Godot version:** 3.0.6 **OS/device including version:** Windows 10 **Issue description:** When editing the tileset on a tilemap, even if the tileset is huge and the window is small, it doesn't show scrollbars. In this screenshot, the red arrow shows the tiles are truncated but the scrollbars are missing. ![image](https://i.imgur.com/nGmpDKV.png) **Steps to reproduce:** - Find/borrow a large tileset - Create a new tileset scene with some tiles, export as a TileSet - Create a new tile map, and load the tileset - Look at the editor. Expected: the tilemap is large and extends beyond the window dimensions, so you see scrollbars. Actual: You don't see scrollbars. Work-around: click `(1)` or zoom in/out and the scollbars appear. **Minimal reproduction project:** N/A. I think this bug is easy to reproduce. But if you want, you can use any commit from [my current game](https://github.com/nightblade9/eman-quest). (If so: open up Scenes > Maps > `AutoTileTilesets.tscn` and edit any tileset. ",True,"Editing an auto-tile doesn't show scrollbars until you change the zoom - **Godot version:** 3.0.6 **OS/device including version:** Windows 10 **Issue description:** When editing the tileset on a tilemap, even if the tileset is huge and the window is small, it doesn't show scrollbars. In this screenshot, the red arrow shows the tiles are truncated but the scrollbars are missing. ![image](https://i.imgur.com/nGmpDKV.png) **Steps to reproduce:** - Find/borrow a large tileset - Create a new tileset scene with some tiles, export as a TileSet - Create a new tile map, and load the tileset - Look at the editor. Expected: the tilemap is large and extends beyond the window dimensions, so you see scrollbars. Actual: You don't see scrollbars. Work-around: click `(1)` or zoom in/out and the scollbars appear. **Minimal reproduction project:** N/A. I think this bug is easy to reproduce. But if you want, you can use any commit from [my current game](https://github.com/nightblade9/eman-quest). (If so: open up Scenes > Maps > `AutoTileTilesets.tscn` and edit any tileset. ",1,editing an auto tile doesn t show scrollbars until you change the zoom godot version os device including version windows issue description when editing the tileset on a tilemap even if the tileset is huge and the window is small it doesn t show scrollbars in this screenshot the red arrow shows the tiles are truncated but the scrollbars are missing steps to reproduce find borrow a large tileset create a new tileset scene with some tiles export as a tileset create a new tile map and load the tileset look at the editor expected the tilemap is large and extends beyond the window dimensions so you see scrollbars actual you don t see scrollbars work around click or zoom in out and the scollbars appear minimal reproduction project n a i think this bug is easy to reproduce but if you want you can use any commit from if so open up scenes maps autotiletilesets tscn and edit any tileset ,1 70986,23394521736.0,IssuesEvent,2022-08-11 21:26:24,vector-im/element-web,https://api.github.com/repos/vector-im/element-web,closed,`Timeline > message displaying > should click top left of view source` is flaky,T-Defect S-Major A-Developer-Experience O-Uncommon Z-Flaky-Test,"``` Timed out retrying after 10050ms: cy.click() failed because this element is detached from the DOM.
Cypress requires elements be attached in the DOM to interact with them. The previous command that ran was: > cy.get() This DOM element likely became detached somewhere between the previous and current command. Common situations why this happens: Your JS framework re-rendered asynchronously Your app code reacted to an event firing and removed the element You typically need to re-query for the element or add 'guards' which delay Cypress from running new commands. https://on.cypress.io/element-has-detached-from-dom [cypress/e2e/timeline/timeline.spec.tsat line242](https://github.com/matrix-org/matrix-react-sdk/blob/7d6451cf9f4cd5e0e6c014962c6873551c955735/cypress/e2e/timeline/timeline.spec.ts#L242) 240 | // Click top left of the event toggle, which should not be covered by MessageActionBar's safe area 241 | cy.get("".mx_EventTile .mx_ViewSourceEvent"").realHover().within(() => { > 242 | cy.get("".mx_ViewSourceEvent_toggle"").click('topLeft', { force: false }); | ^ 243 | }); 244 | 245 | // Make sure the expand toggle worked ``` https://dashboard.cypress.io/projects/ppvnzg/runs/3308/test-results/94590070-cede-47fe-85a3-772aec114d62",1.0,"`Timeline > message displaying > should click top left of view source` is flaky - ``` Timed out retrying after 10050ms: cy.click() failed because this element is detached from the DOM.
Cypress requires elements be attached in the DOM to interact with them. The previous command that ran was: > cy.get() This DOM element likely became detached somewhere between the previous and current command. Common situations why this happens: Your JS framework re-rendered asynchronously Your app code reacted to an event firing and removed the element You typically need to re-query for the element or add 'guards' which delay Cypress from running new commands. https://on.cypress.io/element-has-detached-from-dom [cypress/e2e/timeline/timeline.spec.tsat line242](https://github.com/matrix-org/matrix-react-sdk/blob/7d6451cf9f4cd5e0e6c014962c6873551c955735/cypress/e2e/timeline/timeline.spec.ts#L242) 240 | // Click top left of the event toggle, which should not be covered by MessageActionBar's safe area 241 | cy.get("".mx_EventTile .mx_ViewSourceEvent"").realHover().within(() => { > 242 | cy.get("".mx_ViewSourceEvent_toggle"").click('topLeft', { force: false }); | ^ 243 | }); 244 | 245 | // Make sure the expand toggle worked ``` https://dashboard.cypress.io/projects/ppvnzg/runs/3308/test-results/94590070-cede-47fe-85a3-772aec114d62",0, timeline message displaying should click top left of view source is flaky timed out retrying after cy click failed because this element is detached from the dom cypress requires elements be attached in the dom to interact with them the previous command that ran was cy get this dom element likely became detached somewhere between the previous and current command common situations why this happens your js framework re rendered asynchronously your app code reacted to an event firing and removed the element you typically need to re query for the element or add guards which delay cypress from running new commands click top left of the event toggle which should not be covered by messageactionbar s safe area cy get mx eventtile mx viewsourceevent realhover within cy get mx viewsourceevent toggle click topleft force false make sure the expand toggle worked ,0 49336,10339916311.0,IssuesEvent,2019-09-03 20:32:21,PGM-Lab/InferPy,https://api.github.com/repos/PGM-Lab/InferPy,opened,"[FEAT] Observe, intercept and re-build models based on caches",desing important enhancement re-code,"Right now we observe and intercept variables by using a boolean tf.variable and a tf.condition. The advantages of this is that we only need to build the sequence of Random Variables and tensors (the model) once, and the previous mechanism can be used to observe and intercept, using the same Random Variables and tensors. This is useful specially in the case of DNN, where the fit method learns the parameters of it, and the same tensors will be used afterwards for posterior and posterior_predictive queries. However, some inference methods, like Hamiltonian (MCMC), cannot be used in combination with the previous mechanism (tf.conditions). This makes impossible to make queries posterior or posterior_predictive if the model includes a DNN whose weights have been learnt. A different approach is to use a kind of cache memory for inputs and outputs of Random Variables. The cache contains information, for a specific model codified by its parameters, at least the plate size, for the parameters of the Random Variables, their inputs and their outputs. The input and output is wrapped with a special object for caches. In the case of inputs: - if inputs are tensors, the first time the tensor is used. The following times, the cache tensor is used instead. In the case of outputs: - if combined with tensors, the first time the tensor is used. The following times, the cache tensor is used instead. In the case of parameters for Random Variables: - The first time, the parameters are used. The following times, the cache is used. This approach allows to re-create the model when required, but composing the pieces of it as you need: - intercept variables using directly ed.intercept (this should be careful designed, thinking about fit method, posterior and posterior_predictive queries) - observe variables by using ed.intercept - The MCMC can be used combined with DNN, because the trained DNN is used by the cache. In order to implement this feature, the actual functionality should be listed and described how should be done with this new approach.",1.0,"[FEAT] Observe, intercept and re-build models based on caches - Right now we observe and intercept variables by using a boolean tf.variable and a tf.condition. The advantages of this is that we only need to build the sequence of Random Variables and tensors (the model) once, and the previous mechanism can be used to observe and intercept, using the same Random Variables and tensors. This is useful specially in the case of DNN, where the fit method learns the parameters of it, and the same tensors will be used afterwards for posterior and posterior_predictive queries. However, some inference methods, like Hamiltonian (MCMC), cannot be used in combination with the previous mechanism (tf.conditions). This makes impossible to make queries posterior or posterior_predictive if the model includes a DNN whose weights have been learnt. A different approach is to use a kind of cache memory for inputs and outputs of Random Variables. The cache contains information, for a specific model codified by its parameters, at least the plate size, for the parameters of the Random Variables, their inputs and their outputs. The input and output is wrapped with a special object for caches. In the case of inputs: - if inputs are tensors, the first time the tensor is used. The following times, the cache tensor is used instead. In the case of outputs: - if combined with tensors, the first time the tensor is used. The following times, the cache tensor is used instead. In the case of parameters for Random Variables: - The first time, the parameters are used. The following times, the cache is used. This approach allows to re-create the model when required, but composing the pieces of it as you need: - intercept variables using directly ed.intercept (this should be careful designed, thinking about fit method, posterior and posterior_predictive queries) - observe variables by using ed.intercept - The MCMC can be used combined with DNN, because the trained DNN is used by the cache. In order to implement this feature, the actual functionality should be listed and described how should be done with this new approach.",0, observe intercept and re build models based on caches right now we observe and intercept variables by using a boolean tf variable and a tf condition the advantages of this is that we only need to build the sequence of random variables and tensors the model once and the previous mechanism can be used to observe and intercept using the same random variables and tensors this is useful specially in the case of dnn where the fit method learns the parameters of it and the same tensors will be used afterwards for posterior and posterior predictive queries however some inference methods like hamiltonian mcmc cannot be used in combination with the previous mechanism tf conditions this makes impossible to make queries posterior or posterior predictive if the model includes a dnn whose weights have been learnt a different approach is to use a kind of cache memory for inputs and outputs of random variables the cache contains information for a specific model codified by its parameters at least the plate size for the parameters of the random variables their inputs and their outputs the input and output is wrapped with a special object for caches in the case of inputs if inputs are tensors the first time the tensor is used the following times the cache tensor is used instead in the case of outputs if combined with tensors the first time the tensor is used the following times the cache tensor is used instead in the case of parameters for random variables the first time the parameters are used the following times the cache is used this approach allows to re create the model when required but composing the pieces of it as you need intercept variables using directly ed intercept this should be careful designed thinking about fit method posterior and posterior predictive queries observe variables by using ed intercept the mcmc can be used combined with dnn because the trained dnn is used by the cache in order to implement this feature the actual functionality should be listed and described how should be done with this new approach ,0 317809,27268905466.0,IssuesEvent,2023-02-22 20:27:54,epicmaxco/vuestic-ui,https://api.github.com/repos/epicmaxco/vuestic-ui,closed,Recommended setup for using vuestic with jest,docs test community,"Is there no recommended setup for using vuestic with jest? What unit tests are used for vuestic internally? I've tried registering the VuesticPlugin as a global plugin in mount, and registering individual components when mounting, neither worked. _Originally posted by @StephenBaione in https://github.com/epicmaxco/vuestic-ui/issues/1685#issuecomment-1107529823_ Some users might want to unit test their components that use vuestic components internally. We want to check if that's possible to do and provide instruction in docs. - [ ] Try to test vuestic components in fresh project. - [ ] Document your process.",1.0,"Recommended setup for using vuestic with jest - Is there no recommended setup for using vuestic with jest? What unit tests are used for vuestic internally? I've tried registering the VuesticPlugin as a global plugin in mount, and registering individual components when mounting, neither worked. _Originally posted by @StephenBaione in https://github.com/epicmaxco/vuestic-ui/issues/1685#issuecomment-1107529823_ Some users might want to unit test their components that use vuestic components internally. We want to check if that's possible to do and provide instruction in docs. - [ ] Try to test vuestic components in fresh project. - [ ] Document your process.",0,recommended setup for using vuestic with jest is there no recommended setup for using vuestic with jest what unit tests are used for vuestic internally i ve tried registering the vuesticplugin as a global plugin in mount and registering individual components when mounting neither worked originally posted by stephenbaione in some users might want to unit test their components that use vuestic components internally we want to check if that s possible to do and provide instruction in docs try to test vuestic components in fresh project document your process ,0 17862,12394094653.0,IssuesEvent,2020-05-20 16:23:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Move tool is unusable after pressing arrow,bug topic:editor usability,"**Godot version:** 3.2.1 **Steps to reproduce:** 1. Go to 2D editor 2. Select some 2D node 3. Select move tool (W) 4. Move the node 5. Press arrow 6. Try to move the node again 7. You can't 8. You need to unselect the node 9. And select it again 10. Ugh",True,"Move tool is unusable after pressing arrow - **Godot version:** 3.2.1 **Steps to reproduce:** 1. Go to 2D editor 2. Select some 2D node 3. Select move tool (W) 4. Move the node 5. Press arrow 6. Try to move the node again 7. You can't 8. You need to unselect the node 9. And select it again 10. Ugh",1,move tool is unusable after pressing arrow godot version steps to reproduce go to editor select some node select move tool w move the node press arrow try to move the node again you can t you need to unselect the node and select it again ugh,1 15855,10335449099.0,IssuesEvent,2019-09-03 10:36:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,ColorPicker doesn't always remember its HSV mode status in the editor,bug topic:editor usability,"**Godot version:** Git https://github.com/godotengine/godot/commit/017b224a87064a3d333ba63809a0f12cfe2c4412 **OS/device including version:** Fedora 30 **Issue description:** In the editor, when using a ColorPicker in HSV mode, it will sometimes go back to RGB mode after closing it. This can be pretty confusing when editing colors, especially if you're editing the same property a second time. This seems to always occur when editing a color in the Project Settings (such as the default clear color) then closing the Project Settings dialog. All color pickers' HSV mode states (including the ones in the inspector) will be reverted back to RGB mode. **Steps to reproduce:** Go to the Project Settings, change the default clear color while in HSV mode, then close the Project Settings. ",True,"ColorPicker doesn't always remember its HSV mode status in the editor - **Godot version:** Git https://github.com/godotengine/godot/commit/017b224a87064a3d333ba63809a0f12cfe2c4412 **OS/device including version:** Fedora 30 **Issue description:** In the editor, when using a ColorPicker in HSV mode, it will sometimes go back to RGB mode after closing it. This can be pretty confusing when editing colors, especially if you're editing the same property a second time. This seems to always occur when editing a color in the Project Settings (such as the default clear color) then closing the Project Settings dialog. All color pickers' HSV mode states (including the ones in the inspector) will be reverted back to RGB mode. **Steps to reproduce:** Go to the Project Settings, change the default clear color while in HSV mode, then close the Project Settings. ",1,colorpicker doesn t always remember its hsv mode status in the editor godot version git os device including version fedora issue description in the editor when using a colorpicker in hsv mode it will sometimes go back to rgb mode after closing it this can be pretty confusing when editing colors especially if you re editing the same property a second time this seems to always occur when editing a color in the project settings such as the default clear color then closing the project settings dialog all color pickers hsv mode states including the ones in the inspector will be reverted back to rgb mode steps to reproduce go to the project settings change the default clear color while in hsv mode then close the project settings ,1 100723,4102950238.0,IssuesEvent,2016-06-04 10:10:21,AmpersandTarski/Ampersand,https://api.github.com/repos/AmpersandTarski/Ampersand,closed,Error in difference operator ,bug component:prototype generator priority:critical,"It seems that the code generated for binary negations, e.g. `(I[Variable] - I[Concern])`, or more in general: `r - s` is incorrect. You can see this because INTERFACEs show populations that I do not expect. Merge pull request #443 seems to introduce this error. @Michiel-s can we look at this tomorrow, or would a code-inspection of the code generator do the trick? If not, I hope to provide a small example... I have seen this behaviour (running Ampersand v3.5.1[development-21f43a1]) whereas in Ampersand v3.5.1[development:28036cb] the negations are fine. ",1.0,"Error in difference operator - It seems that the code generated for binary negations, e.g. `(I[Variable] - I[Concern])`, or more in general: `r - s` is incorrect. You can see this because INTERFACEs show populations that I do not expect. Merge pull request #443 seems to introduce this error. @Michiel-s can we look at this tomorrow, or would a code-inspection of the code generator do the trick? If not, I hope to provide a small example... I have seen this behaviour (running Ampersand v3.5.1[development-21f43a1]) whereas in Ampersand v3.5.1[development:28036cb] the negations are fine. ",0,error in difference operator it seems that the code generated for binary negations e g i i or more in general r s is incorrect you can see this because interfaces show populations that i do not expect merge pull request seems to introduce this error michiel s can we look at this tomorrow or would a code inspection of the code generator do the trick if not i hope to provide a small example i have seen this behaviour running ampersand whereas in ampersand the negations are fine ,0 203901,23192025109.0,IssuesEvent,2022-08-01 13:25:59,jgeraigery/Baragon,https://api.github.com/repos/jgeraigery/Baragon,opened,CVE-2020-11619 (High) detected in jackson-databind-2.9.9.jar,security vulnerability,"## CVE-2020-11619 - High Severity Vulnerability
Vulnerable Library - jackson-databind-2.9.9.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: /BaragonWatcher/pom.xml

Path to vulnerable library: /m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.9/jackson-databind-2.9.9.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.9/jackson-databind-2.9.9.jar,/m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.9/jackson-databind-2.9.9.jar,/m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.9/jackson-databind-2.9.9.jar,/m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.9/jackson-databind-2.9.9.jar,/m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.9/jackson-databind-2.9.9.jar

Dependency Hierarchy: - :x: **jackson-databind-2.9.9.jar** (Vulnerable Library)

Found in HEAD commit: 6af46aa96e54f0bae338e980e47c42b98ceaa57d

Found in base branch: master

Vulnerability Details

FasterXML jackson-databind 2.x before 2.9.10.4 mishandles the interaction between serialization gadgets and typing, related to org.springframework.aop.config.MethodLocatingFactoryBean (aka spring-aop).

Publish Date: 2020-04-07

URL: CVE-2020-11619

CVSS 3 Score Details (8.1)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2020-11619

Release Date: 2020-04-07

Fix Resolution: 2.9.10.4

*** :rescue_worker_helmet: Automatic Remediation is available for this issue",True,"CVE-2020-11619 (High) detected in jackson-databind-2.9.9.jar - ## CVE-2020-11619 - High Severity Vulnerability
Vulnerable Library - jackson-databind-2.9.9.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: /BaragonWatcher/pom.xml

Path to vulnerable library: /m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.9/jackson-databind-2.9.9.jar,/home/wss-scanner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.9/jackson-databind-2.9.9.jar,/m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.9/jackson-databind-2.9.9.jar,/m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.9/jackson-databind-2.9.9.jar,/m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.9/jackson-databind-2.9.9.jar,/m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.9/jackson-databind-2.9.9.jar

Dependency Hierarchy: - :x: **jackson-databind-2.9.9.jar** (Vulnerable Library)

Found in HEAD commit: 6af46aa96e54f0bae338e980e47c42b98ceaa57d

Found in base branch: master

Vulnerability Details

FasterXML jackson-databind 2.x before 2.9.10.4 mishandles the interaction between serialization gadgets and typing, related to org.springframework.aop.config.MethodLocatingFactoryBean (aka spring-aop).

Publish Date: 2020-04-07

URL: CVE-2020-11619

CVSS 3 Score Details (8.1)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2020-11619

Release Date: 2020-04-07

Fix Resolution: 2.9.10.4

*** :rescue_worker_helmet: Automatic Remediation is available for this issue",0,cve high detected in jackson databind jar cve high severity vulnerability vulnerable library jackson databind jar general data binding functionality for jackson works on core streaming api library home page a href path to dependency file baragonwatcher pom xml path to vulnerable library repository com fasterxml jackson core jackson databind jackson databind jar home wss scanner repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar repository com fasterxml jackson core jackson databind jackson databind jar dependency hierarchy x jackson databind jar vulnerable library found in head commit a href found in base branch master vulnerability details fasterxml jackson databind x before mishandles the interaction between serialization gadgets and typing related to org springframework aop config methodlocatingfactorybean aka spring aop publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity high privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution rescue worker helmet automatic remediation is available for this issue,0 21639,6199539654.0,IssuesEvent,2017-07-05 21:51:13,joomla/joomla-cms,https://api.github.com/repos/joomla/joomla-cms,closed,Undefined offset: 1,No Code Attached Yet,"### Steps to reproduce the issue Here is the offending useragent in the access log: > ""Mozilla/5.0 (iPad; CPU OS 10_3_2 like Mac OS X) AppleWebKit/603.1.30 (KHTML, like Gecko) CriOS/59.0.3071.102 Mobile/14F89 Safari/602.1"" From /libraries/joomla/environment/browser.php (lines 279-283) ``` elseif (preg_match('/Chrome[\/ ]([0-9.]+)|CrMo[\/ ]([0-9.]+)|CriOS[\/ ]([0-9.]+)/i', $this->agent, $version)) { $this->setBrowser('chrome'); list ($this->majorVersion, $this->minorVersion) = explode('.', $version[1]); } ``` ### Expected result No PHP Notice ### Actual result > PHP message: PHP Notice: Undefined offset: 1 in /libraries/joomla/environment/browser.php on line 282\n ### System information (as much as possible) v3.7.3",1.0,"Undefined offset: 1 - ### Steps to reproduce the issue Here is the offending useragent in the access log: > ""Mozilla/5.0 (iPad; CPU OS 10_3_2 like Mac OS X) AppleWebKit/603.1.30 (KHTML, like Gecko) CriOS/59.0.3071.102 Mobile/14F89 Safari/602.1"" From /libraries/joomla/environment/browser.php (lines 279-283) ``` elseif (preg_match('/Chrome[\/ ]([0-9.]+)|CrMo[\/ ]([0-9.]+)|CriOS[\/ ]([0-9.]+)/i', $this->agent, $version)) { $this->setBrowser('chrome'); list ($this->majorVersion, $this->minorVersion) = explode('.', $version[1]); } ``` ### Expected result No PHP Notice ### Actual result > PHP message: PHP Notice: Undefined offset: 1 in /libraries/joomla/environment/browser.php on line 282\n ### System information (as much as possible) v3.7.3",0,undefined offset steps to reproduce the issue here is the offending useragent in the access log mozilla ipad cpu os like mac os x applewebkit khtml like gecko crios mobile safari from libraries joomla environment browser php lines elseif preg match chrome crmo crios i this agent version this setbrowser chrome list this majorversion this minorversion explode version expected result no php notice actual result php message php notice undefined offset in libraries joomla environment browser php on line n system information as much as possible ,0 6605,8876095789.0,IssuesEvent,2019-01-12 11:34:35,ForgeEssentials/ForgeEssentials,https://api.github.com/repos/ForgeEssentials/ForgeEssentials,closed,I can not turn off /give,bug intended mod-compatibility,"I want to turn off /give, because JIE Cheating Mode. So /give is not working. But the player can still turn on Item Cheating mode. And get the Items.",True,"I can not turn off /give - I want to turn off /give, because JIE Cheating Mode. So /give is not working. But the player can still turn on Item Cheating mode. And get the Items.",0,i can not turn off give i want to turn off give because jie cheating mode so give is not working but the player can still turn on item cheating mode and get the items ,0 23825,22918240764.0,IssuesEvent,2022-07-17 09:21:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Creating a GradientTexture1D in the editor doesn't automatically create a Gradient resource inside (unlike GradientTexture2D),bug topic:editor usability,"*Related to https://github.com/godotengine/godot/issues/63000.* ### Godot version 4.0.alpha (5fec0d232) ### System information Fedora 36, GeForce GTX 1080 (NVIDIA 510.68.02) ### Issue description Creating a GradientTexture1D in the editor doesn't automatically create a Gradient resource inside (unlike GradientTexture2D). This hampers usability as the workflow between both resources is inconsistent, and GradientTexture1D requires two more clicks to get started. cc @Geometror ### Steps to reproduce - Create a Sprite2D node. - Assign **New GradientTexture2D** to the Sprite2D's texture property. Notice how a Gradient resource is automatically created within the GradientTexture2D. - Assign **New GradientTexture1D** to the Sprite2D's texture property. Notice how *no* Gradient resource is created within the GradientTexture1D. ### Minimal reproduction project N/A",True,"Creating a GradientTexture1D in the editor doesn't automatically create a Gradient resource inside (unlike GradientTexture2D) - *Related to https://github.com/godotengine/godot/issues/63000.* ### Godot version 4.0.alpha (5fec0d232) ### System information Fedora 36, GeForce GTX 1080 (NVIDIA 510.68.02) ### Issue description Creating a GradientTexture1D in the editor doesn't automatically create a Gradient resource inside (unlike GradientTexture2D). This hampers usability as the workflow between both resources is inconsistent, and GradientTexture1D requires two more clicks to get started. cc @Geometror ### Steps to reproduce - Create a Sprite2D node. - Assign **New GradientTexture2D** to the Sprite2D's texture property. Notice how a Gradient resource is automatically created within the GradientTexture2D. - Assign **New GradientTexture1D** to the Sprite2D's texture property. Notice how *no* Gradient resource is created within the GradientTexture1D. ### Minimal reproduction project N/A",1,creating a in the editor doesn t automatically create a gradient resource inside unlike related to godot version alpha system information fedora geforce gtx nvidia issue description creating a in the editor doesn t automatically create a gradient resource inside unlike this hampers usability as the workflow between both resources is inconsistent and requires two more clicks to get started cc geometror steps to reproduce create a node assign new to the s texture property notice how a gradient resource is automatically created within the assign new to the s texture property notice how no gradient resource is created within the minimal reproduction project n a,1 94202,8475809677.0,IssuesEvent,2018-10-24 20:00:43,systemd/systemd,https://api.github.com/repos/systemd/systemd,closed,test-execute fails under lxc,lxc tests,"**systemd version the issue has been seen with** v239 **Used distribution** Debian sid AppArmor confinement is enabled for the LXC container, lxc is version 2.0.9 Running test-execute under lxc via autopkgtest, I get: ``` root@autopkgtest-lxc-drpooy:/tmp/autopkgtest-lxc.dbckoweu/downtmp/build.439/src# /usr/lib/systemd/tests/test-execute Found cgroup on /sys/fs/cgroup/systemd, legacy hierarchy Found cgroup on /sys/fs/cgroup/systemd, legacy hierarchy Using cgroup controller name=systemd. File system hierarchy is at /sys/fs/cgroup/systemd/e33f2c8956e4d33c. Controller 'cpu' supported: yes Controller 'cpuacct' supported: yes Controller 'io' supported: no Controller 'blkio' supported: yes Controller 'memory' supported: yes Controller 'devices' supported: yes Controller 'pids' supported: yes Looking for unit files in (higher priority first): /usr/lib/systemd/tests/testdata/test-execute Unit type .device is not supported on this system. Unit type .automount is not supported on this system. Found container virtualization lxc. Unit type .swap is not supported on this system. Unit type .device is not supported on this system. Unit type .automount is not supported on this system. Unit type .swap is not supported on this system. root.mount: Failed to load configuration: No such file or directory dev.mount: Failed to load configuration: No such file or directory proc.mount: Failed to load configuration: No such file or directory tmp.mount: Failed to load configuration: No such file or directory sys.mount: Failed to load configuration: No such file or directory sys-fs.mount: Failed to load configuration: No such file or directory sys-fs-fuse.mount: Failed to load configuration: No such file or directory sys-devices.mount: Failed to load configuration: No such file or directory sys-devices-virtual.mount: Failed to load configuration: No such file or directory proc-sys.mount: Failed to load configuration: No such file or directory Successfully created private D-Bus server. Bus bus-system: changing state UNSET → OPENING Bus bus-system: changing state OPENING → AUTHENTICATING Successfully connected to system bus. Invoking unit coldplug() handlers… dev-hugepages.mount: Changed dead -> mounted proc-uptime.mount: Changed dead -> mounted dev-mqueue.mount: Changed dead -> mounted dev-tty2.mount: Changed dead -> mounted proc-sysrq\x2dtrigger.mount: Changed dead -> mounted -.mount: Changed dead -> mounted dev-tty1.mount: Changed dead -> mounted init.scope changed dead -> running proc-meminfo.mount: Changed dead -> mounted proc-cpuinfo.mount: Changed dead -> mounted dev-tty4.mount: Changed dead -> mounted proc-sys-net.mount: Changed dead -> mounted dev-tty3.mount: Changed dead -> mounted proc-stat.mount: Changed dead -> mounted sys-fs-fuse-connections.mount: Changed dead -> mounted dev-ptmx.mount: Changed dead -> mounted tmp-autopkgtest\x2dlxc.dbckoweu.mount: Changed dead -> mounted -.slice changed dead -> active sys-devices-virtual-net.mount: Changed dead -> mounted proc-swaps.mount: Changed dead -> mounted proc-diskstats.mount: Changed dead -> mounted Invoking unit catchup() handlers… shutdown.target: Failed to load configuration: No such file or directory basic.target: Failed to load configuration: No such file or directory Not running with unified cgroups, BPF firewalling is not supported. BPF firewalling not supported on this manager, proceeding without. BPF firewalling not supported on this manager, proceeding without. exec-basic.service: Passing 0 fds to service exec-basic.service: About to execute: /usr/bin/touch /tmp/a exec-basic.service: Forked /usr/bin/touch as 1747 exec-basic.service: Changed dead -> start exec-basic.service UMask: 0022 WorkingDirectory: /root RootDirectory: / NonBlocking: no PrivateTmp: yes PrivateDevices: no ProtectKernelTunables: no ProtectKernelModules: no ProtectControlGroups: no PrivateNetwork: no PrivateUsers: no ProtectHome: no ProtectSystem: no MountAPIVFS: no IgnoreSIGPIPE: yes MemoryDenyWriteExecute: no RestrictRealtime: no KeyringMode: inherit RuntimeDirectoryPreserve: no RuntimeDirectoryMode: 0755 StateDirectoryMode: 0755 CacheDirectoryMode: 0755 LogsDirectoryMode: 0755 ConfigurationDirectoryMode: 0755 StandardInput: null StandardOutput: inherit StandardError: inherit DynamicUser: no LockPersonality: no Bus bus-system: changing state AUTHENTICATING → HELLO Sent message type=method_call sender=n/a destination=org.freedesktop.DBus path=/org/freedesktop/DBus interface=org.freedesktop.DBus member=Hello cookie=1 reply_cookie=0 signature=n/a error-name=n/a error-message=n/a Sent message type=method_call sender=n/a destination=org.freedesktop.DBus path=/org/freedesktop/DBus interface=org.freedesktop.DBus member=AddMatch cookie=2 reply_cookie=0 signature=s error-name=n/a error-message=n/a exec-basic.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied Got message type=method_return sender=org.freedesktop.DBus destination=:1.27 path=n/a interface=n/a member=n/a cookie=1 reply_cookie=1 signature=s error-name=n/a error-message=n/a Bus bus-system: changing state HELLO → RUNNING exec-basic.service: Executing: /usr/bin/touch /tmp/aGot message type=signal sender=org.freedesktop.DBus destination=:1.27 path=/org/freedesktop/DBus interface=org.freedesktop.DBus member=NameAcquired cookie=2 reply_cookie=0 signature=s error-name=n/a error-message=n/a Got message type=method_return sender=org.freedesktop.DBus destination=:1.27 path=n/a interface=n/a member=n/a cookie=3 reply_cookie=2 signature=n/a error-name=n/a error-message=n/a Match type='signal',path='/org/freedesktop/systemd1/agent',interface='org.freedesktop.systemd1.Agent',member='Released' successfully installed. Received SIGCHLD from PID 1747 (touch). Child 1747 (touch) died (code=exited, status=0/SUCCESS) exec-basic.service: Child 1747 belongs to exec-basic.service. exec-basic.service: Main process exited, code=exited, status=0/SUCCESS exec-basic.service: Running next main command for state start. exec-basic.service: Passing 0 fds to service exec-basic.service: About to execute: /bin/touch /tmp/b exec-basic.service: Forked /bin/touch as 1748 exec-basic.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied exec-basic.service: Executing: /bin/touch /tmp/b Received SIGCHLD from PID 1748 (touch). Child 1748 (touch) died (code=exited, status=0/SUCCESS) exec-basic.service: Child 1748 belongs to exec-basic.service. exec-basic.service: Main process exited, code=exited, status=0/SUCCESS exec-basic.service: Running next main command for state start. exec-basic.service: Passing 0 fds to service exec-basic.service: About to execute: /usr/bin/touch /tmp/c exec-basic.service: Forked /usr/bin/touch as 1749 exec-basic.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied exec-basic.service: Executing: /usr/bin/touch /tmp/c Received SIGCHLD from PID 1749 (touch). Child 1749 (touch) died (code=exited, status=0/SUCCESS) exec-basic.service: Child 1749 belongs to exec-basic.service. exec-basic.service: Main process exited, code=exited, status=0/SUCCESS exec-basic.service: Running next main command for state start. exec-basic.service: Passing 0 fds to service exec-basic.service: About to execute: /usr/bin/test -f /tmp/a exec-basic.service: Forked /usr/bin/test as 1750 exec-basic.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied exec-basic.service: Executing: /usr/bin/test -f /tmp/a Received SIGCHLD from PID 1750 (test). Child 1750 (test) died (code=exited, status=0/SUCCESS) exec-basic.service: Child 1750 belongs to exec-basic.service. exec-basic.service: Main process exited, code=exited, status=0/SUCCESS exec-basic.service: Running next main command for state start. exec-basic.service: Passing 0 fds to service exec-basic.service: About to execute: /usr/bin/test -f /tmp/b exec-basic.service: Forked /usr/bin/test as 1751 exec-basic.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied exec-basic.service: Executing: /usr/bin/test -f /tmp/b Received SIGCHLD from PID 1751 (test). Child 1751 (test) died (code=exited, status=0/SUCCESS) exec-basic.service: Child 1751 belongs to exec-basic.service. exec-basic.service: Main process exited, code=exited, status=0/SUCCESS exec-basic.service: Running next main command for state start. exec-basic.service: Passing 0 fds to service exec-basic.service: About to execute: /usr/bin/test -f /tmp/c exec-basic.service: Forked /usr/bin/test as 1752 exec-basic.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied exec-basic.service: Executing: /usr/bin/test -f /tmp/c Received SIGCHLD from PID 1752 (test). Child 1752 (test) died (code=exited, status=0/SUCCESS) exec-basic.service: Child 1752 belongs to exec-basic.service. exec-basic.service: Main process exited, code=exited, status=0/SUCCESS exec-basic.service: Running next main command for state start. exec-basic.service: Passing 0 fds to service exec-basic.service: About to execute: /usr/bin/test -f /tmp/c exec-basic.service: Forked /usr/bin/test as 1753 exec-basic.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied exec-basic.service: Executing: /usr/bin/test -f /tmp/c Received SIGCHLD from PID 1753 (test). Child 1753 (test) died (code=exited, status=0/SUCCESS) exec-basic.service: Child 1753 belongs to exec-basic.service. exec-basic.service: Main process exited, code=exited, status=0/SUCCESS exec-basic.service: About to execute: /usr/bin/rm /tmp/a /tmp/b /tmp/c exec-basic.service: Forked /usr/bin/rm as 1754 exec-basic.service: Changed start -> start-post exec-basic.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied exec-basic.service: Executing: /usr/bin/rm /tmp/a /tmp/b /tmp/c Received SIGCHLD from PID 1754 (rm). Child 1754 (rm) died (code=exited, status=0/SUCCESS) exec-basic.service: Child 1754 belongs to exec-basic.service. exec-basic.service: Control process exited, code=exited status=0 exec-basic.service: Got final SIGCHLD for state start-post. exec-basic.service: Changed start-post -> dead Spawning thread to nuke /tmp/systemd-private-b6066afb81864af6824257068880184c-exec-basic.service-dnnXjH Spawning thread to nuke /var/tmp/systemd-private-b6066afb81864af6824257068880184c-exec-basic.service-vG1Anr PID: 1753 Start Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Code: exited Exit Status: 0 BPF firewalling not supported on this manager, proceeding without. exec-ambientcapabilities.service: Passing 0 fds to service exec-ambientcapabilities.service: About to execute: /bin/sh -x -c 'c=$$(grep ""CapAmb:"" /proc/self/status); test ""$$c"" = ""CapAmb: 0000000000002001""' exec-ambientcapabilities.service: Forked /bin/sh as 1757 exec-ambientcapabilities.service: Changed dead -> start exec-ambientcapabilities.service UMask: 0022 WorkingDirectory: /root RootDirectory: / NonBlocking: no PrivateTmp: no PrivateDevices: no ProtectKernelTunables: no ProtectKernelModules: no ProtectControlGroups: no PrivateNetwork: no PrivateUsers: no ProtectHome: no ProtectSystem: no MountAPIVFS: no IgnoreSIGPIPE: yes MemoryDenyWriteExecute: no RestrictRealtime: no KeyringMode: inherit RuntimeDirectoryPreserve: no RuntimeDirectoryMode: 0755 StateDirectoryMode: 0755 CacheDirectoryMode: 0755 LogsDirectoryMode: 0755 ConfigurationDirectoryMode: 0755 StandardInput: null StandardOutput: inherit StandardError: inherit AmbientCapabilities: cap_chown cap_net_raw User: daemon DynamicUser: no LockPersonality: no exec-ambientcapabilities.service: User lookup succeeded: uid=1 gid=1 exec-ambientcapabilities.service: Executing: /bin/sh -x -c 'c=$(grep ""CapAmb:"" /proc/self/status); test ""$c"" = ""CapAmb: 0000000000002001""' + grep CapAmb: /proc/self/status + c=CapAmb: 0000000000002001 + test CapAmb: 0000000000002001 = CapAmb: 0000000000002001 Received SIGCHLD from PID 1757 (sh). Child 1757 (sh) died (code=exited, status=0/SUCCESS) exec-ambientcapabilities.service: Child 1757 belongs to exec-ambientcapabilities.service. exec-ambientcapabilities.service: Main process exited, code=exited, status=0/SUCCESS exec-ambientcapabilities.service: Changed start -> dead PID: 1757 Start Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Code: exited Exit Status: 0 BPF firewalling not supported on this manager, proceeding without. exec-ambientcapabilities-merge.service: Passing 0 fds to service exec-ambientcapabilities-merge.service: About to execute: /bin/sh -x -c 'c=$$(grep ""CapAmb:"" /proc/self/status); test ""$$c"" = ""CapAmb: 0000000000002001""' exec-ambientcapabilities-merge.service: Forked /bin/sh as 1759 exec-ambientcapabilities-merge.service: Changed dead -> start exec-ambientcapabilities-merge.service UMask: 0022 WorkingDirectory: /root RootDirectory: / NonBlocking: no PrivateTmp: no PrivateDevices: no ProtectKernelTunables: no ProtectKernelModules: no ProtectControlGroups: no PrivateNetwork: no PrivateUsers: no ProtectHome: no ProtectSystem: no MountAPIVFS: no IgnoreSIGPIPE: yes MemoryDenyWriteExecute: no RestrictRealtime: no KeyringMode: inherit RuntimeDirectoryPreserve: no RuntimeDirectoryMode: 0755 StateDirectoryMode: 0755 CacheDirectoryMode: 0755 LogsDirectoryMode: 0755 ConfigurationDirectoryMode: 0755 StandardInput: null StandardOutput: inherit StandardError: inherit AmbientCapabilities: cap_chown cap_net_raw User: daemon DynamicUser: no LockPersonality: no exec-ambientcapabilities-merge.service: User lookup succeeded: uid=1 gid=1 exec-ambientcapabilities-merge.service: Executing: /bin/sh -x -c 'c=$(grep ""CapAmb:"" /proc/self/status); test ""$c"" = ""CapAmb: 0000000000002001""' + grep CapAmb: /proc/self/status + c=CapAmb: 0000000000002001 + test CapAmb: 0000000000002001 = CapAmb: 0000000000002001 Received SIGCHLD from PID 1759 (sh). Child 1759 (sh) died (code=exited, status=0/SUCCESS) exec-ambientcapabilities-merge.service: Child 1759 belongs to exec-ambientcapabilities-merge.service. exec-ambientcapabilities-merge.service: Main process exited, code=exited, status=0/SUCCESS exec-ambientcapabilities-merge.service: Changed start -> dead PID: 1759 Start Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Code: exited Exit Status: 0 BPF firewalling not supported on this manager, proceeding without. exec-ambientcapabilities-nobody.service: Passing 0 fds to service exec-ambientcapabilities-nobody.service: About to execute: /bin/sh -x -c 'c=$$(grep ""CapAmb:"" /proc/self/status); test ""$$c"" = ""CapAmb: 0000000000002001""' exec-ambientcapabilities-nobody.service: Forked /bin/sh as 1761 exec-ambientcapabilities-nobody.service: Changed dead -> start exec-ambientcapabilities-nobody.service UMask: 0022 WorkingDirectory: /root RootDirectory: / NonBlocking: no PrivateTmp: no PrivateDevices: no ProtectKernelTunables: no ProtectKernelModules: no ProtectControlGroups: no PrivateNetwork: no PrivateUsers: no ProtectHome: no ProtectSystem: no MountAPIVFS: no IgnoreSIGPIPE: yes MemoryDenyWriteExecute: no RestrictRealtime: no KeyringMode: inherit RuntimeDirectoryPreserve: no RuntimeDirectoryMode: 0755 StateDirectoryMode: 0755 CacheDirectoryMode: 0755 LogsDirectoryMode: 0755 ConfigurationDirectoryMode: 0755 StandardInput: null StandardOutput: inherit StandardError: inherit AmbientCapabilities: cap_chown cap_net_raw User: nobody DynamicUser: no LockPersonality: no exec-ambientcapabilities-nobody.service: User lookup succeeded: uid=65534 gid=65534 exec-ambientcapabilities-nobody.service: Executing: /bin/sh -x -c 'c=$(grep ""CapAmb:"" /proc/self/status); test ""$c"" = ""CapAmb: 0000000000002001""' + grep CapAmb: /proc/self/status + c=CapAmb: 0000000000002001 + test CapAmb: 0000000000002001 = CapAmb: 0000000000002001 Received SIGCHLD from PID 1761 (sh). Child 1761 (sh) died (code=exited, status=0/SUCCESS) exec-ambientcapabilities-nobody.service: Child 1761 belongs to exec-ambientcapabilities-nobody.service. exec-ambientcapabilities-nobody.service: Main process exited, code=exited, status=0/SUCCESS exec-ambientcapabilities-nobody.service: Changed start -> dead PID: 1761 Start Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Code: exited Exit Status: 0 BPF firewalling not supported on this manager, proceeding without. exec-ambientcapabilities-merge-nobody.service: Passing 0 fds to service exec-ambientcapabilities-merge-nobody.service: About to execute: /bin/sh -x -c 'c=$$(grep ""CapAmb:"" /proc/self/status); test ""$$c"" = ""CapAmb: 0000000000002001""' exec-ambientcapabilities-merge-nobody.service: Forked /bin/sh as 1763 exec-ambientcapabilities-merge-nobody.service: Changed dead -> start exec-ambientcapabilities-merge-nobody.service UMask: 0022 WorkingDirectory: /root RootDirectory: / NonBlocking: no PrivateTmp: no PrivateDevices: no ProtectKernelTunables: no ProtectKernelModules: no ProtectControlGroups: no PrivateNetwork: no PrivateUsers: no ProtectHome: no ProtectSystem: no MountAPIVFS: no IgnoreSIGPIPE: yes MemoryDenyWriteExecute: no RestrictRealtime: no KeyringMode: inherit RuntimeDirectoryPreserve: no RuntimeDirectoryMode: 0755 StateDirectoryMode: 0755 CacheDirectoryMode: 0755 LogsDirectoryMode: 0755 ConfigurationDirectoryMode: 0755 StandardInput: null StandardOutput: inherit StandardError: inherit AmbientCapabilities: cap_chown cap_net_raw User: nobody DynamicUser: no LockPersonality: no exec-ambientcapabilities-merge-nobody.service: User lookup succeeded: uid=65534 gid=65534 exec-ambientcapabilities-merge-nobody.service: Executing: /bin/sh -x -c 'c=$(grep ""CapAmb:"" /proc/self/status); test ""$c"" = ""CapAmb: 0000000000002001""' + grep CapAmb: /proc/self/status + c=CapAmb: 0000000000002001 + test CapAmb: 0000000000002001 = CapAmb: 0000000000002001 Received SIGCHLD from PID 1763 (sh). Child 1763 (sh) died (code=exited, status=0/SUCCESS) exec-ambientcapabilities-merge-nobody.service: Child 1763 belongs to exec-ambientcapabilities-merge-nobody.service. exec-ambientcapabilities-merge-nobody.service: Main process exited, code=exited, status=0/SUCCESS exec-ambientcapabilities-merge-nobody.service: Changed start -> dead PID: 1763 Start Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Code: exited Exit Status: 0 BPF firewalling not supported on this manager, proceeding without. exec-bindpaths.service: Passing 0 fds to service exec-bindpaths.service: About to execute: /usr/bin/touch /tmp/test-exec-bindpaths/thisisasimpletest exec-bindpaths.service: Forked /usr/bin/touch as 1765 exec-bindpaths.service: Changed dead -> start exec-bindpaths.service UMask: 0022 WorkingDirectory: /root RootDirectory: / NonBlocking: no PrivateTmp: no PrivateDevices: no ProtectKernelTunables: no ProtectKernelModules: no ProtectControlGroups: no PrivateNetwork: no PrivateUsers: no ProtectHome: no ProtectSystem: no MountAPIVFS: no IgnoreSIGPIPE: yes MemoryDenyWriteExecute: no RestrictRealtime: no KeyringMode: inherit RuntimeDirectoryPreserve: no RuntimeDirectoryMode: 0755 StateDirectoryMode: 0755 CacheDirectoryMode: 0755 LogsDirectoryMode: 0755 ConfigurationDirectoryMode: 0755 StandardInput: null StandardOutput: inherit StandardError: inherit DynamicUser: no BindPaths: /tmp:/tmp/test-exec-bindpaths:rbind BindReadOnlyPaths: /tmp:/tmp/test-exec-bindreadonlypaths:rbind LockPersonality: no exec-bindpaths.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied exec-bindpaths.service: Executing: /usr/bin/touch /tmp/test-exec-bindpaths/thisisasimpletest Received SIGCHLD from PID 1765 (touch). Child 1765 (touch) died (code=exited, status=0/SUCCESS) exec-bindpaths.service: Child 1765 belongs to exec-bindpaths.service. exec-bindpaths.service: Main process exited, code=exited, status=0/SUCCESS exec-bindpaths.service: Running next main command for state start. exec-bindpaths.service: Passing 0 fds to service exec-bindpaths.service: About to execute: /usr/bin/test -f /tmp/thisisasimpletest exec-bindpaths.service: Forked /usr/bin/test as 1766 exec-bindpaths.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied exec-bindpaths.service: Executing: /usr/bin/test -f /tmp/thisisasimpletest Received SIGCHLD from PID 1766 (test). Child 1766 (test) died (code=exited, status=1/FAILURE) exec-bindpaths.service: Child 1766 belongs to exec-bindpaths.service. exec-bindpaths.service: Main process exited, code=exited, status=1/FAILURE exec-bindpaths.service: Failed with result 'exit-code'. exec-bindpaths.service: Changed start -> failed exec-bindpaths.service: Unit entered failed state. PID: 1766 Start Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Code: exited Exit Status: 1 Assertion 'service->main_exec_status.status == status_expected' failed at ../src/test/test-execute.c:59, function check(). Aborting. Aborted ``` ",1.0,"test-execute fails under lxc - **systemd version the issue has been seen with** v239 **Used distribution** Debian sid AppArmor confinement is enabled for the LXC container, lxc is version 2.0.9 Running test-execute under lxc via autopkgtest, I get: ``` root@autopkgtest-lxc-drpooy:/tmp/autopkgtest-lxc.dbckoweu/downtmp/build.439/src# /usr/lib/systemd/tests/test-execute Found cgroup on /sys/fs/cgroup/systemd, legacy hierarchy Found cgroup on /sys/fs/cgroup/systemd, legacy hierarchy Using cgroup controller name=systemd. File system hierarchy is at /sys/fs/cgroup/systemd/e33f2c8956e4d33c. Controller 'cpu' supported: yes Controller 'cpuacct' supported: yes Controller 'io' supported: no Controller 'blkio' supported: yes Controller 'memory' supported: yes Controller 'devices' supported: yes Controller 'pids' supported: yes Looking for unit files in (higher priority first): /usr/lib/systemd/tests/testdata/test-execute Unit type .device is not supported on this system. Unit type .automount is not supported on this system. Found container virtualization lxc. Unit type .swap is not supported on this system. Unit type .device is not supported on this system. Unit type .automount is not supported on this system. Unit type .swap is not supported on this system. root.mount: Failed to load configuration: No such file or directory dev.mount: Failed to load configuration: No such file or directory proc.mount: Failed to load configuration: No such file or directory tmp.mount: Failed to load configuration: No such file or directory sys.mount: Failed to load configuration: No such file or directory sys-fs.mount: Failed to load configuration: No such file or directory sys-fs-fuse.mount: Failed to load configuration: No such file or directory sys-devices.mount: Failed to load configuration: No such file or directory sys-devices-virtual.mount: Failed to load configuration: No such file or directory proc-sys.mount: Failed to load configuration: No such file or directory Successfully created private D-Bus server. Bus bus-system: changing state UNSET → OPENING Bus bus-system: changing state OPENING → AUTHENTICATING Successfully connected to system bus. Invoking unit coldplug() handlers… dev-hugepages.mount: Changed dead -> mounted proc-uptime.mount: Changed dead -> mounted dev-mqueue.mount: Changed dead -> mounted dev-tty2.mount: Changed dead -> mounted proc-sysrq\x2dtrigger.mount: Changed dead -> mounted -.mount: Changed dead -> mounted dev-tty1.mount: Changed dead -> mounted init.scope changed dead -> running proc-meminfo.mount: Changed dead -> mounted proc-cpuinfo.mount: Changed dead -> mounted dev-tty4.mount: Changed dead -> mounted proc-sys-net.mount: Changed dead -> mounted dev-tty3.mount: Changed dead -> mounted proc-stat.mount: Changed dead -> mounted sys-fs-fuse-connections.mount: Changed dead -> mounted dev-ptmx.mount: Changed dead -> mounted tmp-autopkgtest\x2dlxc.dbckoweu.mount: Changed dead -> mounted -.slice changed dead -> active sys-devices-virtual-net.mount: Changed dead -> mounted proc-swaps.mount: Changed dead -> mounted proc-diskstats.mount: Changed dead -> mounted Invoking unit catchup() handlers… shutdown.target: Failed to load configuration: No such file or directory basic.target: Failed to load configuration: No such file or directory Not running with unified cgroups, BPF firewalling is not supported. BPF firewalling not supported on this manager, proceeding without. BPF firewalling not supported on this manager, proceeding without. exec-basic.service: Passing 0 fds to service exec-basic.service: About to execute: /usr/bin/touch /tmp/a exec-basic.service: Forked /usr/bin/touch as 1747 exec-basic.service: Changed dead -> start exec-basic.service UMask: 0022 WorkingDirectory: /root RootDirectory: / NonBlocking: no PrivateTmp: yes PrivateDevices: no ProtectKernelTunables: no ProtectKernelModules: no ProtectControlGroups: no PrivateNetwork: no PrivateUsers: no ProtectHome: no ProtectSystem: no MountAPIVFS: no IgnoreSIGPIPE: yes MemoryDenyWriteExecute: no RestrictRealtime: no KeyringMode: inherit RuntimeDirectoryPreserve: no RuntimeDirectoryMode: 0755 StateDirectoryMode: 0755 CacheDirectoryMode: 0755 LogsDirectoryMode: 0755 ConfigurationDirectoryMode: 0755 StandardInput: null StandardOutput: inherit StandardError: inherit DynamicUser: no LockPersonality: no Bus bus-system: changing state AUTHENTICATING → HELLO Sent message type=method_call sender=n/a destination=org.freedesktop.DBus path=/org/freedesktop/DBus interface=org.freedesktop.DBus member=Hello cookie=1 reply_cookie=0 signature=n/a error-name=n/a error-message=n/a Sent message type=method_call sender=n/a destination=org.freedesktop.DBus path=/org/freedesktop/DBus interface=org.freedesktop.DBus member=AddMatch cookie=2 reply_cookie=0 signature=s error-name=n/a error-message=n/a exec-basic.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied Got message type=method_return sender=org.freedesktop.DBus destination=:1.27 path=n/a interface=n/a member=n/a cookie=1 reply_cookie=1 signature=s error-name=n/a error-message=n/a Bus bus-system: changing state HELLO → RUNNING exec-basic.service: Executing: /usr/bin/touch /tmp/aGot message type=signal sender=org.freedesktop.DBus destination=:1.27 path=/org/freedesktop/DBus interface=org.freedesktop.DBus member=NameAcquired cookie=2 reply_cookie=0 signature=s error-name=n/a error-message=n/a Got message type=method_return sender=org.freedesktop.DBus destination=:1.27 path=n/a interface=n/a member=n/a cookie=3 reply_cookie=2 signature=n/a error-name=n/a error-message=n/a Match type='signal',path='/org/freedesktop/systemd1/agent',interface='org.freedesktop.systemd1.Agent',member='Released' successfully installed. Received SIGCHLD from PID 1747 (touch). Child 1747 (touch) died (code=exited, status=0/SUCCESS) exec-basic.service: Child 1747 belongs to exec-basic.service. exec-basic.service: Main process exited, code=exited, status=0/SUCCESS exec-basic.service: Running next main command for state start. exec-basic.service: Passing 0 fds to service exec-basic.service: About to execute: /bin/touch /tmp/b exec-basic.service: Forked /bin/touch as 1748 exec-basic.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied exec-basic.service: Executing: /bin/touch /tmp/b Received SIGCHLD from PID 1748 (touch). Child 1748 (touch) died (code=exited, status=0/SUCCESS) exec-basic.service: Child 1748 belongs to exec-basic.service. exec-basic.service: Main process exited, code=exited, status=0/SUCCESS exec-basic.service: Running next main command for state start. exec-basic.service: Passing 0 fds to service exec-basic.service: About to execute: /usr/bin/touch /tmp/c exec-basic.service: Forked /usr/bin/touch as 1749 exec-basic.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied exec-basic.service: Executing: /usr/bin/touch /tmp/c Received SIGCHLD from PID 1749 (touch). Child 1749 (touch) died (code=exited, status=0/SUCCESS) exec-basic.service: Child 1749 belongs to exec-basic.service. exec-basic.service: Main process exited, code=exited, status=0/SUCCESS exec-basic.service: Running next main command for state start. exec-basic.service: Passing 0 fds to service exec-basic.service: About to execute: /usr/bin/test -f /tmp/a exec-basic.service: Forked /usr/bin/test as 1750 exec-basic.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied exec-basic.service: Executing: /usr/bin/test -f /tmp/a Received SIGCHLD from PID 1750 (test). Child 1750 (test) died (code=exited, status=0/SUCCESS) exec-basic.service: Child 1750 belongs to exec-basic.service. exec-basic.service: Main process exited, code=exited, status=0/SUCCESS exec-basic.service: Running next main command for state start. exec-basic.service: Passing 0 fds to service exec-basic.service: About to execute: /usr/bin/test -f /tmp/b exec-basic.service: Forked /usr/bin/test as 1751 exec-basic.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied exec-basic.service: Executing: /usr/bin/test -f /tmp/b Received SIGCHLD from PID 1751 (test). Child 1751 (test) died (code=exited, status=0/SUCCESS) exec-basic.service: Child 1751 belongs to exec-basic.service. exec-basic.service: Main process exited, code=exited, status=0/SUCCESS exec-basic.service: Running next main command for state start. exec-basic.service: Passing 0 fds to service exec-basic.service: About to execute: /usr/bin/test -f /tmp/c exec-basic.service: Forked /usr/bin/test as 1752 exec-basic.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied exec-basic.service: Executing: /usr/bin/test -f /tmp/c Received SIGCHLD from PID 1752 (test). Child 1752 (test) died (code=exited, status=0/SUCCESS) exec-basic.service: Child 1752 belongs to exec-basic.service. exec-basic.service: Main process exited, code=exited, status=0/SUCCESS exec-basic.service: Running next main command for state start. exec-basic.service: Passing 0 fds to service exec-basic.service: About to execute: /usr/bin/test -f /tmp/c exec-basic.service: Forked /usr/bin/test as 1753 exec-basic.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied exec-basic.service: Executing: /usr/bin/test -f /tmp/c Received SIGCHLD from PID 1753 (test). Child 1753 (test) died (code=exited, status=0/SUCCESS) exec-basic.service: Child 1753 belongs to exec-basic.service. exec-basic.service: Main process exited, code=exited, status=0/SUCCESS exec-basic.service: About to execute: /usr/bin/rm /tmp/a /tmp/b /tmp/c exec-basic.service: Forked /usr/bin/rm as 1754 exec-basic.service: Changed start -> start-post exec-basic.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied exec-basic.service: Executing: /usr/bin/rm /tmp/a /tmp/b /tmp/c Received SIGCHLD from PID 1754 (rm). Child 1754 (rm) died (code=exited, status=0/SUCCESS) exec-basic.service: Child 1754 belongs to exec-basic.service. exec-basic.service: Control process exited, code=exited status=0 exec-basic.service: Got final SIGCHLD for state start-post. exec-basic.service: Changed start-post -> dead Spawning thread to nuke /tmp/systemd-private-b6066afb81864af6824257068880184c-exec-basic.service-dnnXjH Spawning thread to nuke /var/tmp/systemd-private-b6066afb81864af6824257068880184c-exec-basic.service-vG1Anr PID: 1753 Start Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Code: exited Exit Status: 0 BPF firewalling not supported on this manager, proceeding without. exec-ambientcapabilities.service: Passing 0 fds to service exec-ambientcapabilities.service: About to execute: /bin/sh -x -c 'c=$$(grep ""CapAmb:"" /proc/self/status); test ""$$c"" = ""CapAmb: 0000000000002001""' exec-ambientcapabilities.service: Forked /bin/sh as 1757 exec-ambientcapabilities.service: Changed dead -> start exec-ambientcapabilities.service UMask: 0022 WorkingDirectory: /root RootDirectory: / NonBlocking: no PrivateTmp: no PrivateDevices: no ProtectKernelTunables: no ProtectKernelModules: no ProtectControlGroups: no PrivateNetwork: no PrivateUsers: no ProtectHome: no ProtectSystem: no MountAPIVFS: no IgnoreSIGPIPE: yes MemoryDenyWriteExecute: no RestrictRealtime: no KeyringMode: inherit RuntimeDirectoryPreserve: no RuntimeDirectoryMode: 0755 StateDirectoryMode: 0755 CacheDirectoryMode: 0755 LogsDirectoryMode: 0755 ConfigurationDirectoryMode: 0755 StandardInput: null StandardOutput: inherit StandardError: inherit AmbientCapabilities: cap_chown cap_net_raw User: daemon DynamicUser: no LockPersonality: no exec-ambientcapabilities.service: User lookup succeeded: uid=1 gid=1 exec-ambientcapabilities.service: Executing: /bin/sh -x -c 'c=$(grep ""CapAmb:"" /proc/self/status); test ""$c"" = ""CapAmb: 0000000000002001""' + grep CapAmb: /proc/self/status + c=CapAmb: 0000000000002001 + test CapAmb: 0000000000002001 = CapAmb: 0000000000002001 Received SIGCHLD from PID 1757 (sh). Child 1757 (sh) died (code=exited, status=0/SUCCESS) exec-ambientcapabilities.service: Child 1757 belongs to exec-ambientcapabilities.service. exec-ambientcapabilities.service: Main process exited, code=exited, status=0/SUCCESS exec-ambientcapabilities.service: Changed start -> dead PID: 1757 Start Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Code: exited Exit Status: 0 BPF firewalling not supported on this manager, proceeding without. exec-ambientcapabilities-merge.service: Passing 0 fds to service exec-ambientcapabilities-merge.service: About to execute: /bin/sh -x -c 'c=$$(grep ""CapAmb:"" /proc/self/status); test ""$$c"" = ""CapAmb: 0000000000002001""' exec-ambientcapabilities-merge.service: Forked /bin/sh as 1759 exec-ambientcapabilities-merge.service: Changed dead -> start exec-ambientcapabilities-merge.service UMask: 0022 WorkingDirectory: /root RootDirectory: / NonBlocking: no PrivateTmp: no PrivateDevices: no ProtectKernelTunables: no ProtectKernelModules: no ProtectControlGroups: no PrivateNetwork: no PrivateUsers: no ProtectHome: no ProtectSystem: no MountAPIVFS: no IgnoreSIGPIPE: yes MemoryDenyWriteExecute: no RestrictRealtime: no KeyringMode: inherit RuntimeDirectoryPreserve: no RuntimeDirectoryMode: 0755 StateDirectoryMode: 0755 CacheDirectoryMode: 0755 LogsDirectoryMode: 0755 ConfigurationDirectoryMode: 0755 StandardInput: null StandardOutput: inherit StandardError: inherit AmbientCapabilities: cap_chown cap_net_raw User: daemon DynamicUser: no LockPersonality: no exec-ambientcapabilities-merge.service: User lookup succeeded: uid=1 gid=1 exec-ambientcapabilities-merge.service: Executing: /bin/sh -x -c 'c=$(grep ""CapAmb:"" /proc/self/status); test ""$c"" = ""CapAmb: 0000000000002001""' + grep CapAmb: /proc/self/status + c=CapAmb: 0000000000002001 + test CapAmb: 0000000000002001 = CapAmb: 0000000000002001 Received SIGCHLD from PID 1759 (sh). Child 1759 (sh) died (code=exited, status=0/SUCCESS) exec-ambientcapabilities-merge.service: Child 1759 belongs to exec-ambientcapabilities-merge.service. exec-ambientcapabilities-merge.service: Main process exited, code=exited, status=0/SUCCESS exec-ambientcapabilities-merge.service: Changed start -> dead PID: 1759 Start Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Code: exited Exit Status: 0 BPF firewalling not supported on this manager, proceeding without. exec-ambientcapabilities-nobody.service: Passing 0 fds to service exec-ambientcapabilities-nobody.service: About to execute: /bin/sh -x -c 'c=$$(grep ""CapAmb:"" /proc/self/status); test ""$$c"" = ""CapAmb: 0000000000002001""' exec-ambientcapabilities-nobody.service: Forked /bin/sh as 1761 exec-ambientcapabilities-nobody.service: Changed dead -> start exec-ambientcapabilities-nobody.service UMask: 0022 WorkingDirectory: /root RootDirectory: / NonBlocking: no PrivateTmp: no PrivateDevices: no ProtectKernelTunables: no ProtectKernelModules: no ProtectControlGroups: no PrivateNetwork: no PrivateUsers: no ProtectHome: no ProtectSystem: no MountAPIVFS: no IgnoreSIGPIPE: yes MemoryDenyWriteExecute: no RestrictRealtime: no KeyringMode: inherit RuntimeDirectoryPreserve: no RuntimeDirectoryMode: 0755 StateDirectoryMode: 0755 CacheDirectoryMode: 0755 LogsDirectoryMode: 0755 ConfigurationDirectoryMode: 0755 StandardInput: null StandardOutput: inherit StandardError: inherit AmbientCapabilities: cap_chown cap_net_raw User: nobody DynamicUser: no LockPersonality: no exec-ambientcapabilities-nobody.service: User lookup succeeded: uid=65534 gid=65534 exec-ambientcapabilities-nobody.service: Executing: /bin/sh -x -c 'c=$(grep ""CapAmb:"" /proc/self/status); test ""$c"" = ""CapAmb: 0000000000002001""' + grep CapAmb: /proc/self/status + c=CapAmb: 0000000000002001 + test CapAmb: 0000000000002001 = CapAmb: 0000000000002001 Received SIGCHLD from PID 1761 (sh). Child 1761 (sh) died (code=exited, status=0/SUCCESS) exec-ambientcapabilities-nobody.service: Child 1761 belongs to exec-ambientcapabilities-nobody.service. exec-ambientcapabilities-nobody.service: Main process exited, code=exited, status=0/SUCCESS exec-ambientcapabilities-nobody.service: Changed start -> dead PID: 1761 Start Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Code: exited Exit Status: 0 BPF firewalling not supported on this manager, proceeding without. exec-ambientcapabilities-merge-nobody.service: Passing 0 fds to service exec-ambientcapabilities-merge-nobody.service: About to execute: /bin/sh -x -c 'c=$$(grep ""CapAmb:"" /proc/self/status); test ""$$c"" = ""CapAmb: 0000000000002001""' exec-ambientcapabilities-merge-nobody.service: Forked /bin/sh as 1763 exec-ambientcapabilities-merge-nobody.service: Changed dead -> start exec-ambientcapabilities-merge-nobody.service UMask: 0022 WorkingDirectory: /root RootDirectory: / NonBlocking: no PrivateTmp: no PrivateDevices: no ProtectKernelTunables: no ProtectKernelModules: no ProtectControlGroups: no PrivateNetwork: no PrivateUsers: no ProtectHome: no ProtectSystem: no MountAPIVFS: no IgnoreSIGPIPE: yes MemoryDenyWriteExecute: no RestrictRealtime: no KeyringMode: inherit RuntimeDirectoryPreserve: no RuntimeDirectoryMode: 0755 StateDirectoryMode: 0755 CacheDirectoryMode: 0755 LogsDirectoryMode: 0755 ConfigurationDirectoryMode: 0755 StandardInput: null StandardOutput: inherit StandardError: inherit AmbientCapabilities: cap_chown cap_net_raw User: nobody DynamicUser: no LockPersonality: no exec-ambientcapabilities-merge-nobody.service: User lookup succeeded: uid=65534 gid=65534 exec-ambientcapabilities-merge-nobody.service: Executing: /bin/sh -x -c 'c=$(grep ""CapAmb:"" /proc/self/status); test ""$c"" = ""CapAmb: 0000000000002001""' + grep CapAmb: /proc/self/status + c=CapAmb: 0000000000002001 + test CapAmb: 0000000000002001 = CapAmb: 0000000000002001 Received SIGCHLD from PID 1763 (sh). Child 1763 (sh) died (code=exited, status=0/SUCCESS) exec-ambientcapabilities-merge-nobody.service: Child 1763 belongs to exec-ambientcapabilities-merge-nobody.service. exec-ambientcapabilities-merge-nobody.service: Main process exited, code=exited, status=0/SUCCESS exec-ambientcapabilities-merge-nobody.service: Changed start -> dead PID: 1763 Start Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Code: exited Exit Status: 0 BPF firewalling not supported on this manager, proceeding without. exec-bindpaths.service: Passing 0 fds to service exec-bindpaths.service: About to execute: /usr/bin/touch /tmp/test-exec-bindpaths/thisisasimpletest exec-bindpaths.service: Forked /usr/bin/touch as 1765 exec-bindpaths.service: Changed dead -> start exec-bindpaths.service UMask: 0022 WorkingDirectory: /root RootDirectory: / NonBlocking: no PrivateTmp: no PrivateDevices: no ProtectKernelTunables: no ProtectKernelModules: no ProtectControlGroups: no PrivateNetwork: no PrivateUsers: no ProtectHome: no ProtectSystem: no MountAPIVFS: no IgnoreSIGPIPE: yes MemoryDenyWriteExecute: no RestrictRealtime: no KeyringMode: inherit RuntimeDirectoryPreserve: no RuntimeDirectoryMode: 0755 StateDirectoryMode: 0755 CacheDirectoryMode: 0755 LogsDirectoryMode: 0755 ConfigurationDirectoryMode: 0755 StandardInput: null StandardOutput: inherit StandardError: inherit DynamicUser: no BindPaths: /tmp:/tmp/test-exec-bindpaths:rbind BindReadOnlyPaths: /tmp:/tmp/test-exec-bindreadonlypaths:rbind LockPersonality: no exec-bindpaths.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied exec-bindpaths.service: Executing: /usr/bin/touch /tmp/test-exec-bindpaths/thisisasimpletest Received SIGCHLD from PID 1765 (touch). Child 1765 (touch) died (code=exited, status=0/SUCCESS) exec-bindpaths.service: Child 1765 belongs to exec-bindpaths.service. exec-bindpaths.service: Main process exited, code=exited, status=0/SUCCESS exec-bindpaths.service: Running next main command for state start. exec-bindpaths.service: Passing 0 fds to service exec-bindpaths.service: About to execute: /usr/bin/test -f /tmp/thisisasimpletest exec-bindpaths.service: Forked /usr/bin/test as 1766 exec-bindpaths.service: Failed to set up namespace, assuming containerized execution, ignoring: Permission denied exec-bindpaths.service: Executing: /usr/bin/test -f /tmp/thisisasimpletest Received SIGCHLD from PID 1766 (test). Child 1766 (test) died (code=exited, status=1/FAILURE) exec-bindpaths.service: Child 1766 belongs to exec-bindpaths.service. exec-bindpaths.service: Main process exited, code=exited, status=1/FAILURE exec-bindpaths.service: Failed with result 'exit-code'. exec-bindpaths.service: Changed start -> failed exec-bindpaths.service: Unit entered failed state. PID: 1766 Start Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Timestamp: Mon 2018-07-23 15:03:43 UTC Exit Code: exited Exit Status: 1 Assertion 'service->main_exec_status.status == status_expected' failed at ../src/test/test-execute.c:59, function check(). Aborting. Aborted ``` ",0,test execute fails under lxc systemd version the issue has been seen with used distribution debian sid apparmor confinement is enabled for the lxc container lxc is version running test execute under lxc via autopkgtest i get root autopkgtest lxc drpooy tmp autopkgtest lxc dbckoweu downtmp build src usr lib systemd tests test execute found cgroup on sys fs cgroup systemd legacy hierarchy found cgroup on sys fs cgroup systemd legacy hierarchy using cgroup controller name systemd file system hierarchy is at sys fs cgroup systemd controller cpu supported yes controller cpuacct supported yes controller io supported no controller blkio supported yes controller memory supported yes controller devices supported yes controller pids supported yes looking for unit files in higher priority first usr lib systemd tests testdata test execute unit type device is not supported on this system unit type automount is not supported on this system found container virtualization lxc unit type swap is not supported on this system unit type device is not supported on this system unit type automount is not supported on this system unit type swap is not supported on this system root mount failed to load configuration no such file or directory dev mount failed to load configuration no such file or directory proc mount failed to load configuration no such file or directory tmp mount failed to load configuration no such file or directory sys mount failed to load configuration no such file or directory sys fs mount failed to load configuration no such file or directory sys fs fuse mount failed to load configuration no such file or directory sys devices mount failed to load configuration no such file or directory sys devices virtual mount failed to load configuration no such file or directory proc sys mount failed to load configuration no such file or directory successfully created private d bus server bus bus system changing state unset → opening bus bus system changing state opening → authenticating successfully connected to system bus invoking unit coldplug handlers… dev hugepages mount changed dead mounted proc uptime mount changed dead mounted dev mqueue mount changed dead mounted dev mount changed dead mounted proc sysrq mount changed dead mounted mount changed dead mounted dev mount changed dead mounted init scope changed dead running proc meminfo mount changed dead mounted proc cpuinfo mount changed dead mounted dev mount changed dead mounted proc sys net mount changed dead mounted dev mount changed dead mounted proc stat mount changed dead mounted sys fs fuse connections mount changed dead mounted dev ptmx mount changed dead mounted tmp autopkgtest dbckoweu mount changed dead mounted slice changed dead active sys devices virtual net mount changed dead mounted proc swaps mount changed dead mounted proc diskstats mount changed dead mounted invoking unit catchup handlers… shutdown target failed to load configuration no such file or directory basic target failed to load configuration no such file or directory not running with unified cgroups bpf firewalling is not supported bpf firewalling not supported on this manager proceeding without bpf firewalling not supported on this manager proceeding without exec basic service passing fds to service exec basic service about to execute usr bin touch tmp a exec basic service forked usr bin touch as exec basic service changed dead start exec basic service umask workingdirectory root rootdirectory nonblocking no privatetmp yes privatedevices no protectkerneltunables no protectkernelmodules no protectcontrolgroups no privatenetwork no privateusers no protecthome no protectsystem no mountapivfs no ignoresigpipe yes memorydenywriteexecute no restrictrealtime no keyringmode inherit runtimedirectorypreserve no runtimedirectorymode statedirectorymode cachedirectorymode logsdirectorymode configurationdirectorymode standardinput null standardoutput inherit standarderror inherit dynamicuser no lockpersonality no bus bus system changing state authenticating → hello sent message type method call sender n a destination org freedesktop dbus path org freedesktop dbus interface org freedesktop dbus member hello cookie reply cookie signature n a error name n a error message n a sent message type method call sender n a destination org freedesktop dbus path org freedesktop dbus interface org freedesktop dbus member addmatch cookie reply cookie signature s error name n a error message n a exec basic service failed to set up namespace assuming containerized execution ignoring permission denied got message type method return sender org freedesktop dbus destination path n a interface n a member n a cookie reply cookie signature s error name n a error message n a bus bus system changing state hello → running exec basic service executing usr bin touch tmp agot message type signal sender org freedesktop dbus destination path org freedesktop dbus interface org freedesktop dbus member nameacquired cookie reply cookie signature s error name n a error message n a got message type method return sender org freedesktop dbus destination path n a interface n a member n a cookie reply cookie signature n a error name n a error message n a match type signal path org freedesktop agent interface org freedesktop agent member released successfully installed received sigchld from pid touch child touch died code exited status success exec basic service child belongs to exec basic service exec basic service main process exited code exited status success exec basic service running next main command for state start exec basic service passing fds to service exec basic service about to execute bin touch tmp b exec basic service forked bin touch as exec basic service failed to set up namespace assuming containerized execution ignoring permission denied exec basic service executing bin touch tmp b received sigchld from pid touch child touch died code exited status success exec basic service child belongs to exec basic service exec basic service main process exited code exited status success exec basic service running next main command for state start exec basic service passing fds to service exec basic service about to execute usr bin touch tmp c exec basic service forked usr bin touch as exec basic service failed to set up namespace assuming containerized execution ignoring permission denied exec basic service executing usr bin touch tmp c received sigchld from pid touch child touch died code exited status success exec basic service child belongs to exec basic service exec basic service main process exited code exited status success exec basic service running next main command for state start exec basic service passing fds to service exec basic service about to execute usr bin test f tmp a exec basic service forked usr bin test as exec basic service failed to set up namespace assuming containerized execution ignoring permission denied exec basic service executing usr bin test f tmp a received sigchld from pid test child test died code exited status success exec basic service child belongs to exec basic service exec basic service main process exited code exited status success exec basic service running next main command for state start exec basic service passing fds to service exec basic service about to execute usr bin test f tmp b exec basic service forked usr bin test as exec basic service failed to set up namespace assuming containerized execution ignoring permission denied exec basic service executing usr bin test f tmp b received sigchld from pid test child test died code exited status success exec basic service child belongs to exec basic service exec basic service main process exited code exited status success exec basic service running next main command for state start exec basic service passing fds to service exec basic service about to execute usr bin test f tmp c exec basic service forked usr bin test as exec basic service failed to set up namespace assuming containerized execution ignoring permission denied exec basic service executing usr bin test f tmp c received sigchld from pid test child test died code exited status success exec basic service child belongs to exec basic service exec basic service main process exited code exited status success exec basic service running next main command for state start exec basic service passing fds to service exec basic service about to execute usr bin test f tmp c exec basic service forked usr bin test as exec basic service failed to set up namespace assuming containerized execution ignoring permission denied exec basic service executing usr bin test f tmp c received sigchld from pid test child test died code exited status success exec basic service child belongs to exec basic service exec basic service main process exited code exited status success exec basic service about to execute usr bin rm tmp a tmp b tmp c exec basic service forked usr bin rm as exec basic service changed start start post exec basic service failed to set up namespace assuming containerized execution ignoring permission denied exec basic service executing usr bin rm tmp a tmp b tmp c received sigchld from pid rm child rm died code exited status success exec basic service child belongs to exec basic service exec basic service control process exited code exited status exec basic service got final sigchld for state start post exec basic service changed start post dead spawning thread to nuke tmp systemd private exec basic service dnnxjh spawning thread to nuke var tmp systemd private exec basic service pid start timestamp mon utc exit timestamp mon utc exit code exited exit status bpf firewalling not supported on this manager proceeding without exec ambientcapabilities service passing fds to service exec ambientcapabilities service about to execute bin sh x c c grep capamb proc self status test c capamb exec ambientcapabilities service forked bin sh as exec ambientcapabilities service changed dead start exec ambientcapabilities service umask workingdirectory root rootdirectory nonblocking no privatetmp no privatedevices no protectkerneltunables no protectkernelmodules no protectcontrolgroups no privatenetwork no privateusers no protecthome no protectsystem no mountapivfs no ignoresigpipe yes memorydenywriteexecute no restrictrealtime no keyringmode inherit runtimedirectorypreserve no runtimedirectorymode statedirectorymode cachedirectorymode logsdirectorymode configurationdirectorymode standardinput null standardoutput inherit standarderror inherit ambientcapabilities cap chown cap net raw user daemon dynamicuser no lockpersonality no exec ambientcapabilities service user lookup succeeded uid gid exec ambientcapabilities service executing bin sh x c c grep capamb proc self status test c capamb grep capamb proc self status c capamb test capamb capamb received sigchld from pid sh child sh died code exited status success exec ambientcapabilities service child belongs to exec ambientcapabilities service exec ambientcapabilities service main process exited code exited status success exec ambientcapabilities service changed start dead pid start timestamp mon utc exit timestamp mon utc exit code exited exit status bpf firewalling not supported on this manager proceeding without exec ambientcapabilities merge service passing fds to service exec ambientcapabilities merge service about to execute bin sh x c c grep capamb proc self status test c capamb exec ambientcapabilities merge service forked bin sh as exec ambientcapabilities merge service changed dead start exec ambientcapabilities merge service umask workingdirectory root rootdirectory nonblocking no privatetmp no privatedevices no protectkerneltunables no protectkernelmodules no protectcontrolgroups no privatenetwork no privateusers no protecthome no protectsystem no mountapivfs no ignoresigpipe yes memorydenywriteexecute no restrictrealtime no keyringmode inherit runtimedirectorypreserve no runtimedirectorymode statedirectorymode cachedirectorymode logsdirectorymode configurationdirectorymode standardinput null standardoutput inherit standarderror inherit ambientcapabilities cap chown cap net raw user daemon dynamicuser no lockpersonality no exec ambientcapabilities merge service user lookup succeeded uid gid exec ambientcapabilities merge service executing bin sh x c c grep capamb proc self status test c capamb grep capamb proc self status c capamb test capamb capamb received sigchld from pid sh child sh died code exited status success exec ambientcapabilities merge service child belongs to exec ambientcapabilities merge service exec ambientcapabilities merge service main process exited code exited status success exec ambientcapabilities merge service changed start dead pid start timestamp mon utc exit timestamp mon utc exit code exited exit status bpf firewalling not supported on this manager proceeding without exec ambientcapabilities nobody service passing fds to service exec ambientcapabilities nobody service about to execute bin sh x c c grep capamb proc self status test c capamb exec ambientcapabilities nobody service forked bin sh as exec ambientcapabilities nobody service changed dead start exec ambientcapabilities nobody service umask workingdirectory root rootdirectory nonblocking no privatetmp no privatedevices no protectkerneltunables no protectkernelmodules no protectcontrolgroups no privatenetwork no privateusers no protecthome no protectsystem no mountapivfs no ignoresigpipe yes memorydenywriteexecute no restrictrealtime no keyringmode inherit runtimedirectorypreserve no runtimedirectorymode statedirectorymode cachedirectorymode logsdirectorymode configurationdirectorymode standardinput null standardoutput inherit standarderror inherit ambientcapabilities cap chown cap net raw user nobody dynamicuser no lockpersonality no exec ambientcapabilities nobody service user lookup succeeded uid gid exec ambientcapabilities nobody service executing bin sh x c c grep capamb proc self status test c capamb grep capamb proc self status c capamb test capamb capamb received sigchld from pid sh child sh died code exited status success exec ambientcapabilities nobody service child belongs to exec ambientcapabilities nobody service exec ambientcapabilities nobody service main process exited code exited status success exec ambientcapabilities nobody service changed start dead pid start timestamp mon utc exit timestamp mon utc exit code exited exit status bpf firewalling not supported on this manager proceeding without exec ambientcapabilities merge nobody service passing fds to service exec ambientcapabilities merge nobody service about to execute bin sh x c c grep capamb proc self status test c capamb exec ambientcapabilities merge nobody service forked bin sh as exec ambientcapabilities merge nobody service changed dead start exec ambientcapabilities merge nobody service umask workingdirectory root rootdirectory nonblocking no privatetmp no privatedevices no protectkerneltunables no protectkernelmodules no protectcontrolgroups no privatenetwork no privateusers no protecthome no protectsystem no mountapivfs no ignoresigpipe yes memorydenywriteexecute no restrictrealtime no keyringmode inherit runtimedirectorypreserve no runtimedirectorymode statedirectorymode cachedirectorymode logsdirectorymode configurationdirectorymode standardinput null standardoutput inherit standarderror inherit ambientcapabilities cap chown cap net raw user nobody dynamicuser no lockpersonality no exec ambientcapabilities merge nobody service user lookup succeeded uid gid exec ambientcapabilities merge nobody service executing bin sh x c c grep capamb proc self status test c capamb grep capamb proc self status c capamb test capamb capamb received sigchld from pid sh child sh died code exited status success exec ambientcapabilities merge nobody service child belongs to exec ambientcapabilities merge nobody service exec ambientcapabilities merge nobody service main process exited code exited status success exec ambientcapabilities merge nobody service changed start dead pid start timestamp mon utc exit timestamp mon utc exit code exited exit status bpf firewalling not supported on this manager proceeding without exec bindpaths service passing fds to service exec bindpaths service about to execute usr bin touch tmp test exec bindpaths thisisasimpletest exec bindpaths service forked usr bin touch as exec bindpaths service changed dead start exec bindpaths service umask workingdirectory root rootdirectory nonblocking no privatetmp no privatedevices no protectkerneltunables no protectkernelmodules no protectcontrolgroups no privatenetwork no privateusers no protecthome no protectsystem no mountapivfs no ignoresigpipe yes memorydenywriteexecute no restrictrealtime no keyringmode inherit runtimedirectorypreserve no runtimedirectorymode statedirectorymode cachedirectorymode logsdirectorymode configurationdirectorymode standardinput null standardoutput inherit standarderror inherit dynamicuser no bindpaths tmp tmp test exec bindpaths rbind bindreadonlypaths tmp tmp test exec bindreadonlypaths rbind lockpersonality no exec bindpaths service failed to set up namespace assuming containerized execution ignoring permission denied exec bindpaths service executing usr bin touch tmp test exec bindpaths thisisasimpletest received sigchld from pid touch child touch died code exited status success exec bindpaths service child belongs to exec bindpaths service exec bindpaths service main process exited code exited status success exec bindpaths service running next main command for state start exec bindpaths service passing fds to service exec bindpaths service about to execute usr bin test f tmp thisisasimpletest exec bindpaths service forked usr bin test as exec bindpaths service failed to set up namespace assuming containerized execution ignoring permission denied exec bindpaths service executing usr bin test f tmp thisisasimpletest received sigchld from pid test child test died code exited status failure exec bindpaths service child belongs to exec bindpaths service exec bindpaths service main process exited code exited status failure exec bindpaths service failed with result exit code exec bindpaths service changed start failed exec bindpaths service unit entered failed state pid start timestamp mon utc exit timestamp mon utc exit code exited exit status assertion service main exec status status status expected failed at src test test execute c function check aborting aborted ,0 433276,12505263660.0,IssuesEvent,2020-06-02 10:24:16,telerik/kendo-ui-core,https://api.github.com/repos/telerik/kendo-ui-core,closed,Dot key on NumPad does not apply the correct decimal separator,Bug C: NumericTextBox FP: Completed Kendo1 Next LIB Priority 3 SEV: Low,"### Bug Report Pressing the dot key on the NumPad does not apply the default decimal separator when the keyboard is set to EN-US/ UK. It always applies the dot. ### Steps for Reproduction 1. Set the culture to a culture that uses the comma as a decimal separator - Italian. 2. Switch the keyboard to EN-US/UK. 3. Press the dot on the NumPad. 4. Validation prevents the input. Dojo sample for reproduction: https://dojo.telerik.com/OXIsEVAk ### Environment jQuery version: 1.12.4 Kendo UI version: 2020.1.219 Browsers: [all] ",1.0,"Dot key on NumPad does not apply the correct decimal separator - ### Bug Report Pressing the dot key on the NumPad does not apply the default decimal separator when the keyboard is set to EN-US/ UK. It always applies the dot. ### Steps for Reproduction 1. Set the culture to a culture that uses the comma as a decimal separator - Italian. 2. Switch the keyboard to EN-US/UK. 3. Press the dot on the NumPad. 4. Validation prevents the input. Dojo sample for reproduction: https://dojo.telerik.com/OXIsEVAk ### Environment jQuery version: 1.12.4 Kendo UI version: 2020.1.219 Browsers: [all] ",0,dot key on numpad does not apply the correct decimal separator bug report pressing the dot key on the numpad does not apply the default decimal separator when the keyboard is set to en us uk it always applies the dot steps for reproduction set the culture to a culture that uses the comma as a decimal separator italian switch the keyboard to en us uk press the dot on the numpad validation prevents the input dojo sample for reproduction environment jquery version kendo ui version browsers ,0 25793,25907365950.0,IssuesEvent,2022-12-15 11:17:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Incorrect default values for Tilemap.set_cell,enhancement usability topic:2d,"### Godot version v4.0.beta7.official [0bb1e89fb] ### System information MacOS Ventura 13.0 ### Issue description This should be a simple fix, however I am unable to build on my computer to attempt to fix myself. The default value in GDscript for the alternative_tile is 0, but the TileSetSource::INVALID_TILE_ALTERNATIVE is -1. This results in a warning value when passing only default values using GDscript TileMap.set_cell function. ### Steps to reproduce On a class that extends TileMap: ``` extends TileMap # Called when the node enters the scene tree for the first time. func _ready() -> void: set_cell(0, Vector2.ZERO, -1, Vector2i(-1, -1), -1) #works set_cell(0, Vector2.ZERO) #warning ``` ### Minimal reproduction project N/A",True,"Incorrect default values for Tilemap.set_cell - ### Godot version v4.0.beta7.official [0bb1e89fb] ### System information MacOS Ventura 13.0 ### Issue description This should be a simple fix, however I am unable to build on my computer to attempt to fix myself. The default value in GDscript for the alternative_tile is 0, but the TileSetSource::INVALID_TILE_ALTERNATIVE is -1. This results in a warning value when passing only default values using GDscript TileMap.set_cell function. ### Steps to reproduce On a class that extends TileMap: ``` extends TileMap # Called when the node enters the scene tree for the first time. func _ready() -> void: set_cell(0, Vector2.ZERO, -1, Vector2i(-1, -1), -1) #works set_cell(0, Vector2.ZERO) #warning ``` ### Minimal reproduction project N/A",1,incorrect default values for tilemap set cell godot version official system information macos ventura issue description this should be a simple fix however i am unable to build on my computer to attempt to fix myself the default value in gdscript for the alternative tile is but the tilesetsource invalid tile alternative is this results in a warning value when passing only default values using gdscript tilemap set cell function steps to reproduce on a class that extends tilemap extends tilemap called when the node enters the scene tree for the first time func ready void set cell zero works set cell zero warning minimal reproduction project n a,1 103348,12890902093.0,IssuesEvent,2020-07-13 16:46:27,ethereum/solidity,https://api.github.com/repos/ethereum/solidity,closed,"Using dots instead of underscores for inline assembly ``_slot``, ``_offset``.",breaking change :warning: language design :rage4:,"Given the discussion in https://github.com/ethereum/solidity/issues/7646, i.e. mainly given the idea to reserve dots for special identifiers in solidity inline assembly yul, we could consider transitioning ``_slot`` and ``_offset`` for storage variables to ``.slot`` and ``.offset`` instead. If yul identifiers with dots cannot be used in inline assembly anyways, unless they refer to something outside in solidity, this would cause less conflicts. Not sure what we'd do about e.g. with ``enum E { slot, offset }`` - it can't conflict, but might be confusing. If we do this for storage, we should also do it for calldata, i.e. for https://github.com/ethereum/solidity/issues/8917.",1.0,"Using dots instead of underscores for inline assembly ``_slot``, ``_offset``. - Given the discussion in https://github.com/ethereum/solidity/issues/7646, i.e. mainly given the idea to reserve dots for special identifiers in solidity inline assembly yul, we could consider transitioning ``_slot`` and ``_offset`` for storage variables to ``.slot`` and ``.offset`` instead. If yul identifiers with dots cannot be used in inline assembly anyways, unless they refer to something outside in solidity, this would cause less conflicts. Not sure what we'd do about e.g. with ``enum E { slot, offset }`` - it can't conflict, but might be confusing. If we do this for storage, we should also do it for calldata, i.e. for https://github.com/ethereum/solidity/issues/8917.",0,using dots instead of underscores for inline assembly slot offset given the discussion in i e mainly given the idea to reserve dots for special identifiers in solidity inline assembly yul we could consider transitioning slot and offset for storage variables to slot and offset instead if yul identifiers with dots cannot be used in inline assembly anyways unless they refer to something outside in solidity this would cause less conflicts not sure what we d do about e g with enum e slot offset it can t conflict but might be confusing if we do this for storage we should also do it for calldata i e for ,0 28751,11687308306.0,IssuesEvent,2020-03-05 12:34:38,ImpressCMS/impresscms-theme-bootup,https://api.github.com/repos/ImpressCMS/impresscms-theme-bootup,opened,CVE-2019-18797 (Medium) detected in node-sass-v4.13.1,security vulnerability,"## CVE-2019-18797 - Medium Severity Vulnerability
Vulnerable Library - node-sassv4.13.1

:rainbow: Node.js bindings to libsass

Library home page: https://github.com/sass/node-sass.git

Found in HEAD commit: c254efee6f264850a7b6a3fa3e0b324f0940e9eb

Library Source Files (66)

* The source files were matched to this source library based on a best effort match. Source libraries are selected from a list of probable public libraries.

- /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/expand.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/expand.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/factory.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/operators.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/boolean.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/util.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/value.h - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/emitter.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/callback_bridge.h - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/file.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/sass.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/operation.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/operators.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/constants.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/error_handling.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/parser.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/constants.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/list.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/cssize.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/functions.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/util.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/custom_function_bridge.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/custom_importer_bridge.h - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/bind.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/eval.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/inspect.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/backtrace.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/extend.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_context_wrapper.h - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/sass_value_wrapper.h - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/error_handling.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/parser.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/debugger.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/emitter.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/number.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/color.h - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/sass_values.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/ast.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/output.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/check_nesting.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/null.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/ast_def_macros.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/functions.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/cssize.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/prelexer.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/custom_importer_bridge.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/ast.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/to_c.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/to_value.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/ast_fwd_decl.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/inspect.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/color.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/values.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_context_wrapper.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/list.h - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/check_nesting.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/map.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/to_value.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/context.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/binding.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/string.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/sass_context.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/prelexer.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/context.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/boolean.h - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/eval.cpp

Vulnerability Details

LibSass 3.6.1 has uncontrolled recursion in Sass::Eval::operator()(Sass::Binary_Expression*) in eval.cpp.

Publish Date: 2019-11-06

URL: CVE-2019-18797

CVSS 2 Score Details (4.3)

Base Score Metrics not available

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2019-18797

Release Date: 2019-11-06

Fix Resolution: 3.6.3

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2019-18797 (Medium) detected in node-sass-v4.13.1 - ## CVE-2019-18797 - Medium Severity Vulnerability
Vulnerable Library - node-sassv4.13.1

:rainbow: Node.js bindings to libsass

Library home page: https://github.com/sass/node-sass.git

Found in HEAD commit: c254efee6f264850a7b6a3fa3e0b324f0940e9eb

Library Source Files (66)

* The source files were matched to this source library based on a best effort match. Source libraries are selected from a list of probable public libraries.

- /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/expand.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/expand.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/factory.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/operators.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/boolean.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/util.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/value.h - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/emitter.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/callback_bridge.h - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/file.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/sass.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/operation.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/operators.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/constants.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/error_handling.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/parser.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/constants.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/list.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/cssize.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/functions.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/util.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/custom_function_bridge.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/custom_importer_bridge.h - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/bind.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/eval.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/inspect.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/backtrace.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/extend.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_context_wrapper.h - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/sass_value_wrapper.h - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/error_handling.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/parser.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/debugger.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/emitter.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/number.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/color.h - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/sass_values.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/ast.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/output.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/check_nesting.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/null.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/ast_def_macros.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/functions.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/cssize.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/prelexer.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/custom_importer_bridge.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/ast.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/to_c.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/to_value.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/ast_fwd_decl.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/inspect.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/color.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/values.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_context_wrapper.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/list.h - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/check_nesting.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/map.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/to_value.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/context.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/binding.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/string.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/sass_context.cpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/prelexer.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/context.hpp - /impresscms-theme-bootup/node_modules/node-sass/src/sass_types/boolean.h - /impresscms-theme-bootup/node_modules/node-sass/src/libsass/src/eval.cpp

Vulnerability Details

LibSass 3.6.1 has uncontrolled recursion in Sass::Eval::operator()(Sass::Binary_Expression*) in eval.cpp.

Publish Date: 2019-11-06

URL: CVE-2019-18797

CVSS 2 Score Details (4.3)

Base Score Metrics not available

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2019-18797

Release Date: 2019-11-06

Fix Resolution: 3.6.3

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in node sass cve medium severity vulnerability vulnerable library node rainbow node js bindings to libsass library home page a href found in head commit a href library source files the source files were matched to this source library based on a best effort match source libraries are selected from a list of probable public libraries impresscms theme bootup node modules node sass src libsass src expand hpp impresscms theme bootup node modules node sass src libsass src expand cpp impresscms theme bootup node modules node sass src sass types factory cpp impresscms theme bootup node modules node sass src libsass src operators cpp impresscms theme bootup node modules node sass src sass types boolean cpp impresscms theme bootup node modules node sass src libsass src util hpp impresscms theme bootup node modules node sass src sass types value h impresscms theme bootup node modules node sass src libsass src emitter hpp impresscms theme bootup node modules node sass src callback bridge h impresscms theme bootup node modules node sass src libsass src file cpp impresscms theme bootup node modules node sass src libsass src sass cpp impresscms theme bootup node modules node sass src libsass src operation hpp impresscms theme bootup node modules node sass src libsass src operators hpp impresscms theme bootup node modules node sass src libsass src constants hpp impresscms theme bootup node modules node sass src libsass src error handling hpp impresscms theme bootup node modules node sass src libsass src parser hpp impresscms theme bootup node modules node sass src libsass src constants cpp impresscms theme bootup node modules node sass src sass types list cpp impresscms theme bootup node modules node sass src libsass src cssize cpp impresscms theme bootup node modules node sass src libsass src functions hpp impresscms theme bootup node modules node sass src libsass src util cpp impresscms theme bootup node modules node sass src custom function bridge cpp impresscms theme bootup node modules node sass src custom importer bridge h impresscms theme bootup node modules node sass src libsass src bind cpp impresscms theme bootup node modules node sass src libsass src eval hpp impresscms theme bootup node modules node sass src libsass src inspect cpp impresscms theme bootup node modules node sass src libsass src backtrace cpp impresscms theme bootup node modules node sass src libsass src extend cpp impresscms theme bootup node modules node sass src sass context wrapper h impresscms theme bootup node modules node sass src sass types sass value wrapper h impresscms theme bootup node modules node sass src libsass src error handling cpp impresscms theme bootup node modules node sass src libsass src parser cpp impresscms theme bootup node modules node sass src libsass src debugger hpp impresscms theme bootup node modules node sass src libsass src emitter cpp impresscms theme bootup node modules node sass src sass types number cpp impresscms theme bootup node modules node sass src sass types color h impresscms theme bootup node modules node sass src libsass src sass values cpp impresscms theme bootup node modules node sass src libsass src ast hpp impresscms theme bootup node modules node sass src libsass src output cpp impresscms theme bootup node modules node sass src libsass src check nesting cpp impresscms theme bootup node modules node sass src sass types null cpp impresscms theme bootup node modules node sass src libsass src ast def macros hpp impresscms theme bootup node modules node sass src libsass src functions cpp impresscms theme bootup node modules node sass src libsass src cssize hpp impresscms theme bootup node modules node sass src libsass src prelexer cpp impresscms theme bootup node modules node sass src custom importer bridge cpp impresscms theme bootup node modules node sass src libsass src ast cpp impresscms theme bootup node modules node sass src libsass src to c cpp impresscms theme bootup node modules node sass src libsass src to value hpp impresscms theme bootup node modules node sass src libsass src ast fwd decl hpp impresscms theme bootup node modules node sass src libsass src inspect hpp impresscms theme bootup node modules node sass src sass types color cpp impresscms theme bootup node modules node sass src libsass src values cpp impresscms theme bootup node modules node sass src sass context wrapper cpp impresscms theme bootup node modules node sass src sass types list h impresscms theme bootup node modules node sass src libsass src check nesting hpp impresscms theme bootup node modules node sass src sass types map cpp impresscms theme bootup node modules node sass src libsass src to value cpp impresscms theme bootup node modules node sass src libsass src context cpp impresscms theme bootup node modules node sass src binding cpp impresscms theme bootup node modules node sass src sass types string cpp impresscms theme bootup node modules node sass src libsass src sass context cpp impresscms theme bootup node modules node sass src libsass src prelexer hpp impresscms theme bootup node modules node sass src libsass src context hpp impresscms theme bootup node modules node sass src sass types boolean h impresscms theme bootup node modules node sass src libsass src eval cpp vulnerability details libsass has uncontrolled recursion in sass eval operator sass binary expression in eval cpp publish date url a href cvss score details base score metrics not available suggested fix type upgrade version origin a href release date fix resolution step up your open source security game with whitesource ,0 8682,11811459158.0,IssuesEvent,2020-03-19 18:14:41,googleapis/java-mediatranslation,https://api.github.com/repos/googleapis/java-mediatranslation,opened,Switch samples/snippets/pom.xml to use libraries-bom,type: process,We cannot suggest using the libraries-bom here until this library is included in the libraries-bom,1.0,Switch samples/snippets/pom.xml to use libraries-bom - We cannot suggest using the libraries-bom here until this library is included in the libraries-bom,0,switch samples snippets pom xml to use libraries bom we cannot suggest using the libraries bom here until this library is included in the libraries bom,0 20715,15932758702.0,IssuesEvent,2021-04-14 06:24:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Typing into Find text box in Find/Replace loses selection and searches file for the text instead,bug junior job topic:editor usability,"**Godot version:** 3.2.3 **OS/device including version:** Linux **Issue description:** Typing into the find part of the Find/Replace option loses your selection and searches entire file for the text. When you are only searching for text then highlighting the first occurrence is fine, but when you want to search/replace and Selection Only is highlighted this behaviour is wrong. **Steps to reproduce:** 1. Select some lines of text 2. Press CTRL-R (selection only should be ticked) 3. Type something into the top 'find' box 4. Your selection is gone and the IDE jumps to the first occurrence What you have to do is a sequence that isn't 'normal' by remembering to bring up the search bar, entering the find text then selecting the text. I expect this is because the 'find' and 'find/replace' use the same code. **Minimal reproduction project:** ",True,"Typing into Find text box in Find/Replace loses selection and searches file for the text instead - **Godot version:** 3.2.3 **OS/device including version:** Linux **Issue description:** Typing into the find part of the Find/Replace option loses your selection and searches entire file for the text. When you are only searching for text then highlighting the first occurrence is fine, but when you want to search/replace and Selection Only is highlighted this behaviour is wrong. **Steps to reproduce:** 1. Select some lines of text 2. Press CTRL-R (selection only should be ticked) 3. Type something into the top 'find' box 4. Your selection is gone and the IDE jumps to the first occurrence What you have to do is a sequence that isn't 'normal' by remembering to bring up the search bar, entering the find text then selecting the text. I expect this is because the 'find' and 'find/replace' use the same code. **Minimal reproduction project:** ",1,typing into find text box in find replace loses selection and searches file for the text instead godot version os device including version linux issue description typing into the find part of the find replace option loses your selection and searches entire file for the text when you are only searching for text then highlighting the first occurrence is fine but when you want to search replace and selection only is highlighted this behaviour is wrong steps to reproduce select some lines of text press ctrl r selection only should be ticked type something into the top find box your selection is gone and the ide jumps to the first occurrence what you have to do is a sequence that isn t normal by remembering to bring up the search bar entering the find text then selecting the text i expect this is because the find and find replace use the same code minimal reproduction project ,1 290920,21911124758.0,IssuesEvent,2022-05-21 04:04:30,terrapower/armi,https://api.github.com/repos/terrapower/armi,closed,Yamlize is confounding the Auto-docs,documentation help wanted good first issue,"We have correctly turned off the inherited docstrings in the auto-docs. Except for things that subclass `yamlize.Attribute`, which are still showing docstrings from their inherited super class: https://terrapower.github.io/releases/armi/v0.2.3/.apidocs/armi.reactor.blueprints.assemblyBlueprint.html#armi.reactor.blueprints.assemblyBlueprint.AssemblyBlueprint.radialMeshPoints Essentially, it is showing something like this: ``` radialMeshPoints Represents an attribute of a Python class, and a key/value pair in YAML. Variables name [str] – name of the attribute within the Python class key [str] – name of the attribute within the YAML representation [type] – type of the attribute within the Python class. When ANY, the type is a pass-through and whatever YAML determines it should be will be applied. default (value or NODEFAULT) – default value if not supplied in YAML. If default=NODEFAULT, then the attribute must be supplied. storage_name [str] – '_yamlized_' + name, stored as a separate attribute for speed. ``` It would be nice if it just said: ``` radialMeshPoints key=""radial mesh points"" type=int default=None ``` Or at least: ```radialMeshPoints``` ",1.0,"Yamlize is confounding the Auto-docs - We have correctly turned off the inherited docstrings in the auto-docs. Except for things that subclass `yamlize.Attribute`, which are still showing docstrings from their inherited super class: https://terrapower.github.io/releases/armi/v0.2.3/.apidocs/armi.reactor.blueprints.assemblyBlueprint.html#armi.reactor.blueprints.assemblyBlueprint.AssemblyBlueprint.radialMeshPoints Essentially, it is showing something like this: ``` radialMeshPoints Represents an attribute of a Python class, and a key/value pair in YAML. Variables name [str] – name of the attribute within the Python class key [str] – name of the attribute within the YAML representation [type] – type of the attribute within the Python class. When ANY, the type is a pass-through and whatever YAML determines it should be will be applied. default (value or NODEFAULT) – default value if not supplied in YAML. If default=NODEFAULT, then the attribute must be supplied. storage_name [str] – '_yamlized_' + name, stored as a separate attribute for speed. ``` It would be nice if it just said: ``` radialMeshPoints key=""radial mesh points"" type=int default=None ``` Or at least: ```radialMeshPoints``` ",0,yamlize is confounding the auto docs we have correctly turned off the inherited docstrings in the auto docs except for things that subclass yamlize attribute which are still showing docstrings from their inherited super class essentially it is showing something like this radialmeshpoints represents an attribute of a python class and a key value pair in yaml variables name – name of the attribute within the python class key – name of the attribute within the yaml representation – type of the attribute within the python class when any the type is a pass through and whatever yaml determines it should be will be applied default value or nodefault – default value if not supplied in yaml if default nodefault then the attribute must be supplied storage name – yamlized name stored as a separate attribute for speed it would be nice if it just said radialmeshpoints key radial mesh points type int default none or at least radialmeshpoints ,0 342737,24755537263.0,IssuesEvent,2022-10-21 17:20:32,bounswe/bounswe2022group8,https://api.github.com/repos/bounswe/bounswe2022group8,closed,GEN-21: Create a Wikipage for Conventions,documentation Effort: Low Priority: Low Status: review needed,"### What's up? We've been using some conventions for issues (namings, contents and so on) for a while although we didn't really feel the necessity to document them in detail. Since the number of conventions we have to comply with increases, it's important to create a separate wiki page to document them. ### To Do - [x] Create a wikipage for general conventions and development practices. - [x] Attach the wikipage to the proper subtitle in sidebar (_Project_ subtitle seems to be the correct position) - [x] Content of this page may include but not is limited to: * Issue conventions (naming, content of the issues, reviewer policies etc.) * Code conventions (formatting and so on - this part will be filled by the development teams throughout the implementation) * Git conventions (branch naming conventions etc. - haven't talked yet, but we'll talk about this in the next meeting) ### Deadline 16.10.2022 @18.00 ### Additional Information _No response_ ### Reviewers @MustafaEmreErengul ",1.0,"GEN-21: Create a Wikipage for Conventions - ### What's up? We've been using some conventions for issues (namings, contents and so on) for a while although we didn't really feel the necessity to document them in detail. Since the number of conventions we have to comply with increases, it's important to create a separate wiki page to document them. ### To Do - [x] Create a wikipage for general conventions and development practices. - [x] Attach the wikipage to the proper subtitle in sidebar (_Project_ subtitle seems to be the correct position) - [x] Content of this page may include but not is limited to: * Issue conventions (naming, content of the issues, reviewer policies etc.) * Code conventions (formatting and so on - this part will be filled by the development teams throughout the implementation) * Git conventions (branch naming conventions etc. - haven't talked yet, but we'll talk about this in the next meeting) ### Deadline 16.10.2022 @18.00 ### Additional Information _No response_ ### Reviewers @MustafaEmreErengul ",0,gen create a wikipage for conventions what s up we ve been using some conventions for issues namings contents and so on for a while although we didn t really feel the necessity to document them in detail since the number of conventions we have to comply with increases it s important to create a separate wiki page to document them to do create a wikipage for general conventions and development practices attach the wikipage to the proper subtitle in sidebar project subtitle seems to be the correct position content of this page may include but not is limited to issue conventions naming content of the issues reviewer policies etc code conventions formatting and so on this part will be filled by the development teams throughout the implementation git conventions branch naming conventions etc haven t talked yet but we ll talk about this in the next meeting deadline additional information no response reviewers mustafaemreerengul ,0 3618,3508180682.0,IssuesEvent,2016-01-08 16:42:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Position marker shown out of the script editor after scrolling when on the first column,bug junior job topic:editor usability,"When writing in the script editor the little line that tells you where you are typing moves out of the script editor when at the end of the line. But when it is in the beginning of the line it stays in the script editor. ![bug](https://cloud.githubusercontent.com/assets/4701338/12163728/492bf23c-b510-11e5-9083-8f56a35a1f56.png) https://lut.im/ZHt5f7O1sN/UMiCefso2rE93sk1.PNG ",True,"Position marker shown out of the script editor after scrolling when on the first column - When writing in the script editor the little line that tells you where you are typing moves out of the script editor when at the end of the line. But when it is in the beginning of the line it stays in the script editor. ![bug](https://cloud.githubusercontent.com/assets/4701338/12163728/492bf23c-b510-11e5-9083-8f56a35a1f56.png) https://lut.im/ZHt5f7O1sN/UMiCefso2rE93sk1.PNG ",1,position marker shown out of the script editor after scrolling when on the first column when writing in the script editor the little line that tells you where you are typing moves out of the script editor when at the end of the line but when it is in the beginning of the line it stays in the script editor ,1 20816,16067160646.0,IssuesEvent,2021-04-23 21:12:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Oddly inconsistent UI in theme editor,enhancement topic:editor usability,"**Godot version:** 3.1.1 official **OS/device including version:** Windows 10 64 bit **Issue description:** Massive vertical whitespace, should probably use a dropdown menu instead of the odd two dots. ![image](https://user-images.githubusercontent.com/3558659/58038838-cb63fe80-7b7c-11e9-9c23-f1b989192ae6.png) Two menus use the two dots while the third uses the more intuitive dropdown. ![image](https://user-images.githubusercontent.com/3558659/58038867-dfa7fb80-7b7c-11e9-82ff-9a2627d07a7d.png) ",True,"Oddly inconsistent UI in theme editor - **Godot version:** 3.1.1 official **OS/device including version:** Windows 10 64 bit **Issue description:** Massive vertical whitespace, should probably use a dropdown menu instead of the odd two dots. ![image](https://user-images.githubusercontent.com/3558659/58038838-cb63fe80-7b7c-11e9-9c23-f1b989192ae6.png) Two menus use the two dots while the third uses the more intuitive dropdown. ![image](https://user-images.githubusercontent.com/3558659/58038867-dfa7fb80-7b7c-11e9-82ff-9a2627d07a7d.png) ",1,oddly inconsistent ui in theme editor godot version official os device including version windows bit issue description massive vertical whitespace should probably use a dropdown menu instead of the odd two dots two menus use the two dots while the third uses the more intuitive dropdown ,1 8685,5917439008.0,IssuesEvent,2017-05-22 13:16:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scan file selection font color broken,enhancement topic:editor usability,"Godot 3rd may build Kubuntu 17.04 x64 File selection dialog window shows files in black font in project manager (you can see font color set in theme resource on folders). Issue is present in default theme too. Other file selection widgets display color properly. STR: 1. Select ""Scan"" in project manager. 2. Navigate to a folder that contains any files in it. ![spectacle j13328](https://cloud.githubusercontent.com/assets/10696955/25650511/07ee62f8-2fe6-11e7-93ea-1d6f0ab986c3.png) ![spectacle c13328](https://cloud.githubusercontent.com/assets/10696955/25650465/c66cef02-2fe5-11e7-8e7c-31ad87b14656.png) ",True,"Scan file selection font color broken - Godot 3rd may build Kubuntu 17.04 x64 File selection dialog window shows files in black font in project manager (you can see font color set in theme resource on folders). Issue is present in default theme too. Other file selection widgets display color properly. STR: 1. Select ""Scan"" in project manager. 2. Navigate to a folder that contains any files in it. ![spectacle j13328](https://cloud.githubusercontent.com/assets/10696955/25650511/07ee62f8-2fe6-11e7-93ea-1d6f0ab986c3.png) ![spectacle c13328](https://cloud.githubusercontent.com/assets/10696955/25650465/c66cef02-2fe5-11e7-8e7c-31ad87b14656.png) ",1,scan file selection font color broken godot may build kubuntu file selection dialog window shows files in black font in project manager you can see font color set in theme resource on folders issue is present in default theme too other file selection widgets display color properly str select scan in project manager navigate to a folder that contains any files in it ,1 22385,19273181393.0,IssuesEvent,2021-12-10 08:46:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor freezes when deleting very long text in script editor,bug topic:gdscript topic:editor usability,"**Godot version:** Master e46159ab4d0300ca514121f7844888bbfe4a8875 Also reproduced in 3.2 (freezes for longer) **OS/device including version:** Windows 10 Also reproduced on Linux (Ubuntu 20.04) **Issue description:** The editor freezes for a while when deleting too many lines at once in the script editor. In Godot 4.0: several seconds for 10K+ lines In Godot 3.2: close to a minute for 10K+ lines The callstack in 4.0 shows that for each removed line, it iterates over all following lines one by one to copy each line over the previous one. ``` godot.windows.tools.64.exe!_atomic_conditional_increment_impl(volatile unsigned int * pw) Line 65 C++ godot.windows.tools.64.exe!atomic_conditional_increment(volatile unsigned int * pw) Line 116 C++ godot.windows.tools.64.exe!CowData::_ref(const CowData & p_from) Line 362 C++ godot.windows.tools.64.exe!Vector::operator=(const Vector & p_from) Line 127 C++ godot.windows.tools.64.exe!TextEdit::Text::Line::operator=(const TextEdit::Text::Line & __that) C++ godot.windows.tools.64.exe!CowData::remove(int p_index) Line 166 C++ godot.windows.tools.64.exe!Vector::remove(int p_index) Line 70 C++ godot.windows.tools.64.exe!TextEdit::Text::remove(int p_at) Line 208 C++ godot.windows.tools.64.exe!TextEdit::_base_remove_text(int p_from_line, int p_from_column, int p_to_line, int p_to_column) Line 3769 C++ godot.windows.tools.64.exe!TextEdit::_remove_text(int p_from_line, int p_from_column, int p_to_line, int p_to_column) Line 3853 C++ godot.windows.tools.64.exe!TextEdit::_gui_input(const Ref & p_gui_input) Line 2598 C++ ``` **Steps to reproduce:** Using the provided minimal reproduction project: - Open script1.gd - Select the whole text - Press delete - Observe the editor freezing **Minimal reproduction project:** 4.0: [long-text-copy.zip](https://github.com/godotengine/godot/files/5316522/long-text-copy.zip) 3.2: [long-text-copy-3.2.zip](https://github.com/godotengine/godot/files/5316598/long-text-copy-3.2.zip) ",True,"Editor freezes when deleting very long text in script editor - **Godot version:** Master e46159ab4d0300ca514121f7844888bbfe4a8875 Also reproduced in 3.2 (freezes for longer) **OS/device including version:** Windows 10 Also reproduced on Linux (Ubuntu 20.04) **Issue description:** The editor freezes for a while when deleting too many lines at once in the script editor. In Godot 4.0: several seconds for 10K+ lines In Godot 3.2: close to a minute for 10K+ lines The callstack in 4.0 shows that for each removed line, it iterates over all following lines one by one to copy each line over the previous one. ``` godot.windows.tools.64.exe!_atomic_conditional_increment_impl(volatile unsigned int * pw) Line 65 C++ godot.windows.tools.64.exe!atomic_conditional_increment(volatile unsigned int * pw) Line 116 C++ godot.windows.tools.64.exe!CowData::_ref(const CowData & p_from) Line 362 C++ godot.windows.tools.64.exe!Vector::operator=(const Vector & p_from) Line 127 C++ godot.windows.tools.64.exe!TextEdit::Text::Line::operator=(const TextEdit::Text::Line & __that) C++ godot.windows.tools.64.exe!CowData::remove(int p_index) Line 166 C++ godot.windows.tools.64.exe!Vector::remove(int p_index) Line 70 C++ godot.windows.tools.64.exe!TextEdit::Text::remove(int p_at) Line 208 C++ godot.windows.tools.64.exe!TextEdit::_base_remove_text(int p_from_line, int p_from_column, int p_to_line, int p_to_column) Line 3769 C++ godot.windows.tools.64.exe!TextEdit::_remove_text(int p_from_line, int p_from_column, int p_to_line, int p_to_column) Line 3853 C++ godot.windows.tools.64.exe!TextEdit::_gui_input(const Ref & p_gui_input) Line 2598 C++ ``` **Steps to reproduce:** Using the provided minimal reproduction project: - Open script1.gd - Select the whole text - Press delete - Observe the editor freezing **Minimal reproduction project:** 4.0: [long-text-copy.zip](https://github.com/godotengine/godot/files/5316522/long-text-copy.zip) 3.2: [long-text-copy-3.2.zip](https://github.com/godotengine/godot/files/5316598/long-text-copy-3.2.zip) ",1,editor freezes when deleting very long text in script editor godot version master also reproduced in freezes for longer os device including version windows also reproduced on linux ubuntu issue description the editor freezes for a while when deleting too many lines at once in the script editor in godot several seconds for lines in godot close to a minute for lines the callstack in shows that for each removed line it iterates over all following lines one by one to copy each line over the previous one godot windows tools exe atomic conditional increment impl volatile unsigned int pw line c godot windows tools exe atomic conditional increment volatile unsigned int pw line c godot windows tools exe cowdata ref const cowdata p from line c godot windows tools exe vector operator const vector p from line c godot windows tools exe textedit text line operator const textedit text line that c godot windows tools exe cowdata remove int p index line c godot windows tools exe vector remove int p index line c godot windows tools exe textedit text remove int p at line c godot windows tools exe textedit base remove text int p from line int p from column int p to line int p to column line c godot windows tools exe textedit remove text int p from line int p from column int p to line int p to column line c godot windows tools exe textedit gui input const ref p gui input line c steps to reproduce using the provided minimal reproduction project open gd select the whole text press delete observe the editor freezing minimal reproduction project ,1 184603,14985148853.0,IssuesEvent,2021-01-28 19:35:36,SD2E/experimental-intent-parser,https://api.github.com/repos/SD2E/experimental-intent-parser,closed,Document information for parameters table,documentation highest priority medium priority new feature,"There are currently no resources provided for users to understand the purpose of fields listed in a parameter table and what values users should provide for these fields. It will be valuable to provide this information from Intent Parser's Help -> Table -> Parameters add-on menu item. ",1.0,"Document information for parameters table - There are currently no resources provided for users to understand the purpose of fields listed in a parameter table and what values users should provide for these fields. It will be valuable to provide this information from Intent Parser's Help -> Table -> Parameters add-on menu item. ",0,document information for parameters table there are currently no resources provided for users to understand the purpose of fields listed in a parameter table and what values users should provide for these fields it will be valuable to provide this information from intent parser s help table parameters add on menu item ,0 10843,6960927154.0,IssuesEvent,2017-12-08 06:56:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Code folding icons are hard to see with light background text themes,bug topic:editor usability,"**Issue description:** Using a combination of dark editor theme with light text theme makes the code folding icons very hard to see. The problem is that the code folding icon colors are based on the ""Icon and Font Color"" option in the editor theme section which is not related to the text editor itself, I think it would be better if the code folding colors were editable in the Highlighting section. ![godot engine - harmon_i_c - game tscn](https://user-images.githubusercontent.com/10258315/33440635-a4632618-d5d7-11e7-8ca7-571f7979b387.png) **Steps to reproduce:** Set Icons and Font Color to Light and text editor Background Color to something light.",True,"Code folding icons are hard to see with light background text themes - **Issue description:** Using a combination of dark editor theme with light text theme makes the code folding icons very hard to see. The problem is that the code folding icon colors are based on the ""Icon and Font Color"" option in the editor theme section which is not related to the text editor itself, I think it would be better if the code folding colors were editable in the Highlighting section. ![godot engine - harmon_i_c - game tscn](https://user-images.githubusercontent.com/10258315/33440635-a4632618-d5d7-11e7-8ca7-571f7979b387.png) **Steps to reproduce:** Set Icons and Font Color to Light and text editor Background Color to something light.",1,code folding icons are hard to see with light background text themes issue description using a combination of dark editor theme with light text theme makes the code folding icons very hard to see the problem is that the code folding icon colors are based on the icon and font color option in the editor theme section which is not related to the text editor itself i think it would be better if the code folding colors were editable in the highlighting section steps to reproduce set icons and font color to light and text editor background color to something light ,1 113719,9661598443.0,IssuesEvent,2019-05-20 18:28:24,sbt/sbt,https://api.github.com/repos/sbt/sbt,closed,ClassLoaderLayeringStrategy.ScalaLibrary breaks scalatest,Bug area/classloader area/test_framework,"Hi, Seems like `ClassLoaderLayeringStrategy.ScalaLibrary` in 1.3.0-RC1 breaks scalatest with the a cryptic message. Surprisingly default setting works, as well as `.Flat`. I guess it's not a bug but could anyone explain this behaviour? From my understanding of the new scheme it should work fine. ``` [error] java.lang.NoClassDefFoundError: scala/reflect/runtime/package$ [error] at org.scalatest.tools.Framework.runner(Framework.scala:985) [error] at sbt.Defaults$.$anonfun$createTestRunners$1(Defaults.scala:1003) [error] at scala.collection.TraversableLike.$anonfun$map$1(TraversableLike.scala:237) [error] at scala.collection.immutable.Map$Map1.foreach(Map.scala:128) [error] at scala.collection.TraversableLike.map(TraversableLike.scala:237) [error] at scala.collection.TraversableLike.map$(TraversableLike.scala:230) [error] at scala.collection.AbstractTraversable.map(Traversable.scala:108) [error] at sbt.Defaults$.createTestRunners(Defaults.scala:997) [error] at sbt.Defaults$.allTestGroupsTask(Defaults.scala:1065) [error] at sbt.Defaults$.$anonfun$testTasks$10(Defaults.scala:804) [error] at scala.Function1.$anonfun$compose$1(Function1.scala:49) [error] at sbt.internal.util.$tilde$greater.$anonfun$$u2219$1(TypeFunctions.scala:62) [error] at sbt.std.Transform$$anon$4.work(Transform.scala:67) [error] at sbt.Execute.$anonfun$submit$2(Execute.scala:270) [error] at sbt.internal.util.ErrorHandling$.wideConvert(ErrorHandling.scala:19) [error] at sbt.Execute.work(Execute.scala:279) [error] at sbt.Execute.$anonfun$submit$1(Execute.scala:270) [error] at sbt.ConcurrentRestrictions$$anon$4.$anonfun$submitValid$1(ConcurrentRestrictions.scala:178) [error] at sbt.CompletionService$$anon$2.call(CompletionService.scala:37) [error] at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:264) [error] at java.base/java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:515) [error] at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:264) [error] at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1128) [error] at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:628) [error] at java.base/java.lang.Thread.run(Thread.java:834) ``` sbt 1.3.0-RC1 scala 2.12.8 scalatest 3.0.7",1.0,"ClassLoaderLayeringStrategy.ScalaLibrary breaks scalatest - Hi, Seems like `ClassLoaderLayeringStrategy.ScalaLibrary` in 1.3.0-RC1 breaks scalatest with the a cryptic message. Surprisingly default setting works, as well as `.Flat`. I guess it's not a bug but could anyone explain this behaviour? From my understanding of the new scheme it should work fine. ``` [error] java.lang.NoClassDefFoundError: scala/reflect/runtime/package$ [error] at org.scalatest.tools.Framework.runner(Framework.scala:985) [error] at sbt.Defaults$.$anonfun$createTestRunners$1(Defaults.scala:1003) [error] at scala.collection.TraversableLike.$anonfun$map$1(TraversableLike.scala:237) [error] at scala.collection.immutable.Map$Map1.foreach(Map.scala:128) [error] at scala.collection.TraversableLike.map(TraversableLike.scala:237) [error] at scala.collection.TraversableLike.map$(TraversableLike.scala:230) [error] at scala.collection.AbstractTraversable.map(Traversable.scala:108) [error] at sbt.Defaults$.createTestRunners(Defaults.scala:997) [error] at sbt.Defaults$.allTestGroupsTask(Defaults.scala:1065) [error] at sbt.Defaults$.$anonfun$testTasks$10(Defaults.scala:804) [error] at scala.Function1.$anonfun$compose$1(Function1.scala:49) [error] at sbt.internal.util.$tilde$greater.$anonfun$$u2219$1(TypeFunctions.scala:62) [error] at sbt.std.Transform$$anon$4.work(Transform.scala:67) [error] at sbt.Execute.$anonfun$submit$2(Execute.scala:270) [error] at sbt.internal.util.ErrorHandling$.wideConvert(ErrorHandling.scala:19) [error] at sbt.Execute.work(Execute.scala:279) [error] at sbt.Execute.$anonfun$submit$1(Execute.scala:270) [error] at sbt.ConcurrentRestrictions$$anon$4.$anonfun$submitValid$1(ConcurrentRestrictions.scala:178) [error] at sbt.CompletionService$$anon$2.call(CompletionService.scala:37) [error] at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:264) [error] at java.base/java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:515) [error] at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:264) [error] at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1128) [error] at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:628) [error] at java.base/java.lang.Thread.run(Thread.java:834) ``` sbt 1.3.0-RC1 scala 2.12.8 scalatest 3.0.7",0,classloaderlayeringstrategy scalalibrary breaks scalatest hi seems like classloaderlayeringstrategy scalalibrary in breaks scalatest with the a cryptic message surprisingly default setting works as well as flat i guess it s not a bug but could anyone explain this behaviour from my understanding of the new scheme it should work fine java lang noclassdeffounderror scala reflect runtime package at org scalatest tools framework runner framework scala at sbt defaults anonfun createtestrunners defaults scala at scala collection traversablelike anonfun map traversablelike scala at scala collection immutable map foreach map scala at scala collection traversablelike map traversablelike scala at scala collection traversablelike map traversablelike scala at scala collection abstracttraversable map traversable scala at sbt defaults createtestrunners defaults scala at sbt defaults alltestgroupstask defaults scala at sbt defaults anonfun testtasks defaults scala at scala anonfun compose scala at sbt internal util tilde greater anonfun typefunctions scala at sbt std transform anon work transform scala at sbt execute anonfun submit execute scala at sbt internal util errorhandling wideconvert errorhandling scala at sbt execute work execute scala at sbt execute anonfun submit execute scala at sbt concurrentrestrictions anon anonfun submitvalid concurrentrestrictions scala at sbt completionservice anon call completionservice scala at java base java util concurrent futuretask run futuretask java at java base java util concurrent executors runnableadapter call executors java at java base java util concurrent futuretask run futuretask java at java base java util concurrent threadpoolexecutor runworker threadpoolexecutor java at java base java util concurrent threadpoolexecutor worker run threadpoolexecutor java at java base java lang thread run thread java sbt scala scalatest ,0 409935,27759011696.0,IssuesEvent,2023-03-16 06:27:53,AY2223S2-CS2103T-T15-3/tp,https://api.github.com/repos/AY2223S2-CS2103T-T15-3/tp,closed,[Deren] [Daniel] Update your portfolio page,documentation urgent,"@DerenC @daniellingzy The deadline for this is long overdue (week 7). Do it, then we can close Milestone v1.1.",1.0,"[Deren] [Daniel] Update your portfolio page - @DerenC @daniellingzy The deadline for this is long overdue (week 7). Do it, then we can close Milestone v1.1.",0, update your portfolio page derenc daniellingzy the deadline for this is long overdue week do it then we can close milestone ,0 53435,6722367884.0,IssuesEvent,2017-10-16 14:55:49,SAP/techne,https://api.github.com/repos/SAP/techne,closed,"Design ""Add new Item"" ",design visuals,"goal: define design and position of ""add new item"" for collections ### Problem The collections needs a standard way to display a button to Add new items ### Tasks - [x] Define design and behaviour for uses cases - [ ] Visuals - [ ] Update files on Box and Zeplin - [ ] Document ### Uses cases 1. The page display a single collection. The collection should be displayed with a title reflecting the content of the collection for example ""Projects"". To the right will be a text button with a *filled plus* icon and the corresponding object, like: ""[+] Project"" ![image](https://user-images.githubusercontent.com/22662903/30551807-10544b38-9c9c-11e7-9afc-e981e541a5ed.png) 2. On 2 columns layouts the Collection title and ""add button"" are adjacent to the corresponding collection. ![image](https://user-images.githubusercontent.com/22662903/30551895-6b4ada5c-9c9c-11e7-9b34-4cb81ed121dc.png) 3. On collections with **ToolBar** the ""add button"" will be placed at the end of the main road. ![image](https://user-images.githubusercontent.com/22662903/30551860-49f99e6a-9c9c-11e7-9fd6-e4cb38661b61.png) ### Responsive behaviour 1. On collections without **Toolbar** the behaviour stays the same ![image](https://user-images.githubusercontent.com/22662903/30551968-ade05702-9c9c-11e7-98d1-aeb84465e7bf.png) 2. With the **ToolBar** the caption of the button is hidden to save space ![image](https://user-images.githubusercontent.com/22662903/30551995-c5734712-9c9c-11e7-8ee4-5c47cacaa07b.png) ",1.0,"Design ""Add new Item"" - goal: define design and position of ""add new item"" for collections ### Problem The collections needs a standard way to display a button to Add new items ### Tasks - [x] Define design and behaviour for uses cases - [ ] Visuals - [ ] Update files on Box and Zeplin - [ ] Document ### Uses cases 1. The page display a single collection. The collection should be displayed with a title reflecting the content of the collection for example ""Projects"". To the right will be a text button with a *filled plus* icon and the corresponding object, like: ""[+] Project"" ![image](https://user-images.githubusercontent.com/22662903/30551807-10544b38-9c9c-11e7-9afc-e981e541a5ed.png) 2. On 2 columns layouts the Collection title and ""add button"" are adjacent to the corresponding collection. ![image](https://user-images.githubusercontent.com/22662903/30551895-6b4ada5c-9c9c-11e7-9b34-4cb81ed121dc.png) 3. On collections with **ToolBar** the ""add button"" will be placed at the end of the main road. ![image](https://user-images.githubusercontent.com/22662903/30551860-49f99e6a-9c9c-11e7-9fd6-e4cb38661b61.png) ### Responsive behaviour 1. On collections without **Toolbar** the behaviour stays the same ![image](https://user-images.githubusercontent.com/22662903/30551968-ade05702-9c9c-11e7-98d1-aeb84465e7bf.png) 2. With the **ToolBar** the caption of the button is hidden to save space ![image](https://user-images.githubusercontent.com/22662903/30551995-c5734712-9c9c-11e7-8ee4-5c47cacaa07b.png) ",0,design add new item goal define design and position of add new item for collections problem the collections needs a standard way to display a button to add new items tasks define design and behaviour for uses cases visuals update files on box and zeplin document uses cases the page display a single collection the collection should be displayed with a title reflecting the content of the collection for example projects to the right will be a text button with a filled plus icon and the corresponding object like project on columns layouts the collection title and add button are adjacent to the corresponding collection on collections with toolbar the add button will be placed at the end of the main road responsive behaviour on collections without toolbar the behaviour stays the same with the toolbar the caption of the button is hidden to save space ,0 6134,4159112031.0,IssuesEvent,2016-06-17 07:36:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Holding ""Ctrl+S"" will display multiple save dialog",bug junior job topic:editor usability,"**Operating system or device:** OS: Ubuntu 15.10 64-bit **Issue description** (what happened, and what was expected): - _What happened:_ I opened a very simple project with just one scene added on it. When I held `Ctrl+S` to save the scene, multiple save scene dialog kept popping. Even when I released `Ctrl+S`, the multiple appearing of save dialog will not stop (it stopped at a certain time after the release). Like this: ![gifrecord_2016-03-06_122852](https://cloud.githubusercontent.com/assets/3685613/13552312/59389b06-e398-11e5-8ac7-b7a5a33eb387.gif) - _What was expected:_ I was expecting that these multiple save dialog will not be appearing. When I tried to save a scene with no changes (_the one with no `(*)` on the editor tab_), I was expecting also that a save scene dialog will not appear. I was expecting also that when I released `Ctrl+S`, the appearing of multiple save dialog will stop. **Steps to reproduce:** 1. Create a new project 2. Add a new scene with just a `Panel` node 3. Save the scene on the file system 4. Hold `Ctrl+S` for about 10 seconds (_expected here to show the multiple save dialog_) 5. Release `Ctrl+S` (_expected that multiple save dialog keeps appearing and it will stop at a certain time after the release_) 6. Move the `panel` to make changes on the scene (_expected there will be `(*)` on the tab_) 7. Press `Ctrl+S` to save the scene 8. Press `Ctr+S` again (_expected that save scene dialog will not appear since there are no changes on the scene_) **Link to minimal example project** (optional but very welcome): ",True,"Holding ""Ctrl+S"" will display multiple save dialog - **Operating system or device:** OS: Ubuntu 15.10 64-bit **Issue description** (what happened, and what was expected): - _What happened:_ I opened a very simple project with just one scene added on it. When I held `Ctrl+S` to save the scene, multiple save scene dialog kept popping. Even when I released `Ctrl+S`, the multiple appearing of save dialog will not stop (it stopped at a certain time after the release). Like this: ![gifrecord_2016-03-06_122852](https://cloud.githubusercontent.com/assets/3685613/13552312/59389b06-e398-11e5-8ac7-b7a5a33eb387.gif) - _What was expected:_ I was expecting that these multiple save dialog will not be appearing. When I tried to save a scene with no changes (_the one with no `(*)` on the editor tab_), I was expecting also that a save scene dialog will not appear. I was expecting also that when I released `Ctrl+S`, the appearing of multiple save dialog will stop. **Steps to reproduce:** 1. Create a new project 2. Add a new scene with just a `Panel` node 3. Save the scene on the file system 4. Hold `Ctrl+S` for about 10 seconds (_expected here to show the multiple save dialog_) 5. Release `Ctrl+S` (_expected that multiple save dialog keeps appearing and it will stop at a certain time after the release_) 6. Move the `panel` to make changes on the scene (_expected there will be `(*)` on the tab_) 7. Press `Ctrl+S` to save the scene 8. Press `Ctr+S` again (_expected that save scene dialog will not appear since there are no changes on the scene_) **Link to minimal example project** (optional but very welcome): ",1,holding ctrl s will display multiple save dialog operating system or device os ubuntu bit issue description what happened and what was expected what happened i opened a very simple project with just one scene added on it when i held ctrl s to save the scene multiple save scene dialog kept popping even when i released ctrl s the multiple appearing of save dialog will not stop it stopped at a certain time after the release like this what was expected i was expecting that these multiple save dialog will not be appearing when i tried to save a scene with no changes the one with no on the editor tab i was expecting also that a save scene dialog will not appear i was expecting also that when i released ctrl s the appearing of multiple save dialog will stop steps to reproduce create a new project add a new scene with just a panel node save the scene on the file system hold ctrl s for about seconds expected here to show the multiple save dialog release ctrl s expected that multiple save dialog keeps appearing and it will stop at a certain time after the release move the panel to make changes on the scene expected there will be on the tab press ctrl s to save the scene press ctr s again expected that save scene dialog will not appear since there are no changes on the scene link to minimal example project optional but very welcome ,1 3345,9529027144.0,IssuesEvent,2019-04-29 10:03:45,ietf-tapswg/api-drafts,https://api.github.com/repos/ietf-tapswg/api-drafts,opened,Detailed author review of Arch text for -03 to prepare -04,Architecture ready for text,"TAPS Architecture - Additional comments on rev -03 (detailed read-through). Note: This adds to my previous set of review issues - these could be handled at the same time. Section 1 : - Can we make reading easier: “This flexibility does not only enable faster deployment of new feature and protocols, but it can also support applications with racing and fallback mechanisms which otherwise need to be implemented in each application separately.” - suggest: “This flexibility enables faster deployment of new feature and protocols,. It can also support applications with racing and fallback mechanisms, which otherwise need to be implemented in each application separately.”” — “Although following the Transport Services Architecture does of course not mean that “ - do we need /of course/ (this reads oddly). — “from one system to the another” - should be: “from one system to another” ========== Section 1.1 : “The model of using sockets for networking can be represented as follows” - could we insert “traditional” or “existing” or something like that before “model”, since a new reader may not realise this is the description of what exists rather what this document develops? — “, which provides the interface to the implementations of UDP and TCP (typically implemented in the system's kernel), which in turn send data over the available network layer interfaces.” - Two “, which” in a long sentence, could we write: - “. This API provides the interface to the implementations of UDP and TCP (typically implemented in the system's kernel), which in turn send data over the available network layer interfaces.” — “The Implementation” - Is capitalised “I” needed? — “for mapping the API into the various available transport” - Is this “into” or “to” - I think the interface maps to these? — “There are a few key departures that Transport Services makes from the sockets API:” - a “few key” seems odd to me in a spec. “There are key differences between the architecture of the Transport Services system and the architecture of the sockets API:” - or something like that? ========== Section 1.2 : “and changes to available network links”: - insert “the” and “to” so it does not mean that it makes the change: - “and changes in the available network links” — Section 1.3 : “HTTP/1.1 uses character delimiters to segment messages over a stream; TLS record headers carry a version, content type, and length; and HTTP/2 uses” - I think this needs text needs several references to the specs? ========== Section 3 : “ The following considerations were used in the design of this architecture.” - If these were only a list of considerations, then we we do not need “RFC2119” language after all in this section. If they are actually the basis of the architecture, then we need to change the words “considerations” to “requirements” or something. I actually think it is helpful for the basis for the design should be expressed in RFC2119 language. - I suggest the best option could be simply to omit the sentence? — “that include some transport security protocol are eligible to be used.” - The word “some” is wrong, and also “protocol”. - I think this should be “a transport security function”? — Section 3.3 : “The abstract API definition [I-D.ietf-taps-interface] describes this interface and is aimed at application developers.” - “aimed at” seems odd because of “and” and “aimed”. “The abstract API definition [I-D.ietf-taps-interface] describes this interface. This is expected to be utilised by application developers.” — “It is expected that all implementations of Transport Services will offer the entire mandatory API, but that some features will not be functional in certain implementations.” - This seems to me to still be possible to read the “mandatory” part os optional, which can’t be. Is it also OK to say this instead: “It is expected that all implementations of Transport Services system will offer the entire mandatory API. However, some features provided below the API may not be functional in certain implementations.” — “All implementations are REQUIRED to offer sufficient APIs to use the distilled minimal set of features offered by transport protocols ...“ - What does the plural “APIs” mean? - I suggest we write: “All implementations are REQUIRED to offer an API that is sufficient to provide the distilled minimal set of features offered by transport protocols …” — “, but it is possible that some very constrained devices might not have, for example, a full TCP implementation beneath the API.” - I’m not fond of RFC2119 constructs that include an exception clause. Could we write this instead? “For example, it is possible that some very constrained devices might not have, for example, a full TCP implementation beneath the API [I.D.ietf-lwig-tcp-constrained-node-networks-07].” - This ref is I believe in cross-WG WGLC and should now be stable. — “It is expected that this document will be updated and supplemented as new protocols and protocol features are developed.” - could we replace “this document” by the [REF], to avoid the possibility of misreading/misquoting it as the architecture document itself? — “defines new protocols that require any changes to a remote system.” - to me the first part here is that there is no implementation work required at the RECEIVER. I think that should be clear. — “ The Transport Services system MUST be deployable on one side only.” - I think the second point is that it can be deployed in this way which places design constraints on the system, specifically that the SENDER is a one-sided system. Is it possible we could put this in a separate para instead, e.g. “The Transport Services system MUST be deployable on one side only. A Transport Services system implemented at the sending endpoint can communicate with a remote endpoint on any existing system that implements the transport protocol(s) selected by the TAPS System. Similarly a Transport Services system at a listening endpoint can communicate using a using a transport protocol at a sending endpoint implemented in an existing system.” ========== Section 4.1 : “establish communication and send and receive data.” - insert comma after “communication” or “then” after first “and” — “A Preconnection can be fully specified and represent a single possible Connection” - is this /represents/? — “The Remote Endpoint MUST be specified in the Preconnection is used to Initiate connections.” - seems broken English, Is this: “The Remote Endpoint MUST be specified if a Preconnection is used to Initiate connections.” — in 4.1.2: “Changes made to Connection Properties after establishment take effect on a best-effort basis.” - My understanding was that this does **not** change the protocol selection, but can change the way the protocol uses the path. If I was correct, then it would be good to add a sentence to say this. — In 4.1.3: “prepare any required local or remote state to be able to send and/or receive Messages.” - what becomes able? “prepare any required local or remote state to enable the endpoint to send and/or receive Messages.” — In 4.1.4: “If a received Message is incomplete or corrupted, it might or might not be usable by certain applications.” - I agree this is possible, but I’d like to assert this really must **not** be the default and it is important to highlight that. Is it possible to say: “If a received Message is incomplete or corrupted, the default action is to not pass the data to the application. A certain application can override this default and the data might or might not be usable by that application.” — “Message Properties can be used to annotate specific Messages. “ - I agree, however I think it is really important to say that these annotations for sending exist only within the Local Endpoint and doe not cause additional bytes to be communicated to the Remote Endpoint. For example, they could change the DSCP, for instance. [[We need to choose words carefully, because the the DSCP is actually communicated across the path and could be sent end-to-end, but it is **not** additional data added to the message on the wire .]] — “When receiving Messages, Message Properties can contain per-protocol properties.” - Again, I think it is important to say the Remote Endpoint can add per-protocol properties to the messages it receives. — “properties specific to how the Message's content is to be sent. “ - I think we should delete the apostrophe, or alternatively we could write “content of the message”. — “Status of the Send operation can be delivered back to the application in an event (Section 4.1.5).” - could be : “The Status of the Send operation can be delivered back to the sending application in an event (Section 4.1.5).“ — In 4.1.5: “This list of events that can be delivered to an application is not exhaustive, but gives the top-level categories of events.” Could be: “This section provides the top-level categories of events events that can be delivered to an application. This list is not exhaustive.” — In 4.2: “The Transport System Implementation Concepts” - We do not need to define this as a capitalised term. — “are allowed be multiplexed” - insert /to/ before /be/. — “Applications can use can use their explicitly defined” - please rephrase: “An application can explicitly define “ — “including any state it has necessary” - please remove /it has/ — “and a Transport Services system's policies and heuristics.” - could we instead write: “and the heuristics or policies of the Transport Services system.” — In 4.2.3: “Transitioning between different Protocol Stacks is in some cases controlled by properties that only change when application code is updated. “ - is this statement about the present case, or the case with TAPS, this is not clear, but I think the former? — “This functionality can be a powerful driver of new protocol adoption, but needs to” - I agree - is it protocol or stack functionality, I think this could be better as: “This functionality in the API can be a powerful driver of new protocol adoption, but needs to” — “Both stacks MUST offer the same transport services” - this could use a reference to mindset perhaps? — 1. Could better with a reference. We could use [RFC8303] and [RFC8304] to contrast the two? — 2. “However, if the application does not require reliability, then a Protocol Stack that adds unnecessary reliability might be allowed as an equivalent Protocol Stack as long as it does not conflict with any other application-requested properties.” - allowing or not allowing seems odd, could we write: 3. “However, if the application does not require reliability, then a Protocol Stack that adds reliability could be regarded as an equivalent Protocol Stack providing this would not conflict with other application-requested properties.” — In 4.2.4: “properties of the Implementation” - implementation should not be capitalised. — “Transport System Implementation” - implementation should not be capitalised. — “The interface to specify these Groups” -groups should not be capitalised. — Normative references: [I-D.ietf-taps-interface] [RFC8174] [RFC2119]",1.0,"Detailed author review of Arch text for -03 to prepare -04 - TAPS Architecture - Additional comments on rev -03 (detailed read-through). Note: This adds to my previous set of review issues - these could be handled at the same time. Section 1 : - Can we make reading easier: “This flexibility does not only enable faster deployment of new feature and protocols, but it can also support applications with racing and fallback mechanisms which otherwise need to be implemented in each application separately.” - suggest: “This flexibility enables faster deployment of new feature and protocols,. It can also support applications with racing and fallback mechanisms, which otherwise need to be implemented in each application separately.”” — “Although following the Transport Services Architecture does of course not mean that “ - do we need /of course/ (this reads oddly). — “from one system to the another” - should be: “from one system to another” ========== Section 1.1 : “The model of using sockets for networking can be represented as follows” - could we insert “traditional” or “existing” or something like that before “model”, since a new reader may not realise this is the description of what exists rather what this document develops? — “, which provides the interface to the implementations of UDP and TCP (typically implemented in the system's kernel), which in turn send data over the available network layer interfaces.” - Two “, which” in a long sentence, could we write: - “. This API provides the interface to the implementations of UDP and TCP (typically implemented in the system's kernel), which in turn send data over the available network layer interfaces.” — “The Implementation” - Is capitalised “I” needed? — “for mapping the API into the various available transport” - Is this “into” or “to” - I think the interface maps to these? — “There are a few key departures that Transport Services makes from the sockets API:” - a “few key” seems odd to me in a spec. “There are key differences between the architecture of the Transport Services system and the architecture of the sockets API:” - or something like that? ========== Section 1.2 : “and changes to available network links”: - insert “the” and “to” so it does not mean that it makes the change: - “and changes in the available network links” — Section 1.3 : “HTTP/1.1 uses character delimiters to segment messages over a stream; TLS record headers carry a version, content type, and length; and HTTP/2 uses” - I think this needs text needs several references to the specs? ========== Section 3 : “ The following considerations were used in the design of this architecture.” - If these were only a list of considerations, then we we do not need “RFC2119” language after all in this section. If they are actually the basis of the architecture, then we need to change the words “considerations” to “requirements” or something. I actually think it is helpful for the basis for the design should be expressed in RFC2119 language. - I suggest the best option could be simply to omit the sentence? — “that include some transport security protocol are eligible to be used.” - The word “some” is wrong, and also “protocol”. - I think this should be “a transport security function”? — Section 3.3 : “The abstract API definition [I-D.ietf-taps-interface] describes this interface and is aimed at application developers.” - “aimed at” seems odd because of “and” and “aimed”. “The abstract API definition [I-D.ietf-taps-interface] describes this interface. This is expected to be utilised by application developers.” — “It is expected that all implementations of Transport Services will offer the entire mandatory API, but that some features will not be functional in certain implementations.” - This seems to me to still be possible to read the “mandatory” part os optional, which can’t be. Is it also OK to say this instead: “It is expected that all implementations of Transport Services system will offer the entire mandatory API. However, some features provided below the API may not be functional in certain implementations.” — “All implementations are REQUIRED to offer sufficient APIs to use the distilled minimal set of features offered by transport protocols ...“ - What does the plural “APIs” mean? - I suggest we write: “All implementations are REQUIRED to offer an API that is sufficient to provide the distilled minimal set of features offered by transport protocols …” — “, but it is possible that some very constrained devices might not have, for example, a full TCP implementation beneath the API.” - I’m not fond of RFC2119 constructs that include an exception clause. Could we write this instead? “For example, it is possible that some very constrained devices might not have, for example, a full TCP implementation beneath the API [I.D.ietf-lwig-tcp-constrained-node-networks-07].” - This ref is I believe in cross-WG WGLC and should now be stable. — “It is expected that this document will be updated and supplemented as new protocols and protocol features are developed.” - could we replace “this document” by the [REF], to avoid the possibility of misreading/misquoting it as the architecture document itself? — “defines new protocols that require any changes to a remote system.” - to me the first part here is that there is no implementation work required at the RECEIVER. I think that should be clear. — “ The Transport Services system MUST be deployable on one side only.” - I think the second point is that it can be deployed in this way which places design constraints on the system, specifically that the SENDER is a one-sided system. Is it possible we could put this in a separate para instead, e.g. “The Transport Services system MUST be deployable on one side only. A Transport Services system implemented at the sending endpoint can communicate with a remote endpoint on any existing system that implements the transport protocol(s) selected by the TAPS System. Similarly a Transport Services system at a listening endpoint can communicate using a using a transport protocol at a sending endpoint implemented in an existing system.” ========== Section 4.1 : “establish communication and send and receive data.” - insert comma after “communication” or “then” after first “and” — “A Preconnection can be fully specified and represent a single possible Connection” - is this /represents/? — “The Remote Endpoint MUST be specified in the Preconnection is used to Initiate connections.” - seems broken English, Is this: “The Remote Endpoint MUST be specified if a Preconnection is used to Initiate connections.” — in 4.1.2: “Changes made to Connection Properties after establishment take effect on a best-effort basis.” - My understanding was that this does **not** change the protocol selection, but can change the way the protocol uses the path. If I was correct, then it would be good to add a sentence to say this. — In 4.1.3: “prepare any required local or remote state to be able to send and/or receive Messages.” - what becomes able? “prepare any required local or remote state to enable the endpoint to send and/or receive Messages.” — In 4.1.4: “If a received Message is incomplete or corrupted, it might or might not be usable by certain applications.” - I agree this is possible, but I’d like to assert this really must **not** be the default and it is important to highlight that. Is it possible to say: “If a received Message is incomplete or corrupted, the default action is to not pass the data to the application. A certain application can override this default and the data might or might not be usable by that application.” — “Message Properties can be used to annotate specific Messages. “ - I agree, however I think it is really important to say that these annotations for sending exist only within the Local Endpoint and doe not cause additional bytes to be communicated to the Remote Endpoint. For example, they could change the DSCP, for instance. [[We need to choose words carefully, because the the DSCP is actually communicated across the path and could be sent end-to-end, but it is **not** additional data added to the message on the wire .]] — “When receiving Messages, Message Properties can contain per-protocol properties.” - Again, I think it is important to say the Remote Endpoint can add per-protocol properties to the messages it receives. — “properties specific to how the Message's content is to be sent. “ - I think we should delete the apostrophe, or alternatively we could write “content of the message”. — “Status of the Send operation can be delivered back to the application in an event (Section 4.1.5).” - could be : “The Status of the Send operation can be delivered back to the sending application in an event (Section 4.1.5).“ — In 4.1.5: “This list of events that can be delivered to an application is not exhaustive, but gives the top-level categories of events.” Could be: “This section provides the top-level categories of events events that can be delivered to an application. This list is not exhaustive.” — In 4.2: “The Transport System Implementation Concepts” - We do not need to define this as a capitalised term. — “are allowed be multiplexed” - insert /to/ before /be/. — “Applications can use can use their explicitly defined” - please rephrase: “An application can explicitly define “ — “including any state it has necessary” - please remove /it has/ — “and a Transport Services system's policies and heuristics.” - could we instead write: “and the heuristics or policies of the Transport Services system.” — In 4.2.3: “Transitioning between different Protocol Stacks is in some cases controlled by properties that only change when application code is updated. “ - is this statement about the present case, or the case with TAPS, this is not clear, but I think the former? — “This functionality can be a powerful driver of new protocol adoption, but needs to” - I agree - is it protocol or stack functionality, I think this could be better as: “This functionality in the API can be a powerful driver of new protocol adoption, but needs to” — “Both stacks MUST offer the same transport services” - this could use a reference to mindset perhaps? — 1. Could better with a reference. We could use [RFC8303] and [RFC8304] to contrast the two? — 2. “However, if the application does not require reliability, then a Protocol Stack that adds unnecessary reliability might be allowed as an equivalent Protocol Stack as long as it does not conflict with any other application-requested properties.” - allowing or not allowing seems odd, could we write: 3. “However, if the application does not require reliability, then a Protocol Stack that adds reliability could be regarded as an equivalent Protocol Stack providing this would not conflict with other application-requested properties.” — In 4.2.4: “properties of the Implementation” - implementation should not be capitalised. — “Transport System Implementation” - implementation should not be capitalised. — “The interface to specify these Groups” -groups should not be capitalised. — Normative references: [I-D.ietf-taps-interface] [RFC8174] [RFC2119]",0,detailed author review of arch text for to prepare taps architecture additional comments on rev detailed read through note this adds to my previous set of review issues these could be handled at the same time section can we make reading easier “this flexibility does not only enable faster deployment of new feature and protocols but it can also support applications with racing and fallback mechanisms which otherwise need to be implemented in each application separately ” suggest “this flexibility enables faster deployment of new feature and protocols it can also support applications with racing and fallback mechanisms which otherwise need to be implemented in each application separately ”” — “although following the transport services architecture does of course not mean that “ do we need of course this reads oddly — “from one system to the another” should be “from one system to another” section “the model of using sockets for networking can be represented as follows” could we insert “traditional” or “existing” or something like that before “model” since a new reader may not realise this is the description of what exists rather what this document develops — “ which provides the interface to the implementations of udp and tcp typically implemented in the system s kernel which in turn send data over the available network layer interfaces ” two “ which” in a long sentence could we write “ this api provides the interface to the implementations of udp and tcp typically implemented in the system s kernel which in turn send data over the available network layer interfaces ” — “the implementation” is capitalised “i” needed — “for mapping the api into the various available transport” is this “into” or “to” i think the interface maps to these — “there are a few key departures that transport services makes from the sockets api ” a “few key” seems odd to me in a spec “there are key differences between the architecture of the transport services system and the architecture of the sockets api ” or something like that section “and changes to available network links” insert “the” and “to” so it does not mean that it makes the change “and changes in the available network links” — section “http uses character delimiters to segment messages over a stream tls record headers carry a version content type and length and http uses” i think this needs text needs several references to the specs section “ the following considerations were used in the design of this architecture ” if these were only a list of considerations then we we do not need “ ” language after all in this section if they are actually the basis of the architecture then we need to change the words “considerations” to “requirements” or something i actually think it is helpful for the basis for the design should be expressed in language i suggest the best option could be simply to omit the sentence — “that include some transport security protocol are eligible to be used ” the word “some” is wrong and also “protocol” i think this should be “a transport security function” — section “the abstract api definition describes this interface and is aimed at application developers ” “aimed at” seems odd because of “and” and “aimed” “the abstract api definition describes this interface this is expected to be utilised by application developers ” — “it is expected that all implementations of transport services will offer the entire mandatory api but that some features will not be functional in certain implementations ” this seems to me to still be possible to read the “mandatory” part os optional which can’t be is it also ok to say this instead “it is expected that all implementations of transport services system will offer the entire mandatory api however some features provided below the api may not be functional in certain implementations ” — “all implementations are required to offer sufficient apis to use the distilled minimal set of features offered by transport protocols “ what does the plural “apis” mean i suggest we write “all implementations are required to offer an api that is sufficient to provide the distilled minimal set of features offered by transport protocols …” — “ but it is possible that some very constrained devices might not have for example a full tcp implementation beneath the api ” i’m not fond of constructs that include an exception clause could we write this instead “for example it is possible that some very constrained devices might not have for example a full tcp implementation beneath the api ” this ref is i believe in cross wg wglc and should now be stable — “it is expected that this document will be updated and supplemented as new protocols and protocol features are developed ” could we replace “this document” by the to avoid the possibility of misreading misquoting it as the architecture document itself — “defines new protocols that require any changes to a remote system ” to me the first part here is that there is no implementation work required at the receiver i think that should be clear — “ the transport services system must be deployable on one side only ” i think the second point is that it can be deployed in this way which places design constraints on the system specifically that the sender is a one sided system is it possible we could put this in a separate para instead e g “the transport services system must be deployable on one side only a transport services system implemented at the sending endpoint can communicate with a remote endpoint on any existing system that implements the transport protocol s selected by the taps system similarly a transport services system at a listening endpoint can communicate using a using a transport protocol at a sending endpoint implemented in an existing system ” section “establish communication and send and receive data ” insert comma after “communication” or “then” after first “and” — “a preconnection can be fully specified and represent a single possible connection” is this represents — “the remote endpoint must be specified in the preconnection is used to initiate connections ” seems broken english is this “the remote endpoint must be specified if a preconnection is used to initiate connections ” — in “changes made to connection properties after establishment take effect on a best effort basis ” my understanding was that this does not change the protocol selection but can change the way the protocol uses the path if i was correct then it would be good to add a sentence to say this — in “prepare any required local or remote state to be able to send and or receive messages ” what becomes able “prepare any required local or remote state to enable the endpoint to send and or receive messages ” — in “if a received message is incomplete or corrupted it might or might not be usable by certain applications ” i agree this is possible but i’d like to assert this really must not be the default and it is important to highlight that is it possible to say “if a received message is incomplete or corrupted the default action is to not pass the data to the application a certain application can override this default and the data might or might not be usable by that application ” — “message properties can be used to annotate specific messages “ i agree however i think it is really important to say that these annotations for sending exist only within the local endpoint and doe not cause additional bytes to be communicated to the remote endpoint for example they could change the dscp for instance — “when receiving messages message properties can contain per protocol properties ” again i think it is important to say the remote endpoint can add per protocol properties to the messages it receives — “properties specific to how the message s content is to be sent “ i think we should delete the apostrophe or alternatively we could write “content of the message” — “status of the send operation can be delivered back to the application in an event section ” could be “the status of the send operation can be delivered back to the sending application in an event section “ — in “this list of events that can be delivered to an application is not exhaustive but gives the top level categories of events ” could be “this section provides the top level categories of events events that can be delivered to an application this list is not exhaustive ” — in “the transport system implementation concepts” we do not need to define this as a capitalised term — “are allowed be multiplexed” insert to before be — “applications can use can use their explicitly defined” please rephrase “an application can explicitly define “ — “including any state it has necessary” please remove it has — “and a transport services system s policies and heuristics ” could we instead write “and the heuristics or policies of the transport services system ” — in “transitioning between different protocol stacks is in some cases controlled by properties that only change when application code is updated “ is this statement about the present case or the case with taps this is not clear but i think the former — “this functionality can be a powerful driver of new protocol adoption but needs to” i agree is it protocol or stack functionality i think this could be better as “this functionality in the api can be a powerful driver of new protocol adoption but needs to” — “both stacks must offer the same transport services” this could use a reference to mindset perhaps — could better with a reference we could use and to contrast the two — “however if the application does not require reliability then a protocol stack that adds unnecessary reliability might be allowed as an equivalent protocol stack as long as it does not conflict with any other application requested properties ” allowing or not allowing seems odd could we write “however if the application does not require reliability then a protocol stack that adds reliability could be regarded as an equivalent protocol stack providing this would not conflict with other application requested properties ” — in “properties of the implementation” implementation should not be capitalised — “transport system implementation” implementation should not be capitalised — “the interface to specify these groups” groups should not be capitalised — normative references ,0 359568,10678116969.0,IssuesEvent,2019-10-21 16:38:42,openstax/tutor,https://api.github.com/repos/openstax/tutor,opened,"BUG: If you switch sections assigned, the new sections never get an assignment",bug priority1-high,"### Description When an assignment is already open and you switch the sections it's assigned to, the new sections never get the assignment (have to switch back and forth to actually cause it to go to the new sections) ### Acceptance Criteria If an instructor changes an assignment due date, or assigns different due dates to different sections, students should receive the assignment and see the new due date. ### Acceptance Tests derive these from ""Acceptance Criteria"" during ""Design"" phase **title**: template **categories**: Interactive Component, Navigation, TOC, Math, Book Content, Other > GIVEN something > AND something else > WHEN something > AND something else > THEN something > AND something else ### Epic Doc URL ### Checklist for Done 1A-DEFINE - [ ] Description is complete - [ ] Acceptance criteria are complete - [ ] If UX design is needed then the UX label is added - [ ] If UX design is needed then the UX LoFi Design is completed, approved by the Product Manager, and added to the issue - [ ] A development approach for the code change, prototype code, or tech brief is done and added to the issue 1B-DECOMP - [ ] The work is broken into reasonable and consistent work items - [ ] Estimate is updated - [ ] Release is selected 1C-DESIGN - [ ] The UX HiFi Design is complete, approved by the Product Manager, and added to the issue - [ ] Distilled acceptance tests are added to the issue in ""Given / When / Then"" format - [ ] Automated testing criteria are added to issue - [ ] The development approach is reviewed/updated 2A-CODE - [ ] A pull request is opened and linked to an issue. The automated pull request checks pass - [ ] The change has been approved by other developers - [ ] The pull request is merged into master, and the change branch is deleted. - [ ] The acceptance tests are finalized - [ ] Regression test categories are identified on the issue. Categories should be referenced if any changes might affect them, even if the intended functionality is unchanged. 4A-UX REVIEW - [ ] If UI changes, UX reviews and verifies on -dev or -qa - [ ] PDM reviews and verifies 5A-FUNCT VER - [ ] All the acceptance tests for this issue pass. 5C-REGRESSION - [ ] The test plan in testrail passes. **Godot version:** Godot master. **OS/device including version:** Windows 10. **Issue description:** When I drag files from the files dock to the scene, the generated node has the default name for the node e.g. MeshInstance. This is unhelpful when working with a large number of files as it forces the user to constantly rename the generated nodes to the file name. The engine already uses file name as node name for 2d sprites, so I believe my suggestion is consistent with the current workflow. **Steps to reproduce:** - Drag OBJ file from the file dock into the editor view. **Minimal reproduction project:** ",True,"Instancing Mesh Instance by dragging files into editor should use file name as fallback name instead of class name. - **Godot version:** Godot master. **OS/device including version:** Windows 10. **Issue description:** When I drag files from the files dock to the scene, the generated node has the default name for the node e.g. MeshInstance. This is unhelpful when working with a large number of files as it forces the user to constantly rename the generated nodes to the file name. The engine already uses file name as node name for 2d sprites, so I believe my suggestion is consistent with the current workflow. **Steps to reproduce:** - Drag OBJ file from the file dock into the editor view. **Minimal reproduction project:** ",1,instancing mesh instance by dragging files into editor should use file name as fallback name instead of class name please search existing issues for potential duplicates before filing yours godot version godot master os device including version windows issue description when i drag files from the files dock to the scene the generated node has the default name for the node e g meshinstance this is unhelpful when working with a large number of files as it forces the user to constantly rename the generated nodes to the file name the engine already uses file name as node name for sprites so i believe my suggestion is consistent with the current workflow steps to reproduce drag obj file from the file dock into the editor view minimal reproduction project ,1 17699,12254236655.0,IssuesEvent,2020-05-06 08:06:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Stretch ratio has weird value range,discussion topic:gui usability,"**Godot version:** 3.2.1 **Issue description:** Sooo there's this `size_flags_stretch_ratio` property in Control nodes, which controls how much of available space the control will take (relatively). But it's awkward to use. The range goes from 0 to 128, with step value of 0.01. This makes the slider basically useless (although you can set to rounded values with Control key, but you need to know it first; and the small values are still awkward). I mean, the useful range would be something between 1 to 5. I doubt anyone would want a control in a container to be 100 times bigger than the other one. And even if you ignore that the slider allows for such big values, the small useful range compared to the whole range makes it difficult to set anything. So the range should be tweaked to some more useful/sane values, possibly including a step change. IMO.",True,"Stretch ratio has weird value range - **Godot version:** 3.2.1 **Issue description:** Sooo there's this `size_flags_stretch_ratio` property in Control nodes, which controls how much of available space the control will take (relatively). But it's awkward to use. The range goes from 0 to 128, with step value of 0.01. This makes the slider basically useless (although you can set to rounded values with Control key, but you need to know it first; and the small values are still awkward). I mean, the useful range would be something between 1 to 5. I doubt anyone would want a control in a container to be 100 times bigger than the other one. And even if you ignore that the slider allows for such big values, the small useful range compared to the whole range makes it difficult to set anything. So the range should be tweaked to some more useful/sane values, possibly including a step change. IMO.",1,stretch ratio has weird value range godot version issue description sooo there s this size flags stretch ratio property in control nodes which controls how much of available space the control will take relatively but it s awkward to use the range goes from to with step value of this makes the slider basically useless although you can set to rounded values with control key but you need to know it first and the small values are still awkward i mean the useful range would be something between to i doubt anyone would want a control in a container to be times bigger than the other one and even if you ignore that the slider allows for such big values the small useful range compared to the whole range makes it difficult to set anything so the range should be tweaked to some more useful sane values possibly including a step change imo ,1 330254,10037511954.0,IssuesEvent,2019-07-18 13:20:23,ushahidi/opensourcedesign,https://api.github.com/repos/ushahidi/opensourcedesign,closed,Project one liner ,Highest Priority Social Media,"Mainly need this for the social media platform but thought it would be good to have a agree one line for all content. This is what I pulled from the 1st article ""Design should be open for all. A project to create accessible processes for designers to collaborate and contribute to open source software.""",1.0,"Project one liner - Mainly need this for the social media platform but thought it would be good to have a agree one line for all content. This is what I pulled from the 1st article ""Design should be open for all. A project to create accessible processes for designers to collaborate and contribute to open source software.""",0,project one liner mainly need this for the social media platform but thought it would be good to have a agree one line for all content this is what i pulled from the article design should be open for all a project to create accessible processes for designers to collaborate and contribute to open source software ,0 11142,7079458583.0,IssuesEvent,2018-01-10 09:38:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Some default signal parameters conflict with member variables,bug discussion topic:core usability,"**Ubuntu 17.04 - Godot version: e8192d4** **Issue description:** For example: The default parameter name ""pressed"" in the ""toggled()"" signal conflicts with the member variable ""pressed"" in Button nodes, and the parameter ""text"" in ""text_changed()"" conflicts with the variable ""text"" in both LineEdit and Button nodes.",True,"Some default signal parameters conflict with member variables - **Ubuntu 17.04 - Godot version: e8192d4** **Issue description:** For example: The default parameter name ""pressed"" in the ""toggled()"" signal conflicts with the member variable ""pressed"" in Button nodes, and the parameter ""text"" in ""text_changed()"" conflicts with the variable ""text"" in both LineEdit and Button nodes.",1,some default signal parameters conflict with member variables ubuntu godot version issue description for example the default parameter name pressed in the toggled signal conflicts with the member variable pressed in button nodes and the parameter text in text changed conflicts with the variable text in both lineedit and button nodes ,1 25343,25005090940.0,IssuesEvent,2022-11-03 11:10:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The default HSV slider is wrong for OKHSL mode,bug usability topic:gui,"### Godot version 4.0 0d28820 ### System information Windows 10 x64 ### Issue description ![image](https://user-images.githubusercontent.com/2223172/196189757-8db5d8b5-2970-4eab-9441-290240131e86.png) You can see 3 different colors here. S slider is being fixed by #67534, but H slider is completely wrong. It needs a separate texture. ### Steps to reproduce 1. Open any ColorPicker 2. Change color mode to OKHSL ### Minimal reproduction project _No response_",True,"The default HSV slider is wrong for OKHSL mode - ### Godot version 4.0 0d28820 ### System information Windows 10 x64 ### Issue description ![image](https://user-images.githubusercontent.com/2223172/196189757-8db5d8b5-2970-4eab-9441-290240131e86.png) You can see 3 different colors here. S slider is being fixed by #67534, but H slider is completely wrong. It needs a separate texture. ### Steps to reproduce 1. Open any ColorPicker 2. Change color mode to OKHSL ### Minimal reproduction project _No response_",1,the default hsv slider is wrong for okhsl mode godot version system information windows issue description you can see different colors here s slider is being fixed by but h slider is completely wrong it needs a separate texture steps to reproduce open any colorpicker change color mode to okhsl minimal reproduction project no response ,1 85919,10468449679.0,IssuesEvent,2019-09-22 13:52:52,kujunda-seda/worthy-v2,https://api.github.com/repos/kujunda-seda/worthy-v2,opened,Accounting principles,documentation,"# Goal: Decide on accounting principles and document them in `product-work` folder ## Acceptance checklist: - [ ] write notes on why we use double-entry accounting - [ ] write notes on currency trading - [ ] describe all account types used - [ ] describe how basic currency is changed and all data recalculated ",1.0,"Accounting principles - # Goal: Decide on accounting principles and document them in `product-work` folder ## Acceptance checklist: - [ ] write notes on why we use double-entry accounting - [ ] write notes on currency trading - [ ] describe all account types used - [ ] describe how basic currency is changed and all data recalculated ",0,accounting principles goal decide on accounting principles and document them in product work folder acceptance checklist write notes on why we use double entry accounting write notes on currency trading describe all account types used describe how basic currency is changed and all data recalculated ,0 3341,2757516594.0,IssuesEvent,2015-04-27 15:17:43,balderdashy/waterline,https://api.github.com/repos/balderdashy/waterline,closed,No mention of associations in Waterline's README.md,needs documentation,"Steps to reproduce: 1.) Go to https://github.com/balderdashy/waterline 2.) Hit Ctrl-F 3.) Type 'associations' Expected: Some mention of associations Actual: Nada :wink:",1.0,"No mention of associations in Waterline's README.md - Steps to reproduce: 1.) Go to https://github.com/balderdashy/waterline 2.) Hit Ctrl-F 3.) Type 'associations' Expected: Some mention of associations Actual: Nada :wink:",0,no mention of associations in waterline s readme md steps to reproduce go to hit ctrl f type associations expected some mention of associations actual nada wink ,0 6252,4194928863.0,IssuesEvent,2016-06-25 11:36:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The mouse mode stays the same when an issue happens,bug topic:editor usability,"**Operating system or device - Godot version:** Ubuntu 15.10, Godot 2.0.2 **Issue description** (what happened, and what was expected): I wrote a little code to capture the mouse like this ""Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)"" the problem is when I add a new feature i get issues in the code just like every other human and when issues happen the editor pops up which is the problem, the mouse is still captured i can't type anything and can't use the editor's shortcuts to stop debugging or even close the window with ""Alt+F4"" the Ubuntu shortcut **My Wish** Add some feature that returns the mouse mode to un-captured, or saves the system's state before debugging the game and redo it when there are issues because the only solution that I can do is RESTART the computer which is why my development is SLOW",True,"The mouse mode stays the same when an issue happens - **Operating system or device - Godot version:** Ubuntu 15.10, Godot 2.0.2 **Issue description** (what happened, and what was expected): I wrote a little code to capture the mouse like this ""Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)"" the problem is when I add a new feature i get issues in the code just like every other human and when issues happen the editor pops up which is the problem, the mouse is still captured i can't type anything and can't use the editor's shortcuts to stop debugging or even close the window with ""Alt+F4"" the Ubuntu shortcut **My Wish** Add some feature that returns the mouse mode to un-captured, or saves the system's state before debugging the game and redo it when there are issues because the only solution that I can do is RESTART the computer which is why my development is SLOW",1,the mouse mode stays the same when an issue happens operating system or device godot version ubuntu godot issue description what happened and what was expected i wrote a little code to capture the mouse like this input set mouse mode input mouse mode captured the problem is when i add a new feature i get issues in the code just like every other human and when issues happen the editor pops up which is the problem the mouse is still captured i can t type anything and can t use the editor s shortcuts to stop debugging or even close the window with alt the ubuntu shortcut my wish add some feature that returns the mouse mode to un captured or saves the system s state before debugging the game and redo it when there are issues because the only solution that i can do is restart the computer which is why my development is slow,1 18176,12625885943.0,IssuesEvent,2020-06-14 14:06:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Exposing more editor-features and -plugins to EditorPlugin,enhancement topic:editor usability,"Hey! After trying and somewhat failing to achieve some editor-customizations with the EditorPlugin and tools scripts (mainly with [tilemaps ](https://godotengine.org/qa/17659/tool-mode-possible-notified-tilemap-cell-was-changed-editor)) I dabbled a little with Unity and had a look at its very nice editor extensibility. You can look at the official [API](https://docs.unity3d.com/ScriptReference/SceneManagement.EditorSceneManager.html) and some presentations of [cool](https://www.youtube.com/watch?v=sNVT7hynBYw) and [useful](https://youtu.be/s1o0gZwJS-4) extensions some gamedevs wrote on youtube to get an idea of its possibilities. I want to ask if it is possible to expose more of the API of the editor to achieve similar things in Godot. Some examples of what would be cool to access from GDScript: - Inspector for custom formatting and input of node properties (i.e. float-ranges, arrays of strings as comma separated string, drop-downs for Enums and custom types, etc.) - Main viewport for easier drawing of gizmos and debugstuff from a plugin and manipulation of position and orientation of the camera. I know you can get the viewport from the EditorPlugin but drawing did not really work for me due to me having coordinate system issues. Drawing from a tool node on the other hand worked without a flaw. - TileMapEditor plugin for receiving events of cell filling for doing things like autotiling or doing custom patterns - ScriptEditor for custom refactoring, code generation and annotation tools - AnimationPlayerEditor plugin for various visualizations and annotations - Opening, closing, saving and editing of scenes in background or loading multiple scenes in and out of the current scene - Selection and deselection of nodes that also notifies corresponding plugins (like closing/opening the TileMapEditor when a TileMap node is deselected/selected **from code**) etc. I think this would be a huge benefit for the community, as the most important thing for productive gamedev is to have really good tools that are tailored to the game you are making or an easy way to build those on top of almost perfect tools. ",True,"Exposing more editor-features and -plugins to EditorPlugin - Hey! After trying and somewhat failing to achieve some editor-customizations with the EditorPlugin and tools scripts (mainly with [tilemaps ](https://godotengine.org/qa/17659/tool-mode-possible-notified-tilemap-cell-was-changed-editor)) I dabbled a little with Unity and had a look at its very nice editor extensibility. You can look at the official [API](https://docs.unity3d.com/ScriptReference/SceneManagement.EditorSceneManager.html) and some presentations of [cool](https://www.youtube.com/watch?v=sNVT7hynBYw) and [useful](https://youtu.be/s1o0gZwJS-4) extensions some gamedevs wrote on youtube to get an idea of its possibilities. I want to ask if it is possible to expose more of the API of the editor to achieve similar things in Godot. Some examples of what would be cool to access from GDScript: - Inspector for custom formatting and input of node properties (i.e. float-ranges, arrays of strings as comma separated string, drop-downs for Enums and custom types, etc.) - Main viewport for easier drawing of gizmos and debugstuff from a plugin and manipulation of position and orientation of the camera. I know you can get the viewport from the EditorPlugin but drawing did not really work for me due to me having coordinate system issues. Drawing from a tool node on the other hand worked without a flaw. - TileMapEditor plugin for receiving events of cell filling for doing things like autotiling or doing custom patterns - ScriptEditor for custom refactoring, code generation and annotation tools - AnimationPlayerEditor plugin for various visualizations and annotations - Opening, closing, saving and editing of scenes in background or loading multiple scenes in and out of the current scene - Selection and deselection of nodes that also notifies corresponding plugins (like closing/opening the TileMapEditor when a TileMap node is deselected/selected **from code**) etc. I think this would be a huge benefit for the community, as the most important thing for productive gamedev is to have really good tools that are tailored to the game you are making or an easy way to build those on top of almost perfect tools. ",1,exposing more editor features and plugins to editorplugin hey after trying and somewhat failing to achieve some editor customizations with the editorplugin and tools scripts mainly with i dabbled a little with unity and had a look at its very nice editor extensibility you can look at the official and some presentations of and extensions some gamedevs wrote on youtube to get an idea of its possibilities i want to ask if it is possible to expose more of the api of the editor to achieve similar things in godot some examples of what would be cool to access from gdscript inspector for custom formatting and input of node properties i e float ranges arrays of strings as comma separated string drop downs for enums and custom types etc main viewport for easier drawing of gizmos and debugstuff from a plugin and manipulation of position and orientation of the camera i know you can get the viewport from the editorplugin but drawing did not really work for me due to me having coordinate system issues drawing from a tool node on the other hand worked without a flaw tilemapeditor plugin for receiving events of cell filling for doing things like autotiling or doing custom patterns scripteditor for custom refactoring code generation and annotation tools animationplayereditor plugin for various visualizations and annotations opening closing saving and editing of scenes in background or loading multiple scenes in and out of the current scene selection and deselection of nodes that also notifies corresponding plugins like closing opening the tilemapeditor when a tilemap node is deselected selected from code etc i think this would be a huge benefit for the community as the most important thing for productive gamedev is to have really good tools that are tailored to the game you are making or an easy way to build those on top of almost perfect tools ,1 27515,29500432774.0,IssuesEvent,2023-06-02 21:06:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Create Dialog extends out of screen,bug topic:editor usability regression,"### Godot version 4.1 db5113d ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description Create dialog (e.g. Add Node) is super big and can extend below screen: ![](https://chat.godotengine.org/file-upload/n6aeL6W88pk5iCmFE/Clipboard%20-%202%20czerwca%202023%2022:57) ### Steps to reproduce 1. Open project 2. Press Ctrl + A ### Minimal reproduction project N/A",True,"Create Dialog extends out of screen - ### Godot version 4.1 db5113d ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description Create dialog (e.g. Add Node) is super big and can extend below screen: ![](https://chat.godotengine.org/file-upload/n6aeL6W88pk5iCmFE/Clipboard%20-%202%20czerwca%202023%2022:57) ### Steps to reproduce 1. Open project 2. Press Ctrl + A ### Minimal reproduction project N/A",1,create dialog extends out of screen godot version system information windows vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description create dialog e g add node is super big and can extend below screen steps to reproduce open project press ctrl a minimal reproduction project n a,1 10397,6712407808.0,IssuesEvent,2017-10-13 09:15:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,VisualScript: untouched value is null instead of 0,bug topic:visualscript usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Antergos x86_64, Master e97ada6 **Issue description:** ![image](https://user-images.githubusercontent.com/26753932/31538912-3e4d893e-b031-11e7-9452-fecc86f904c2.png) Expected: no error Happened: error in arg2, alpha is null **Steps to reproduce:** 1. add VS and nodes as in the image, don't set any value 2. set 1st arg to ""red"" 3. save and run -> error 4. stop, click in the 2nd arg and press enter without changing value 5. save and run -> ok ",True,"VisualScript: untouched value is null instead of 0 - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Antergos x86_64, Master e97ada6 **Issue description:** ![image](https://user-images.githubusercontent.com/26753932/31538912-3e4d893e-b031-11e7-9452-fecc86f904c2.png) Expected: no error Happened: error in arg2, alpha is null **Steps to reproduce:** 1. add VS and nodes as in the image, don't set any value 2. set 1st arg to ""red"" 3. save and run -> error 4. stop, click in the 2nd arg and press enter without changing value 5. save and run -> ok ",1,visualscript untouched value is null instead of operating system or device godot version gpu model and driver if graphics related antergos master issue description expected no error happened error in alpha is null steps to reproduce add vs and nodes as in the image don t set any value set arg to red save and run error stop click in the arg and press enter without changing value save and run ok ,1 22436,2649109227.0,IssuesEvent,2015-03-14 16:11:51,myrafproject/myrafproject,https://api.github.com/repos/myrafproject/myrafproject,closed,"""Check your Image(s). Maybe restarting will help!"" Error with BDF correction",bug imported Priority-High,"_From [yucelkilic1](https://code.google.com/u/yucelkilic1/) on October 25, 2012 02:47:58_ Changed unuset variable ""id.ukn.filepath"" with ""img"" on line 861 (main.py) because pre-reduction fails with BDF correction. No image assignment to ""id.ukn.filepath"" variable in ""for statement"". _Original issue: http://code.google.com/p/myrafproject/issues/detail?id=7_",1.0,"""Check your Image(s). Maybe restarting will help!"" Error with BDF correction - _From [yucelkilic1](https://code.google.com/u/yucelkilic1/) on October 25, 2012 02:47:58_ Changed unuset variable ""id.ukn.filepath"" with ""img"" on line 861 (main.py) because pre-reduction fails with BDF correction. No image assignment to ""id.ukn.filepath"" variable in ""for statement"". _Original issue: http://code.google.com/p/myrafproject/issues/detail?id=7_",0, check your image s maybe restarting will help error with bdf correction from on october changed unuset variable id ukn filepath with img on line main py because pre reduction fails with bdf correction no image assignment to id ukn filepath variable in for statement original issue ,0 689054,23605512387.0,IssuesEvent,2022-08-24 07:55:33,AlphaWallet/alpha-wallet-ios,https://api.github.com/repos/AlphaWallet/alpha-wallet-ios,closed,Issue with native swap,High Priority,"- [x] If I choose MATIC Polygon -> WETH, it says ""Swap Pair Not Found"". - [x] MATIC Polygon -> USDC is better, and the Fees/Current Price/Minimum Received appears, but the To amount for USDC remains 0 and ""Minimum Received"" is ""0.0000 USDC"" too If I choose ETH Ethereum -> USDC, - [x] the fees says ""0.1050 ETH"". That sounds too high to be correct (my ETH balance is 0.1065, not sure if it's related) - [x] ""Current Price"" shows ""1 ETH = 0.0000 USDC"" Does the spillage and transaction deadline settings work?",1.0,"Issue with native swap - - [x] If I choose MATIC Polygon -> WETH, it says ""Swap Pair Not Found"". - [x] MATIC Polygon -> USDC is better, and the Fees/Current Price/Minimum Received appears, but the To amount for USDC remains 0 and ""Minimum Received"" is ""0.0000 USDC"" too If I choose ETH Ethereum -> USDC, - [x] the fees says ""0.1050 ETH"". That sounds too high to be correct (my ETH balance is 0.1065, not sure if it's related) - [x] ""Current Price"" shows ""1 ETH = 0.0000 USDC"" Does the spillage and transaction deadline settings work?",0,issue with native swap if i choose matic polygon weth it says swap pair not found matic polygon usdc is better and the fees current price minimum received appears but the to amount for usdc remains and minimum received is usdc too if i choose eth ethereum usdc the fees says eth that sounds too high to be correct my eth balance is not sure if it s related current price shows eth usdc does the spillage and transaction deadline settings work ,0 136199,11043579531.0,IssuesEvent,2019-12-09 11:29:19,kubernetes/kubernetes,https://api.github.com/repos/kubernetes/kubernetes,opened,[Flaky test] gce-cos-k8sbeta-ingress (ci-kubernetes-e2e-gce-cos-k8sbeta-ingress),kind/failing-test," **Which jobs are failing**: ci-kubernetes-e2e-gce-cos-k8sbeta-ingress **Which test(s) are failing**: [Feature:Ingress] should support multiple TLS certs **Since when has it been failing**: **Testgrid link**: https://testgrid.k8s.io/sig-release-1.17-blocking#gce-cos-k8sbeta-ingress **Reason for failure**: ``` <*errors.errorString | 0xc001d64e00>: { I1208 12:06:43.450] s: ""Failed to execute a successful GET within 15m0s, Last response body for https://35.241.52.233/test, host test2.ingress.com:\n\n\ntimed out waiting for the condition"", I1208 12:06:43.450] } I1208 12:06:43.450] Failed to execute a successful GET within 15m0s, Last response body for https://35.241.52.233/test, host test2.ingress.com: ``` this might be relevant ``` I1208 12:05:07.795] Dec 8 12:05:07.795: INFO: host test2.ingress.com path https://35.241.52.233/test: Get https://35.241.52.233/test: x509: certificate signed by unknown authority (possibly because of ""crypto/rsa: verification error"" while trying to verify candidate authority certificate ""default"") unreachable ``` **Anything else we need to know**: cc. @kubernetes/ci-signal /sig network /priority important-soon",1.0,"[Flaky test] gce-cos-k8sbeta-ingress (ci-kubernetes-e2e-gce-cos-k8sbeta-ingress) - **Which jobs are failing**: ci-kubernetes-e2e-gce-cos-k8sbeta-ingress **Which test(s) are failing**: [Feature:Ingress] should support multiple TLS certs **Since when has it been failing**: **Testgrid link**: https://testgrid.k8s.io/sig-release-1.17-blocking#gce-cos-k8sbeta-ingress **Reason for failure**: ``` <*errors.errorString | 0xc001d64e00>: { I1208 12:06:43.450] s: ""Failed to execute a successful GET within 15m0s, Last response body for https://35.241.52.233/test, host test2.ingress.com:\n\n\ntimed out waiting for the condition"", I1208 12:06:43.450] } I1208 12:06:43.450] Failed to execute a successful GET within 15m0s, Last response body for https://35.241.52.233/test, host test2.ingress.com: ``` this might be relevant ``` I1208 12:05:07.795] Dec 8 12:05:07.795: INFO: host test2.ingress.com path https://35.241.52.233/test: Get https://35.241.52.233/test: x509: certificate signed by unknown authority (possibly because of ""crypto/rsa: verification error"" while trying to verify candidate authority certificate ""default"") unreachable ``` **Anything else we need to know**: cc. @kubernetes/ci-signal /sig network /priority important-soon",0, gce cos ingress ci kubernetes gce cos ingress which jobs are failing ci kubernetes gce cos ingress which test s are failing should support multiple tls certs since when has it been failing testgrid link reason for failure s failed to execute a successful get within last response body for host ingress com n n ntimed out waiting for the condition failed to execute a successful get within last response body for host ingress com this might be relevant dec info host ingress com path get certificate signed by unknown authority possibly because of crypto rsa verification error while trying to verify candidate authority certificate default unreachable anything else we need to know cc kubernetes ci signal sig network priority important soon,0 30257,24704425041.0,IssuesEvent,2022-10-19 17:48:11,microsoft/WindowsAppSDK,https://api.github.com/repos/microsoft/WindowsAppSDK,closed,Cannot update NuGet package due to conflicting BuildTools versions,bug area-Infrastructure theme-FitAndFinish,"### Describe the bug Internal bug: https://task.ms/37068467 Our project templates have an explicit reference to the [BuildTools package](https://www.nuget.org/packages/Microsoft.Windows.SDK.BuildTools/), and the WinAppSDK package also has a dependency reference on it. This causes some problems when trying to update the WinAppSDK package due to conflicting BuildTools versions. Uninstalling the BuildTools package seems to easily fix it, but it's unclear whether there's a reason we need to explicitly reference the BuildTools package. We need to investigate and determine whether it's actually needed or whether we can remove it. ### Steps to reproduce the bug (and potential workaround) 1. Install 1.0 Preview 3 VSIX and File->New a single-project project 2. Attempt to update the WinAppSDK NuGet package to 1.0 3. Notice the update fails due to conflicting BuildTools versions 4. **Uninstall the BuildTools package** 5. Try updating WinAppSDK again - this time it works 6. Build and run your app - it seemingly all works fine? ### Expected behavior _No response_ ### Screenshots _No response_ ### NuGet package version 1.0.0 ### Packaging type _No response_ ### Windows version _No response_ ### IDE _No response_ ### Additional context _No response_",1.0,"Cannot update NuGet package due to conflicting BuildTools versions - ### Describe the bug Internal bug: https://task.ms/37068467 Our project templates have an explicit reference to the [BuildTools package](https://www.nuget.org/packages/Microsoft.Windows.SDK.BuildTools/), and the WinAppSDK package also has a dependency reference on it. This causes some problems when trying to update the WinAppSDK package due to conflicting BuildTools versions. Uninstalling the BuildTools package seems to easily fix it, but it's unclear whether there's a reason we need to explicitly reference the BuildTools package. We need to investigate and determine whether it's actually needed or whether we can remove it. ### Steps to reproduce the bug (and potential workaround) 1. Install 1.0 Preview 3 VSIX and File->New a single-project project 2. Attempt to update the WinAppSDK NuGet package to 1.0 3. Notice the update fails due to conflicting BuildTools versions 4. **Uninstall the BuildTools package** 5. Try updating WinAppSDK again - this time it works 6. Build and run your app - it seemingly all works fine? ### Expected behavior _No response_ ### Screenshots _No response_ ### NuGet package version 1.0.0 ### Packaging type _No response_ ### Windows version _No response_ ### IDE _No response_ ### Additional context _No response_",0,cannot update nuget package due to conflicting buildtools versions describe the bug internal bug our project templates have an explicit reference to the and the winappsdk package also has a dependency reference on it this causes some problems when trying to update the winappsdk package due to conflicting buildtools versions uninstalling the buildtools package seems to easily fix it but it s unclear whether there s a reason we need to explicitly reference the buildtools package we need to investigate and determine whether it s actually needed or whether we can remove it steps to reproduce the bug and potential workaround install preview vsix and file new a single project project attempt to update the winappsdk nuget package to notice the update fails due to conflicting buildtools versions uninstall the buildtools package try updating winappsdk again this time it works build and run your app it seemingly all works fine expected behavior no response screenshots no response nuget package version packaging type no response windows version no response ide no response additional context no response ,0 684791,23432200595.0,IssuesEvent,2022-08-15 04:44:45,hxs-mini2/Laravel_Forum-B,https://api.github.com/repos/hxs-mini2/Laravel_Forum-B,closed,スレッド2ページ以降の表示がされない,Type: bug Priority: Low,"## どのような不具合か - 11個以上のスレッドを作成した際には10個ごとにページ分けされるが,2ページ目を見ようとしても1ページ目が表示される ## 不具合の再現手順 1. ログインする 2. スレッドを11個以上作成する 3. スレッド一覧の2ページ目に移動する 4. 1ページ目のスレッドが表示されてしまう ## 実行環境 ### クライアント - Windows11 - Google Chrome ### サーバ - wsl2 - docker ## 修正すべき内容 - 2ページ目以降のスレッドも表示される様にする ## その他 無し",1.0,"スレッド2ページ以降の表示がされない - ## どのような不具合か - 11個以上のスレッドを作成した際には10個ごとにページ分けされるが,2ページ目を見ようとしても1ページ目が表示される ## 不具合の再現手順 1. ログインする 2. スレッドを11個以上作成する 3. スレッド一覧の2ページ目に移動する 4. 1ページ目のスレッドが表示されてしまう ## 実行環境 ### クライアント - Windows11 - Google Chrome ### サーバ - wsl2 - docker ## 修正すべき内容 - 2ページ目以降のスレッドも表示される様にする ## その他 無し",0, どのような不具合か , 不具合の再現手順 ログインする 実行環境 クライアント google chrome サーバ docker 修正すべき内容 その他 無し,0 17924,12438300712.0,IssuesEvent,2020-05-26 08:10:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Allow setting default NativeScript library,feature proposal topic:gdnative usability," **Godot version:** `3.0`, `master` **Issue description:** Currently, every time you add a new NativeScript script, you need to set the library. It would be great if you could set a default NativeScript library that all new scripts would use unless changed.",True,"Allow setting default NativeScript library - **Godot version:** `3.0`, `master` **Issue description:** Currently, every time you add a new NativeScript script, you need to set the library. It would be great if you could set a default NativeScript library that all new scripts would use unless changed.",1,allow setting default nativescript library please search existing issues for potential duplicates before filing yours godot version master issue description currently every time you add a new nativescript script you need to set the library it would be great if you could set a default nativescript library that all new scripts would use unless changed ,1 429147,12421469032.0,IssuesEvent,2020-05-23 17:00:50,zairza-cetb/bench-routes,https://api.github.com/repos/zairza-cetb/bench-routes,closed,Consistent frontend design,feature gssoc20 next-release priority:high,"**Is your feature request related to a problem? Please describe.** A consistent frontend design, major refactor of UI components making them easy to grasp and contribute as the code now is a bit messy. **Describe the solution you'd like** We would like to use `antd's` dashboard solution for enterprises, that comes with a predifined layout. **Additional context** Any one of these layouts will be perfect. ""https://ant.design/components/layout/"" ",1.0,"Consistent frontend design - **Is your feature request related to a problem? Please describe.** A consistent frontend design, major refactor of UI components making them easy to grasp and contribute as the code now is a bit messy. **Describe the solution you'd like** We would like to use `antd's` dashboard solution for enterprises, that comes with a predifined layout. **Additional context** Any one of these layouts will be perfect. ""https://ant.design/components/layout/"" ",0,consistent frontend design is your feature request related to a problem please describe a consistent frontend design major refactor of ui components making them easy to grasp and contribute as the code now is a bit messy describe the solution you d like we would like to use antd s dashboard solution for enterprises that comes with a predifined layout additional context any one of these layouts will be perfect ,0 559652,16567146323.0,IssuesEvent,2021-05-29 16:52:06,coronasafe/02-journal,https://api.github.com/repos/coronasafe/02-journal,closed,Cylinder detail - Admin panel,high priority,"Clicking on a cylinder from #18 should open a modal or popover with complete details of the cylinder. Last known locations and touch points and corresponding status. Details: * Date & Time * Status * Station detail * Entry or Exit To be listed in descending order",1.0,"Cylinder detail - Admin panel - Clicking on a cylinder from #18 should open a modal or popover with complete details of the cylinder. Last known locations and touch points and corresponding status. Details: * Date & Time * Status * Station detail * Entry or Exit To be listed in descending order",0,cylinder detail admin panel clicking on a cylinder from should open a modal or popover with complete details of the cylinder last known locations and touch points and corresponding status details date time status station detail entry or exit to be listed in descending order,0 427942,29871519851.0,IssuesEvent,2023-06-20 08:48:55,NikhilMahashabde/Travel-Planner,https://api.github.com/repos/NikhilMahashabde/Travel-Planner,closed,"Server basic setup - file structures, path, routes, controllers, package.json",documentation enhancement,"Set up blank files / templates for topic. static files and folder path set up - template home page. ",1.0,"Server basic setup - file structures, path, routes, controllers, package.json - Set up blank files / templates for topic. static files and folder path set up - template home page. ",0,server basic setup file structures path routes controllers package json set up blank files templates for topic static files and folder path set up template home page ,0 10658,6845477038.0,IssuesEvent,2017-11-13 08:25:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Spatial Gizmo unconstrained local rotate does not work,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Fedora 64bit, godot master 19b1ff0fc5f7acce23176ad6c8752604357472f0 **Issue description:** If you try to use the 'unconstrained' (the rotation done by grabbing the center) rotation while local coords is active you always get a reset of the rotation, it does not happen with global coordinates heres an example ![peek 2017-11-10 12-30](https://user-images.githubusercontent.com/1103897/32673091-50d74b9c-c613-11e7-88e2-6ebb9d34d2ab.gif) **Steps to reproduce:** enable local coords select rotation gizmo try to rotate by grabbing by the center ping @n-pigeon **Link to minimal example project:** ",True,"Spatial Gizmo unconstrained local rotate does not work - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Fedora 64bit, godot master 19b1ff0fc5f7acce23176ad6c8752604357472f0 **Issue description:** If you try to use the 'unconstrained' (the rotation done by grabbing the center) rotation while local coords is active you always get a reset of the rotation, it does not happen with global coordinates heres an example ![peek 2017-11-10 12-30](https://user-images.githubusercontent.com/1103897/32673091-50d74b9c-c613-11e7-88e2-6ebb9d34d2ab.gif) **Steps to reproduce:** enable local coords select rotation gizmo try to rotate by grabbing by the center ping @n-pigeon **Link to minimal example project:** ",1,spatial gizmo unconstrained local rotate does not work operating system or device godot version gpu model and driver if graphics related fedora godot master issue description if you try to use the unconstrained the rotation done by grabbing the center rotation while local coords is active you always get a reset of the rotation it does not happen with global coordinates heres an example steps to reproduce enable local coords select rotation gizmo try to rotate by grabbing by the center ping n pigeon link to minimal example project ,1 12679,8035433006.0,IssuesEvent,2018-07-30 04:31:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocomplete strange behavior,bug topic:editor usability,"Version 3.0.5 Windows 7 x64 I have strange behavior in script editor. Here is example: New project - Node - Add script - In ""_ready"" I do: ``` func _ready(): var test = Vector2() test. ``` then I wait for a second and instead of giving me a list of available functions and variables in ""test"", I got only error ""Expected identifier as member"". I press Ctrl + Space but list still not appears. The strange thing is if I write a variable after ""test"" one autocomplete list works like expected: ``` func _ready(): var test = Vector2() var a = 10 test. ``` ",True,"Autocomplete strange behavior - Version 3.0.5 Windows 7 x64 I have strange behavior in script editor. Here is example: New project - Node - Add script - In ""_ready"" I do: ``` func _ready(): var test = Vector2() test. ``` then I wait for a second and instead of giving me a list of available functions and variables in ""test"", I got only error ""Expected identifier as member"". I press Ctrl + Space but list still not appears. The strange thing is if I write a variable after ""test"" one autocomplete list works like expected: ``` func _ready(): var test = Vector2() var a = 10 test. ``` ",1,autocomplete strange behavior version windows i have strange behavior in script editor here is example new project node add script in ready i do func ready var test test then i wait for a second and instead of giving me a list of available functions and variables in test i got only error expected identifier as member i press ctrl space but list still not appears the strange thing is if i write a variable after test one autocomplete list works like expected func ready var test var a test ,1 355993,10587186580.0,IssuesEvent,2019-10-08 21:27:29,yewstack/yew_router,https://api.github.com/repos/yewstack/yew_router,closed,Simple Routing Syntax,low priority prs wanted,"Mime the react router syntax of `/thing/:capture(choice|choice)`. This might be possible to do using the existing `MatcherToken`s.",1.0,"Simple Routing Syntax - Mime the react router syntax of `/thing/:capture(choice|choice)`. This might be possible to do using the existing `MatcherToken`s.",0,simple routing syntax mime the react router syntax of thing capture choice choice this might be possible to do using the existing matchertoken s ,0 794780,28049233488.0,IssuesEvent,2023-03-29 03:21:51,janus-idp/backstage-showcase,https://api.github.com/repos/janus-idp/backstage-showcase,opened,Add Jira plugin,priority/medium kind/feature,"### Acceptance criteria We need to add the [Jira plugin](https://github.com/backstage/backstage/blob/master/plugins/azure-devops/README.md). The Azure Pipelines card (EntityAzurePipelinesContent) should be added to the 'CI/CD' tab in the Entity page and wrapped with the conditional `isAzureDevOpsAvailable` flag. The Azure Repos card (EntityAzurePullRequestsContent) should be added to the 'Pull Requests' tab in the Entity page and wrapped with the conditional `isAzureDevOpsAvailable` flag. ",1.0,"Add Jira plugin - ### Acceptance criteria We need to add the [Jira plugin](https://github.com/backstage/backstage/blob/master/plugins/azure-devops/README.md). The Azure Pipelines card (EntityAzurePipelinesContent) should be added to the 'CI/CD' tab in the Entity page and wrapped with the conditional `isAzureDevOpsAvailable` flag. The Azure Repos card (EntityAzurePullRequestsContent) should be added to the 'Pull Requests' tab in the Entity page and wrapped with the conditional `isAzureDevOpsAvailable` flag. ",0,add jira plugin acceptance criteria we need to add the the azure pipelines card entityazurepipelinescontent should be added to the ci cd tab in the entity page and wrapped with the conditional isazuredevopsavailable flag the azure repos card entityazurepullrequestscontent should be added to the pull requests tab in the entity page and wrapped with the conditional isazuredevopsavailable flag ,0 27619,29869554631.0,IssuesEvent,2023-06-20 07:33:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Minor annoyances around $Node/Paths in scripts,bug topic:editor good first issue usability,"### Godot version 4.0.2 ### System information Windows 11 ### Issue description Double clicking on `$MyNode` in the script editor will select the whole name including the ""$"". But double clicking on `%MyNode` (unique name) will select the name but will not include the ""%"". Dragging a node from the scene tree into the script editor brings up the property/method hint list, even though a ""."" has not been typed. Pressing enter appends ""new()"" even though this makes no sense as there is no period so it is just appending it directly to the node name: `$MyNodenew()` ### Steps to reproduce Type `%MyNode` in a script and double click on it. Type `@onready var x =` in a script, drag a node from the scene tree, then press enter. ### Minimal reproduction project N/A",True,"Minor annoyances around $Node/Paths in scripts - ### Godot version 4.0.2 ### System information Windows 11 ### Issue description Double clicking on `$MyNode` in the script editor will select the whole name including the ""$"". But double clicking on `%MyNode` (unique name) will select the name but will not include the ""%"". Dragging a node from the scene tree into the script editor brings up the property/method hint list, even though a ""."" has not been typed. Pressing enter appends ""new()"" even though this makes no sense as there is no period so it is just appending it directly to the node name: `$MyNodenew()` ### Steps to reproduce Type `%MyNode` in a script and double click on it. Type `@onready var x =` in a script, drag a node from the scene tree, then press enter. ### Minimal reproduction project N/A",1,minor annoyances around node paths in scripts godot version system information windows issue description double clicking on mynode in the script editor will select the whole name including the but double clicking on mynode unique name will select the name but will not include the dragging a node from the scene tree into the script editor brings up the property method hint list even though a has not been typed pressing enter appends new even though this makes no sense as there is no period so it is just appending it directly to the node name mynodenew steps to reproduce type mynode in a script and double click on it type onready var x in a script drag a node from the scene tree then press enter minimal reproduction project n a,1 94672,27260957442.0,IssuesEvent,2023-02-22 14:52:09,xhochy/fletcher,https://api.github.com/repos/xhochy/fletcher,closed,Add str.zfill,good first issue usecase-202003-qc no-unicode no-regex needs-stringbuilder,"- ✔️ [pandas function](https://pandas.pydata.org/docs/reference/api/pandas.Series.str.zfill.html#pandas.Series.str.zfill) - ✔️ [Python function](https://docs.python.org/3/library/stdtypes.html#str.zfill), note that `pandas` doesn't have a special handling for `-` / `+` - ✔️ no need for a regular expression library - ✔️ no need for a Unicode database - ❌ cannot pre-compute output size Pseudo-Code: ``` Inputs: width builder = StringBuilder() for row in rows: if isnull(row) builder.addnull() else: builder.add(min(0, width - utf8_len(row)) * '0' + row) ```",1.0,"Add str.zfill - - ✔️ [pandas function](https://pandas.pydata.org/docs/reference/api/pandas.Series.str.zfill.html#pandas.Series.str.zfill) - ✔️ [Python function](https://docs.python.org/3/library/stdtypes.html#str.zfill), note that `pandas` doesn't have a special handling for `-` / `+` - ✔️ no need for a regular expression library - ✔️ no need for a Unicode database - ❌ cannot pre-compute output size Pseudo-Code: ``` Inputs: width builder = StringBuilder() for row in rows: if isnull(row) builder.addnull() else: builder.add(min(0, width - utf8_len(row)) * '0' + row) ```",0,add str zfill ✔️ ✔️ note that pandas doesn t have a special handling for ✔️ no need for a regular expression library ✔️ no need for a unicode database ❌ cannot pre compute output size pseudo code inputs width builder stringbuilder for row in rows if isnull row builder addnull else builder add min width len row row ,0 211049,16167252759.0,IssuesEvent,2021-05-01 18:58:10,michael-milette/moodle-filter_filtercodes,https://api.github.com/repos/michael-milette/moodle-filter_filtercodes,closed,Custom Profile Field with value of 0 shows nth instead of 0,bug testing required,"**Moodle 3.10** We set a custom profile field for Credit with the default value of 0. When using {profile_field_shortname}, it shows only when the credit is more than 0 & shows nth when it's 0.",1.0,"Custom Profile Field with value of 0 shows nth instead of 0 - **Moodle 3.10** We set a custom profile field for Credit with the default value of 0. When using {profile_field_shortname}, it shows only when the credit is more than 0 & shows nth when it's 0.",0,custom profile field with value of shows nth instead of moodle we set a custom profile field for credit with the default value of when using profile field shortname it shows only when the credit is more than shows nth when it s ,0 12501,7920629745.0,IssuesEvent,2018-07-05 02:16:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AudioStreamPlayer3D and AudioStreamPlayer2D setting Stream issue.,bug topic:audio usability," **Godot version:** Godot 3.0 stable **OS/device including version:** OS: Windows 8.1 **Issue description:** I'm not sure it should be written as different issue or not. But I think that this 2 bug about AudioStreamPlayer3D and AudioStreamPlayer2D is related so I reported it under the same issue. 1. Error: !p_stream.is_valid() always shown when running a scene that have an AudioStreamPlayer2D Node or AudioStreamPlayer3D Node with null/unset Stream property. (Not happen with AudioStreamPlayer Node) ![image](https://user-images.githubusercontent.com/8316851/36408727-d34c1a50-1639-11e8-89eb-5a8954a30ffd.png) 2. If you set a Stream property in AudioStreamPlayer2D Node or AudioStreamPlayer3D Node you cannot unset it. (Click clear like in my screenshot below, nothing happen) (Also Not happen with AudioStreamPlayer Node) ![image](https://user-images.githubusercontent.com/8316851/36408916-f494f168-163a-11e8-9a84-c96d75745413.png) **Steps to reproduce:** 1. Create new scene 2. Add AudioStreamPlayer2D Node or AudioStreamPlayer3D Node. 3. Save Scene. 4. Do the same thing I did in Issue Description **Minimal reproduction project:** ",True,"AudioStreamPlayer3D and AudioStreamPlayer2D setting Stream issue. - **Godot version:** Godot 3.0 stable **OS/device including version:** OS: Windows 8.1 **Issue description:** I'm not sure it should be written as different issue or not. But I think that this 2 bug about AudioStreamPlayer3D and AudioStreamPlayer2D is related so I reported it under the same issue. 1. Error: !p_stream.is_valid() always shown when running a scene that have an AudioStreamPlayer2D Node or AudioStreamPlayer3D Node with null/unset Stream property. (Not happen with AudioStreamPlayer Node) ![image](https://user-images.githubusercontent.com/8316851/36408727-d34c1a50-1639-11e8-89eb-5a8954a30ffd.png) 2. If you set a Stream property in AudioStreamPlayer2D Node or AudioStreamPlayer3D Node you cannot unset it. (Click clear like in my screenshot below, nothing happen) (Also Not happen with AudioStreamPlayer Node) ![image](https://user-images.githubusercontent.com/8316851/36408916-f494f168-163a-11e8-9a84-c96d75745413.png) **Steps to reproduce:** 1. Create new scene 2. Add AudioStreamPlayer2D Node or AudioStreamPlayer3D Node. 3. Save Scene. 4. Do the same thing I did in Issue Description **Minimal reproduction project:** ",1, and setting stream issue please search existing issues for potential duplicates before filing yours godot version godot stable os device including version os windows issue description i m not sure it should be written as different issue or not but i think that this bug about and is related so i reported it under the same issue error p stream is valid always shown when running a scene that have an node or node with null unset stream property not happen with audiostreamplayer node if you set a stream property in node or node you cannot unset it click clear like in my screenshot below nothing happen also not happen with audiostreamplayer node steps to reproduce create new scene add node or node save scene do the same thing i did in issue description minimal reproduction project ,1 21732,17601230421.0,IssuesEvent,2021-08-17 12:07:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Node's renaming does not applied when clicking outside of the context field of the Scene Tree,bug topic:editor usability regression,"### Godot version 3e7a545ecf9194891ef0fd774159ddfa4cebf5f6 ### System information Windows 10 ### Issue description Attempting to rename node in the Scene Tree and clicking outside of context does not apply this rename: ![renaming_bug](https://user-images.githubusercontent.com/3036176/129540457-f2aa6fbd-b6f3-49e9-96a5-0bed857e822f.gif) This is a regression because 3.x allows doing this. ### Steps to reproduce GIF above ^^ ### Minimal reproduction project No need.",True,"Node's renaming does not applied when clicking outside of the context field of the Scene Tree - ### Godot version 3e7a545ecf9194891ef0fd774159ddfa4cebf5f6 ### System information Windows 10 ### Issue description Attempting to rename node in the Scene Tree and clicking outside of context does not apply this rename: ![renaming_bug](https://user-images.githubusercontent.com/3036176/129540457-f2aa6fbd-b6f3-49e9-96a5-0bed857e822f.gif) This is a regression because 3.x allows doing this. ### Steps to reproduce GIF above ^^ ### Minimal reproduction project No need.",1,node s renaming does not applied when clicking outside of the context field of the scene tree godot version system information windows issue description attempting to rename node in the scene tree and clicking outside of context does not apply this rename this is a regression because x allows doing this steps to reproduce gif above minimal reproduction project no need ,1 144255,11599554497.0,IssuesEvent,2020-02-25 02:39:00,eclipse/openj9,https://api.github.com/repos/eclipse/openj9,closed,Java 14 Jep359Tests_0 records segfault,comp:vm jdk14 segfault test failure,"https://ci.eclipse.org/openj9/job/Test_openjdk14_j9_sanity.functional_x86-64_mac_Nightly/4 Jep359Tests_0 ``` =============================================== Running test Jep359Tests_0 ... =============================================== Jep359Tests_0 Start Time: Fri Feb 14 02:51:14 2020 Epoch Time (ms): 1581666674232 variation: NoOptions JVM_OPTIONS: -Xcompressedrefs ... ... TestNG 6.14.2 by Cédric Beust (cedric@beust.com) ... WARNING: An illegal reflective access operation has occurred WARNING: Illegal reflective access by org.openj9.test.java.lang.Test_Class (file:/Users/jenkins/workspace/Test_openjdk14_j9_sanity.functional_x86-64_mac_Nightly/jvmtest/functional/Java14andUp/GeneralTest.jar) to field java.lang.reflect.RecordComponent.annotations WARNING: Please consider reporting this to the maintainers of org.openj9.test.java.lang.Test_Class WARNING: Use --illegal-access=warn to enable warnings of further illegal reflective access operations WARNING: All illegal access operations will be denied in a future release Unhandled exception Type=Segmentation error vmState=0x00000000 J9Generic_Signal_Number=00000018 Signal_Number=0000000b Error_Value=00000000 Signal_Code=00000001 Handler1=00000000005811D0 Handler2=000000000078D530 InaccessibleAddress=0000000000000014 RDI=000000004147E020 RSI=000000004147E208 RAX=0000000000000000 RBX=0000000000000000 RCX=0000000000000000 RDX=0000000000000001 R8=000000004147E1D0 R9=00000000FFFFFFFF R10=000000004147E020 R11=000000000000000C R12=000000004147E1D8 R13=0000000000000009 R14=000000004147E070 R15=0000000000000000 RIP=00000000006AA5BD GS=0000 FS=0000 RSP=000070000F98A700 RFlags=0000000000010246 CS=002B RBP=000070000F98A790 ERR=0000001400000004 TRAPNO=000000040000000E CPU=0014000000040000 FAULTVADDR=0000000000000014 XMM0 00ff00ffffffffff (f: 4294967296.000000, d: 7.064164e-304) XMM1 00ff0000ffffffff (f: 4294967296.000000, d: 7.063278e-304) XMM2 0000000000000000 (f: 0.000000, d: 0.000000e+00) XMM3 0000000000000000 (f: 0.000000, d: 0.000000e+00) XMM4 0000000000000000 (f: 0.000000, d: 0.000000e+00) XMM5 3fb341dc00000000 (f: 0.000000, d: 7.522368e-02) XMM6 000fffffffffffff (f: 4294967296.000000, d: 2.225074e-308) XMM7 3ff0000000000000 (f: 0.000000, d: 1.000000e+00) XMM8 0000000000000002 (f: 2.000000, d: 9.881313e-324) XMM9 0000000000000004 (f: 4.000000, d: 1.976263e-323) XMM10 0000000000000006 (f: 6.000000, d: 2.964394e-323) XMM11 0000000000000008 (f: 8.000000, d: 3.952525e-323) XMM12 0000000000000000 (f: 0.000000, d: 0.000000e+00) XMM13 0000000000000000 (f: 0.000000, d: 0.000000e+00) XMM14 0000000000000000 (f: 0.000000, d: 0.000000e+00) XMM15 0000000000000000 (f: 0.000000, d: 0.000000e+00) Module=/Users/jenkins/workspace/Test_openjdk14_j9_sanity.functional_x86-64_mac_Nightly/openjdkbinary/j2sdk-image/lib/compressedrefs/libj9vm29.dylib Module_base_address=00000000004E6000 Symbol=checkAttributes Symbol_address=00000000006A9E00 Target=2_90_20200213_7 (Mac OS X 10.14.3) CPU=amd64 (12 logical CPUs) (0x400000000 RAM) ----------- Stack Backtrace ----------- --------------------------------------- ``` https://ci.eclipse.org/openj9/job/Test_openjdk14_j9_sanity.functional_ppc64le_linux_Nightly/4 ``` Unhandled exception Type=Segmentation error vmState=0x00040000 J9Generic_Signal_Number=00000018 Signal_Number=0000000b Error_Value=00000000 Signal_Code=00000001 Handler1=00003FFF853978C0 Handler2=00003FFF8522F6E0 R0=00003FFF854650EC R1=00003FFF85D2BC50 R2=00003FFF854A9D00 R3=00003FFF4F170030 R4=00003FFF4F171650 R5=0000000000000000 R6=00003FFF4F170030 R7=0000000000000000 R8=000000000000000C R9=00003FFF4F171620 R10=0000000000000001 R11=000000000000006E R12=0000000048222242 R13=00003FFF85D36900 R14=000000002DFFFFFF R15=0000000000000000 R16=00003FFF4F170030 R17=000000003A260200 R18=00003FFF4F170030 R19=00000000FFFFFFFF R20=0000000000000000 R21=0000000000000000 R22=0000000000000000 R23=0000000000000000 R24=0000000000000000 R25=0000000000000000 R26=0000000000000001 R27=00003FFF4F1715C8 R28=00003FFF4F1715B8 R29=00003FFF4F170080 R30=000000000000004C R31=00003FFF4F171600 NIP=00003FFF8545DF48 MSR=800000000280F033 ORIG_GPR3=00003FFF85482620 CTR=00003FFF8545DEB0 LINK=00003FFF854650EC XER=0000000020000000 CCR=0000000048222242 SOFTE=0000000000000001 TRAP=0000000000000300 DAR=0000000000000014 dsisr=0000000040000000 RESULT=0000000000000000 FPR0 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR1 4027d26f081d7cde (f: 136150240.000000, d: 1.191100e+01) FPR2 3ff0000000000000 (f: 0.000000, d: 1.000000e+00) FPR3 bc55000000000000 (f: 0.000000, d: -4.553649e-18) FPR4 402791272ee9db80 (f: 787078016.000000, d: 1.178350e+01) FPR5 3ff22d0420000000 (f: 536870912.000000, d: 1.135990e+00) FPR6 656b6f766e692f67 (f: 1852387200.000000, d: 3.557613e+180) FPR7 4c293b656c646e61 (f: 1818521216.000000, d: 7.919197e+58) FPR8 76616a4c3b737361 (f: 997421952.000000, d: 1.713702e+262) FPR9 4c5b3b676e697274 (f: 1852404352.000000, d: 6.837533e+59) FPR10 380c801840000000 (f: 1073741824.000000, d: 1.046938e-38) FPR11 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR12 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR13 bed0800000000000 (f: 0.000000, d: -3.933907e-06) FPR14 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR15 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR16 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR17 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR18 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR19 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR20 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR21 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR22 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR23 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR24 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR25 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR26 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR27 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR28 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR29 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR30 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR31 0000000000000000 (f: 0.000000, d: 0.000000e+00) Module=/home/jenkins/jenkins-agent/workspace/Test_openjdk14_j9_sanity.functional_ppc64le_linux_Nightly/openjdkbinary/j2sdk-image/lib/compressedrefs/libj9vm29.so Module_base_address=00003FFF852F0000 Target=2_90_20200214_7 (Linux 4.4.0-173-generic) CPU=ppc64le (4 logical CPUs) (0x1fe390000 RAM) ----------- Stack Backtrace ----------- (0x00003FFF8545DF48 [libj9vm29.so+0x16df48]) (0x0000000000000006 [+0x0]) (0x00003FFF854650EC [libj9vm29.so+0x1750ec]) (0x00003FFF8544E380 [libj9vm29.so+0x15e380]) (0x00003FFF85428CB8 [libj9vm29.so+0x138cb8]) (0x00003FFF854294C0 [libj9vm29.so+0x1394c0]) (0x00003FFF8541B6B4 [libj9vm29.so+0x12b6b4]) (0x00003FFF8541CA7C [libj9vm29.so+0x12ca7c]) (0x00003FFF7FB26BBC [libjclse29.so+0x26bbc]) Java_java_lang_ClassLoader_defineClassImpl+0x1d0 (0x00003FFF7FB13EF0 [libjclse29.so+0x13ef0]) (0x00003FFF6556F738 [+0x0]) (0x00003FFF8537990C [libj9vm29.so+0x8990c]) (0x00003FFF8538671C [libj9vm29.so+0x9671c]) (0x00003FFF8538921C [libj9vm29.so+0x9921c]) Java_java_lang_Class_getDeclaredClassesImpl+0x2ec (0x00003FFF7FB1DB2C [libjclse29.so+0x1db2c]) (0x00003FFF85476718 [libj9vm29.so+0x186718]) (0x00003FFF85474674 [libj9vm29.so+0x184674]) (0x00003FFF8531485C [libj9vm29.so+0x2485c]) (0x00003FFF853CAC0C [libj9vm29.so+0xdac0c]) (0x00003FFF8537FDE8 [libj9vm29.so+0x8fde8]) (0x00003FFF8539C8A0 [libj9vm29.so+0xac8a0]) (0x00003FFF853F9EB8 [libj9vm29.so+0x109eb8]) (0x00003FFF85230AE8 [libj9prt29.so+0x30ae8]) (0x00003FFF853F9F8C [libj9vm29.so+0x109f8c]) (0x00003FFF8539F420 [libj9vm29.so+0xaf420]) (0x00003FFF8539BEB8 [libj9vm29.so+0xabeb8]) (0x00003FFF8609B5CC [libjli.so+0xb5cc]) (0x00003FFF860A10A8 [libjli.so+0x110a8]) (0x00003FFF86058040 [libpthread.so.0+0x8040]) clone+0x98 (0x00003FFF85F73BB0 [libc.so.6+0x123bb0]) ```",1.0,"Java 14 Jep359Tests_0 records segfault - https://ci.eclipse.org/openj9/job/Test_openjdk14_j9_sanity.functional_x86-64_mac_Nightly/4 Jep359Tests_0 ``` =============================================== Running test Jep359Tests_0 ... =============================================== Jep359Tests_0 Start Time: Fri Feb 14 02:51:14 2020 Epoch Time (ms): 1581666674232 variation: NoOptions JVM_OPTIONS: -Xcompressedrefs ... ... TestNG 6.14.2 by Cédric Beust (cedric@beust.com) ... WARNING: An illegal reflective access operation has occurred WARNING: Illegal reflective access by org.openj9.test.java.lang.Test_Class (file:/Users/jenkins/workspace/Test_openjdk14_j9_sanity.functional_x86-64_mac_Nightly/jvmtest/functional/Java14andUp/GeneralTest.jar) to field java.lang.reflect.RecordComponent.annotations WARNING: Please consider reporting this to the maintainers of org.openj9.test.java.lang.Test_Class WARNING: Use --illegal-access=warn to enable warnings of further illegal reflective access operations WARNING: All illegal access operations will be denied in a future release Unhandled exception Type=Segmentation error vmState=0x00000000 J9Generic_Signal_Number=00000018 Signal_Number=0000000b Error_Value=00000000 Signal_Code=00000001 Handler1=00000000005811D0 Handler2=000000000078D530 InaccessibleAddress=0000000000000014 RDI=000000004147E020 RSI=000000004147E208 RAX=0000000000000000 RBX=0000000000000000 RCX=0000000000000000 RDX=0000000000000001 R8=000000004147E1D0 R9=00000000FFFFFFFF R10=000000004147E020 R11=000000000000000C R12=000000004147E1D8 R13=0000000000000009 R14=000000004147E070 R15=0000000000000000 RIP=00000000006AA5BD GS=0000 FS=0000 RSP=000070000F98A700 RFlags=0000000000010246 CS=002B RBP=000070000F98A790 ERR=0000001400000004 TRAPNO=000000040000000E CPU=0014000000040000 FAULTVADDR=0000000000000014 XMM0 00ff00ffffffffff (f: 4294967296.000000, d: 7.064164e-304) XMM1 00ff0000ffffffff (f: 4294967296.000000, d: 7.063278e-304) XMM2 0000000000000000 (f: 0.000000, d: 0.000000e+00) XMM3 0000000000000000 (f: 0.000000, d: 0.000000e+00) XMM4 0000000000000000 (f: 0.000000, d: 0.000000e+00) XMM5 3fb341dc00000000 (f: 0.000000, d: 7.522368e-02) XMM6 000fffffffffffff (f: 4294967296.000000, d: 2.225074e-308) XMM7 3ff0000000000000 (f: 0.000000, d: 1.000000e+00) XMM8 0000000000000002 (f: 2.000000, d: 9.881313e-324) XMM9 0000000000000004 (f: 4.000000, d: 1.976263e-323) XMM10 0000000000000006 (f: 6.000000, d: 2.964394e-323) XMM11 0000000000000008 (f: 8.000000, d: 3.952525e-323) XMM12 0000000000000000 (f: 0.000000, d: 0.000000e+00) XMM13 0000000000000000 (f: 0.000000, d: 0.000000e+00) XMM14 0000000000000000 (f: 0.000000, d: 0.000000e+00) XMM15 0000000000000000 (f: 0.000000, d: 0.000000e+00) Module=/Users/jenkins/workspace/Test_openjdk14_j9_sanity.functional_x86-64_mac_Nightly/openjdkbinary/j2sdk-image/lib/compressedrefs/libj9vm29.dylib Module_base_address=00000000004E6000 Symbol=checkAttributes Symbol_address=00000000006A9E00 Target=2_90_20200213_7 (Mac OS X 10.14.3) CPU=amd64 (12 logical CPUs) (0x400000000 RAM) ----------- Stack Backtrace ----------- --------------------------------------- ``` https://ci.eclipse.org/openj9/job/Test_openjdk14_j9_sanity.functional_ppc64le_linux_Nightly/4 ``` Unhandled exception Type=Segmentation error vmState=0x00040000 J9Generic_Signal_Number=00000018 Signal_Number=0000000b Error_Value=00000000 Signal_Code=00000001 Handler1=00003FFF853978C0 Handler2=00003FFF8522F6E0 R0=00003FFF854650EC R1=00003FFF85D2BC50 R2=00003FFF854A9D00 R3=00003FFF4F170030 R4=00003FFF4F171650 R5=0000000000000000 R6=00003FFF4F170030 R7=0000000000000000 R8=000000000000000C R9=00003FFF4F171620 R10=0000000000000001 R11=000000000000006E R12=0000000048222242 R13=00003FFF85D36900 R14=000000002DFFFFFF R15=0000000000000000 R16=00003FFF4F170030 R17=000000003A260200 R18=00003FFF4F170030 R19=00000000FFFFFFFF R20=0000000000000000 R21=0000000000000000 R22=0000000000000000 R23=0000000000000000 R24=0000000000000000 R25=0000000000000000 R26=0000000000000001 R27=00003FFF4F1715C8 R28=00003FFF4F1715B8 R29=00003FFF4F170080 R30=000000000000004C R31=00003FFF4F171600 NIP=00003FFF8545DF48 MSR=800000000280F033 ORIG_GPR3=00003FFF85482620 CTR=00003FFF8545DEB0 LINK=00003FFF854650EC XER=0000000020000000 CCR=0000000048222242 SOFTE=0000000000000001 TRAP=0000000000000300 DAR=0000000000000014 dsisr=0000000040000000 RESULT=0000000000000000 FPR0 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR1 4027d26f081d7cde (f: 136150240.000000, d: 1.191100e+01) FPR2 3ff0000000000000 (f: 0.000000, d: 1.000000e+00) FPR3 bc55000000000000 (f: 0.000000, d: -4.553649e-18) FPR4 402791272ee9db80 (f: 787078016.000000, d: 1.178350e+01) FPR5 3ff22d0420000000 (f: 536870912.000000, d: 1.135990e+00) FPR6 656b6f766e692f67 (f: 1852387200.000000, d: 3.557613e+180) FPR7 4c293b656c646e61 (f: 1818521216.000000, d: 7.919197e+58) FPR8 76616a4c3b737361 (f: 997421952.000000, d: 1.713702e+262) FPR9 4c5b3b676e697274 (f: 1852404352.000000, d: 6.837533e+59) FPR10 380c801840000000 (f: 1073741824.000000, d: 1.046938e-38) FPR11 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR12 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR13 bed0800000000000 (f: 0.000000, d: -3.933907e-06) FPR14 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR15 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR16 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR17 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR18 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR19 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR20 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR21 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR22 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR23 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR24 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR25 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR26 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR27 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR28 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR29 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR30 0000000000000000 (f: 0.000000, d: 0.000000e+00) FPR31 0000000000000000 (f: 0.000000, d: 0.000000e+00) Module=/home/jenkins/jenkins-agent/workspace/Test_openjdk14_j9_sanity.functional_ppc64le_linux_Nightly/openjdkbinary/j2sdk-image/lib/compressedrefs/libj9vm29.so Module_base_address=00003FFF852F0000 Target=2_90_20200214_7 (Linux 4.4.0-173-generic) CPU=ppc64le (4 logical CPUs) (0x1fe390000 RAM) ----------- Stack Backtrace ----------- (0x00003FFF8545DF48 [libj9vm29.so+0x16df48]) (0x0000000000000006 [+0x0]) (0x00003FFF854650EC [libj9vm29.so+0x1750ec]) (0x00003FFF8544E380 [libj9vm29.so+0x15e380]) (0x00003FFF85428CB8 [libj9vm29.so+0x138cb8]) (0x00003FFF854294C0 [libj9vm29.so+0x1394c0]) (0x00003FFF8541B6B4 [libj9vm29.so+0x12b6b4]) (0x00003FFF8541CA7C [libj9vm29.so+0x12ca7c]) (0x00003FFF7FB26BBC [libjclse29.so+0x26bbc]) Java_java_lang_ClassLoader_defineClassImpl+0x1d0 (0x00003FFF7FB13EF0 [libjclse29.so+0x13ef0]) (0x00003FFF6556F738 [+0x0]) (0x00003FFF8537990C [libj9vm29.so+0x8990c]) (0x00003FFF8538671C [libj9vm29.so+0x9671c]) (0x00003FFF8538921C [libj9vm29.so+0x9921c]) Java_java_lang_Class_getDeclaredClassesImpl+0x2ec (0x00003FFF7FB1DB2C [libjclse29.so+0x1db2c]) (0x00003FFF85476718 [libj9vm29.so+0x186718]) (0x00003FFF85474674 [libj9vm29.so+0x184674]) (0x00003FFF8531485C [libj9vm29.so+0x2485c]) (0x00003FFF853CAC0C [libj9vm29.so+0xdac0c]) (0x00003FFF8537FDE8 [libj9vm29.so+0x8fde8]) (0x00003FFF8539C8A0 [libj9vm29.so+0xac8a0]) (0x00003FFF853F9EB8 [libj9vm29.so+0x109eb8]) (0x00003FFF85230AE8 [libj9prt29.so+0x30ae8]) (0x00003FFF853F9F8C [libj9vm29.so+0x109f8c]) (0x00003FFF8539F420 [libj9vm29.so+0xaf420]) (0x00003FFF8539BEB8 [libj9vm29.so+0xabeb8]) (0x00003FFF8609B5CC [libjli.so+0xb5cc]) (0x00003FFF860A10A8 [libjli.so+0x110a8]) (0x00003FFF86058040 [libpthread.so.0+0x8040]) clone+0x98 (0x00003FFF85F73BB0 [libc.so.6+0x123bb0]) ```",0,java records segfault running test start time fri feb epoch time ms variation nooptions jvm options xcompressedrefs testng by cédric beust cedric beust com warning an illegal reflective access operation has occurred warning illegal reflective access by org test java lang test class file users jenkins workspace test sanity functional mac nightly jvmtest functional generaltest jar to field java lang reflect recordcomponent annotations warning please consider reporting this to the maintainers of org test java lang test class warning use illegal access warn to enable warnings of further illegal reflective access operations warning all illegal access operations will be denied in a future release unhandled exception type segmentation error vmstate signal number signal number error value signal code inaccessibleaddress rdi rsi rax rbx rcx rdx rip gs fs rsp rflags cs rbp err trapno cpu faultvaddr f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d module users jenkins workspace test sanity functional mac nightly openjdkbinary image lib compressedrefs dylib module base address symbol checkattributes symbol address target mac os x cpu logical cpus ram stack backtrace unhandled exception type segmentation error vmstate signal number signal number error value signal code nip msr orig ctr link xer ccr softe trap dar dsisr result f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d f d module home jenkins jenkins agent workspace test sanity functional linux nightly openjdkbinary image lib compressedrefs so module base address target linux generic cpu logical cpus ram stack backtrace java java lang classloader defineclassimpl java java lang class getdeclaredclassesimpl clone ,0 14200,8915670130.0,IssuesEvent,2019-01-19 08:37:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script Editor error/warning font can not be changed,bug junior job topic:editor usability," **Godot version:** 3.1 beta 1 **OS/device including version:** macOS 10.14.2 **Issue description:** Script editor error/warning pane at the bottom font size can not be changed. Have searched through all of the editor settings. This is not a game changer but I have changed all other fonts to size 12 as I have a low res monitor and this size 14/15 stands out. **Steps to reproduce:** **Minimal reproduction project:** ![screenshot 2019-01-16 at 14 28 06](https://user-images.githubusercontent.com/4403212/51255769-cc510d80-199b-11e9-96c4-e8fd354b77c9.png) ",True,"Script Editor error/warning font can not be changed - **Godot version:** 3.1 beta 1 **OS/device including version:** macOS 10.14.2 **Issue description:** Script editor error/warning pane at the bottom font size can not be changed. Have searched through all of the editor settings. This is not a game changer but I have changed all other fonts to size 12 as I have a low res monitor and this size 14/15 stands out. **Steps to reproduce:** **Minimal reproduction project:** ![screenshot 2019-01-16 at 14 28 06](https://user-images.githubusercontent.com/4403212/51255769-cc510d80-199b-11e9-96c4-e8fd354b77c9.png) ",1,script editor error warning font can not be changed please search existing issues for potential duplicates before filing yours godot version beta os device including version macos issue description script editor error warning pane at the bottom font size can not be changed have searched through all of the editor settings this is not a game changer but i have changed all other fonts to size as i have a low res monitor and this size stands out steps to reproduce minimal reproduction project ,1 316024,27129348673.0,IssuesEvent,2023-02-16 08:39:24,EddieHubCommunity/LinkFree,https://api.github.com/repos/EddieHubCommunity/LinkFree,closed,New Testimonial for Madhu Saini,testimonial,"### Name MadhuSaini22 ### Title Great Leader & Amazing Content Creator ### Description Madhu is a fantastic **leader**, **content creator**, and **developer**. She is actively engaged in numerous communities and generously gives her knowledge and expertise. Her enthusiasm and positive attitude are infectious, and she inspires others to achieve their goals. Madhu's content is always engaging and informative, and she deeply understands coding and programming. I highly recommend Madhu for her exceptional talent, dedication, and passion for her work.",1.0,"New Testimonial for Madhu Saini - ### Name MadhuSaini22 ### Title Great Leader & Amazing Content Creator ### Description Madhu is a fantastic **leader**, **content creator**, and **developer**. She is actively engaged in numerous communities and generously gives her knowledge and expertise. Her enthusiasm and positive attitude are infectious, and she inspires others to achieve their goals. Madhu's content is always engaging and informative, and she deeply understands coding and programming. I highly recommend Madhu for her exceptional talent, dedication, and passion for her work.",0,new testimonial for madhu saini name title great leader amazing content creator description madhu is a fantastic leader content creator and developer she is actively engaged in numerous communities and generously gives her knowledge and expertise her enthusiasm and positive attitude are infectious and she inspires others to achieve their goals madhu s content is always engaging and informative and she deeply understands coding and programming i highly recommend madhu for her exceptional talent dedication and passion for her work ,0 25530,25341987063.0,IssuesEvent,2022-11-18 22:46:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[4.0b1] Missing some bones in root motion track selection window,enhancement usability topic:animation topic:3d,"### Godot version 4.0.beta1 ### System information Windows 10 ### Issue description Godot 4.0 does not show some bones in root motion track selection window. It does not depend on the presence of animation. Godot 3.5 does not have this problem. Blender: ![blender](https://user-images.githubusercontent.com/3893594/191387104-472d919b-bf92-4b07-b0b8-5230874341e4.png) Godot 3.5: ![godot35](https://user-images.githubusercontent.com/3893594/191387826-ea7bf655-9af7-4a03-8be5-03c4ce178f60.png) Godot 4.0b1: ![godot40b](https://user-images.githubusercontent.com/3893594/191387918-7814cb29-7fd1-49df-8b98-d7c6bc6d32f9.png) ### Steps to reproduce 1. Import test.glb 2. Create Inherited Scene. 3. Add AnimationTree (and setup AnimationPlayer for it). 4. Try add root motion track. ### Minimal reproduction project [test.zip](https://github.com/godotengine/godot/files/9612023/test.zip) ",True,"[4.0b1] Missing some bones in root motion track selection window - ### Godot version 4.0.beta1 ### System information Windows 10 ### Issue description Godot 4.0 does not show some bones in root motion track selection window. It does not depend on the presence of animation. Godot 3.5 does not have this problem. Blender: ![blender](https://user-images.githubusercontent.com/3893594/191387104-472d919b-bf92-4b07-b0b8-5230874341e4.png) Godot 3.5: ![godot35](https://user-images.githubusercontent.com/3893594/191387826-ea7bf655-9af7-4a03-8be5-03c4ce178f60.png) Godot 4.0b1: ![godot40b](https://user-images.githubusercontent.com/3893594/191387918-7814cb29-7fd1-49df-8b98-d7c6bc6d32f9.png) ### Steps to reproduce 1. Import test.glb 2. Create Inherited Scene. 3. Add AnimationTree (and setup AnimationPlayer for it). 4. Try add root motion track. ### Minimal reproduction project [test.zip](https://github.com/godotengine/godot/files/9612023/test.zip) ",1, missing some bones in root motion track selection window godot version system information windows issue description godot does not show some bones in root motion track selection window it does not depend on the presence of animation godot does not have this problem blender godot godot steps to reproduce import test glb create inherited scene add animationtree and setup animationplayer for it try add root motion track minimal reproduction project ,1 11020,7027700807.0,IssuesEvent,2017-12-25 01:42:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""F"" key Viewport focus problem",bug junior job topic:editor usability,"version -> http://godot3builds.digitecnology.com/builds/2017-12-06.12:52:48.a8ae46e14/godot-v3.0-osx.fat.zip **Issue description:** When i press F key, wrong viewport is active. **Steps to reproduce:** https://www.youtube.com/watch?v=y5K5xv7UBuo&feature=youtu.be ",True,"""F"" key Viewport focus problem - version -> http://godot3builds.digitecnology.com/builds/2017-12-06.12:52:48.a8ae46e14/godot-v3.0-osx.fat.zip **Issue description:** When i press F key, wrong viewport is active. **Steps to reproduce:** https://www.youtube.com/watch?v=y5K5xv7UBuo&feature=youtu.be ",1, f key viewport focus problem version issue description when i press f key wrong viewport is active steps to reproduce ,1 14538,9284744732.0,IssuesEvent,2019-03-21 03:15:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,BoneAttachment needs care,enhancement topic:editor usability,"Bone attachment is node, which is intended to be used as parent to things attached to bones, like CollisionShapes/Areas and ""hats""/""weapons"". But currently it is extremely uncear how to use it. On earlier versions it was used like on video on youtube which I still use as sole reference on 3D setup in Godot: http://www.youtube.com/watch?v=ZyTIiwfn2ag The problem is that this usage is not flexible as it very much depends on node tree. The best usage for this should be like physics joints - ability to specify used Skeleton, bone, and affected object (this one can be direct child, allright, but Skeleton should not necessarily be the direct parent of BoneAttachment ",True,"BoneAttachment needs care - Bone attachment is node, which is intended to be used as parent to things attached to bones, like CollisionShapes/Areas and ""hats""/""weapons"". But currently it is extremely uncear how to use it. On earlier versions it was used like on video on youtube which I still use as sole reference on 3D setup in Godot: http://www.youtube.com/watch?v=ZyTIiwfn2ag The problem is that this usage is not flexible as it very much depends on node tree. The best usage for this should be like physics joints - ability to specify used Skeleton, bone, and affected object (this one can be direct child, allright, but Skeleton should not necessarily be the direct parent of BoneAttachment ",1,boneattachment needs care bone attachment is node which is intended to be used as parent to things attached to bones like collisionshapes areas and hats weapons but currently it is extremely uncear how to use it on earlier versions it was used like on video on youtube which i still use as sole reference on setup in godot the problem is that this usage is not flexible as it very much depends on node tree the best usage for this should be like physics joints ability to specify used skeleton bone and affected object this one can be direct child allright but skeleton should not necessarily be the direct parent of boneattachment ,1 65177,19210565977.0,IssuesEvent,2021-12-07 01:06:13,idaholab/moose,https://api.github.com/repos/idaholab/moose,opened,Fix minor bug in `HFEMDiffusion` Kernel ,T: defect P: normal,"## Bug Description In `debug` mode, the `HFEM Diffusion` kernel generates an error in the off-diagonal jacobian evaluation when the more one variables were defined (see attached input below): ```bash execution Information: Executioner: Steady Solver Mode: NEWTON MOOSE Preconditioner: SMP (auto) 0 Nonlinear |R| = 3.685139e-01 Assertion `i*j < _val.size()' failed. i*j = 0 _val.size() = 0 Stack frames: 35 0: 0 libmesh_dbg.0.dylib 0x000000010faa2232 libMesh::print_trace(std::__1::basic_ostream >&) + 626 1: 1 libmesh_dbg.0.dylib 0x000000010fa96f2a libMesh::MacroFunctions::report_error(char const*, int, char const*, char const*) + 218 2: 2 libmoose-dbg.0.dylib 0x000000011733946d libMesh::DenseMatrix::operator()(unsigned int, unsigned int) + 445 3: 3 libmoose-dbg.0.dylib 0x0000000118089203 DGKernel::computeOffDiagElemNeighJacobian(Moose::DGJacobianType, MooseVariableFieldBase const&) + 691 4: 4 libmoose-dbg.0.dylib 0x000000011808bb30 DGLowerDKernel::computeOffDiagJacobian(unsigned int) + 208 5: 5 libmoose-dbg.0.dylib 0x000000011808bfda HFEMDiffusion::computeOffDiagJacobian(unsigned int) + 90 6: 6 libmoose-dbg.0.dylib 0x000000011845d4dc ComputeFullJacobianThread::computeInternalFaceJacobian(libMesh::Elem const*) + 748 7: 7 libmoose-dbg.0.dylib 0x000000011845b49e ComputeJacobianThread::onInternalSide(libMesh::Elem const*, unsigned int) + 702 8: 8 libmoose-dbg.0.dylib 0x0000000117a9dd24 ThreadedElementLoopBase >::operator()(libMesh::StoredRange const&, bool) + 1412 9: 9 libmoose-dbg.0.dylib 0x00000001186eaed2 void libMesh::Threads::parallel_reduce, ComputeFullJacobianThread>(libMesh::StoredRange const&, ComputeFullJacobianThread&) + 114 ``` In the investigation of this issue, it was found that the method `computeOffDiagJacobian` should be overrided as shown below because we don't need to evaluate jacobian contribution from other variables that are not used in the HFEM Diffusion kernel. ``` void HFEMDiffusion::computeOffDiagJacobian(const unsigned int jvar_num) { if (jvar_num == _var.number()) DGLowerDKernel::computeOffDiagJacobian(jvar_num); } ``` ## Steps to Reproduce The error can be reproduced by executing the attached input file in debug mode. [hfem_diff_error.i.txt](https://github.com/idaholab/moose/files/7664639/hfem_diff_error.i.txt) ``` [Mesh] [square] type = GeneratedMeshGenerator nx = 3 ny = 3 dim = 2 [] build_all_side_lowerd_mesh = true [] [Variables] [u1] order = THIRD family = MONOMIAL block = 0 [] [u2] order = THIRD family = MONOMIAL block = 0 [] [lambda1] order = CONSTANT family = MONOMIAL block = INTERNAL_SIDE_LOWERD_SUBDOMAIN [] [lambda2] order = CONSTANT family = MONOMIAL block = INTERNAL_SIDE_LOWERD_SUBDOMAIN [] [] [Kernels] [diff1] type = MatDiffusion variable = u1 diffusivity = '1' block = 0 [] [reaction1] type = Reaction variable = u1 rate = '1' block = 0 [] [source1] type = BodyForce variable = u1 value = '1' block = 0 [] [diff2] type = MatDiffusion variable = u2 diffusivity = '2' block = 0 [] [reaction2] type = Reaction variable = u2 rate = '2' block = 0 [] [source2] type = CoupledForce variable = u2 v = u1 block = 0 [] [] [DGKernels] [surface1] type = HFEMDiffusion variable = u1 lowerd_variable = lambda1 [] [surface2] type = HFEMDiffusion variable = u2 lowerd_variable = lambda2 [] [] [BCs] [u1_bc] type = NeumannBC boundary = 'left right top bottom' variable = u1 [] [u2_b2] type = NeumannBC boundary = 'left right top bottom' variable = u1 [] [] [Executioner] type = Steady solve_type = 'NEWTON' petsc_options_iname = '-pc_type -snes_linesearch_type -pc_factor_mat_solver_type' petsc_options_value = 'lu basic mumps' [] ``` ## Impact The error described here can be resolved. ",1.0,"Fix minor bug in `HFEMDiffusion` Kernel - ## Bug Description In `debug` mode, the `HFEM Diffusion` kernel generates an error in the off-diagonal jacobian evaluation when the more one variables were defined (see attached input below): ```bash execution Information: Executioner: Steady Solver Mode: NEWTON MOOSE Preconditioner: SMP (auto) 0 Nonlinear |R| = 3.685139e-01 Assertion `i*j < _val.size()' failed. i*j = 0 _val.size() = 0 Stack frames: 35 0: 0 libmesh_dbg.0.dylib 0x000000010faa2232 libMesh::print_trace(std::__1::basic_ostream >&) + 626 1: 1 libmesh_dbg.0.dylib 0x000000010fa96f2a libMesh::MacroFunctions::report_error(char const*, int, char const*, char const*) + 218 2: 2 libmoose-dbg.0.dylib 0x000000011733946d libMesh::DenseMatrix::operator()(unsigned int, unsigned int) + 445 3: 3 libmoose-dbg.0.dylib 0x0000000118089203 DGKernel::computeOffDiagElemNeighJacobian(Moose::DGJacobianType, MooseVariableFieldBase const&) + 691 4: 4 libmoose-dbg.0.dylib 0x000000011808bb30 DGLowerDKernel::computeOffDiagJacobian(unsigned int) + 208 5: 5 libmoose-dbg.0.dylib 0x000000011808bfda HFEMDiffusion::computeOffDiagJacobian(unsigned int) + 90 6: 6 libmoose-dbg.0.dylib 0x000000011845d4dc ComputeFullJacobianThread::computeInternalFaceJacobian(libMesh::Elem const*) + 748 7: 7 libmoose-dbg.0.dylib 0x000000011845b49e ComputeJacobianThread::onInternalSide(libMesh::Elem const*, unsigned int) + 702 8: 8 libmoose-dbg.0.dylib 0x0000000117a9dd24 ThreadedElementLoopBase >::operator()(libMesh::StoredRange const&, bool) + 1412 9: 9 libmoose-dbg.0.dylib 0x00000001186eaed2 void libMesh::Threads::parallel_reduce, ComputeFullJacobianThread>(libMesh::StoredRange const&, ComputeFullJacobianThread&) + 114 ``` In the investigation of this issue, it was found that the method `computeOffDiagJacobian` should be overrided as shown below because we don't need to evaluate jacobian contribution from other variables that are not used in the HFEM Diffusion kernel. ``` void HFEMDiffusion::computeOffDiagJacobian(const unsigned int jvar_num) { if (jvar_num == _var.number()) DGLowerDKernel::computeOffDiagJacobian(jvar_num); } ``` ## Steps to Reproduce The error can be reproduced by executing the attached input file in debug mode. [hfem_diff_error.i.txt](https://github.com/idaholab/moose/files/7664639/hfem_diff_error.i.txt) ``` [Mesh] [square] type = GeneratedMeshGenerator nx = 3 ny = 3 dim = 2 [] build_all_side_lowerd_mesh = true [] [Variables] [u1] order = THIRD family = MONOMIAL block = 0 [] [u2] order = THIRD family = MONOMIAL block = 0 [] [lambda1] order = CONSTANT family = MONOMIAL block = INTERNAL_SIDE_LOWERD_SUBDOMAIN [] [lambda2] order = CONSTANT family = MONOMIAL block = INTERNAL_SIDE_LOWERD_SUBDOMAIN [] [] [Kernels] [diff1] type = MatDiffusion variable = u1 diffusivity = '1' block = 0 [] [reaction1] type = Reaction variable = u1 rate = '1' block = 0 [] [source1] type = BodyForce variable = u1 value = '1' block = 0 [] [diff2] type = MatDiffusion variable = u2 diffusivity = '2' block = 0 [] [reaction2] type = Reaction variable = u2 rate = '2' block = 0 [] [source2] type = CoupledForce variable = u2 v = u1 block = 0 [] [] [DGKernels] [surface1] type = HFEMDiffusion variable = u1 lowerd_variable = lambda1 [] [surface2] type = HFEMDiffusion variable = u2 lowerd_variable = lambda2 [] [] [BCs] [u1_bc] type = NeumannBC boundary = 'left right top bottom' variable = u1 [] [u2_b2] type = NeumannBC boundary = 'left right top bottom' variable = u1 [] [] [Executioner] type = Steady solve_type = 'NEWTON' petsc_options_iname = '-pc_type -snes_linesearch_type -pc_factor_mat_solver_type' petsc_options_value = 'lu basic mumps' [] ``` ## Impact The error described here can be resolved. ",0,fix minor bug in hfemdiffusion kernel bug description in debug mode the hfem diffusion kernel generates an error in the off diagonal jacobian evaluation when the more one variables were defined see attached input below bash execution information executioner steady solver mode newton moose preconditioner smp auto nonlinear r assertion i j val size failed i j val size stack frames libmesh dbg dylib libmesh print trace std basic ostream libmesh dbg dylib libmesh macrofunctions report error char const int char const char const libmoose dbg dylib libmesh densematrix operator unsigned int unsigned int libmoose dbg dylib dgkernel computeoffdiagelemneighjacobian moose dgjacobiantype moosevariablefieldbase const libmoose dbg dylib dglowerdkernel computeoffdiagjacobian unsigned int libmoose dbg dylib hfemdiffusion computeoffdiagjacobian unsigned int libmoose dbg dylib computefulljacobianthread computeinternalfacejacobian libmesh elem const libmoose dbg dylib computejacobianthread oninternalside libmesh elem const unsigned int libmoose dbg dylib threadedelementloopbase operator libmesh storedrange const bool libmoose dbg dylib void libmesh threads parallel reduce computefulljacobianthread libmesh storedrange const computefulljacobianthread in the investigation of this issue it was found that the method computeoffdiagjacobian should be overrided as shown below because we don t need to evaluate jacobian contribution from other variables that are not used in the hfem diffusion kernel void hfemdiffusion computeoffdiagjacobian const unsigned int jvar num if jvar num var number dglowerdkernel computeoffdiagjacobian jvar num steps to reproduce the error can be reproduced by executing the attached input file in debug mode type generatedmeshgenerator nx ny dim build all side lowerd mesh true order third family monomial block order third family monomial block order constant family monomial block internal side lowerd subdomain order constant family monomial block internal side lowerd subdomain type matdiffusion variable diffusivity block type reaction variable rate block type bodyforce variable value block type matdiffusion variable diffusivity block type reaction variable rate block type coupledforce variable v block type hfemdiffusion variable lowerd variable type hfemdiffusion variable lowerd variable type neumannbc boundary left right top bottom variable type neumannbc boundary left right top bottom variable type steady solve type newton petsc options iname pc type snes linesearch type pc factor mat solver type petsc options value lu basic mumps impact the error described here can be resolved ,0 27737,30295749407.0,IssuesEvent,2023-07-09 20:46:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Dragged nodes have no icon size limit in script editor,bug topic:editor good first issue usability,"### Godot version 4.1 ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description https://github.com/godotengine/godot/assets/2223172/3c8ee782-9d5f-42e3-a70f-d2aa59a233dd We correctly clamp the size to 16x16 everywhere except here (probably). ### Steps to reproduce 1. Add a class with custom icon, e.g. ```GDScript @icon(""res://icon.svg"") extends Node class_name Icon ``` 2. Add it to scene 3. Open Script Editor and drag the node to script editor ### Minimal reproduction project N/A",True,"Dragged nodes have no icon size limit in script editor - ### Godot version 4.1 ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description https://github.com/godotengine/godot/assets/2223172/3c8ee782-9d5f-42e3-a70f-d2aa59a233dd We correctly clamp the size to 16x16 everywhere except here (probably). ### Steps to reproduce 1. Add a class with custom icon, e.g. ```GDScript @icon(""res://icon.svg"") extends Node class_name Icon ``` 2. Add it to scene 3. Open Script Editor and drag the node to script editor ### Minimal reproduction project N/A",1,dragged nodes have no icon size limit in script editor godot version system information windows vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description we correctly clamp the size to everywhere except here probably steps to reproduce add a class with custom icon e g gdscript icon res icon svg extends node class name icon add it to scene open script editor and drag the node to script editor minimal reproduction project n a,1 159894,13775095956.0,IssuesEvent,2020-10-08 07:27:07,89luca89/terrible,https://api.github.com/repos/89luca89/terrible,opened,CI with inventory-example validation,documentation enhancement good first issue help wanted,"We should create an action that runs the `validate` target on the inventory-example file (and maybe all the other examples?) This should ensure that all our example and yaml documentations is aligned with any last changes in the code and assertion",1.0,"CI with inventory-example validation - We should create an action that runs the `validate` target on the inventory-example file (and maybe all the other examples?) This should ensure that all our example and yaml documentations is aligned with any last changes in the code and assertion",0,ci with inventory example validation we should create an action that runs the validate target on the inventory example file and maybe all the other examples this should ensure that all our example and yaml documentations is aligned with any last changes in the code and assertion,0 14804,9531705875.0,IssuesEvent,2019-04-29 16:39:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Need to press F5/F6 twice on 3.x in release_debug,bug platform:linuxbsd topic:editor topic:input usability,"I see this #19576 closed, i open new one because bug not fixed. **Godot version:** All 3.x, master 0de6514 **OS/device including version:** Xubuntu 16.04.5 LTS, Nvidia GTX 750 Ti Tested 3.x on Windows 7 on the same machine and it works. I think is only affected x11. **Issue description:** Sometimes need to press F5 or F6 twice to run the project or scene with Godot 3.x. **Steps to reproduce:** 1) Open scene. 2) Press F6 button and hold it and release after scene is run. 3) Close windows and press F6. 4) Scene is not play, need press F6 twice. 5) Try several times it's difficult to reproduce. On my machine this happens randomly not necessary to hold F6 button. **Minimal reproduction project:** Simple project with one 2DNode for version 3.1. [f6.zip](https://github.com/godotengine/godot/files/2398814/f6.zip) After compare 2.1 version with 3.x, i found what cause this behaviour on my machine. https://github.com/godotengine/godot/blob/e20a28a7db090dbf39bc8c90487c3d7beb84cbb8/main/input_default.cpp#L266-L272 Sometimes keys_pressed.erase not reached, then **last_is_pressed == true**, and **k->set_echo(true)** Because **BaseButton::_unhandled_input** verify if not **is_echo()**, scene not run, while key not pressed twice.. **New code from 3.x:** https://github.com/godotengine/godot/blob/e20a28a7db090dbf39bc8c90487c3d7beb84cbb8/platform/x11/os_x11.cpp#L1684-L1694 ",True,"Need to press F5/F6 twice on 3.x in release_debug - I see this #19576 closed, i open new one because bug not fixed. **Godot version:** All 3.x, master 0de6514 **OS/device including version:** Xubuntu 16.04.5 LTS, Nvidia GTX 750 Ti Tested 3.x on Windows 7 on the same machine and it works. I think is only affected x11. **Issue description:** Sometimes need to press F5 or F6 twice to run the project or scene with Godot 3.x. **Steps to reproduce:** 1) Open scene. 2) Press F6 button and hold it and release after scene is run. 3) Close windows and press F6. 4) Scene is not play, need press F6 twice. 5) Try several times it's difficult to reproduce. On my machine this happens randomly not necessary to hold F6 button. **Minimal reproduction project:** Simple project with one 2DNode for version 3.1. [f6.zip](https://github.com/godotengine/godot/files/2398814/f6.zip) After compare 2.1 version with 3.x, i found what cause this behaviour on my machine. https://github.com/godotengine/godot/blob/e20a28a7db090dbf39bc8c90487c3d7beb84cbb8/main/input_default.cpp#L266-L272 Sometimes keys_pressed.erase not reached, then **last_is_pressed == true**, and **k->set_echo(true)** Because **BaseButton::_unhandled_input** verify if not **is_echo()**, scene not run, while key not pressed twice.. **New code from 3.x:** https://github.com/godotengine/godot/blob/e20a28a7db090dbf39bc8c90487c3d7beb84cbb8/platform/x11/os_x11.cpp#L1684-L1694 ",1,need to press twice on x in release debug i see this closed i open new one because bug not fixed godot version all x master os device including version xubuntu lts nvidia gtx ti tested x on windows on the same machine and it works i think is only affected issue description sometimes need to press or twice to run the project or scene with godot x steps to reproduce open scene press button and hold it and release after scene is run close windows and press scene is not play need press twice try several times it s difficult to reproduce on my machine this happens randomly not necessary to hold button minimal reproduction project simple project with one for version after compare version with x i found what cause this behaviour on my machine sometimes keys pressed erase not reached then last is pressed true and k set echo true because basebutton unhandled input verify if not is echo scene not run while key not pressed twice new code from x ,1 164379,20364466678.0,IssuesEvent,2022-02-21 02:51:21,Thezone1975/send,https://api.github.com/repos/Thezone1975/send,opened,CVE-2021-3664 (Medium) detected in url-parse-1.4.7.tgz,security vulnerability,"## CVE-2021-3664 - Medium Severity Vulnerability
Vulnerable Library - url-parse-1.4.7.tgz

Small footprint URL parser that works seamlessly across Node.js and browser environments

Library home page: https://registry.npmjs.org/url-parse/-/url-parse-1.4.7.tgz

Path to dependency file: /send/package.json

Path to vulnerable library: /node_modules/url-parse/package.json

Dependency Hierarchy: - webpack-dev-server-3.7.1.tgz (Root Library) - sockjs-client-1.3.0.tgz - :x: **url-parse-1.4.7.tgz** (Vulnerable Library)

Vulnerability Details

url-parse is vulnerable to URL Redirection to Untrusted Site

Publish Date: 2021-07-26

URL: CVE-2021-3664

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-3664

Release Date: 2021-07-26

Fix Resolution (url-parse): 1.5.2

Direct dependency fix Resolution (webpack-dev-server): 3.7.2

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2021-3664 (Medium) detected in url-parse-1.4.7.tgz - ## CVE-2021-3664 - Medium Severity Vulnerability
Vulnerable Library - url-parse-1.4.7.tgz

Small footprint URL parser that works seamlessly across Node.js and browser environments

Library home page: https://registry.npmjs.org/url-parse/-/url-parse-1.4.7.tgz

Path to dependency file: /send/package.json

Path to vulnerable library: /node_modules/url-parse/package.json

Dependency Hierarchy: - webpack-dev-server-3.7.1.tgz (Root Library) - sockjs-client-1.3.0.tgz - :x: **url-parse-1.4.7.tgz** (Vulnerable Library)

Vulnerability Details

url-parse is vulnerable to URL Redirection to Untrusted Site

Publish Date: 2021-07-26

URL: CVE-2021-3664

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-3664

Release Date: 2021-07-26

Fix Resolution (url-parse): 1.5.2

Direct dependency fix Resolution (webpack-dev-server): 3.7.2

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in url parse tgz cve medium severity vulnerability vulnerable library url parse tgz small footprint url parser that works seamlessly across node js and browser environments library home page a href path to dependency file send package json path to vulnerable library node modules url parse package json dependency hierarchy webpack dev server tgz root library sockjs client tgz x url parse tgz vulnerable library vulnerability details url parse is vulnerable to url redirection to untrusted site publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact low availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution url parse direct dependency fix resolution webpack dev server step up your open source security game with whitesource ,0 563550,16700554230.0,IssuesEvent,2021-06-09 01:18:20,Zebrozkii/explore-california-it115-sp21-10,https://api.github.com/repos/Zebrozkii/explore-california-it115-sp21-10,opened,Watch the full video,Priority 2 Severity 1,"**Describe the bug** 404 error when clicking link to watch the full video of the explore podcast. **To Reproduce** Steps to reproduce the behavior: 1. Go to 'Main page' 2. Click on 'Watch full video' in explores podcast. 4. See error **Expected behavior** I expect to be linked to the youtube channels video of the podcast. **Desktop (please complete the following information):** - Browser [chrome, etc] **Smartphone (please complete the following information):** Not tested on mobile device **Additional context** Want to watch the podcast ",1.0,"Watch the full video - **Describe the bug** 404 error when clicking link to watch the full video of the explore podcast. **To Reproduce** Steps to reproduce the behavior: 1. Go to 'Main page' 2. Click on 'Watch full video' in explores podcast. 4. See error **Expected behavior** I expect to be linked to the youtube channels video of the podcast. **Desktop (please complete the following information):** - Browser [chrome, etc] **Smartphone (please complete the following information):** Not tested on mobile device **Additional context** Want to watch the podcast ",0,watch the full video describe the bug error when clicking link to watch the full video of the explore podcast to reproduce steps to reproduce the behavior go to main page click on watch full video in explores podcast see error expected behavior i expect to be linked to the youtube channels video of the podcast desktop please complete the following information browser smartphone please complete the following information not tested on mobile device additional context want to watch the podcast ,0 19177,13628000141.0,IssuesEvent,2020-09-24 13:22:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Disallow leading or trailing spaces for node names. (Trim string),enhancement topic:editor usability,"**Godot version:** 3.2.2 Default 64bit (GDScript) **OS/device including version:** Windows 10 - GTX 2070 Super - GLES3 **Issue description:** Currently it is possible to have e.g. trailing spaces for a node name. e.g. for ""Camera"". It's not really a bug, but can cause problems. I wasted time to find it. It's not easy to find hidden characters like spaces. **Steps to reproduce:** Just rename a node and leave spaces on the name like: ""`Camera `"" or ""` Spatial `"". And now try to use `$Camera` or using `get_node(...)`. You'll get a null reference. Yes you can use e.g. `$""Camera ""` but anyway. The string should be trimmed on enter / change. ",True,"Disallow leading or trailing spaces for node names. (Trim string) - **Godot version:** 3.2.2 Default 64bit (GDScript) **OS/device including version:** Windows 10 - GTX 2070 Super - GLES3 **Issue description:** Currently it is possible to have e.g. trailing spaces for a node name. e.g. for ""Camera"". It's not really a bug, but can cause problems. I wasted time to find it. It's not easy to find hidden characters like spaces. **Steps to reproduce:** Just rename a node and leave spaces on the name like: ""`Camera `"" or ""` Spatial `"". And now try to use `$Camera` or using `get_node(...)`. You'll get a null reference. Yes you can use e.g. `$""Camera ""` but anyway. The string should be trimmed on enter / change. ",1,disallow leading or trailing spaces for node names trim string godot version default gdscript os device including version windows gtx super issue description currently it is possible to have e g trailing spaces for a node name e g for camera it s not really a bug but can cause problems i wasted time to find it it s not easy to find hidden characters like spaces steps to reproduce just rename a node and leave spaces on the name like camera or spatial and now try to use camera or using get node you ll get a null reference yes you can use e g camera but anyway the string should be trimmed on enter change ,1 145629,13156480217.0,IssuesEvent,2020-08-10 10:51:44,eribul/coder,https://api.github.com/repos/eribul/coder,closed,Explain default index,Zabore documentation,"What was the index based on in this example? i.e. how did the function categorize() know that the index should be a sum of the matched cars owned by each person? In the documentation for the function categorize it says that a value of NULL would lead to the use of all available indices, but what does that mean exactly? Available from where?",1.0,"Explain default index - What was the index based on in this example? i.e. how did the function categorize() know that the index should be a sum of the matched cars owned by each person? In the documentation for the function categorize it says that a value of NULL would lead to the use of all available indices, but what does that mean exactly? Available from where?",0,explain default index what was the index based on in this example i e how did the function categorize know that the index should be a sum of the matched cars owned by each person in the documentation for the function categorize it says that a value of null would lead to the use of all available indices but what does that mean exactly available from where ,0 19266,13754707755.0,IssuesEvent,2020-10-06 17:20:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Zoom visual script editor via mouse scrolling,enhancement topic:editor topic:visualscript usability,"Linux Mint 17.3 - Godot version: 2.2 alpha (Aug 14th) This is a feature request for the visual scripting system: the mouse scroll wheel will increase the zoom level as it is scrolled forward. When scrolled backward it should zoom out at the same rate. Would that not be ideal? It currently does nothing and it's what I expected it to do when I first tried it out. Thanks! ",True,"Zoom visual script editor via mouse scrolling - Linux Mint 17.3 - Godot version: 2.2 alpha (Aug 14th) This is a feature request for the visual scripting system: the mouse scroll wheel will increase the zoom level as it is scrolled forward. When scrolled backward it should zoom out at the same rate. Would that not be ideal? It currently does nothing and it's what I expected it to do when I first tried it out. Thanks! ",1,zoom visual script editor via mouse scrolling linux mint godot version alpha aug this is a feature request for the visual scripting system the mouse scroll wheel will increase the zoom level as it is scrolled forward when scrolled backward it should zoom out at the same rate would that not be ideal it currently does nothing and it s what i expected it to do when i first tried it out thanks ,1 215835,16717562306.0,IssuesEvent,2021-06-10 00:14:08,igbinary/igbinary,https://api.github.com/repos/igbinary/igbinary,closed,Look into defining ZEND_RC_DEBUG for travis testing of 7.3.0 nightlies?,testing,"This should check even more cases for if reference counting is being done properly (e.g. for persistent/interned strings). Not certain of how to enable this. `CFLAGS=-DZEND_RC_DEBUG=1`?",1.0,"Look into defining ZEND_RC_DEBUG for travis testing of 7.3.0 nightlies? - This should check even more cases for if reference counting is being done properly (e.g. for persistent/interned strings). Not certain of how to enable this. `CFLAGS=-DZEND_RC_DEBUG=1`?",0,look into defining zend rc debug for travis testing of nightlies this should check even more cases for if reference counting is being done properly e g for persistent interned strings not certain of how to enable this cflags dzend rc debug ,0 19323,13853278404.0,IssuesEvent,2020-10-15 07:54:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,"""Align Transform with View"" and ""Align Rotation with View"" only work if the 3D viewport is focused",bug topic:editor usability,"**Godot version:** 3.2.3 and `master` (https://github.com/godotengine/godot/commit/0e7e25d488287517d54da221a69a8085b9ecd17d) **OS/device including version:** Fedora 32, GeForce GTX 1080 (NVIDIA 450.66) **Issue description:** The ""Align Transform with View"" and ""Align Rotation with View"" 3D viewport menu options only work if the 3D viewport is focused. This is mainly an issue when aligning a node just after creating it, which I often do for camera nodes. Nonetheless, it still takes precious time away :slightly_smiling_face: I presume this is yet another issue related to a shortcut being *too* context-specific. @EricEzaM Do you think we can make this shortcut apply ""globally"" safely? This way, it would work even if the 3D viewport is not focused. **Steps to reproduce:** - Create a new Camera3D node. - Press Ctrl + Alt + M immediately after (without moving the mouse). Nothing will happen. - Move the mouse outside and back in the 3D viewport, press Ctrl + Alt + M and notice it works as the 3D viewport is focused when the mosue enters it. **Minimal reproduction project:** Any project will do.",True,"""Align Transform with View"" and ""Align Rotation with View"" only work if the 3D viewport is focused - **Godot version:** 3.2.3 and `master` (https://github.com/godotengine/godot/commit/0e7e25d488287517d54da221a69a8085b9ecd17d) **OS/device including version:** Fedora 32, GeForce GTX 1080 (NVIDIA 450.66) **Issue description:** The ""Align Transform with View"" and ""Align Rotation with View"" 3D viewport menu options only work if the 3D viewport is focused. This is mainly an issue when aligning a node just after creating it, which I often do for camera nodes. Nonetheless, it still takes precious time away :slightly_smiling_face: I presume this is yet another issue related to a shortcut being *too* context-specific. @EricEzaM Do you think we can make this shortcut apply ""globally"" safely? This way, it would work even if the 3D viewport is not focused. **Steps to reproduce:** - Create a new Camera3D node. - Press Ctrl + Alt + M immediately after (without moving the mouse). Nothing will happen. - Move the mouse outside and back in the 3D viewport, press Ctrl + Alt + M and notice it works as the 3D viewport is focused when the mosue enters it. **Minimal reproduction project:** Any project will do.",1, align transform with view and align rotation with view only work if the viewport is focused godot version and master os device including version fedora geforce gtx nvidia issue description the align transform with view and align rotation with view viewport menu options only work if the viewport is focused this is mainly an issue when aligning a node just after creating it which i often do for camera nodes nonetheless it still takes precious time away slightly smiling face i presume this is yet another issue related to a shortcut being too context specific ericezam do you think we can make this shortcut apply globally safely this way it would work even if the viewport is not focused steps to reproduce create a new node press ctrl alt m immediately after without moving the mouse nothing will happen move the mouse outside and back in the viewport press ctrl alt m and notice it works as the viewport is focused when the mosue enters it minimal reproduction project any project will do ,1 8891,7720221601.0,IssuesEvent,2018-05-23 22:09:32,APSIMInitiative/ApsimX,https://api.github.com/repos/APSIMInitiative/ApsimX,closed,IntelliSense of nested classes,bug interface/infrastructure,"when adding an x property to a LinearInterpolationFunction I get Intellisense for the first part [Lifecycle].CurrentLifestage but if i add a second . nothing come up what i would expect to get is [Lifecycle].CurrentLifestage.CurrentCohort.PhenoAge please contact me if you need a better explanation ",1.0,"IntelliSense of nested classes - when adding an x property to a LinearInterpolationFunction I get Intellisense for the first part [Lifecycle].CurrentLifestage but if i add a second . nothing come up what i would expect to get is [Lifecycle].CurrentLifestage.CurrentCohort.PhenoAge please contact me if you need a better explanation ",0,intellisense of nested classes when adding an x property to a linearinterpolationfunction i get intellisense for the first part currentlifestage but if i add a second nothing come up what i would expect to get is currentlifestage currentcohort phenoage please contact me if you need a better explanation ,0 3621,3508270337.0,IssuesEvent,2016-01-08 17:04:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,tileset overwriting doesn't refresh the spritelist.,bug junior job topic:editor usability,"If you save a tileset overwriting the old one, tilemap editor doesn't reflect changes until you exit and enter godot. Overwriting the tileset without merging should refresh on the fly too. It's better than ""Merge with existing"" to keep the tilemap updated and organized.",True,"tileset overwriting doesn't refresh the spritelist. - If you save a tileset overwriting the old one, tilemap editor doesn't reflect changes until you exit and enter godot. Overwriting the tileset without merging should refresh on the fly too. It's better than ""Merge with existing"" to keep the tilemap updated and organized.",1,tileset overwriting doesn t refresh the spritelist if you save a tileset overwriting the old one tilemap editor doesn t reflect changes until you exit and enter godot overwriting the tileset without merging should refresh on the fly too it s better than merge with existing to keep the tilemap updated and organized ,1 63687,15702735570.0,IssuesEvent,2021-03-26 13:01:29,STORM-IRIT/Radium-Engine,https://api.github.com/repos/STORM-IRIT/Radium-Engine,closed,Distributing Radium-based apps,Build System Feature Request Low priority [master-v1],"The app I'm working on is ready for distribution. What I would like to do is just to zip it so that people can download/unzip/launch the app. For windows, since all dlls have to be in the binary directory, there is no problem. But for Linux (and I guess it's the same for Mac) I had issues with the rpath used for the app and the libraries. The solution I came up with is to: - add the relative path ""."" to the rpath used by the radium libraries: `set_target_properties( PROPERTIES LINK_FLAGS ""-Wl,-rpath,./"")` - copy all the libraries (radium's and 3rdParty's) into the bin directory thus mimicking windows' way. I hope this may help others with preparing their app's distribution. I'm also looking forward for the under-investigation Radium install procedure and how it will affect app distribution / packaging.",1.0,"Distributing Radium-based apps - The app I'm working on is ready for distribution. What I would like to do is just to zip it so that people can download/unzip/launch the app. For windows, since all dlls have to be in the binary directory, there is no problem. But for Linux (and I guess it's the same for Mac) I had issues with the rpath used for the app and the libraries. The solution I came up with is to: - add the relative path ""."" to the rpath used by the radium libraries: `set_target_properties( PROPERTIES LINK_FLAGS ""-Wl,-rpath,./"")` - copy all the libraries (radium's and 3rdParty's) into the bin directory thus mimicking windows' way. I hope this may help others with preparing their app's distribution. I'm also looking forward for the under-investigation Radium install procedure and how it will affect app distribution / packaging.",0,distributing radium based apps the app i m working on is ready for distribution what i would like to do is just to zip it so that people can download unzip launch the app for windows since all dlls have to be in the binary directory there is no problem but for linux and i guess it s the same for mac i had issues with the rpath used for the app and the libraries the solution i came up with is to add the relative path to the rpath used by the radium libraries set target properties properties link flags wl rpath copy all the libraries radium s and s into the bin directory thus mimicking windows way i hope this may help others with preparing their app s distribution i m also looking forward for the under investigation radium install procedure and how it will affect app distribution packaging ,0 18281,12731788500.0,IssuesEvent,2020-06-25 09:22:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,3.1.1. 2D Mouse zoom does not behave same as 3D on Mac OS X.,bug confirmed platform:osx topic:editor usability,"**Godot version:** 3.1.1 stable **OS/device including version:** Mac OS X Mojave **Issue description:** Magic Mouse zooming does not work in 2D editor at all. However works fine in 3D Editor Holding down CTRL+Mouse finger slide, zooms properly in 3D. There is even a setting in Editor Settings. However CTRL+Mouse finger slide in 2D does NOT zoom. Instead it scrolls the viewport up/down left or right instead of zooming. Also there are no Editor settings for zoom 2D. **Editor settings available for keyword Zoom** ![image](https://user-images.githubusercontent.com/930478/66129422-e41a0180-e5bd-11e9-9d22-864addb5e0da.png) ",True,"3.1.1. 2D Mouse zoom does not behave same as 3D on Mac OS X. - **Godot version:** 3.1.1 stable **OS/device including version:** Mac OS X Mojave **Issue description:** Magic Mouse zooming does not work in 2D editor at all. However works fine in 3D Editor Holding down CTRL+Mouse finger slide, zooms properly in 3D. There is even a setting in Editor Settings. However CTRL+Mouse finger slide in 2D does NOT zoom. Instead it scrolls the viewport up/down left or right instead of zooming. Also there are no Editor settings for zoom 2D. **Editor settings available for keyword Zoom** ![image](https://user-images.githubusercontent.com/930478/66129422-e41a0180-e5bd-11e9-9d22-864addb5e0da.png) ",1, mouse zoom does not behave same as on mac os x godot version stable os device including version mac os x mojave issue description magic mouse zooming does not work in editor at all however works fine in editor holding down ctrl mouse finger slide zooms properly in there is even a setting in editor settings however ctrl mouse finger slide in does not zoom instead it scrolls the viewport up down left or right instead of zooming also there are no editor settings for zoom editor settings available for keyword zoom ,1 224114,7466816915.0,IssuesEvent,2018-04-02 12:46:12,springboilerplate/spring-rest-security-boilerplate,https://api.github.com/repos/springboilerplate/spring-rest-security-boilerplate,closed,Integration Test for Registration Rest API,Low Priority enhancement,"Simple integration test should be implemented for registration API. We can get help from following link. http://www.baeldung.com/integration-testing-in-spring For BDD: http://www.baeldung.com/cucumber-spring-integration",1.0,"Integration Test for Registration Rest API - Simple integration test should be implemented for registration API. We can get help from following link. http://www.baeldung.com/integration-testing-in-spring For BDD: http://www.baeldung.com/cucumber-spring-integration",0,integration test for registration rest api simple integration test should be implemented for registration api we can get help from following link for bdd ,0 40232,9924444530.0,IssuesEvent,2019-07-01 09:42:37,vector-im/riot-web,https://api.github.com/repos/vector-im/riot-web,closed,[object Object] for hidden MELS when 'show hidden events' enabled,Community PR bug defect p3 type:timeline,"see https://github.com/matrix-org/riot-web-rageshakes/issues/1614 This is a collapsed MELS: ![image](https://user-images.githubusercontent.com/1190097/59784695-4efa3380-9280-11e9-9cdc-f618219d46b0.png) for these events: ![image](https://user-images.githubusercontent.com/1190097/59784727-646f5d80-9280-11e9-8e39-5f67c1cfa880.png) Which are no-op events (join -> join, no profile change)",1.0,"[object Object] for hidden MELS when 'show hidden events' enabled - see https://github.com/matrix-org/riot-web-rageshakes/issues/1614 This is a collapsed MELS: ![image](https://user-images.githubusercontent.com/1190097/59784695-4efa3380-9280-11e9-9cdc-f618219d46b0.png) for these events: ![image](https://user-images.githubusercontent.com/1190097/59784727-646f5d80-9280-11e9-8e39-5f67c1cfa880.png) Which are no-op events (join -> join, no profile change)",0, for hidden mels when show hidden events enabled see this is a collapsed mels for these events which are no op events join join no profile change ,0 12177,7738122891.0,IssuesEvent,2018-05-28 10:44:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Font preview in import dialog file browser,confirmed feature proposal topic:editor usability,"Font preview in import dialog file browser, like in Blender. Would be handy :) ",True,"Font preview in import dialog file browser - Font preview in import dialog file browser, like in Blender. Would be handy :) ",1,font preview in import dialog file browser font preview in import dialog file browser like in blender would be handy ,1 368173,10867247229.0,IssuesEvent,2019-11-14 23:20:19,codeforboston/clean-slate,https://api.github.com/repos/codeforboston/clean-slate,opened,"Refactor data-expungement to use data folders, not local data",low priority,Best practices following issue #29 include having centralized data resources in the various data folders. The data-expungement folder uses locally saved data rather than referencing these folders. We should refactor that script in order to meet the new standards.,1.0,"Refactor data-expungement to use data folders, not local data - Best practices following issue #29 include having centralized data resources in the various data folders. The data-expungement folder uses locally saved data rather than referencing these folders. We should refactor that script in order to meet the new standards.",0,refactor data expungement to use data folders not local data best practices following issue include having centralized data resources in the various data folders the data expungement folder uses locally saved data rather than referencing these folders we should refactor that script in order to meet the new standards ,0 25989,26231256849.0,IssuesEvent,2023-01-05 00:34:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,keyboard navigation for autocomplete menus within text editor,bug topic:editor usability topic:input,"### Godot version v3.5.1.stable.official [6fed1ffa3] ### System information macOS 12.6 (21G115) ### Issue description The auto-complete menus within the script editor does not accept common keyboard movement shortcuts and there is no config for it. I use `ctrl-n/p` for moving my cursor up and down the editor but this does not extend to the menus that might appear within the editor. In editors like vscode it is common for me to hit `ctrl-space` (`script_text_editor/complete_symbol` in godot) and then `ctrl-n` to highlight the auto-complete menu item I want completed. Currently this menu navigation is only `arrow-up/down` afaik. This is just a small QoL improvement so I ask that you please make this configurable and/or allow the `ctrl-n/p` shortcut keys to move the menu selection along with the arrow keys by default. ### Steps to reproduce - inside of a script editor - start typing something like `Input.` - use `ctrl-space` to bring up the menu of auto-complete options. - You will be unable to use `ctrl-n` to move the selection down the way you would with `arrow-down`. ### Minimal reproduction project _No response_",True,"keyboard navigation for autocomplete menus within text editor - ### Godot version v3.5.1.stable.official [6fed1ffa3] ### System information macOS 12.6 (21G115) ### Issue description The auto-complete menus within the script editor does not accept common keyboard movement shortcuts and there is no config for it. I use `ctrl-n/p` for moving my cursor up and down the editor but this does not extend to the menus that might appear within the editor. In editors like vscode it is common for me to hit `ctrl-space` (`script_text_editor/complete_symbol` in godot) and then `ctrl-n` to highlight the auto-complete menu item I want completed. Currently this menu navigation is only `arrow-up/down` afaik. This is just a small QoL improvement so I ask that you please make this configurable and/or allow the `ctrl-n/p` shortcut keys to move the menu selection along with the arrow keys by default. ### Steps to reproduce - inside of a script editor - start typing something like `Input.` - use `ctrl-space` to bring up the menu of auto-complete options. - You will be unable to use `ctrl-n` to move the selection down the way you would with `arrow-down`. ### Minimal reproduction project _No response_",1,keyboard navigation for autocomplete menus within text editor godot version stable official system information macos issue description the auto complete menus within the script editor does not accept common keyboard movement shortcuts and there is no config for it i use ctrl n p for moving my cursor up and down the editor but this does not extend to the menus that might appear within the editor in editors like vscode it is common for me to hit ctrl space script text editor complete symbol in godot and then ctrl n to highlight the auto complete menu item i want completed currently this menu navigation is only arrow up down afaik this is just a small qol improvement so i ask that you please make this configurable and or allow the ctrl n p shortcut keys to move the menu selection along with the arrow keys by default steps to reproduce inside of a script editor start typing something like input use ctrl space to bring up the menu of auto complete options you will be unable to use ctrl n to move the selection down the way you would with arrow down minimal reproduction project no response ,1 6427,4282852539.0,IssuesEvent,2016-07-15 10:56:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to inspect object members values during debugging ,enhancement topic:editor usability,"While debugging / stepping through code, it's desirable to view the values of variables in current scope. Unfortunately, the palette on the bottom with current scope displays only simple types ( numbers, strings, etc ), and not objects / nodes. Instead, objects show up as ""0"" when hovering over variable names in text. It would be great if one could inspect the object that variable points to, or at the very least, show something like ""[KinematicBody2D: 564]"", so one could at least know its type. Ideally, it would be nice to be able to inspect objects in their entirety, with fields and all. It would also be great, if there was a console while debugging, allowing execution of statements in current scope. So I could enter ""print( varName )"", like in Chrome javascript console, for example.",True,"Ability to inspect object members values during debugging - While debugging / stepping through code, it's desirable to view the values of variables in current scope. Unfortunately, the palette on the bottom with current scope displays only simple types ( numbers, strings, etc ), and not objects / nodes. Instead, objects show up as ""0"" when hovering over variable names in text. It would be great if one could inspect the object that variable points to, or at the very least, show something like ""[KinematicBody2D: 564]"", so one could at least know its type. Ideally, it would be nice to be able to inspect objects in their entirety, with fields and all. It would also be great, if there was a console while debugging, allowing execution of statements in current scope. So I could enter ""print( varName )"", like in Chrome javascript console, for example.",1,ability to inspect object members values during debugging while debugging stepping through code it s desirable to view the values of variables in current scope unfortunately the palette on the bottom with current scope displays only simple types numbers strings etc and not objects nodes instead objects show up as when hovering over variable names in text it would be great if one could inspect the object that variable points to or at the very least show something like so one could at least know its type ideally it would be nice to be able to inspect objects in their entirety with fields and all it would also be great if there was a console while debugging allowing execution of statements in current scope so i could enter print varname like in chrome javascript console for example ,1 12666,8032696137.0,IssuesEvent,2018-07-28 18:20:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Settings sometimes don't register when clicking enter,bug confirmed topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Ubuntu 17.04, [Build](https://bintray.com/calinou/godot/editor) fe08257 **Issue description:** When setting something by clicking enter, it will sometimes go back to the previous value: ![bug](https://user-images.githubusercontent.com/30739239/31778304-0caf3344-b4cf-11e7-97d5-3d519b0424e4.gif) ",True,"Settings sometimes don't register when clicking enter - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Ubuntu 17.04, [Build](https://bintray.com/calinou/godot/editor) fe08257 **Issue description:** When setting something by clicking enter, it will sometimes go back to the previous value: ![bug](https://user-images.githubusercontent.com/30739239/31778304-0caf3344-b4cf-11e7-97d5-3d519b0424e4.gif) ",1,settings sometimes don t register when clicking enter operating system or device godot version gpu model and driver if graphics related ubuntu issue description when setting something by clicking enter it will sometimes go back to the previous value ,1 3338,5774764340.0,IssuesEvent,2017-04-28 08:15:29,parksandwildlife/biosys-turtles,https://api.github.com/repos/parksandwildlife/biosys-turtles,opened,Asset management system,Business Requirement must have,"### Source Name requesting role or stakeholder from which this requirement was sourced: * Core stakeholders * Turtle tagging stakeholders * Turtle track count stakeholders * Marine wildlife stranding stakeholders * Departmental stakeholders #14 ### Requirement The solution shall provide asset management for tags, samples, data loggers, and other turtle related assets. ### Use cases * Which tags, loggers, empty but already labelled biopsy vials are with field team A right now? * Who has tag / sample / logger X right now, where is it? ",1.0,"Asset management system - ### Source Name requesting role or stakeholder from which this requirement was sourced: * Core stakeholders * Turtle tagging stakeholders * Turtle track count stakeholders * Marine wildlife stranding stakeholders * Departmental stakeholders #14 ### Requirement The solution shall provide asset management for tags, samples, data loggers, and other turtle related assets. ### Use cases * Which tags, loggers, empty but already labelled biopsy vials are with field team A right now? * Who has tag / sample / logger X right now, where is it? ",0,asset management system source name requesting role or stakeholder from which this requirement was sourced core stakeholders turtle tagging stakeholders turtle track count stakeholders marine wildlife stranding stakeholders departmental stakeholders requirement the solution shall provide asset management for tags samples data loggers and other turtle related assets use cases which tags loggers empty but already labelled biopsy vials are with field team a right now who has tag sample logger x right now where is it ,0 15222,9878940104.0,IssuesEvent,2019-06-24 08:52:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,automatically add new line to scripts,enhancement junior job topic:editor usability,"https://editorconfig.org/ For better compliance and ease of use with editorconfig and git, i would like it if godot automatically added a new empty line to the end of any script that does not have it. Some more assorted commends on why this is a good idea: https://stackoverflow.com/questions/729692/why-should-text-files-end-with-a-newline/25322168#25322168",True,"automatically add new line to scripts - https://editorconfig.org/ For better compliance and ease of use with editorconfig and git, i would like it if godot automatically added a new empty line to the end of any script that does not have it. Some more assorted commends on why this is a good idea: https://stackoverflow.com/questions/729692/why-should-text-files-end-with-a-newline/25322168#25322168",1,automatically add new line to scripts for better compliance and ease of use with editorconfig and git i would like it if godot automatically added a new empty line to the end of any script that does not have it some more assorted commends on why this is a good idea ,1 249661,7964490271.0,IssuesEvent,2018-07-13 21:43:29,dmusican/Elegit,https://api.github.com/repos/dmusican/Elegit,closed,Lack of error message when trying to commit when there are unmerged files,bug priority medium,"When you try to commit a file (even one without the conflict) when there exists a file with a conflict that has not been dealt with, a notification to the user should be shown. This isn't allowed when using the command line either, so we need a clear error to the user. Also, an error is thrown in CommitController line 145, but not caught/dealt with when this happens. To replicate, create some kind of conflict so the repo state is MERGING and then attempt to make a commit.",1.0,"Lack of error message when trying to commit when there are unmerged files - When you try to commit a file (even one without the conflict) when there exists a file with a conflict that has not been dealt with, a notification to the user should be shown. This isn't allowed when using the command line either, so we need a clear error to the user. Also, an error is thrown in CommitController line 145, but not caught/dealt with when this happens. To replicate, create some kind of conflict so the repo state is MERGING and then attempt to make a commit.",0,lack of error message when trying to commit when there are unmerged files when you try to commit a file even one without the conflict when there exists a file with a conflict that has not been dealt with a notification to the user should be shown this isn t allowed when using the command line either so we need a clear error to the user also an error is thrown in commitcontroller line but not caught dealt with when this happens to replicate create some kind of conflict so the repo state is merging and then attempt to make a commit ,0 70992,18364993467.0,IssuesEvent,2021-10-09 22:34:27,google/mediapipe,https://api.github.com/repos/google/mediapipe,opened,MediaPipe Build Error - Building C++ command-line example - MediaPipe Hands,type:build/install,"Error building MediaPipe Hands example C++ [Command] bazel build -c opt --define MEDIAPIPE_DISABLE_GPU=1 mediapipe/examples/desktop/hand_tracking:hand_tracking_cpu [Error] [1,007 / 3,675] 128 actions, 1 running ERROR: /home/ubuntu/mediapipe/mediapipe/calculators/tensor/BUILD:657:11: C++ compilation of rule '//mediapipe/calculators/tensor:image_to_tensor_converter_o pencv' failed (Exit 1): gcc failed: error executing command /usr/bin/gcc -U_FORTIFY_SOURCE -fstack-protector -Wall -Wunused-but-set-parameter -Wno-free-nonh eap-object -fno-omit-frame-pointer -g0 -O2 '-D_FORTIFY_SOURCE=1' -DNDEBUG -ffunction-sections ... (remaining 57 argument(s) skipped) Use --sandbox_debug to see verbose messages from the sandbox gcc failed: error executing command /usr/bin/gcc -U_FORTIFY_SOURCE -fstack-protector -Wall -Wun used-but-set-parameter -Wno-free-nonheap-object -fno-omit-frame-pointer -g0 -O2 '-D_FORTIFY_SOURCE=1' -DNDEBUG -ffunction-sections ... (remaining 57 argumen t(s) skipped) Use --sandbox_debug to see verbose messages from the sandbox mediapipe/calculators/tensor/image_to_tensor_converter_opencv.cc: In member function 'virtual absl::lts_20210324::StatusOr mediapipe::{an onymous}::OpenCvProcessor::Convert(const mediapipe::Image&, const mediapipe::RotatedRect&, const mediapipe::Size&, float, float)': mediapipe/calculators/tensor/image_to_tensor_converter_opencv.cc:106:12: error: could not convert 'tensor' from 'mediapipe::Tensor' to 'absl::lts_20210324:: StatusOr' return tensor; ^~~~~~ Target //mediapipe/examples/desktop/hand_tracking:hand_tracking_cpu failed to build [Environment] Machine: Ubuntu 18.04 (running on Amazon Lightsail), 4GB ram 2 vCPUs, 80 GB SSD gcc Version: 7.5.0 Bazel Version: 3.7.2 OpenCV Version: 3.2.0 python Version: 2.7.17 python3 Version: 3.6.9 Note: Hello World builds and runs correctly. ",1.0,"MediaPipe Build Error - Building C++ command-line example - MediaPipe Hands - Error building MediaPipe Hands example C++ [Command] bazel build -c opt --define MEDIAPIPE_DISABLE_GPU=1 mediapipe/examples/desktop/hand_tracking:hand_tracking_cpu [Error] [1,007 / 3,675] 128 actions, 1 running ERROR: /home/ubuntu/mediapipe/mediapipe/calculators/tensor/BUILD:657:11: C++ compilation of rule '//mediapipe/calculators/tensor:image_to_tensor_converter_o pencv' failed (Exit 1): gcc failed: error executing command /usr/bin/gcc -U_FORTIFY_SOURCE -fstack-protector -Wall -Wunused-but-set-parameter -Wno-free-nonh eap-object -fno-omit-frame-pointer -g0 -O2 '-D_FORTIFY_SOURCE=1' -DNDEBUG -ffunction-sections ... (remaining 57 argument(s) skipped) Use --sandbox_debug to see verbose messages from the sandbox gcc failed: error executing command /usr/bin/gcc -U_FORTIFY_SOURCE -fstack-protector -Wall -Wun used-but-set-parameter -Wno-free-nonheap-object -fno-omit-frame-pointer -g0 -O2 '-D_FORTIFY_SOURCE=1' -DNDEBUG -ffunction-sections ... (remaining 57 argumen t(s) skipped) Use --sandbox_debug to see verbose messages from the sandbox mediapipe/calculators/tensor/image_to_tensor_converter_opencv.cc: In member function 'virtual absl::lts_20210324::StatusOr mediapipe::{an onymous}::OpenCvProcessor::Convert(const mediapipe::Image&, const mediapipe::RotatedRect&, const mediapipe::Size&, float, float)': mediapipe/calculators/tensor/image_to_tensor_converter_opencv.cc:106:12: error: could not convert 'tensor' from 'mediapipe::Tensor' to 'absl::lts_20210324:: StatusOr' return tensor; ^~~~~~ Target //mediapipe/examples/desktop/hand_tracking:hand_tracking_cpu failed to build [Environment] Machine: Ubuntu 18.04 (running on Amazon Lightsail), 4GB ram 2 vCPUs, 80 GB SSD gcc Version: 7.5.0 Bazel Version: 3.7.2 OpenCV Version: 3.2.0 python Version: 2.7.17 python3 Version: 3.6.9 Note: Hello World builds and runs correctly. ",0,mediapipe build error building c command line example mediapipe hands error building mediapipe hands example c bazel build c opt define mediapipe disable gpu mediapipe examples desktop hand tracking hand tracking cpu actions running error home ubuntu mediapipe mediapipe calculators tensor build c compilation of rule mediapipe calculators tensor image to tensor converter o pencv failed exit gcc failed error executing command usr bin gcc u fortify source fstack protector wall wunused but set parameter wno free nonh eap object fno omit frame pointer d fortify source dndebug ffunction sections remaining argument s skipped use sandbox debug to see verbose messages from the sandbox gcc failed error executing command usr bin gcc u fortify source fstack protector wall wun used but set parameter wno free nonheap object fno omit frame pointer d fortify source dndebug ffunction sections remaining argumen t s skipped use sandbox debug to see verbose messages from the sandbox mediapipe calculators tensor image to tensor converter opencv cc in member function virtual absl lts statusor mediapipe an onymous opencvprocessor convert const mediapipe image const mediapipe rotatedrect const mediapipe size float float mediapipe calculators tensor image to tensor converter opencv cc error could not convert tensor from mediapipe tensor to absl lts statusor return tensor target mediapipe examples desktop hand tracking hand tracking cpu failed to build machine ubuntu running on amazon lightsail ram vcpus gb ssd gcc version bazel version opencv version python version version note hello world builds and runs correctly ,0 6146,4162261452.0,IssuesEvent,2016-06-17 19:41:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Parent does not reflect changes in children,bug topic:editor usability,"**Godot Version:** ![](https://i.imgur.com/BNC2WNQ.png) Currently when you make changes to the children of Panel Container (**NB**: This also applies to other nodes that make changes to children, but for sake of this post I will use PanelContainer as an example) the parent does not adjust unless I make any changes inside it after making changes in a child. **Scene Tree:** ![](https://i.imgur.com/3d7p2Vs.png) **Before making changes to child** ![](https://i.imgur.com/CkmrTOa.png) **After making changes to child** ![](https://i.imgur.com/brhkRZV.png) As you can see, the parent do not wrap the children as it is set to do. ![](https://i.imgur.com/KirLrNa.png) However if I just click inside one of the parents' margin, and press enter; ![](https://i.imgur.com/15dJq8x.png) It changes to the way it _should_ have been after making these changes to child. ![](https://i.imgur.com/wqfZiur.png) While this is not anything ""serious"", it would be nice to have it looked at - and adjusted so that It do as expected :)",True,"Parent does not reflect changes in children - **Godot Version:** ![](https://i.imgur.com/BNC2WNQ.png) Currently when you make changes to the children of Panel Container (**NB**: This also applies to other nodes that make changes to children, but for sake of this post I will use PanelContainer as an example) the parent does not adjust unless I make any changes inside it after making changes in a child. **Scene Tree:** ![](https://i.imgur.com/3d7p2Vs.png) **Before making changes to child** ![](https://i.imgur.com/CkmrTOa.png) **After making changes to child** ![](https://i.imgur.com/brhkRZV.png) As you can see, the parent do not wrap the children as it is set to do. ![](https://i.imgur.com/KirLrNa.png) However if I just click inside one of the parents' margin, and press enter; ![](https://i.imgur.com/15dJq8x.png) It changes to the way it _should_ have been after making these changes to child. ![](https://i.imgur.com/wqfZiur.png) While this is not anything ""serious"", it would be nice to have it looked at - and adjusted so that It do as expected :)",1,parent does not reflect changes in children godot version currently when you make changes to the children of panel container nb this also applies to other nodes that make changes to children but for sake of this post i will use panelcontainer as an example the parent does not adjust unless i make any changes inside it after making changes in a child scene tree before making changes to child after making changes to child as you can see the parent do not wrap the children as it is set to do however if i just click inside one of the parents margin and press enter it changes to the way it should have been after making these changes to child while this is not anything serious it would be nice to have it looked at and adjusted so that it do as expected ,1 11437,7237260869.0,IssuesEvent,2018-02-13 10:24:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Duplicate (ctrl-D) should not work while editing a script,bug confirmed topic:editor usability,"I searched for this and couldn't find it. Sorry if it's a duplicate. Godot 3 rc2 Windows 10 Pro Select a scene object, then start editing a script. If you hit ctrl-D instead of ctrl-S to save it, you'll duplicate the last object selected. Given that D and S are next to each other, this happens an embarrassing amount to me, requiring that I then delete duplicate objects. ",True,"Duplicate (ctrl-D) should not work while editing a script - I searched for this and couldn't find it. Sorry if it's a duplicate. Godot 3 rc2 Windows 10 Pro Select a scene object, then start editing a script. If you hit ctrl-D instead of ctrl-S to save it, you'll duplicate the last object selected. Given that D and S are next to each other, this happens an embarrassing amount to me, requiring that I then delete duplicate objects. ",1,duplicate ctrl d should not work while editing a script i searched for this and couldn t find it sorry if it s a duplicate godot windows pro select a scene object then start editing a script if you hit ctrl d instead of ctrl s to save it you ll duplicate the last object selected given that d and s are next to each other this happens an embarrassing amount to me requiring that i then delete duplicate objects ,1 133669,18927634202.0,IssuesEvent,2021-11-17 11:13:51,GwaChaePah/front,https://api.github.com/repos/GwaChaePah/front,closed,create post css design - [soooh],design,"## 제목 create post css design - [soooh] ex) 페이지 링크 연결 - [soooh] ## 작업 상세 내용 - [ ] inyang이 SOS쳐서 css 만들었습니다 - [ ] input - file < 이건 css 적용이 되지 않아서 label 태그로 서브 버튼을 만들 예정입니다 ~~ ## 참고 사항 ",1.0,"create post css design - [soooh] - ## 제목 create post css design - [soooh] ex) 페이지 링크 연결 - [soooh] ## 작업 상세 내용 - [ ] inyang이 SOS쳐서 css 만들었습니다 - [ ] input - file < 이건 css 적용이 되지 않아서 label 태그로 서브 버튼을 만들 예정입니다 ~~ ## 참고 사항 ",0,create post css design 제목 create post css design ex 페이지 링크 연결 작업 상세 내용 inyang이 sos쳐서 css 만들었습니다 input file 이건 css 적용이 되지 않아서 label 태그로 서브 버튼을 만들 예정입니다 참고 사항 ,0 350842,10509515538.0,IssuesEvent,2019-09-27 11:11:57,getkirby/kirby,https://api.github.com/repos/getkirby/kirby,closed,"Panel: ""Invalid regular expression: nothing to repeat"" with Custom Slug Rules Containing `+` (3.2.5 Regression)",priority: high 🔥 type: bug 🐛 type: regression ⚡️,"**Describe the bug** When creating a new page in the Panel, as you type in the Title field, an error is displayed that says ""Invalid regular expression: nothing to repeat"" It appears the regression has to do with a custom slug override that includes a `+`. This was previously fixed with https://github.com/getkirby/kirby/issues/1946, but seems to have been reverted? In my `config.php`, for example: ```php Str::$language = [ '+' => '-plus', ]; ``` **To Reproduce** Steps to reproduce the behavior: 1. Have custom slugs defined like above 2. Click on a ""Create"" button in a Pages section 3. Type a character of a title **Screenshots** **Kirby Version** `3.2.5` **Console output** None **Desktop (please complete the following information):** - OS: macOS - Browser: Safari - Version: Version 13.0.1 **Additional context** No issues on `3.2.4` ",1.0,"Panel: ""Invalid regular expression: nothing to repeat"" with Custom Slug Rules Containing `+` (3.2.5 Regression) - **Describe the bug** When creating a new page in the Panel, as you type in the Title field, an error is displayed that says ""Invalid regular expression: nothing to repeat"" It appears the regression has to do with a custom slug override that includes a `+`. This was previously fixed with https://github.com/getkirby/kirby/issues/1946, but seems to have been reverted? In my `config.php`, for example: ```php Str::$language = [ '+' => '-plus', ]; ``` **To Reproduce** Steps to reproduce the behavior: 1. Have custom slugs defined like above 2. Click on a ""Create"" button in a Pages section 3. Type a character of a title **Screenshots** **Kirby Version** `3.2.5` **Console output** None **Desktop (please complete the following information):** - OS: macOS - Browser: Safari - Version: Version 13.0.1 **Additional context** No issues on `3.2.4` ",0,panel invalid regular expression nothing to repeat with custom slug rules containing regression describe the bug when creating a new page in the panel as you type in the title field an error is displayed that says invalid regular expression nothing to repeat it appears the regression has to do with a custom slug override that includes a this was previously fixed with but seems to have been reverted in my config php for example php str language plus to reproduce steps to reproduce the behavior have custom slugs defined like above click on a create button in a pages section type a character of a title screenshots img width alt screen shot at am src kirby version console output none desktop please complete the following information os macos browser safari version version additional context no issues on ,0 49078,6008189458.0,IssuesEvent,2017-06-06 07:01:50,SchizoDuckie/DuckieTV,https://api.github.com/repos/SchizoDuckie/DuckieTV,closed,Chromium M59 will block URLs containing embedded credentials,3 - Done Chore high priority Testing Completed,"With the upgrade to nwjs 0.21.1 which is using Chromium M57, I have started seeing this warning on the DuckieTV console.log during the uTorrent WEBUI client connection to host: ``` app.authHttpBackend.js:138 Subresource requests whose URLs contain embedded credentials (e.g. `https://user:pass@host/`) are deprecated, and will be blocked in M59, around June 2017. See https://www.chromestatus.com/feature/5669008342777856 for more details. ``` I don't know how this impacts authHttpBackend.js, but presumably we will need to update our torrent clients to stop using embedded URL credentials, and place them into the header directly, is this correct? ",1.0,"Chromium M59 will block URLs containing embedded credentials - With the upgrade to nwjs 0.21.1 which is using Chromium M57, I have started seeing this warning on the DuckieTV console.log during the uTorrent WEBUI client connection to host: ``` app.authHttpBackend.js:138 Subresource requests whose URLs contain embedded credentials (e.g. `https://user:pass@host/`) are deprecated, and will be blocked in M59, around June 2017. See https://www.chromestatus.com/feature/5669008342777856 for more details. ``` I don't know how this impacts authHttpBackend.js, but presumably we will need to update our torrent clients to stop using embedded URL credentials, and place them into the header directly, is this correct? ",0,chromium will block urls containing embedded credentials with the upgrade to nwjs which is using chromium i have started seeing this warning on the duckietv console log during the utorrent webui client connection to host app authhttpbackend js subresource requests whose urls contain embedded credentials e g are deprecated and will be blocked in around june see for more details i don t know how this impacts authhttpbackend js but presumably we will need to update our torrent clients to stop using embedded url credentials and place them into the header directly is this correct ,0 11457,7244293645.0,IssuesEvent,2018-02-14 14:43:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Click on "".."" folder in Godot editor FileSystem dock does not indicate if the folder is clicked. ",bug topic:editor usability,"**Godot version:** Stable 3.0 **OS/device including version:** Linux Mint 18.3 Cinnamon 3.6.7 64-bit 4.13.0-21-generic **Issue description:** In the Godot editor, clicking on the "".."" folder in a subfolder does not highlight the folder, meaning you cannot tell if you clicked on it. In the second screenshot, the ball icon is clickable, but not the folder next to it: ![folder1](https://user-images.githubusercontent.com/35967259/35640614-937ad7a6-06b5-11e8-92c9-58bfd5431cec.png) ![folder2](https://user-images.githubusercontent.com/35967259/35640619-959dbd64-06b5-11e8-8d6d-1315fd5e200d.png) **Steps to reproduce:** 1. From the Godot editor, descend into a subfolder from the filesystem dock. 2. Click on the "".."" folder. ",True,"Click on "".."" folder in Godot editor FileSystem dock does not indicate if the folder is clicked. - **Godot version:** Stable 3.0 **OS/device including version:** Linux Mint 18.3 Cinnamon 3.6.7 64-bit 4.13.0-21-generic **Issue description:** In the Godot editor, clicking on the "".."" folder in a subfolder does not highlight the folder, meaning you cannot tell if you clicked on it. In the second screenshot, the ball icon is clickable, but not the folder next to it: ![folder1](https://user-images.githubusercontent.com/35967259/35640614-937ad7a6-06b5-11e8-92c9-58bfd5431cec.png) ![folder2](https://user-images.githubusercontent.com/35967259/35640619-959dbd64-06b5-11e8-8d6d-1315fd5e200d.png) **Steps to reproduce:** 1. From the Godot editor, descend into a subfolder from the filesystem dock. 2. Click on the "".."" folder. ",1,click on folder in godot editor filesystem dock does not indicate if the folder is clicked godot version stable os device including version linux mint cinnamon bit generic issue description in the godot editor clicking on the folder in a subfolder does not highlight the folder meaning you cannot tell if you clicked on it in the second screenshot the ball icon is clickable but not the folder next to it steps to reproduce from the godot editor descend into a subfolder from the filesystem dock click on the folder ,1 12671,8034255065.0,IssuesEvent,2018-07-29 16:30:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Undo/Redo not functional in AnimationTreePlayer editor,bug confirmed topic:editor usability,"Hi, Like the title say, Undo/Redo not functionnal in AnimationTreePlayer editor. ",True,"Undo/Redo not functional in AnimationTreePlayer editor - Hi, Like the title say, Undo/Redo not functionnal in AnimationTreePlayer editor. ",1,undo redo not functional in animationtreeplayer editor hi like the title say undo redo not functionnal in animationtreeplayer editor ,1 767452,26925740793.0,IssuesEvent,2023-02-07 13:41:29,OpenLiberty/liberty-tools-eclipse,https://api.github.com/repos/OpenLiberty/liberty-tools-eclipse,closed,"On Windows, when Eclipse IDE is closed, server JVM started via dev mode dashboard is left running ",bug high priority should-fix,"When the Eclipse IDE is closed after a server was started using the dashboard, the JVM running `mvn liberty:dev` is shut down, however the Liberty server JVM is left running. It looks like there is a ShutdownHook within the dev mode ci.common/ci.maven projects so not sure why this isn't doing the job.",1.0,"On Windows, when Eclipse IDE is closed, server JVM started via dev mode dashboard is left running - When the Eclipse IDE is closed after a server was started using the dashboard, the JVM running `mvn liberty:dev` is shut down, however the Liberty server JVM is left running. It looks like there is a ShutdownHook within the dev mode ci.common/ci.maven projects so not sure why this isn't doing the job.",0,on windows when eclipse ide is closed server jvm started via dev mode dashboard is left running when the eclipse ide is closed after a server was started using the dashboard the jvm running mvn liberty dev is shut down however the liberty server jvm is left running it looks like there is a shutdownhook within the dev mode ci common ci maven projects so not sure why this isn t doing the job ,0 124256,17772513210.0,IssuesEvent,2021-08-30 15:09:02,kapseliboi/core,https://api.github.com/repos/kapseliboi/core,opened,WS-2019-0425 (Medium) detected in mocha-2.5.3.tgz,security vulnerability,"## WS-2019-0425 - Medium Severity Vulnerability
Vulnerable Library - mocha-2.5.3.tgz

simple, flexible, fun test framework

Library home page: https://registry.npmjs.org/mocha/-/mocha-2.5.3.tgz

Dependency Hierarchy: - :x: **mocha-2.5.3.tgz** (Vulnerable Library)

Found in HEAD commit: e874360a594fee39a58bef623926d2a19086771d

Found in base branch: master

Vulnerability Details

Mocha is vulnerable to ReDoS attack. If the stack trace in utils.js begins with a large error message, and full-trace is not enabled, utils.stackTraceFilter() will take exponential run time.

Publish Date: 2019-01-24

URL: WS-2019-0425

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: v6.0.0

Release Date: 2020-05-07

Fix Resolution: https://github.com/mochajs/mocha/commit/1a43d8b11a64e4e85fe2a61aed91c259bbbac559

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"WS-2019-0425 (Medium) detected in mocha-2.5.3.tgz - ## WS-2019-0425 - Medium Severity Vulnerability
Vulnerable Library - mocha-2.5.3.tgz

simple, flexible, fun test framework

Library home page: https://registry.npmjs.org/mocha/-/mocha-2.5.3.tgz

Dependency Hierarchy: - :x: **mocha-2.5.3.tgz** (Vulnerable Library)

Found in HEAD commit: e874360a594fee39a58bef623926d2a19086771d

Found in base branch: master

Vulnerability Details

Mocha is vulnerable to ReDoS attack. If the stack trace in utils.js begins with a large error message, and full-trace is not enabled, utils.stackTraceFilter() will take exponential run time.

Publish Date: 2019-01-24

URL: WS-2019-0425

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: v6.0.0

Release Date: 2020-05-07

Fix Resolution: https://github.com/mochajs/mocha/commit/1a43d8b11a64e4e85fe2a61aed91c259bbbac559

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,ws medium detected in mocha tgz ws medium severity vulnerability vulnerable library mocha tgz simple flexible fun test framework library home page a href dependency hierarchy x mocha tgz vulnerable library found in head commit a href found in base branch master vulnerability details mocha is vulnerable to redos attack if the stack trace in utils js begins with a large error message and full trace is not enabled utils stacktracefilter will take exponential run time publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact low for more information on scores click a href suggested fix type upgrade version origin release date fix resolution step up your open source security game with whitesource ,0 598511,18246683705.0,IssuesEvent,2021-10-01 19:26:35,biocodellc/localcontexts_db,https://api.github.com/repos/biocodellc/localcontexts_db,closed,uploaded image duplicated names,low priority version 1,"Right now if two people upload an image with the same filename, the file will remain one and be overwritten. Assert unique filenames on upload. - [x] community creation support documents - [x] community images - [x] institution images - [ ] project images - [x] researcher images",1.0,"uploaded image duplicated names - Right now if two people upload an image with the same filename, the file will remain one and be overwritten. Assert unique filenames on upload. - [x] community creation support documents - [x] community images - [x] institution images - [ ] project images - [x] researcher images",0,uploaded image duplicated names right now if two people upload an image with the same filename the file will remain one and be overwritten assert unique filenames on upload community creation support documents community images institution images project images researcher images,0 12795,8109450625.0,IssuesEvent,2018-08-14 07:36:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,GDScript warnings should not appear as errors.,enhancement topic:editor usability," **Godot version:** Godot 3.1 0fc1c4e **OS/device including version:** Windows 10 64bit **Issue description:** I like having the warnings in the script editor. But they should not appear as errors when the game launches, this can be confusing and potentially cover up actual errors since if there's too many errors some errors will be dropped. ![errors](https://user-images.githubusercontent.com/11450875/44037381-2f330e06-9ee2-11e8-9943-0d84a54fd0e0.png) ",True,"GDScript warnings should not appear as errors. - **Godot version:** Godot 3.1 0fc1c4e **OS/device including version:** Windows 10 64bit **Issue description:** I like having the warnings in the script editor. But they should not appear as errors when the game launches, this can be confusing and potentially cover up actual errors since if there's too many errors some errors will be dropped. ![errors](https://user-images.githubusercontent.com/11450875/44037381-2f330e06-9ee2-11e8-9943-0d84a54fd0e0.png) ",1,gdscript warnings should not appear as errors please search existing issues for potential duplicates before filing yours godot version godot os device including version windows issue description i like having the warnings in the script editor but they should not appear as errors when the game launches this can be confusing and potentially cover up actual errors since if there s too many errors some errors will be dropped ,1 15754,10277046792.0,IssuesEvent,2019-08-24 23:44:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,@ operator doesn't have auto-completion,discussion topic:editor usability," **Godot version:** 89bcfa4b3 **Issue description:** Sooo there's this `@` operator, which is mostly used for NodePaths, like, you can export a NodePath and give it a default value with `@""path/to/node""`. But the operator doesn't provide any nice autocompletion like `$` does. It's probably disputable whether it should have it or not, but it occurred to me once that it could be useful sometimes.",True,"@ operator doesn't have auto-completion - **Godot version:** 89bcfa4b3 **Issue description:** Sooo there's this `@` operator, which is mostly used for NodePaths, like, you can export a NodePath and give it a default value with `@""path/to/node""`. But the operator doesn't provide any nice autocompletion like `$` does. It's probably disputable whether it should have it or not, but it occurred to me once that it could be useful sometimes.",1, operator doesn t have auto completion please search existing issues for potential duplicates before filing yours godot version issue description sooo there s this operator which is mostly used for nodepaths like you can export a nodepath and give it a default value with path to node but the operator doesn t provide any nice autocompletion like does it s probably disputable whether it should have it or not but it occurred to me once that it could be useful sometimes ,1 33360,15884666535.0,IssuesEvent,2021-04-09 19:15:48,ampproject/amp-wp,https://api.github.com/repos/ampproject/amp-wp,opened,Use loading=lazy as a signal for images to skip as candidates in DetermineHeroImages transformer,Enhancement Optimizer Performance,"## Feature description Update `DetermineHeroImages` transformer to use `loading=lazy` as a signal for images which should _not_ be prerendered. As can be seen in [wpcore#52139](https://core.trac.wordpress.org/ticket/52139), the featured image omits the `loading` attribute for the featured image because it should _not_ be loaded lazily. This is in contrast with images which are added to the content, which should be (normally). Another example of this is the Custom Logo which likewise does _not_ get `loading=lazy` as per [wpcore#50425](https://core.trac.wordpress.org/ticket/50425). The `DetermineHeroImages` transformer currently does SSR for Image blocks and Cover blocks which are at the beginning of the content: https://github.com/ampproject/amp-wp/blob/81b9df742d9f78fb5ee3657622d21eb8c7926f64/src/Transformer/DetermineHeroImages.php#L56-L75 That can remain in place. What could change however is the logic for determine the custom header and custom logo which currently rely on specific class names being present (and where there is a lack of standardization for custom headers): https://github.com/ampproject/amp-wp/blob/81b9df742d9f78fb5ee3657622d21eb8c7926f64/src/Transformer/DetermineHeroImages.php#L35-L40 The `CUSTOM_HEADER_XPATH_QUERY` in particular could be replaced as follows: ```php const CUSTOM_HEADER_XPATH_QUERY = "".//amp-img[ not( @data-hero ) and not( contains( concat( ' ', normalize-space( @class ), ' ' ), ' custom-logo ' ) ) ][ not( noscript/img/@loading ) or noscript/img/@loading != 'lazy' ][1]""; ``` This will select the first image that was not originally marked with `loading=lazy` (as the `AMP_Img_Sanitizer` will preserve that in the `noscript` fallback). For fear of `CUSTOM_HEADER_XPATH_QUERY` accidentally selecting an image out of the first viewport, some protection for this is proposed in https://github.com/ampproject/amp-toolbox/pull/1196. However, we'll have to decide whether `data-hero-candidate` should also get `loading=lazy` added to the SSR'ed image. Also, while using `loop_start` as suggested in https://github.com/ampproject/amp-wp/pull/5934#pullrequestreview-612653661 wasn't ideal, something else we could consider for the header image is only image nodes that occur before `FIRST_ENTRY_CONTENT_XPATH_QUERY`. Aside: The `CUSTOM_LOGO_XPATH_QUERY` should also be modified to only select the first result by adding `[1]` to the end of the expression. --------------- _Do not alter or remove anything below. The following sections will be managed by moderators only._ ## Acceptance criteria * ## Implementation brief * ## QA testing instructions * ## Demo * ## Changelog entry * ",True,"Use loading=lazy as a signal for images to skip as candidates in DetermineHeroImages transformer - ## Feature description Update `DetermineHeroImages` transformer to use `loading=lazy` as a signal for images which should _not_ be prerendered. As can be seen in [wpcore#52139](https://core.trac.wordpress.org/ticket/52139), the featured image omits the `loading` attribute for the featured image because it should _not_ be loaded lazily. This is in contrast with images which are added to the content, which should be (normally). Another example of this is the Custom Logo which likewise does _not_ get `loading=lazy` as per [wpcore#50425](https://core.trac.wordpress.org/ticket/50425). The `DetermineHeroImages` transformer currently does SSR for Image blocks and Cover blocks which are at the beginning of the content: https://github.com/ampproject/amp-wp/blob/81b9df742d9f78fb5ee3657622d21eb8c7926f64/src/Transformer/DetermineHeroImages.php#L56-L75 That can remain in place. What could change however is the logic for determine the custom header and custom logo which currently rely on specific class names being present (and where there is a lack of standardization for custom headers): https://github.com/ampproject/amp-wp/blob/81b9df742d9f78fb5ee3657622d21eb8c7926f64/src/Transformer/DetermineHeroImages.php#L35-L40 The `CUSTOM_HEADER_XPATH_QUERY` in particular could be replaced as follows: ```php const CUSTOM_HEADER_XPATH_QUERY = "".//amp-img[ not( @data-hero ) and not( contains( concat( ' ', normalize-space( @class ), ' ' ), ' custom-logo ' ) ) ][ not( noscript/img/@loading ) or noscript/img/@loading != 'lazy' ][1]""; ``` This will select the first image that was not originally marked with `loading=lazy` (as the `AMP_Img_Sanitizer` will preserve that in the `noscript` fallback). For fear of `CUSTOM_HEADER_XPATH_QUERY` accidentally selecting an image out of the first viewport, some protection for this is proposed in https://github.com/ampproject/amp-toolbox/pull/1196. However, we'll have to decide whether `data-hero-candidate` should also get `loading=lazy` added to the SSR'ed image. Also, while using `loop_start` as suggested in https://github.com/ampproject/amp-wp/pull/5934#pullrequestreview-612653661 wasn't ideal, something else we could consider for the header image is only image nodes that occur before `FIRST_ENTRY_CONTENT_XPATH_QUERY`. Aside: The `CUSTOM_LOGO_XPATH_QUERY` should also be modified to only select the first result by adding `[1]` to the end of the expression. --------------- _Do not alter or remove anything below. The following sections will be managed by moderators only._ ## Acceptance criteria * ## Implementation brief * ## QA testing instructions * ## Demo * ## Changelog entry * ",0,use loading lazy as a signal for images to skip as candidates in determineheroimages transformer feature description update determineheroimages transformer to use loading lazy as a signal for images which should not be prerendered as can be seen in the featured image omits the loading attribute for the featured image because it should not be loaded lazily this is in contrast with images which are added to the content which should be normally another example of this is the custom logo which likewise does not get loading lazy as per the determineheroimages transformer currently does ssr for image blocks and cover blocks which are at the beginning of the content that can remain in place what could change however is the logic for determine the custom header and custom logo which currently rely on specific class names being present and where there is a lack of standardization for custom headers the custom header xpath query in particular could be replaced as follows php const custom header xpath query amp img this will select the first image that was not originally marked with loading lazy as the amp img sanitizer will preserve that in the noscript fallback for fear of custom header xpath query accidentally selecting an image out of the first viewport some protection for this is proposed in however we ll have to decide whether data hero candidate should also get loading lazy added to the ssr ed image also while using loop start as suggested in wasn t ideal something else we could consider for the header image is only image nodes that occur before first entry content xpath query aside the custom logo xpath query should also be modified to only select the first result by adding to the end of the expression do not alter or remove anything below the following sections will be managed by moderators only acceptance criteria implementation brief qa testing instructions demo changelog entry ,0 15164,9810713176.0,IssuesEvent,2019-06-12 21:10:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add Script Name to Script Icon tooltip in Scene Tree,feature proposal junior job topic:editor usability,"**Godot version:** 3,1.1 stable **Issue description:** It would be useful to see the script name in script icon tooltip when mouse is over the script icon in scene tree. See the image. ![image](https://user-images.githubusercontent.com/11921431/59031953-c9cd5280-886d-11e9-9291-bd5866135f4b.png) ",True,"Add Script Name to Script Icon tooltip in Scene Tree - **Godot version:** 3,1.1 stable **Issue description:** It would be useful to see the script name in script icon tooltip when mouse is over the script icon in scene tree. See the image. ![image](https://user-images.githubusercontent.com/11921431/59031953-c9cd5280-886d-11e9-9291-bd5866135f4b.png) ",1,add script name to script icon tooltip in scene tree godot version stable issue description it would be useful to see the script name in script icon tooltip when mouse is over the script icon in scene tree see the image ,1 34046,7330651001.0,IssuesEvent,2018-03-05 10:39:09,primefaces/primeng,https://api.github.com/repos/primefaces/primeng,closed,Prevent fileUpload messages to display services messages,defect,"I'm using the MessageService with the global messages setup. Any time I publish a message with the service - the notification shows up inside the file upload content area. How can I specify which 'messages' it displays ? (ie. I still want notification on things like wrong file type, or file size, etc...)",1.0,"Prevent fileUpload messages to display services messages - I'm using the MessageService with the global messages setup. Any time I publish a message with the service - the notification shows up inside the file upload content area. How can I specify which 'messages' it displays ? (ie. I still want notification on things like wrong file type, or file size, etc...)",0,prevent fileupload messages to display services messages i m using the messageservice with the global messages setup any time i publish a message with the service the notification shows up inside the file upload content area how can i specify which messages it displays ie i still want notification on things like wrong file type or file size etc ,0 17183,9639324051.0,IssuesEvent,2019-05-16 13:19:11,mirumee/saleor,https://api.github.com/repos/mirumee/saleor,closed,Disable unneeded middlewares in the GraphQL API,graphql performance,"Following #3631, we would like to disable any unneeded middleware. Some middlewares are actually needed sometimes but not everytime though, those should become lazy middlewares.",True,"Disable unneeded middlewares in the GraphQL API - Following #3631, we would like to disable any unneeded middleware. Some middlewares are actually needed sometimes but not everytime though, those should become lazy middlewares.",0,disable unneeded middlewares in the graphql api following we would like to disable any unneeded middleware some middlewares are actually needed sometimes but not everytime though those should become lazy middlewares ,0 11217,7110041942.0,IssuesEvent,2018-01-17 09:15:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Frame Selection Shortcut (shift+f) activates ""camera fly mode"" not ""Frame Selection""",bug junior job topic:editor usability,"Godot version -> http://godot3builds.digitecnology.com/builds/2017-12-06.12:52:48.a8ae46e14/godot-v3.0-osx.fat.zip **Issue description:** Where is the ""Zoom to Selection Mode"" or Frame Selection ",True,"Frame Selection Shortcut (shift+f) activates ""camera fly mode"" not ""Frame Selection"" - Godot version -> http://godot3builds.digitecnology.com/builds/2017-12-06.12:52:48.a8ae46e14/godot-v3.0-osx.fat.zip **Issue description:** Where is the ""Zoom to Selection Mode"" or Frame Selection ",1,frame selection shortcut shift f activates camera fly mode not frame selection godot version issue description where is the zoom to selection mode or frame selection ,1 722193,24854151557.0,IssuesEvent,2022-10-26 23:30:23,pixijs/pixijs,https://api.github.com/repos/pixijs/pixijs,closed,Module Size Regression - Extra bundling,🔥 High Priority,"We've continued to have issues with bundle-size regression in v6.5 and v7. There are some things that are getting double-bundled when running `npm run build:prod`. https://bundlephobia.com/package/pixi.js@6.5.7",1.0,"Module Size Regression - Extra bundling - We've continued to have issues with bundle-size regression in v6.5 and v7. There are some things that are getting double-bundled when running `npm run build:prod`. https://bundlephobia.com/package/pixi.js@6.5.7",0,module size regression extra bundling we ve continued to have issues with bundle size regression in and there are some things that are getting double bundled when running npm run build prod ,0 229474,17570235208.0,IssuesEvent,2021-08-14 14:34:35,QPI-kr/admin-server,https://api.github.com/repos/QPI-kr/admin-server,closed,Elastic Search 학습,documentation,"참고 : https://esbook.kimjmin.net/01-overview/1.1-elastic-stack/1.1.1-elasticsearch # 🐹소개 ![image](https://user-images.githubusercontent.com/47145210/118152945-47ce0700-b450-11eb-977f-374e21af5f86.png) ## 1. full text 검색 엔진 JSON 문서 기반 Elasticsearch는 내부적으로는 역파일 색인 구조로 데이터를 저장하고 있으나, 사용자의 관점에서는 JSON 형식으로 데이터를 전달합니다. ## 2. Restful API Elasticsearch는 Rest API를 기본으로 지원하며 모든 데이터 조회, 입력, 삭제를 http 프로토콜을 통해 Rest API로 처리합니다. ## 3. 멀티 테넌시 Elasticsearch의 데이터들은 인덱스(Index) 라는 논리적인 집합 단위로 구성되며 서로 다른 저장소에 분산되어 저장됩니다. 서로 다른 인덱스들을 별도의 커넥션 없이 하나의 질의로 묶어서 검색하고, 검색 결과들을 하나의 출력으로 도출할 수 있는데, Elasticsearch의 이러한 특징을 멀티테넌시 라고 합니다. ",1.0,"Elastic Search 학습 - 참고 : https://esbook.kimjmin.net/01-overview/1.1-elastic-stack/1.1.1-elasticsearch # 🐹소개 ![image](https://user-images.githubusercontent.com/47145210/118152945-47ce0700-b450-11eb-977f-374e21af5f86.png) ## 1. full text 검색 엔진 JSON 문서 기반 Elasticsearch는 내부적으로는 역파일 색인 구조로 데이터를 저장하고 있으나, 사용자의 관점에서는 JSON 형식으로 데이터를 전달합니다. ## 2. Restful API Elasticsearch는 Rest API를 기본으로 지원하며 모든 데이터 조회, 입력, 삭제를 http 프로토콜을 통해 Rest API로 처리합니다. ## 3. 멀티 테넌시 Elasticsearch의 데이터들은 인덱스(Index) 라는 논리적인 집합 단위로 구성되며 서로 다른 저장소에 분산되어 저장됩니다. 서로 다른 인덱스들을 별도의 커넥션 없이 하나의 질의로 묶어서 검색하고, 검색 결과들을 하나의 출력으로 도출할 수 있는데, Elasticsearch의 이러한 특징을 멀티테넌시 라고 합니다. ",0,elastic search 학습 참고 🐹소개 full text 검색 엔진 json 문서 기반 elasticsearch는 내부적으로는 역파일 색인 구조로 데이터를 저장하고 있으나 사용자의 관점에서는 json 형식으로 데이터를 전달합니다 restful api elasticsearch는 rest api를 기본으로 지원하며 모든 데이터 조회 입력 삭제를 http 프로토콜을 통해 rest api로 처리합니다 멀티 테넌시 elasticsearch의 데이터들은 인덱스 index 라는 논리적인 집합 단위로 구성되며 서로 다른 저장소에 분산되어 저장됩니다 서로 다른 인덱스들을 별도의 커넥션 없이 하나의 질의로 묶어서 검색하고 검색 결과들을 하나의 출력으로 도출할 수 있는데 elasticsearch의 이러한 특징을 멀티테넌시 라고 합니다 ,0 9903,6500667762.0,IssuesEvent,2017-08-23 06:08:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Auto-indent destroy undo history,bug topic:editor usability,"Everything is in the title ^^ Basically if you use auto-indent, your editing history gets destroyed, meaning if you're unhappy with the auto-indent result, you have to close the file without saving it, then reopen it :'-( I've experienced this behavior with Godot 3 alpha but I think it is a much older issue: I believe this is due to 389d6ca0c7ad6d0609731b279f30df011c6bf40a, but I don't get the reason of this patch in the first place...",True,"Auto-indent destroy undo history - Everything is in the title ^^ Basically if you use auto-indent, your editing history gets destroyed, meaning if you're unhappy with the auto-indent result, you have to close the file without saving it, then reopen it :'-( I've experienced this behavior with Godot 3 alpha but I think it is a much older issue: I believe this is due to 389d6ca0c7ad6d0609731b279f30df011c6bf40a, but I don't get the reason of this patch in the first place...",1,auto indent destroy undo history everything is in the title basically if you use auto indent your editing history gets destroyed meaning if you re unhappy with the auto indent result you have to close the file without saving it then reopen it i ve experienced this behavior with godot alpha but i think it is a much older issue i believe this is due to but i don t get the reason of this patch in the first place ,1 14800,9531202378.0,IssuesEvent,2019-04-29 15:28:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,OptionButton's popup menu is not hidden,enhancement topic:editor usability,"**Godot version:** Godot 3.1 RC1 **Issue description:** Setting a OptionButton visibility to false while the popup menu is open does not hide/close the popup menu. ",True,"OptionButton's popup menu is not hidden - **Godot version:** Godot 3.1 RC1 **Issue description:** Setting a OptionButton visibility to false while the popup menu is open does not hide/close the popup menu. ",1,optionbutton s popup menu is not hidden godot version godot issue description setting a optionbutton visibility to false while the popup menu is open does not hide close the popup menu ,1 23501,22050717234.0,IssuesEvent,2022-05-30 08:24:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Jumping to member help no longer works,bug topic:editor usability regression,"### Godot version 3aa83a0 ### System information Windows 10 x64 ### Issue description After #61142, when you Ctrl+Click a method or property, the help page will not jump to it, because it's not yet loaded. Help should probably jump to the desired line after loading has finished. CC @Bruv ### Steps to reproduce 1. ```GDScript func _ready() -> void: pass ``` 2. Try Ctrl+Clicking `_ready()` 3. Node page opens, but scrolling stays at the top ### Minimal reproduction project _No response_",True,"Jumping to member help no longer works - ### Godot version 3aa83a0 ### System information Windows 10 x64 ### Issue description After #61142, when you Ctrl+Click a method or property, the help page will not jump to it, because it's not yet loaded. Help should probably jump to the desired line after loading has finished. CC @Bruv ### Steps to reproduce 1. ```GDScript func _ready() -> void: pass ``` 2. Try Ctrl+Clicking `_ready()` 3. Node page opens, but scrolling stays at the top ### Minimal reproduction project _No response_",1,jumping to member help no longer works godot version system information windows issue description after when you ctrl click a method or property the help page will not jump to it because it s not yet loaded help should probably jump to the desired line after loading has finished cc bruv steps to reproduce gdscript func ready void pass try ctrl clicking ready node page opens but scrolling stays at the top minimal reproduction project no response ,1 7560,5051576715.0,IssuesEvent,2016-12-20 22:20:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,SampleLibrary page prevents tab navigation,bug topic:editor usability,"#_(Not an important issue, but should be mentioned regardless)_ **How to replicate the problem:** 1. Start New Project (_optional_) 2. Create Node type ""SamplePlayer"". 3. In the Inspector, under ""Config""->""Samples"", change from __ to _New SampleLibrary_. 4. Click it again and select ""Edit"". This will overlap your current page with the sample library page. You are unable to leave this page by clicking on the tabs; 2D, 3D, Script or Help - so you are forced to finish whatever you are doing. A way I have found to leave this page (when not doing anything) it is by clicking on any node in the Scene window. Worth mentioning there is no indication of where you are (not counting inside the Inspector window). No title saying ""Sample Library"" or some other information to tell the user what ""page"" is he on. (Granted; most people usually know where they are and how they got there, but let us pretend the user is a dummy and create a user friendly program!) :) A suggestion to remedy this might be to make it _appear in a new window_ instead of replacing whatever page/tab you are currently in. ",True,"SampleLibrary page prevents tab navigation - #_(Not an important issue, but should be mentioned regardless)_ **How to replicate the problem:** 1. Start New Project (_optional_) 2. Create Node type ""SamplePlayer"". 3. In the Inspector, under ""Config""->""Samples"", change from __ to _New SampleLibrary_. 4. Click it again and select ""Edit"". This will overlap your current page with the sample library page. You are unable to leave this page by clicking on the tabs; 2D, 3D, Script or Help - so you are forced to finish whatever you are doing. A way I have found to leave this page (when not doing anything) it is by clicking on any node in the Scene window. Worth mentioning there is no indication of where you are (not counting inside the Inspector window). No title saying ""Sample Library"" or some other information to tell the user what ""page"" is he on. (Granted; most people usually know where they are and how they got there, but let us pretend the user is a dummy and create a user friendly program!) :) A suggestion to remedy this might be to make it _appear in a new window_ instead of replacing whatever page/tab you are currently in. ",1,samplelibrary page prevents tab navigation not an important issue but should be mentioned regardless how to replicate the problem start new project optional create node type sampleplayer in the inspector under config samples change from to new samplelibrary click it again and select edit this will overlap your current page with the sample library page you are unable to leave this page by clicking on the tabs script or help so you are forced to finish whatever you are doing a way i have found to leave this page when not doing anything it is by clicking on any node in the scene window worth mentioning there is no indication of where you are not counting inside the inspector window no title saying sample library or some other information to tell the user what page is he on granted most people usually know where they are and how they got there but let us pretend the user is a dummy and create a user friendly program a suggestion to remedy this might be to make it appear in a new window instead of replacing whatever page tab you are currently in ,1 15084,9746316113.0,IssuesEvent,2019-06-03 11:56:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,New icon for the Visual Shader resource,enhancement topic:editor usability,The current icon for the Visual Shader resource uses a clearly squished Shader icon. I think it could use a better treatment.,True,New icon for the Visual Shader resource - The current icon for the Visual Shader resource uses a clearly squished Shader icon. I think it could use a better treatment.,1,new icon for the visual shader resource the current icon for the visual shader resource uses a clearly squished shader icon i think it could use a better treatment ,1 44286,23542134782.0,IssuesEvent,2022-08-20 15:09:51,golang/go,https://api.github.com/repos/golang/go,closed,"net/http, crypto/tls: first HTTP request is consistently slower during TLS handshake in Go 1.17, but not 1.18",Performance NeedsInvestigation,"### What version of Go are you using (`go version`)?
$ go version
go version go1.17.5 darwin/amd64

### Does this issue reproduce with the latest release? Yes ### What operating system and processor architecture are you using (`go env`)?
go env Output
$ go env
GO111MODULE=""""
GOARCH=""amd64""
GOBIN=""""
GOEXE=""""
GOEXPERIMENT=""""
GOFLAGS=""""
GOHOSTARCH=""amd64""
GOHOSTOS=""darwin""
GOINSECURE=""""
GONOPROXY=""""
GONOSUMDB=""""
GOOS=""darwin""
GOPRIVATE=""""
GOPROXY=""https://proxy.golang.org,direct""
GOROOT=""/usr/local/go""
GOSUMDB=""sum.golang.org""
GOTMPDIR=""""
GOTOOLDIR=""/usr/local/go/pkg/tool/darwin_amd64""
GOVCS=""""
GOVERSION=""go1.17.5""
GCCGO=""gccgo""
AR=""ar""
CC=""clang""
CXX=""clang++""
CGO_ENABLED=""1""
CGO_CFLAGS=""-g -O2""
CGO_CPPFLAGS=""""
CGO_CXXFLAGS=""-g -O2""
CGO_FFLAGS=""-g -O2""
CGO_LDFLAGS=""-g -O2""
PKG_CONFIG=""pkg-config""
GOGCCFLAGS=""-fPIC -arch x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/0h/wc_q919d4_9_f0wj1p4v4h840000gn/T/go-build4221745526=/tmp/go-build -gno-record-gcc-switches -fno-common""
### What did you do? I'm seeing the first http request using `net/http` package and `Client` to be consistently 100-200ms slower than the consecutive ones. This happens both when sending requests to one or multiple servers. The code to reproduce the issue: ``` package main import ( ""crypto/tls"" ""fmt"" ""net/http"" ""net/http/httptrace"" ""time"" ) func main() { request := func (client *http.Client, url string) { t := time.Now() fmt.Println("""") clientTrace := &httptrace.ClientTrace{ GetConn: func(hostPort string) { s := time.Now(); fmt.Println(s.Sub(t), ""starting to create conn "", hostPort); t = s }, DNSStart: func(info httptrace.DNSStartInfo) { s := time.Now(); fmt.Println(s.Sub(t), ""starting to look up dns"", info); t = s }, DNSDone: func(info httptrace.DNSDoneInfo) { s := time.Now(); fmt.Println(s.Sub(t), ""done looking up dns"", info); t = s }, ConnectStart: func(network, addr string) { s := time.Now(); fmt.Println(s.Sub(t), ""starting tcp connection"", network, addr); t = s }, ConnectDone: func(network, addr string, err error) { s := time.Now(); fmt.Println(s.Sub(t), ""tcp connection created"", network, addr, err) ; t = s}, GotConn: func(info httptrace.GotConnInfo) { s := time.Now(); fmt.Println(s.Sub(t), ""connection established"", info.Reused); t = s }, GotFirstResponseByte: func() { s := time.Now(); fmt.Println(s.Sub(t), ""got first byte""); t = s }, TLSHandshakeStart: func() { s := time.Now(); fmt.Println(s.Sub(t), ""handshake start""); t = s }, TLSHandshakeDone: func(tt tls.ConnectionState, e error) {s := time.Now(); fmt.Println(s.Sub(t), ""handshake end""); t = s}, } req, _ := http.NewRequest(""GET"", url, nil) req.Close = true clientTraceCtx := httptrace.WithClientTrace(req.Context(), clientTrace) req = req.WithContext(clientTraceCtx) response, _ := client.Do(req) response.Body.Close() } client := &http.Client{} request(client, ""https://news.ycombinator.com"") client = &http.Client{} request(client, ""https://news.ycombinator.com"") client = &http.Client{} request(client, ""https://news.ycombinator.com"") } ``` ### What did you expect to see? Roughly the same timings for all the requests. ### What did you see instead? ``` 145.166µs starting to create conn news.ycombinator.com:443 276.459µs starting to look up dns {news.ycombinator.com} 58.451916ms done looking up dns {[{209.216.230.240 }] false} 616.542µs starting tcp connection tcp 209.216.230.240:443 190.6365ms tcp connection created tcp 209.216.230.240:443 711.875µs handshake start 517.936208ms handshake end 620.167µs connection established false 194.723083ms got first byte 115.5µs starting to create conn news.ycombinator.com:443 93.959µs starting to look up dns {news.ycombinator.com} 8.060583ms done looking up dns {[{209.216.230.240 }] false} 41.167µs starting tcp connection tcp 209.216.230.240:443 179.021541ms tcp connection created tcp 209.216.230.240:443 224.875µs handshake start 362.071834ms handshake end 152.291µs connection established false 180.119625ms got first byte 91.333µs starting to create conn news.ycombinator.com:443 129.208µs starting to look up dns {news.ycombinator.com} 2.597417ms done looking up dns {[{209.216.230.240 }] false} 74.833µs starting tcp connection tcp 209.216.230.240:443 181.5515ms tcp connection created tcp 209.216.230.240:443 151.334µs handshake start 359.525791ms handshake end 157.042µs connection established false 179.980583ms got first byte ``` The slowdown for the first request happens for every server I tried and it's always only the first request, whether the Client is reused or recreated for every request. Just to make sure that there's no confusion - I tried this for multiple servers, the first request is always slower. For server X, the average request duration is N if it's the first request and M if it's one of the consecutive requests. Duration M for consecutive requests is roughly the same across multiple runs regardless of whether the first request was to the server X or some other server. The duration M is always 100-200ms lower than N. The logs I posted seem to indicate that the bulk of the slowdown is coming from TLS handshake. I couldn't find anything in the code that would point to some overhead/initialization happening exclusively for the first request. I'm not necessarily saying there's a bug - this might be the expected behavior. In that case it would be great to update the documentation, I spend few hours researching this and found no explanation for this behavior. Thank you for your time!",True,"net/http, crypto/tls: first HTTP request is consistently slower during TLS handshake in Go 1.17, but not 1.18 - ### What version of Go are you using (`go version`)?
$ go version
go version go1.17.5 darwin/amd64

### Does this issue reproduce with the latest release? Yes ### What operating system and processor architecture are you using (`go env`)?
go env Output
$ go env
GO111MODULE=""""
GOARCH=""amd64""
GOBIN=""""
GOEXE=""""
GOEXPERIMENT=""""
GOFLAGS=""""
GOHOSTARCH=""amd64""
GOHOSTOS=""darwin""
GOINSECURE=""""
GONOPROXY=""""
GONOSUMDB=""""
GOOS=""darwin""
GOPRIVATE=""""
GOPROXY=""https://proxy.golang.org,direct""
GOROOT=""/usr/local/go""
GOSUMDB=""sum.golang.org""
GOTMPDIR=""""
GOTOOLDIR=""/usr/local/go/pkg/tool/darwin_amd64""
GOVCS=""""
GOVERSION=""go1.17.5""
GCCGO=""gccgo""
AR=""ar""
CC=""clang""
CXX=""clang++""
CGO_ENABLED=""1""
CGO_CFLAGS=""-g -O2""
CGO_CPPFLAGS=""""
CGO_CXXFLAGS=""-g -O2""
CGO_FFLAGS=""-g -O2""
CGO_LDFLAGS=""-g -O2""
PKG_CONFIG=""pkg-config""
GOGCCFLAGS=""-fPIC -arch x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/0h/wc_q919d4_9_f0wj1p4v4h840000gn/T/go-build4221745526=/tmp/go-build -gno-record-gcc-switches -fno-common""
### What did you do? I'm seeing the first http request using `net/http` package and `Client` to be consistently 100-200ms slower than the consecutive ones. This happens both when sending requests to one or multiple servers. The code to reproduce the issue: ``` package main import ( ""crypto/tls"" ""fmt"" ""net/http"" ""net/http/httptrace"" ""time"" ) func main() { request := func (client *http.Client, url string) { t := time.Now() fmt.Println("""") clientTrace := &httptrace.ClientTrace{ GetConn: func(hostPort string) { s := time.Now(); fmt.Println(s.Sub(t), ""starting to create conn "", hostPort); t = s }, DNSStart: func(info httptrace.DNSStartInfo) { s := time.Now(); fmt.Println(s.Sub(t), ""starting to look up dns"", info); t = s }, DNSDone: func(info httptrace.DNSDoneInfo) { s := time.Now(); fmt.Println(s.Sub(t), ""done looking up dns"", info); t = s }, ConnectStart: func(network, addr string) { s := time.Now(); fmt.Println(s.Sub(t), ""starting tcp connection"", network, addr); t = s }, ConnectDone: func(network, addr string, err error) { s := time.Now(); fmt.Println(s.Sub(t), ""tcp connection created"", network, addr, err) ; t = s}, GotConn: func(info httptrace.GotConnInfo) { s := time.Now(); fmt.Println(s.Sub(t), ""connection established"", info.Reused); t = s }, GotFirstResponseByte: func() { s := time.Now(); fmt.Println(s.Sub(t), ""got first byte""); t = s }, TLSHandshakeStart: func() { s := time.Now(); fmt.Println(s.Sub(t), ""handshake start""); t = s }, TLSHandshakeDone: func(tt tls.ConnectionState, e error) {s := time.Now(); fmt.Println(s.Sub(t), ""handshake end""); t = s}, } req, _ := http.NewRequest(""GET"", url, nil) req.Close = true clientTraceCtx := httptrace.WithClientTrace(req.Context(), clientTrace) req = req.WithContext(clientTraceCtx) response, _ := client.Do(req) response.Body.Close() } client := &http.Client{} request(client, ""https://news.ycombinator.com"") client = &http.Client{} request(client, ""https://news.ycombinator.com"") client = &http.Client{} request(client, ""https://news.ycombinator.com"") } ``` ### What did you expect to see? Roughly the same timings for all the requests. ### What did you see instead? ``` 145.166µs starting to create conn news.ycombinator.com:443 276.459µs starting to look up dns {news.ycombinator.com} 58.451916ms done looking up dns {[{209.216.230.240 }] false} 616.542µs starting tcp connection tcp 209.216.230.240:443 190.6365ms tcp connection created tcp 209.216.230.240:443 711.875µs handshake start 517.936208ms handshake end 620.167µs connection established false 194.723083ms got first byte 115.5µs starting to create conn news.ycombinator.com:443 93.959µs starting to look up dns {news.ycombinator.com} 8.060583ms done looking up dns {[{209.216.230.240 }] false} 41.167µs starting tcp connection tcp 209.216.230.240:443 179.021541ms tcp connection created tcp 209.216.230.240:443 224.875µs handshake start 362.071834ms handshake end 152.291µs connection established false 180.119625ms got first byte 91.333µs starting to create conn news.ycombinator.com:443 129.208µs starting to look up dns {news.ycombinator.com} 2.597417ms done looking up dns {[{209.216.230.240 }] false} 74.833µs starting tcp connection tcp 209.216.230.240:443 181.5515ms tcp connection created tcp 209.216.230.240:443 151.334µs handshake start 359.525791ms handshake end 157.042µs connection established false 179.980583ms got first byte ``` The slowdown for the first request happens for every server I tried and it's always only the first request, whether the Client is reused or recreated for every request. Just to make sure that there's no confusion - I tried this for multiple servers, the first request is always slower. For server X, the average request duration is N if it's the first request and M if it's one of the consecutive requests. Duration M for consecutive requests is roughly the same across multiple runs regardless of whether the first request was to the server X or some other server. The duration M is always 100-200ms lower than N. The logs I posted seem to indicate that the bulk of the slowdown is coming from TLS handshake. I couldn't find anything in the code that would point to some overhead/initialization happening exclusively for the first request. I'm not necessarily saying there's a bug - this might be the expected behavior. In that case it would be great to update the documentation, I spend few hours researching this and found no explanation for this behavior. Thank you for your time!",0,net http crypto tls first http request is consistently slower during tls handshake in go but not what version of go are you using go version go version go version darwin does this issue reproduce with the latest release yes what operating system and processor architecture are you using go env go env output go env goarch gobin goexe goexperiment goflags gohostarch gohostos darwin goinsecure gonoproxy gonosumdb goos darwin goprivate goproxy goroot usr local go gosumdb sum golang org gotmpdir gotooldir usr local go pkg tool darwin govcs goversion gccgo gccgo ar ar cc clang cxx clang cgo enabled cgo cflags g cgo cppflags cgo cxxflags g cgo fflags g cgo ldflags g pkg config pkg config gogccflags fpic arch pthread fno caret diagnostics qunused arguments fmessage length fdebug prefix map var folders wc t go tmp go build gno record gcc switches fno common what did you do i m seeing the first http request using net http package and client to be consistently slower than the consecutive ones this happens both when sending requests to one or multiple servers the code to reproduce the issue package main import crypto tls fmt net http net http httptrace time func main request func client http client url string t time now fmt println clienttrace httptrace clienttrace getconn func hostport string s time now fmt println s sub t starting to create conn hostport t s dnsstart func info httptrace dnsstartinfo s time now fmt println s sub t starting to look up dns info t s dnsdone func info httptrace dnsdoneinfo s time now fmt println s sub t done looking up dns info t s connectstart func network addr string s time now fmt println s sub t starting tcp connection network addr t s connectdone func network addr string err error s time now fmt println s sub t tcp connection created network addr err t s gotconn func info httptrace gotconninfo s time now fmt println s sub t connection established info reused t s gotfirstresponsebyte func s time now fmt println s sub t got first byte t s tlshandshakestart func s time now fmt println s sub t handshake start t s tlshandshakedone func tt tls connectionstate e error s time now fmt println s sub t handshake end t s req http newrequest get url nil req close true clienttracectx httptrace withclienttrace req context clienttrace req req withcontext clienttracectx response client do req response body close client http client request client client http client request client client http client request client what did you expect to see roughly the same timings for all the requests what did you see instead starting to create conn news ycombinator com starting to look up dns news ycombinator com done looking up dns false starting tcp connection tcp tcp connection created tcp handshake start handshake end connection established false got first byte starting to create conn news ycombinator com starting to look up dns news ycombinator com done looking up dns false starting tcp connection tcp tcp connection created tcp handshake start handshake end connection established false got first byte starting to create conn news ycombinator com starting to look up dns news ycombinator com done looking up dns false starting tcp connection tcp tcp connection created tcp handshake start handshake end connection established false got first byte the slowdown for the first request happens for every server i tried and it s always only the first request whether the client is reused or recreated for every request just to make sure that there s no confusion i tried this for multiple servers the first request is always slower for server x the average request duration is n if it s the first request and m if it s one of the consecutive requests duration m for consecutive requests is roughly the same across multiple runs regardless of whether the first request was to the server x or some other server the duration m is always lower than n the logs i posted seem to indicate that the bulk of the slowdown is coming from tls handshake i couldn t find anything in the code that would point to some overhead initialization happening exclusively for the first request i m not necessarily saying there s a bug this might be the expected behavior in that case it would be great to update the documentation i spend few hours researching this and found no explanation for this behavior thank you for your time ,0 12348,3069354829.0,IssuesEvent,2015-08-18 20:04:57,nethergrim/vk_client,https://api.github.com/repos/nethergrim/vk_client,closed,[VK-58]: Improvements - chat screen,Design Developing enhancement Functionality,Now design is not best-looking. Also FPS rate is too small. Please make some optimizations.,1.0,[VK-58]: Improvements - chat screen - Now design is not best-looking. Also FPS rate is too small. Please make some optimizations.,0, improvements chat screen now design is not best looking also fps rate is too small please make some optimizations ,0 164912,20509683176.0,IssuesEvent,2022-03-01 04:09:55,ZcashFoundation/zebra,https://api.github.com/repos/ZcashFoundation/zebra,closed,Document how we review mempool behaviour changes after audit,A-docs P-Medium :zap: C-security I-usability,"## Motivation We have implemented a mempool in Zebra, but we don't know if it is complete, because Zcash mempools are only partly documented. After we get the mempool audited, we will need to make sure Zebra keeps implementing compatible mempool behaviour. Mempool behaviour changes can happen due to: - ZIP changes - spec changes which apply to the mempool (this is usually not documented) - Zebra mempool behaviour bugs - refactors - dependency updates ### Scheduling We should spend an hour or two creating a draft document, then update it later as needed. This should be part of the consensus rule documentation in #3186. ## Process Changes In general: - it's ok if we accept more transactions than zcashd, because they will get filtered out eventually - we need to carefully justify rejecting transactions that zcashd accepts, because transaction rejections can be really confusing for Zebra users So we should document the requirements for new mempool validation, and mempool behaviour updates: - quote the mempool rule from a ZIP, Bitcoin docs, or `zcashd` codebase - link to the relevant section in the ZIP, docs, or code - explain how Zebra is compatible with the mempool rule - test success and failure cases for the mempool rule - validate test vectors from zcashd, if available We should also document how we identify the code that can change mempool behaviour: - the function that implements the mempool behaviour - all code that it calls, including other Zebra crates, and external dependencies - any code that changes the data that's given to the function (for example, any changes to the transaction verifier) ## Related Work - #3183 - #3186 - #3187",True,"Document how we review mempool behaviour changes after audit - ## Motivation We have implemented a mempool in Zebra, but we don't know if it is complete, because Zcash mempools are only partly documented. After we get the mempool audited, we will need to make sure Zebra keeps implementing compatible mempool behaviour. Mempool behaviour changes can happen due to: - ZIP changes - spec changes which apply to the mempool (this is usually not documented) - Zebra mempool behaviour bugs - refactors - dependency updates ### Scheduling We should spend an hour or two creating a draft document, then update it later as needed. This should be part of the consensus rule documentation in #3186. ## Process Changes In general: - it's ok if we accept more transactions than zcashd, because they will get filtered out eventually - we need to carefully justify rejecting transactions that zcashd accepts, because transaction rejections can be really confusing for Zebra users So we should document the requirements for new mempool validation, and mempool behaviour updates: - quote the mempool rule from a ZIP, Bitcoin docs, or `zcashd` codebase - link to the relevant section in the ZIP, docs, or code - explain how Zebra is compatible with the mempool rule - test success and failure cases for the mempool rule - validate test vectors from zcashd, if available We should also document how we identify the code that can change mempool behaviour: - the function that implements the mempool behaviour - all code that it calls, including other Zebra crates, and external dependencies - any code that changes the data that's given to the function (for example, any changes to the transaction verifier) ## Related Work - #3183 - #3186 - #3187",0,document how we review mempool behaviour changes after audit motivation we have implemented a mempool in zebra but we don t know if it is complete because zcash mempools are only partly documented after we get the mempool audited we will need to make sure zebra keeps implementing compatible mempool behaviour mempool behaviour changes can happen due to zip changes spec changes which apply to the mempool this is usually not documented zebra mempool behaviour bugs refactors dependency updates scheduling we should spend an hour or two creating a draft document then update it later as needed this should be part of the consensus rule documentation in process changes in general it s ok if we accept more transactions than zcashd because they will get filtered out eventually we need to carefully justify rejecting transactions that zcashd accepts because transaction rejections can be really confusing for zebra users so we should document the requirements for new mempool validation and mempool behaviour updates quote the mempool rule from a zip bitcoin docs or zcashd codebase link to the relevant section in the zip docs or code explain how zebra is compatible with the mempool rule test success and failure cases for the mempool rule validate test vectors from zcashd if available we should also document how we identify the code that can change mempool behaviour the function that implements the mempool behaviour all code that it calls including other zebra crates and external dependencies any code that changes the data that s given to the function for example any changes to the transaction verifier related work ,0 522708,15166281330.0,IssuesEvent,2021-02-12 16:09:33,fidelity/kconnect,https://api.github.com/repos/fidelity/kconnect,closed,Re-visit plugin registration / interface,area/cli kind/feature priority/important,"**Describe the solution you'd like:** Currently the identity and cluster provider plugins are created and registsred as part from init functions and imports. For example: https://github.com/fidelity/kconnect/blob/main/pkg/plugins/identity/saml/saml.go#L53 This has the effect that the plugin is created before the main function is run and so the logger isn't setup from the command line arguments by then. This means we end up with code in each of the exported functions to ensurethe logger is setup: https://github.com/fidelity/kconnect/blob/main/pkg/plugins/identity/saml/saml.go#L75 This isn't good as its easy to forget to add it and really it should be done in 1 place. We have 2 options: 1. Delay the creation of the plugins until they are needed. This means changing the plugin registration mechanism. 2. Add a function to the plugin interface called Setup/Initialize that is called by the registry when you **Get** a plugin: https://github.com/fidelity/kconnect/blob/main/pkg/provider/registry.go#L71 May be influenced by the discussion of #155 ",1.0,"Re-visit plugin registration / interface - **Describe the solution you'd like:** Currently the identity and cluster provider plugins are created and registsred as part from init functions and imports. For example: https://github.com/fidelity/kconnect/blob/main/pkg/plugins/identity/saml/saml.go#L53 This has the effect that the plugin is created before the main function is run and so the logger isn't setup from the command line arguments by then. This means we end up with code in each of the exported functions to ensurethe logger is setup: https://github.com/fidelity/kconnect/blob/main/pkg/plugins/identity/saml/saml.go#L75 This isn't good as its easy to forget to add it and really it should be done in 1 place. We have 2 options: 1. Delay the creation of the plugins until they are needed. This means changing the plugin registration mechanism. 2. Add a function to the plugin interface called Setup/Initialize that is called by the registry when you **Get** a plugin: https://github.com/fidelity/kconnect/blob/main/pkg/provider/registry.go#L71 May be influenced by the discussion of #155 ",0,re visit plugin registration interface describe the solution you d like currently the identity and cluster provider plugins are created and registsred as part from init functions and imports for example this has the effect that the plugin is created before the main function is run and so the logger isn t setup from the command line arguments by then this means we end up with code in each of the exported functions to ensurethe logger is setup this isn t good as its easy to forget to add it and really it should be done in place we have options delay the creation of the plugins until they are needed this means changing the plugin registration mechanism add a function to the plugin interface called setup initialize that is called by the registry when you get a plugin may be influenced by the discussion of ,0 11867,7495334909.0,IssuesEvent,2018-04-07 19:41:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Radio-button-looking entries for PopupMenu,feature proposal topic:editor usability,"Currently you can add checkable items to `PopupMenu`s. They'll be displayed with a checkbox-like graphic before the text. The problem is see is in some menus, options in certain groups are presented like checkable, yet they are mutually exclusive, so the convention about individually checkable items break, For instance, in the 3D editor, the _View_ dropdown has some options you can enable/disable individually while it also has entries for different numbers of viewports and, yet only one of them can be active at a time, they are presented as checkboxes: ![check-items](https://user-images.githubusercontent.com/11797174/32995443-9f56f62e-cd74-11e7-81e5-fb92bf286d65.png) It would be nice to be able to add items that look like radio buttons to add more clarity to the UI. I can add the code and update menus that are displayed as checkable but treated as radios, but I'd need the graphics.",True,"Radio-button-looking entries for PopupMenu - Currently you can add checkable items to `PopupMenu`s. They'll be displayed with a checkbox-like graphic before the text. The problem is see is in some menus, options in certain groups are presented like checkable, yet they are mutually exclusive, so the convention about individually checkable items break, For instance, in the 3D editor, the _View_ dropdown has some options you can enable/disable individually while it also has entries for different numbers of viewports and, yet only one of them can be active at a time, they are presented as checkboxes: ![check-items](https://user-images.githubusercontent.com/11797174/32995443-9f56f62e-cd74-11e7-81e5-fb92bf286d65.png) It would be nice to be able to add items that look like radio buttons to add more clarity to the UI. I can add the code and update menus that are displayed as checkable but treated as radios, but I'd need the graphics.",1,radio button looking entries for popupmenu currently you can add checkable items to popupmenu s they ll be displayed with a checkbox like graphic before the text the problem is see is in some menus options in certain groups are presented like checkable yet they are mutually exclusive so the convention about individually checkable items break for instance in the editor the view dropdown has some options you can enable disable individually while it also has entries for different numbers of viewports and yet only one of them can be active at a time they are presented as checkboxes it would be nice to be able to add items that look like radio buttons to add more clarity to the ui i can add the code and update menus that are displayed as checkable but treated as radios but i d need the graphics ,1 67437,14878530365.0,IssuesEvent,2021-01-20 05:55:43,turkdevops/angular,https://api.github.com/repos/turkdevops/angular,opened,CVE-2020-7598 (Medium) detected in multiple libraries,security vulnerability,"## CVE-2020-7598 - Medium Severity Vulnerability
Vulnerable Libraries - minimist-0.0.10.tgz, minimist-0.0.8.tgz, minimist-1.2.0.tgz

minimist-0.0.10.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-0.0.10.tgz

Path to dependency file: angular/integration/ng_elements/yarn.lock

Path to vulnerable library: angular/integration/ng_elements/yarn.lock,angular/aio/node_modules/minimist/package.json,angular/integration/i18n/yarn.lock,angular/node_modules/minimist/package.json,angular/integration/cli-hello-world-ivy-minimal/yarn.lock,angular/integration/platform-server/yarn.lock,angular/integration/ngcc/yarn.lock,angular/integration/trusted-types/yarn.lock,angular/integration/cli-hello-world/yarn.lock,angular/integration/ng_update_migrations/yarn.lock,angular/integration/cli-hello-world-lazy/yarn.lock,angular/integration/cli-hello-world-ivy-i18n/yarn.lock,angular/integration/hello_world__systemjs_umd/yarn.lock,angular/integration/hello_world__closure/yarn.lock,angular/integration/dynamic-compiler/yarn.lock,angular/integration/cli-hello-world-ivy-compat/yarn.lock,angular/integration/injectable-def/yarn.lock,angular/integration/ivy-i18n/yarn.lock,angular/integration/bazel/yarn.lock,angular/integration/cli-hello-world-lazy-rollup/yarn.lock

Dependency Hierarchy: - http-server-0.11.1.tgz (Root Library) - optimist-0.6.1.tgz - :x: **minimist-0.0.10.tgz** (Vulnerable Library)

minimist-0.0.8.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-0.0.8.tgz

Path to dependency file: angular/integration/cli-hello-world-ivy-minimal/yarn.lock

Path to vulnerable library: angular/integration/cli-hello-world-ivy-minimal/yarn.lock,angular/integration/platform-server/yarn.lock,angular/node_modules/minimist/package.json,angular/integration/injectable-def/yarn.lock,angular/integration/hello_world__closure/yarn.lock,angular/integration/cli-hello-world-lazy/yarn.lock,angular/integration/dynamic-compiler/yarn.lock,angular/integration/ng_elements/yarn.lock,angular/integration/ng_update_migrations/yarn.lock,angular/integration/bazel/yarn.lock,angular/integration/ng_elements_schematics/node_modules/minimist/package.json,angular/integration/hello_world__systemjs_umd/yarn.lock,angular/integration/cli-hello-world-lazy-rollup/yarn.lock,angular/packages/zone.js/node_modules/minimist/package.json,angular/integration/ivy-i18n/yarn.lock,angular/integration/cli-hello-world/yarn.lock,angular/aio/node_modules/minimist/package.json,angular/integration/cli-hello-world-ivy-compat/yarn.lock,angular/integration/cli-hello-world-ivy-i18n/yarn.lock,angular/integration/i18n/yarn.lock

Dependency Hierarchy: - mkdirp-0.5.1.tgz (Root Library) - :x: **minimist-0.0.8.tgz** (Vulnerable Library)

minimist-1.2.0.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-1.2.0.tgz

Path to dependency file: angular/integration/ngcc/yarn.lock

Path to vulnerable library: angular/integration/ngcc/yarn.lock,angular/aio/aio-builds-setup/dockerbuild/scripts-js/node_modules/minimist/package.json,angular/integration/terser/yarn.lock,angular/integration/dynamic-compiler/yarn.lock,angular/integration/ng_elements/yarn.lock,angular/integration/ng_update_migrations/yarn.lock,angular/integration/ivy-i18n/yarn.lock,angular/integration/hello_world__closure/yarn.lock,angular/integration/cli-hello-world-lazy/yarn.lock,angular/integration/cli-hello-world/yarn.lock,angular/integration/injectable-def/yarn.lock,angular/integration/ng_update/yarn.lock,angular/integration/hello_world__systemjs_umd/yarn.lock,angular/integration/cli-hello-world-lazy-rollup/yarn.lock,angular/integration/side-effects/yarn.lock,angular/node_modules/minimist/package.json,angular/integration/bazel/yarn.lock,angular/integration/cli-hello-world-ivy-minimal/yarn.lock,angular/integration/platform-server/yarn.lock,angular/integration/i18n/yarn.lock,angular/integration/cli-hello-world-ivy-compat/yarn.lock,angular/aio/node_modules/minimist/package.json,angular/integration/cli-hello-world-ivy-i18n/yarn.lock

Dependency Hierarchy: - :x: **minimist-1.2.0.tgz** (Vulnerable Library)

Found in HEAD commit: c6aca37f442da8c55a02d7c53ccc58100ab004f3

Found in base branch: labs/router

Vulnerability Details

minimist before 1.2.2 could be tricked into adding or modifying properties of Object.prototype using a ""constructor"" or ""__proto__"" payload.

Publish Date: 2020-03-11

URL: CVE-2020-7598

CVSS 3 Score Details (5.6)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/substack/minimist/commit/63e7ed05aa4b1889ec2f3b196426db4500cbda94

Release Date: 2020-03-11

Fix Resolution: minimist - 0.2.1,1.2.3

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2020-7598 (Medium) detected in multiple libraries - ## CVE-2020-7598 - Medium Severity Vulnerability
Vulnerable Libraries - minimist-0.0.10.tgz, minimist-0.0.8.tgz, minimist-1.2.0.tgz

minimist-0.0.10.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-0.0.10.tgz

Path to dependency file: angular/integration/ng_elements/yarn.lock

Path to vulnerable library: angular/integration/ng_elements/yarn.lock,angular/aio/node_modules/minimist/package.json,angular/integration/i18n/yarn.lock,angular/node_modules/minimist/package.json,angular/integration/cli-hello-world-ivy-minimal/yarn.lock,angular/integration/platform-server/yarn.lock,angular/integration/ngcc/yarn.lock,angular/integration/trusted-types/yarn.lock,angular/integration/cli-hello-world/yarn.lock,angular/integration/ng_update_migrations/yarn.lock,angular/integration/cli-hello-world-lazy/yarn.lock,angular/integration/cli-hello-world-ivy-i18n/yarn.lock,angular/integration/hello_world__systemjs_umd/yarn.lock,angular/integration/hello_world__closure/yarn.lock,angular/integration/dynamic-compiler/yarn.lock,angular/integration/cli-hello-world-ivy-compat/yarn.lock,angular/integration/injectable-def/yarn.lock,angular/integration/ivy-i18n/yarn.lock,angular/integration/bazel/yarn.lock,angular/integration/cli-hello-world-lazy-rollup/yarn.lock

Dependency Hierarchy: - http-server-0.11.1.tgz (Root Library) - optimist-0.6.1.tgz - :x: **minimist-0.0.10.tgz** (Vulnerable Library)

minimist-0.0.8.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-0.0.8.tgz

Path to dependency file: angular/integration/cli-hello-world-ivy-minimal/yarn.lock

Path to vulnerable library: angular/integration/cli-hello-world-ivy-minimal/yarn.lock,angular/integration/platform-server/yarn.lock,angular/node_modules/minimist/package.json,angular/integration/injectable-def/yarn.lock,angular/integration/hello_world__closure/yarn.lock,angular/integration/cli-hello-world-lazy/yarn.lock,angular/integration/dynamic-compiler/yarn.lock,angular/integration/ng_elements/yarn.lock,angular/integration/ng_update_migrations/yarn.lock,angular/integration/bazel/yarn.lock,angular/integration/ng_elements_schematics/node_modules/minimist/package.json,angular/integration/hello_world__systemjs_umd/yarn.lock,angular/integration/cli-hello-world-lazy-rollup/yarn.lock,angular/packages/zone.js/node_modules/minimist/package.json,angular/integration/ivy-i18n/yarn.lock,angular/integration/cli-hello-world/yarn.lock,angular/aio/node_modules/minimist/package.json,angular/integration/cli-hello-world-ivy-compat/yarn.lock,angular/integration/cli-hello-world-ivy-i18n/yarn.lock,angular/integration/i18n/yarn.lock

Dependency Hierarchy: - mkdirp-0.5.1.tgz (Root Library) - :x: **minimist-0.0.8.tgz** (Vulnerable Library)

minimist-1.2.0.tgz

parse argument options

Library home page: https://registry.npmjs.org/minimist/-/minimist-1.2.0.tgz

Path to dependency file: angular/integration/ngcc/yarn.lock

Path to vulnerable library: angular/integration/ngcc/yarn.lock,angular/aio/aio-builds-setup/dockerbuild/scripts-js/node_modules/minimist/package.json,angular/integration/terser/yarn.lock,angular/integration/dynamic-compiler/yarn.lock,angular/integration/ng_elements/yarn.lock,angular/integration/ng_update_migrations/yarn.lock,angular/integration/ivy-i18n/yarn.lock,angular/integration/hello_world__closure/yarn.lock,angular/integration/cli-hello-world-lazy/yarn.lock,angular/integration/cli-hello-world/yarn.lock,angular/integration/injectable-def/yarn.lock,angular/integration/ng_update/yarn.lock,angular/integration/hello_world__systemjs_umd/yarn.lock,angular/integration/cli-hello-world-lazy-rollup/yarn.lock,angular/integration/side-effects/yarn.lock,angular/node_modules/minimist/package.json,angular/integration/bazel/yarn.lock,angular/integration/cli-hello-world-ivy-minimal/yarn.lock,angular/integration/platform-server/yarn.lock,angular/integration/i18n/yarn.lock,angular/integration/cli-hello-world-ivy-compat/yarn.lock,angular/aio/node_modules/minimist/package.json,angular/integration/cli-hello-world-ivy-i18n/yarn.lock

Dependency Hierarchy: - :x: **minimist-1.2.0.tgz** (Vulnerable Library)

Found in HEAD commit: c6aca37f442da8c55a02d7c53ccc58100ab004f3

Found in base branch: labs/router

Vulnerability Details

minimist before 1.2.2 could be tricked into adding or modifying properties of Object.prototype using a ""constructor"" or ""__proto__"" payload.

Publish Date: 2020-03-11

URL: CVE-2020-7598

CVSS 3 Score Details (5.6)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/substack/minimist/commit/63e7ed05aa4b1889ec2f3b196426db4500cbda94

Release Date: 2020-03-11

Fix Resolution: minimist - 0.2.1,1.2.3

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in multiple libraries cve medium severity vulnerability vulnerable libraries minimist tgz minimist tgz minimist tgz minimist tgz parse argument options library home page a href path to dependency file angular integration ng elements yarn lock path to vulnerable library angular integration ng elements yarn lock angular aio node modules minimist package json angular integration yarn lock angular node modules minimist package json angular integration cli hello world ivy minimal yarn lock angular integration platform server yarn lock angular integration ngcc yarn lock angular integration trusted types yarn lock angular integration cli hello world yarn lock angular integration ng update migrations yarn lock angular integration cli hello world lazy yarn lock angular integration cli hello world ivy yarn lock angular integration hello world systemjs umd yarn lock angular integration hello world closure yarn lock angular integration dynamic compiler yarn lock angular integration cli hello world ivy compat yarn lock angular integration injectable def yarn lock angular integration ivy yarn lock angular integration bazel yarn lock angular integration cli hello world lazy rollup yarn lock dependency hierarchy http server tgz root library optimist tgz x minimist tgz vulnerable library minimist tgz parse argument options library home page a href path to dependency file angular integration cli hello world ivy minimal yarn lock path to vulnerable library angular integration cli hello world ivy minimal yarn lock angular integration platform server yarn lock angular node modules minimist package json angular integration injectable def yarn lock angular integration hello world closure yarn lock angular integration cli hello world lazy yarn lock angular integration dynamic compiler yarn lock angular integration ng elements yarn lock angular integration ng update migrations yarn lock angular integration bazel yarn lock angular integration ng elements schematics node modules minimist package json angular integration hello world systemjs umd yarn lock angular integration cli hello world lazy rollup yarn lock angular packages zone js node modules minimist package json angular integration ivy yarn lock angular integration cli hello world yarn lock angular aio node modules minimist package json angular integration cli hello world ivy compat yarn lock angular integration cli hello world ivy yarn lock angular integration yarn lock dependency hierarchy mkdirp tgz root library x minimist tgz vulnerable library minimist tgz parse argument options library home page a href path to dependency file angular integration ngcc yarn lock path to vulnerable library angular integration ngcc yarn lock angular aio aio builds setup dockerbuild scripts js node modules minimist package json angular integration terser yarn lock angular integration dynamic compiler yarn lock angular integration ng elements yarn lock angular integration ng update migrations yarn lock angular integration ivy yarn lock angular integration hello world closure yarn lock angular integration cli hello world lazy yarn lock angular integration cli hello world yarn lock angular integration injectable def yarn lock angular integration ng update yarn lock angular integration hello world systemjs umd yarn lock angular integration cli hello world lazy rollup yarn lock angular integration side effects yarn lock angular node modules minimist package json angular integration bazel yarn lock angular integration cli hello world ivy minimal yarn lock angular integration platform server yarn lock angular integration yarn lock angular integration cli hello world ivy compat yarn lock angular aio node modules minimist package json angular integration cli hello world ivy yarn lock dependency hierarchy x minimist tgz vulnerable library found in head commit a href found in base branch labs router vulnerability details minimist before could be tricked into adding or modifying properties of object prototype using a constructor or proto payload publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity high privileges required none user interaction none scope unchanged impact metrics confidentiality impact low integrity impact low availability impact low for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution minimist step up your open source security game with whitesource ,0 9100,6146015491.0,IssuesEvent,2017-06-27 13:00:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Why drag and drop an image to the Inspector to set a texture is not available in 3.0?,bug confirmed topic:editor usability,"**Operating system or device - Godot version:** 3.0 **Issue description:** It's a vey handy feature to set a texture property for nodes such as Sprite, TextureButton. **Steps to reproduce:** **Link to minimal example project:** ",True,"Why drag and drop an image to the Inspector to set a texture is not available in 3.0? - **Operating system or device - Godot version:** 3.0 **Issue description:** It's a vey handy feature to set a texture property for nodes such as Sprite, TextureButton. **Steps to reproduce:** **Link to minimal example project:** ",1,why drag and drop an image to the inspector to set a texture is not available in operating system or device godot version issue description it s a vey handy feature to set a texture property for nodes such as sprite texturebutton steps to reproduce link to minimal example project ,1 25007,24569036547.0,IssuesEvent,2022-10-13 07:06:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Keyboard Zoom does not work with keypad,enhancement topic:editor usability topic:input topic:gui,"**Godot version:** 3.2.1 **OS/device including version:** Win10 **Issue description:** Hovering over mouse zoom indicates that pressing ""Ctrl+-"" should zoom out. This works if you use the minus key next to the Zero on a Standard US keyboad, but DOES NOT work with the minus key on the numpad. Also, zooming in with Ctrl++ using the numpad's plus does not work. while zooming with Ctrl-= does. Ctrl-= doesn't even make sense... should be Ctrl++ to match zoom out. **Steps to reproduce:** Start new project, attempt to zoom out with Ctrl+- using the minus on the numpad **Minimal reproduction project:** None needed.",True,"Keyboard Zoom does not work with keypad - **Godot version:** 3.2.1 **OS/device including version:** Win10 **Issue description:** Hovering over mouse zoom indicates that pressing ""Ctrl+-"" should zoom out. This works if you use the minus key next to the Zero on a Standard US keyboad, but DOES NOT work with the minus key on the numpad. Also, zooming in with Ctrl++ using the numpad's plus does not work. while zooming with Ctrl-= does. Ctrl-= doesn't even make sense... should be Ctrl++ to match zoom out. **Steps to reproduce:** Start new project, attempt to zoom out with Ctrl+- using the minus on the numpad **Minimal reproduction project:** None needed.",1,keyboard zoom does not work with keypad godot version os device including version issue description hovering over mouse zoom indicates that pressing ctrl should zoom out this works if you use the minus key next to the zero on a standard us keyboad but does not work with the minus key on the numpad also zooming in with ctrl using the numpad s plus does not work while zooming with ctrl does ctrl doesn t even make sense should be ctrl to match zoom out steps to reproduce start new project attempt to zoom out with ctrl using the minus on the numpad minimal reproduction project none needed ,1 109221,11627945484.0,IssuesEvent,2020-02-27 17:23:15,brewmajsters/brewmaster-backend,https://api.github.com/repos/brewmajsters/brewmaster-backend,closed,Log message language consistency,documentation,"Please consider changing Slovak log messages to English on these lines: - [x] https://github.com/brewmajsters/brewmaster-backend/blob/e18ac2b391d19ae1c5fdc203a50b2ff46acf5eb2/core/models/abstract/base_model.py#L26 - [x] https://github.com/brewmajsters/brewmaster-backend/blob/e18ac2b391d19ae1c5fdc203a50b2ff46acf5eb2/core/models/abstract/base_model.py#L39 - [x] https://github.com/brewmajsters/brewmaster-backend/blob/e18ac2b391d19ae1c5fdc203a50b2ff46acf5eb2/core/models/abstract/base_model.py#L50 ",1.0,"Log message language consistency - Please consider changing Slovak log messages to English on these lines: - [x] https://github.com/brewmajsters/brewmaster-backend/blob/e18ac2b391d19ae1c5fdc203a50b2ff46acf5eb2/core/models/abstract/base_model.py#L26 - [x] https://github.com/brewmajsters/brewmaster-backend/blob/e18ac2b391d19ae1c5fdc203a50b2ff46acf5eb2/core/models/abstract/base_model.py#L39 - [x] https://github.com/brewmajsters/brewmaster-backend/blob/e18ac2b391d19ae1c5fdc203a50b2ff46acf5eb2/core/models/abstract/base_model.py#L50 ",0,log message language consistency please consider changing slovak log messages to english on these lines ,0 6614,4386474309.0,IssuesEvent,2016-08-08 12:58:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Ability to find function fast in VS,enhancement topic:visualscript usability,"**Operating system or device - Godot version:** 72748d1363d090f33d5ca6b9c00142b5e8f7d78f **Issue description** (what happened, and what was expected): Currently in VS when we want to use function from node, we have to go into inspector tab and deal with a long list of functions. At the moment there is no way to use keyboard to faster find what we are looking for: ![manyfunc](https://cloud.githubusercontent.com/assets/6129594/17480413/17004da6-5d78-11e6-906c-908310aebc68.png) It would be a lot better if we could use fuzzy matching to find this function faster. It would be even more better if we could do this from inside VS editor, without looking for Inspector tab (**which is not visible** anyway when we are working with VS in fullscreen). I imagine it could look more or less like this: ![fuzzy_function](https://cloud.githubusercontent.com/assets/6129594/17480506/84b50a44-5d78-11e6-8759-d39a17190f8e.png) **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Ability to find function fast in VS - **Operating system or device - Godot version:** 72748d1363d090f33d5ca6b9c00142b5e8f7d78f **Issue description** (what happened, and what was expected): Currently in VS when we want to use function from node, we have to go into inspector tab and deal with a long list of functions. At the moment there is no way to use keyboard to faster find what we are looking for: ![manyfunc](https://cloud.githubusercontent.com/assets/6129594/17480413/17004da6-5d78-11e6-906c-908310aebc68.png) It would be a lot better if we could use fuzzy matching to find this function faster. It would be even more better if we could do this from inside VS editor, without looking for Inspector tab (**which is not visible** anyway when we are working with VS in fullscreen). I imagine it could look more or less like this: ![fuzzy_function](https://cloud.githubusercontent.com/assets/6129594/17480506/84b50a44-5d78-11e6-8759-d39a17190f8e.png) **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,ability to find function fast in vs operating system or device godot version issue description what happened and what was expected currently in vs when we want to use function from node we have to go into inspector tab and deal with a long list of functions at the moment there is no way to use keyboard to faster find what we are looking for it would be a lot better if we could use fuzzy matching to find this function faster it would be even more better if we could do this from inside vs editor without looking for inspector tab which is not visible anyway when we are working with vs in fullscreen i imagine it could look more or less like this steps to reproduce link to minimal example project optional but very welcome ,1 275997,8583079934.0,IssuesEvent,2018-11-13 18:43:45,uber/pyro,https://api.github.com/repos/uber/pyro,closed,Work around torch.cuda.Tensor maximum dim limit,high priority,"Much of Pyro's enumeration code requires sparse tensor dimensions, i.e. only a few dimensions of size > 1 but those dimensions are sparsely distributed, e.g. `shape=(3,1,1,1,1,1,14,1,1,1,1,1,1,1,1)`. However torch CUDA tensors have a maximum dim limit (25?). This is preventing message-passing algorithms from running in CUDA on large factor graphs #1379 . ## Proposed solution One approach would be to create named dimensions rather than globally-positioned dimensions. We're already doing something similar with recycled `iarange`s, and we're already using named dimensions under-the-hood when using `einsum`. ## Tasks - [x] #1405 Implement packed version of `contract_to_tensor`, e.g. `ubersum` - [ ] track enumeration dims used by each tensor (like `cond_indep_stack` but not a stack) - [ ] track dependencies to determine when an enum dim can be recycled. This is a difficult task and @eb8680 and @fritzo may implement multiple mechanisms, e.g. - static analysis for dependency tracking - context manager - python `del` statement - declare number of downstream dependencies of each node (""ref counting"") - [ ] switch from `UnpackedLogRing` to `PackedLogRing` in `contract_to_tensor`, when used in `traceenum_elbo.py` - [ ] implement dim recycling",1.0,"Work around torch.cuda.Tensor maximum dim limit - Much of Pyro's enumeration code requires sparse tensor dimensions, i.e. only a few dimensions of size > 1 but those dimensions are sparsely distributed, e.g. `shape=(3,1,1,1,1,1,14,1,1,1,1,1,1,1,1)`. However torch CUDA tensors have a maximum dim limit (25?). This is preventing message-passing algorithms from running in CUDA on large factor graphs #1379 . ## Proposed solution One approach would be to create named dimensions rather than globally-positioned dimensions. We're already doing something similar with recycled `iarange`s, and we're already using named dimensions under-the-hood when using `einsum`. ## Tasks - [x] #1405 Implement packed version of `contract_to_tensor`, e.g. `ubersum` - [ ] track enumeration dims used by each tensor (like `cond_indep_stack` but not a stack) - [ ] track dependencies to determine when an enum dim can be recycled. This is a difficult task and @eb8680 and @fritzo may implement multiple mechanisms, e.g. - static analysis for dependency tracking - context manager - python `del` statement - declare number of downstream dependencies of each node (""ref counting"") - [ ] switch from `UnpackedLogRing` to `PackedLogRing` in `contract_to_tensor`, when used in `traceenum_elbo.py` - [ ] implement dim recycling",0,work around torch cuda tensor maximum dim limit much of pyro s enumeration code requires sparse tensor dimensions i e only a few dimensions of size but those dimensions are sparsely distributed e g shape however torch cuda tensors have a maximum dim limit this is preventing message passing algorithms from running in cuda on large factor graphs proposed solution one approach would be to create named dimensions rather than globally positioned dimensions we re already doing something similar with recycled iarange s and we re already using named dimensions under the hood when using einsum tasks implement packed version of contract to tensor e g ubersum track enumeration dims used by each tensor like cond indep stack but not a stack track dependencies to determine when an enum dim can be recycled this is a difficult task and and fritzo may implement multiple mechanisms e g static analysis for dependency tracking context manager python del statement declare number of downstream dependencies of each node ref counting switch from unpackedlogring to packedlogring in contract to tensor when used in traceenum elbo py implement dim recycling,0 409999,27761878491.0,IssuesEvent,2023-03-16 08:53:42,google/clusterfuzz,https://api.github.com/repos/google/clusterfuzz,closed,Add links to fuzzing resources in documentation,documentation,We should add more links to tutorials for fuzzing to our documentation for people who may not be as familiar with it.,1.0,Add links to fuzzing resources in documentation - We should add more links to tutorials for fuzzing to our documentation for people who may not be as familiar with it.,0,add links to fuzzing resources in documentation we should add more links to tutorials for fuzzing to our documentation for people who may not be as familiar with it ,0 3422,3448877181.0,IssuesEvent,2015-12-16 10:44:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Re-organize files from within Godot while keeping connections,feature request topic:editor usability,"Like the title says, since Godot 1.2 is focusing on usability, I think what would increase the usability by quite a bit is to add re-organization functionality in the file browser window (functionality that will keep all of the connections intact if possible) _______________________________ BENEFITS:: -------------------------------------------------------- - Less need to plan ahead as the game is worked on - Vastly increased ability to keep a project organized as it grows (without requiring hours of work to re-connect everything). - Gives more room for experimentation - More accessibility to people who aren't seasoned game developers I hope you will find this a good idea, as I think file-structure management is an important thing to have in any creation software.",True,"Re-organize files from within Godot while keeping connections - Like the title says, since Godot 1.2 is focusing on usability, I think what would increase the usability by quite a bit is to add re-organization functionality in the file browser window (functionality that will keep all of the connections intact if possible) _______________________________ BENEFITS:: -------------------------------------------------------- - Less need to plan ahead as the game is worked on - Vastly increased ability to keep a project organized as it grows (without requiring hours of work to re-connect everything). - Gives more room for experimentation - More accessibility to people who aren't seasoned game developers I hope you will find this a good idea, as I think file-structure management is an important thing to have in any creation software.",1,re organize files from within godot while keeping connections like the title says since godot is focusing on usability i think what would increase the usability by quite a bit is to add re organization functionality in the file browser window functionality that will keep all of the connections intact if possible benefits less need to plan ahead as the game is worked on vastly increased ability to keep a project organized as it grows without requiring hours of work to re connect everything gives more room for experimentation more accessibility to people who aren t seasoned game developers i hope you will find this a good idea as i think file structure management is an important thing to have in any creation software ,1 14930,2611048587.0,IssuesEvent,2015-02-27 00:22:20,alistairreilly/andors-trail,https://api.github.com/repos/alistairreilly/andors-trail,opened,Implement a spell system,auto-migrated Priority-Low Type-Enhancement,"``` What spells should we have? Offensive/defensive? How should the interface be? Animation effects? ``` Original issue reported on code.google.com by `oskar.wi...@gmail.com` on 20 Nov 2010 at 10:11",1.0,"Implement a spell system - ``` What spells should we have? Offensive/defensive? How should the interface be? Animation effects? ``` Original issue reported on code.google.com by `oskar.wi...@gmail.com` on 20 Nov 2010 at 10:11",0,implement a spell system what spells should we have offensive defensive how should the interface be animation effects original issue reported on code google com by oskar wi gmail com on nov at ,0 12608,7976584051.0,IssuesEvent,2018-07-17 13:08:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Improve workflow when exporting release or debug builds,enhancement topic:editor usability,"Moving discussion from the closed #19667. The current workflow to select the debug/release mode when exporting binaries is a hardly visible stretched button in the editor file dialog where you define the export location. Many users miss it, and as it defaults to debug, end up shipping games in debug mode. I think a proper fix should be somewhat like what @razcore-art proposed: > I am in favor of adding a watermark or a warning or something like that on a project exported with debug enabled by default. And have a separate checkbox for disabling this watermark in case you want to export for testers for example, but with debugging enabled. This will make you more conscious of the option. > > And like was mentioned before it's also a visibility problem. I also think it should be a global option (that affects all templates), not per export template. More proposals welcome.",True,"Improve workflow when exporting release or debug builds - Moving discussion from the closed #19667. The current workflow to select the debug/release mode when exporting binaries is a hardly visible stretched button in the editor file dialog where you define the export location. Many users miss it, and as it defaults to debug, end up shipping games in debug mode. I think a proper fix should be somewhat like what @razcore-art proposed: > I am in favor of adding a watermark or a warning or something like that on a project exported with debug enabled by default. And have a separate checkbox for disabling this watermark in case you want to export for testers for example, but with debugging enabled. This will make you more conscious of the option. > > And like was mentioned before it's also a visibility problem. I also think it should be a global option (that affects all templates), not per export template. More proposals welcome.",1,improve workflow when exporting release or debug builds moving discussion from the closed the current workflow to select the debug release mode when exporting binaries is a hardly visible stretched button in the editor file dialog where you define the export location many users miss it and as it defaults to debug end up shipping games in debug mode i think a proper fix should be somewhat like what razcore art proposed i am in favor of adding a watermark or a warning or something like that on a project exported with debug enabled by default and have a separate checkbox for disabling this watermark in case you want to export for testers for example but with debugging enabled this will make you more conscious of the option and like was mentioned before it s also a visibility problem i also think it should be a global option that affects all templates not per export template more proposals welcome ,1 25501,25301405686.0,IssuesEvent,2022-11-17 10:58:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"[Bug, Godot 4 beta5] Case mismatch when loading font",bug topic:editor usability,"### Godot version v4.0.beta5.official [89a33d28f] ### System information Windows 11 Pro. 10.0.22621 ### Issue description Since beta5, I get a warning, when the editor starts `WARNING: Case mismatch opening requested file 'SEGUIEMJ.TTF', stored as 'seguiemj.ttf' in the filesystem. This file wil. at: open_internal (drivers/windows/file_access_windows.cpp:104)` I get the same error, when I enmable ligatures in the editor, evbenthough in a longer form: `Set code_font_contextual_ligatures drivers/windows/file_access_windows.cpp:104 - Case mismatch opening requested file 'SEGUIEMJ.TTF', stored as 'seguiemj.ttf' in the filesystem. This file will not open when exported to other case-sensitive platforms.` Everything still works as expected. I have not set any custom fonts for the editor. ### Steps to reproduce Start Godot 4.0 beta5 on Windows 11 ### Minimal reproduction project DNA, Just start the editor",True,"[Bug, Godot 4 beta5] Case mismatch when loading font - ### Godot version v4.0.beta5.official [89a33d28f] ### System information Windows 11 Pro. 10.0.22621 ### Issue description Since beta5, I get a warning, when the editor starts `WARNING: Case mismatch opening requested file 'SEGUIEMJ.TTF', stored as 'seguiemj.ttf' in the filesystem. This file wil. at: open_internal (drivers/windows/file_access_windows.cpp:104)` I get the same error, when I enmable ligatures in the editor, evbenthough in a longer form: `Set code_font_contextual_ligatures drivers/windows/file_access_windows.cpp:104 - Case mismatch opening requested file 'SEGUIEMJ.TTF', stored as 'seguiemj.ttf' in the filesystem. This file will not open when exported to other case-sensitive platforms.` Everything still works as expected. I have not set any custom fonts for the editor. ### Steps to reproduce Start Godot 4.0 beta5 on Windows 11 ### Minimal reproduction project DNA, Just start the editor",1, case mismatch when loading font godot version official system information windows pro issue description since i get a warning when the editor starts warning case mismatch opening requested file seguiemj ttf stored as seguiemj ttf in the filesystem this file wil at open internal drivers windows file access windows cpp i get the same error when i enmable ligatures in the editor evbenthough in a longer form set code font contextual ligatures drivers windows file access windows cpp case mismatch opening requested file seguiemj ttf stored as seguiemj ttf in the filesystem this file will not open when exported to other case sensitive platforms everything still works as expected i have not set any custom fonts for the editor steps to reproduce start godot on windows minimal reproduction project dna just start the editor,1 8937,6041434824.0,IssuesEvent,2017-06-11 00:39:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Screen real estate: reducing the margins between containers,discussion enhancement topic:editor usability," godot 3.x all OSs' I would like the huge boarders on the godot windows to go away, they just take a lot of screen realestate and make me feel claustophobic...it is the little handles on the edge of the windows...if you look at blender 3D the individual windows have not boarders, maybe a 1 pixel line separator and it helps with that ""oh so cramped"" feeling... the areas marked with red lines are the areas I am referring to..I feel they can just go away. ![window_boarders](https://cloud.githubusercontent.com/assets/27959760/25339783/18bfb69c-2904-11e7-86a9-03d9984e3e64.png) I hope this is the correct place to post this, as it feels more like a bug tracker....the link on the godot dev forums took me here though...so??? ",True,"Screen real estate: reducing the margins between containers - godot 3.x all OSs' I would like the huge boarders on the godot windows to go away, they just take a lot of screen realestate and make me feel claustophobic...it is the little handles on the edge of the windows...if you look at blender 3D the individual windows have not boarders, maybe a 1 pixel line separator and it helps with that ""oh so cramped"" feeling... the areas marked with red lines are the areas I am referring to..I feel they can just go away. ![window_boarders](https://cloud.githubusercontent.com/assets/27959760/25339783/18bfb69c-2904-11e7-86a9-03d9984e3e64.png) I hope this is the correct place to post this, as it feels more like a bug tracker....the link on the godot dev forums took me here though...so??? ",1,screen real estate reducing the margins between containers godot x all oss i would like the huge boarders on the godot windows to go away they just take a lot of screen realestate and make me feel claustophobic it is the little handles on the edge of the windows if you look at blender the individual windows have not boarders maybe a pixel line separator and it helps with that oh so cramped feeling the areas marked with red lines are the areas i am referring to i feel they can just go away i hope this is the correct place to post this as it feels more like a bug tracker the link on the godot dev forums took me here though so ,1 66143,12728552780.0,IssuesEvent,2020-06-25 02:58:05,microsoft/botbuilder-js,https://api.github.com/repos/microsoft/botbuilder-js,opened,Avoid @types/node usage in botbuilder-applicationinsights,BF Code Quality Backlog no parity,Tracking issue for #1302 respecting botbuilder-applicationinsights library,1.0,Avoid @types/node usage in botbuilder-applicationinsights - Tracking issue for #1302 respecting botbuilder-applicationinsights library,0,avoid types node usage in botbuilder applicationinsights tracking issue for respecting botbuilder applicationinsights library,0 175497,6551508110.0,IssuesEvent,2017-09-05 14:58:42,opencurrents/opencurrents,https://api.github.com/repos/opencurrents/opencurrents,closed,upcoming-events: Should private events be displayed or not?,priority low,Could display (This is an invite-only event). Intention is to show all the activity in the community.,1.0,upcoming-events: Should private events be displayed or not? - Could display (This is an invite-only event). Intention is to show all the activity in the community.,0,upcoming events should private events be displayed or not could display this is an invite only event intention is to show all the activity in the community ,0 95484,27523814697.0,IssuesEvent,2023-03-06 16:39:10,FashionFreedom/Seamly2D,https://api.github.com/repos/FashionFreedom/Seamly2D,closed,Build: libxkbcommon-x11-0 not found during Linux builds,build,"**Describe the problem or new action** The Linux build crashes with the following error message: ``` [qt/stdout] Deploying dependencies for ELF file /home/runner/work/Seamly2D/Qt/5.15.2/gcc_64/plugins/platforms/libqxcb.so [qt/stdout] ERROR: Could not find dependency: libxkbcommon-x11.so.0 ERROR: Failed to run plugin: qt (exit code: 1) Error: Process completed with exit code 1. ``` **Is this for a particular OS?** Ubuntu 18.04 See discussions about this error message here: https://www.linuxfromscratch.org/blfs/view/svn/general/libxkbcommon.html https://forum.vivaldi.net/topic/73831/libxkbcommon-so-0-missing https://stackoverflow.com/questions/57362015/how-to-fix-could-not-load-the-qt-platform-plugin-xcb-in-even-though-it-was ",1.0,"Build: libxkbcommon-x11-0 not found during Linux builds - **Describe the problem or new action** The Linux build crashes with the following error message: ``` [qt/stdout] Deploying dependencies for ELF file /home/runner/work/Seamly2D/Qt/5.15.2/gcc_64/plugins/platforms/libqxcb.so [qt/stdout] ERROR: Could not find dependency: libxkbcommon-x11.so.0 ERROR: Failed to run plugin: qt (exit code: 1) Error: Process completed with exit code 1. ``` **Is this for a particular OS?** Ubuntu 18.04 See discussions about this error message here: https://www.linuxfromscratch.org/blfs/view/svn/general/libxkbcommon.html https://forum.vivaldi.net/topic/73831/libxkbcommon-so-0-missing https://stackoverflow.com/questions/57362015/how-to-fix-could-not-load-the-qt-platform-plugin-xcb-in-even-though-it-was ",0,build libxkbcommon not found during linux builds describe the problem or new action the linux build crashes with the following error message deploying dependencies for elf file home runner work qt gcc plugins platforms libqxcb so error could not find dependency libxkbcommon so error failed to run plugin qt exit code error process completed with exit code is this for a particular os ubuntu see discussions about this error message here ,0 39974,20359900650.0,IssuesEvent,2022-02-20 14:33:46,surveyjs/survey-creator,https://api.github.com/repos/surveyjs/survey-creator,closed,V1: Do not create logic edit visual model on loading survey,Implemented performance issue,Change knockout template and replace visible data-bind in div vs <-- ko if -->,True,V1: Do not create logic edit visual model on loading survey - Change knockout template and replace visible data-bind in div vs <-- ko if -->,0, do not create logic edit visual model on loading survey change knockout template and replace visible data bind in div vs ,0 341301,30578136556.0,IssuesEvent,2023-07-21 07:34:05,yugabyte/yugabyte-db,https://api.github.com/repos/yugabyte/yugabyte-db,closed,[DocDB] TSAN race in CqlIndexTest.TxnPollCleanup,kind/bug kind/failing-test priority/medium area/ycql,"Jira Link: [DB-6018](https://yugabyte.atlassian.net/browse/DB-6018) ### Description Traces to @spolitov 's 0d49d473130. Seems like the race is on accessing `ResetAsyncCalls::num_async_calls_`, where we're checking the pointer is not nullptr vs assigning it as nullptr, as opposed to the actual data inside the atomic we're pointing to! https://detective-gcp.dev.yugabyte.com/stability/test?branch=master&build_type=all&class=CqlIndexTest&fail_tag=tsan_race&name=TxnPollCleanup&platform=linux ``` WARNING: ThreadSanitizer: data race (pid=4663) Read of size 8 at 0x7b6000150228 by main thread: #0 yb::ql::Executor::ResetAsyncCalls::Perform() ${BUILD_ROOT}/../../src/yb/yql/cql/ql/exec/executor.cc:2721:8 (libql_exec.so+0x8ad10) #1 yb::ql::Executor::ResetAsyncCalls::~ResetAsyncCalls() ${BUILD_ROOT}/../../src/yb/yql/cql/ql/exec/executor.cc:2717:3 (libql_exec.so+0x8b2d9) ... Previous write of size 8 at 0x7b6000150228 by thread T473: #0 yb::ql::Executor::ResetAsyncCalls::Perform() ${BUILD_ROOT}/../../src/yb/yql/cql/ql/exec/executor.cc:2728:20 (libql_exec.so+0x8adb6) #1 yb::ql::Executor::ExecutorTask::Done(yb::Status const&) ${BUILD_ROOT}/../../src/yb/yql/cql/ql/exec/executor.cc:2687:24 (libql_exec.so+0x8b0cf) ``` ### Warning: Please confirm that this issue does not contain any sensitive information - [X] I confirm this issue does not contain any sensitive information. [DB-6018]: https://yugabyte.atlassian.net/browse/DB-6018?atlOrigin=eyJpIjoiNWRkNTljNzYxNjVmNDY3MDlhMDU5Y2ZhYzA5YTRkZjUiLCJwIjoiZ2l0aHViLWNvbS1KU1cifQ",1.0,"[DocDB] TSAN race in CqlIndexTest.TxnPollCleanup - Jira Link: [DB-6018](https://yugabyte.atlassian.net/browse/DB-6018) ### Description Traces to @spolitov 's 0d49d473130. Seems like the race is on accessing `ResetAsyncCalls::num_async_calls_`, where we're checking the pointer is not nullptr vs assigning it as nullptr, as opposed to the actual data inside the atomic we're pointing to! https://detective-gcp.dev.yugabyte.com/stability/test?branch=master&build_type=all&class=CqlIndexTest&fail_tag=tsan_race&name=TxnPollCleanup&platform=linux ``` WARNING: ThreadSanitizer: data race (pid=4663) Read of size 8 at 0x7b6000150228 by main thread: #0 yb::ql::Executor::ResetAsyncCalls::Perform() ${BUILD_ROOT}/../../src/yb/yql/cql/ql/exec/executor.cc:2721:8 (libql_exec.so+0x8ad10) #1 yb::ql::Executor::ResetAsyncCalls::~ResetAsyncCalls() ${BUILD_ROOT}/../../src/yb/yql/cql/ql/exec/executor.cc:2717:3 (libql_exec.so+0x8b2d9) ... Previous write of size 8 at 0x7b6000150228 by thread T473: #0 yb::ql::Executor::ResetAsyncCalls::Perform() ${BUILD_ROOT}/../../src/yb/yql/cql/ql/exec/executor.cc:2728:20 (libql_exec.so+0x8adb6) #1 yb::ql::Executor::ExecutorTask::Done(yb::Status const&) ${BUILD_ROOT}/../../src/yb/yql/cql/ql/exec/executor.cc:2687:24 (libql_exec.so+0x8b0cf) ``` ### Warning: Please confirm that this issue does not contain any sensitive information - [X] I confirm this issue does not contain any sensitive information. [DB-6018]: https://yugabyte.atlassian.net/browse/DB-6018?atlOrigin=eyJpIjoiNWRkNTljNzYxNjVmNDY3MDlhMDU5Y2ZhYzA5YTRkZjUiLCJwIjoiZ2l0aHViLWNvbS1KU1cifQ",0, tsan race in cqlindextest txnpollcleanup jira link description traces to spolitov s seems like the race is on accessing resetasynccalls num async calls where we re checking the pointer is not nullptr vs assigning it as nullptr as opposed to the actual data inside the atomic we re pointing to warning threadsanitizer data race pid read of size at by main thread yb ql executor resetasynccalls perform build root src yb yql cql ql exec executor cc libql exec so yb ql executor resetasynccalls resetasynccalls build root src yb yql cql ql exec executor cc libql exec so previous write of size at by thread yb ql executor resetasynccalls perform build root src yb yql cql ql exec executor cc libql exec so yb ql executor executortask done yb status const build root src yb yql cql ql exec executor cc libql exec so warning please confirm that this issue does not contain any sensitive information i confirm this issue does not contain any sensitive information ,0 185768,21843759694.0,IssuesEvent,2022-05-18 01:07:25,AlexRogalskiy/gradle-java-sample,https://api.github.com/repos/AlexRogalskiy/gradle-java-sample,closed,CVE-2020-13956 (Medium) detected in httpclient-4.3.6.jar - autoclosed,security vulnerability,"## CVE-2020-13956 - Medium Severity Vulnerability
Vulnerable Library - httpclient-4.3.6.jar

HttpComponents Client

Path to dependency file: gradle-java-sample/buildSrc/build.gradle

Path to vulnerable library: /tmp/ws-ua_20210830192424_OZVVIH/downloadResource_CCLXMF/20210830192504/httpclient-4.3.6.jar

Dependency Hierarchy: - gradle-nexus-staging-plugin-0.22.0.jar (Root Library) - http-builder-0.7.1.jar - :x: **httpclient-4.3.6.jar** (Vulnerable Library)

Found in HEAD commit: 7c836cf738f498554b47fba8fe1cf0cd6f909c21

Vulnerability Details

Apache HttpClient versions prior to version 4.5.13 and 5.0.3 can misinterpret malformed authority component in request URIs passed to the library as java.net.URI object and pick the wrong target host for request execution.

Publish Date: 2020-12-02

URL: CVE-2020-13956

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://bugzilla.redhat.com/show_bug.cgi?id=CVE-2020-13956

Release Date: 2020-07-21

Fix Resolution: org.apache.httpcomponents:httpclient:4.5.13;org.apache.httpcomponents:httpclient-osgi:4.5.13;org.apache.httpcomponents.client5:httpclient5:5.0.3;org.apache.httpcomponents.client5:httpclient5-osgi:5.0.3

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2020-13956 (Medium) detected in httpclient-4.3.6.jar - autoclosed - ## CVE-2020-13956 - Medium Severity Vulnerability
Vulnerable Library - httpclient-4.3.6.jar

HttpComponents Client

Path to dependency file: gradle-java-sample/buildSrc/build.gradle

Path to vulnerable library: /tmp/ws-ua_20210830192424_OZVVIH/downloadResource_CCLXMF/20210830192504/httpclient-4.3.6.jar

Dependency Hierarchy: - gradle-nexus-staging-plugin-0.22.0.jar (Root Library) - http-builder-0.7.1.jar - :x: **httpclient-4.3.6.jar** (Vulnerable Library)

Found in HEAD commit: 7c836cf738f498554b47fba8fe1cf0cd6f909c21

Vulnerability Details

Apache HttpClient versions prior to version 4.5.13 and 5.0.3 can misinterpret malformed authority component in request URIs passed to the library as java.net.URI object and pick the wrong target host for request execution.

Publish Date: 2020-12-02

URL: CVE-2020-13956

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://bugzilla.redhat.com/show_bug.cgi?id=CVE-2020-13956

Release Date: 2020-07-21

Fix Resolution: org.apache.httpcomponents:httpclient:4.5.13;org.apache.httpcomponents:httpclient-osgi:4.5.13;org.apache.httpcomponents.client5:httpclient5:5.0.3;org.apache.httpcomponents.client5:httpclient5-osgi:5.0.3

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in httpclient jar autoclosed cve medium severity vulnerability vulnerable library httpclient jar httpcomponents client path to dependency file gradle java sample buildsrc build gradle path to vulnerable library tmp ws ua ozvvih downloadresource cclxmf httpclient jar dependency hierarchy gradle nexus staging plugin jar root library http builder jar x httpclient jar vulnerable library found in head commit a href vulnerability details apache httpclient versions prior to version and can misinterpret malformed authority component in request uris passed to the library as java net uri object and pick the wrong target host for request execution publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact low availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution org apache httpcomponents httpclient org apache httpcomponents httpclient osgi org apache httpcomponents org apache httpcomponents osgi step up your open source security game with whitesource ,0 225,2507310772.0,IssuesEvent,2015-01-12 17:26:28,RIOT-OS/RIOT,https://api.github.com/repos/RIOT-OS/RIOT,closed,make doc stops,bug documentation,"`make doc` stops like this with current master (on Arch Linux): ``` Generating namespace index... Generating graph info page... Generating directory documentation... Generating bitmaps for formulas in HTML... This is pdfTeX, Version 3.14159265-2.6-1.40.15 (TeX Live 2014/Arch Linux) (preloaded format=latex) restricted \write18 enabled. entering extended mode (./_formulas.tex LaTeX2e <2014/05/01> Babel <3.9k> and hyphenation patterns for 79 languages loaded. (/usr/share/texmf-dist/tex/latex/base/article.cls Document Class: article 2007/10/19 v1.4h Standard LaTeX document class (/usr/share/texmf-dist/tex/latex/base/size10.clo)) (/usr/share/texmf-dist/tex/latex/graphics/epsfig.sty (/usr/share/texmf-dist/tex/latex/graphics/graphicx.sty (/usr/share/texmf-dist/tex/latex/graphics/keyval.sty) (/usr/share/texmf-dist/tex/latex/graphics/graphics.sty (/usr/share/texmf-dist/tex/latex/graphics/trig.sty) (/usr/share/texmf-dist/tex/latex/latexconfig/graphics.cfg) (/usr/share/texmf-dist/tex/latex/graphics/dvips.def)))) (./_formulas.aux) [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] [21] [22] [23] ! Missing } inserted. } l.74 $T_{\mathrm{REF}$ ? ``` After pressing return, the compilation continues.",1.0,"make doc stops - `make doc` stops like this with current master (on Arch Linux): ``` Generating namespace index... Generating graph info page... Generating directory documentation... Generating bitmaps for formulas in HTML... This is pdfTeX, Version 3.14159265-2.6-1.40.15 (TeX Live 2014/Arch Linux) (preloaded format=latex) restricted \write18 enabled. entering extended mode (./_formulas.tex LaTeX2e <2014/05/01> Babel <3.9k> and hyphenation patterns for 79 languages loaded. (/usr/share/texmf-dist/tex/latex/base/article.cls Document Class: article 2007/10/19 v1.4h Standard LaTeX document class (/usr/share/texmf-dist/tex/latex/base/size10.clo)) (/usr/share/texmf-dist/tex/latex/graphics/epsfig.sty (/usr/share/texmf-dist/tex/latex/graphics/graphicx.sty (/usr/share/texmf-dist/tex/latex/graphics/keyval.sty) (/usr/share/texmf-dist/tex/latex/graphics/graphics.sty (/usr/share/texmf-dist/tex/latex/graphics/trig.sty) (/usr/share/texmf-dist/tex/latex/latexconfig/graphics.cfg) (/usr/share/texmf-dist/tex/latex/graphics/dvips.def)))) (./_formulas.aux) [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] [21] [22] [23] ! Missing } inserted. } l.74 $T_{\mathrm{REF}$ ? ``` After pressing return, the compilation continues.",0,make doc stops make doc stops like this with current master on arch linux generating namespace index generating graph info page generating directory documentation generating bitmaps for formulas in html this is pdftex version tex live arch linux preloaded format latex restricted enabled entering extended mode formulas tex babel and hyphenation patterns for languages loaded usr share texmf dist tex latex base article cls document class article standard latex document class usr share texmf dist tex latex base clo usr share texmf dist tex latex graphics epsfig sty usr share texmf dist tex latex graphics graphicx sty usr share texmf dist tex latex graphics keyval sty usr share texmf dist tex latex graphics graphics sty usr share texmf dist tex latex graphics trig sty usr share texmf dist tex latex latexconfig graphics cfg usr share texmf dist tex latex graphics dvips def formulas aux missing inserted l t mathrm ref after pressing return the compilation continues ,0 28157,31884715546.0,IssuesEvent,2023-09-16 20:12:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Node icon's size in the inspector is not adjusted,bug topic:editor usability,"### Godot version 4.2 dev4 ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description When you assign a custom icon to a node and then assign the node to some Node/NodePath property, the inspector will use full icon's size. ![image](https://github.com/godotengine/godot/assets/2223172/2831fdfa-4c62-4249-bbdf-8a9dad15ffc6) ### Steps to reproduce 1. ```GDScript @icon(""res://icon.svg"") extends Node @export var test: NodePath = ""."" ``` 2. Close and reopen scene ### Minimal reproduction project N/A",True,"Node icon's size in the inspector is not adjusted - ### Godot version 4.2 dev4 ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description When you assign a custom icon to a node and then assign the node to some Node/NodePath property, the inspector will use full icon's size. ![image](https://github.com/godotengine/godot/assets/2223172/2831fdfa-4c62-4249-bbdf-8a9dad15ffc6) ### Steps to reproduce 1. ```GDScript @icon(""res://icon.svg"") extends Node @export var test: NodePath = ""."" ``` 2. Close and reopen scene ### Minimal reproduction project N/A",1,node icon s size in the inspector is not adjusted godot version system information windows vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description when you assign a custom icon to a node and then assign the node to some node nodepath property the inspector will use full icon s size steps to reproduce gdscript icon res icon svg extends node export var test nodepath close and reopen scene minimal reproduction project n a,1 26083,26393498302.0,IssuesEvent,2023-01-12 17:23:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ctrl+S does not save resources in *[unsaved] scenes,enhancement topic:editor usability," **Godot version:** 4.0.dev c9413b513fd2fb95e9b71d886e01a04e379bb969 **OS/device including version:** Windows 10.0.19041.746 Nvidia RTX 2080 Ti driver 452.06 **Issue description:** Ctrl+S saves resources but only if the current scene can be saved, so either [empty] or a valid scene. (not [unsaved], and not opened .glb files or such things) Ctrl+Alt+S (Save All Scenes) always saves resources but does not notify the user of this fact. Similar to issue 9069, but this problem deals with *all resources* (such as Environment), not just scripts. **Steps to reproduce:** 1. Create a new project or open existing 2. Double click default_env.tres 3. Expand Sky. Then, in the Sky fleld, click Sky to expand the sky object. 4. In the Sky Material box, create a new PhysicalSky 5. Press Ctrl-S 6. Quit to Project List and reopen. 7. The default_sky.tres was not saved. **Minimal reproduction project:** Happens in a new project",True,"Ctrl+S does not save resources in *[unsaved] scenes - **Godot version:** 4.0.dev c9413b513fd2fb95e9b71d886e01a04e379bb969 **OS/device including version:** Windows 10.0.19041.746 Nvidia RTX 2080 Ti driver 452.06 **Issue description:** Ctrl+S saves resources but only if the current scene can be saved, so either [empty] or a valid scene. (not [unsaved], and not opened .glb files or such things) Ctrl+Alt+S (Save All Scenes) always saves resources but does not notify the user of this fact. Similar to issue 9069, but this problem deals with *all resources* (such as Environment), not just scripts. **Steps to reproduce:** 1. Create a new project or open existing 2. Double click default_env.tres 3. Expand Sky. Then, in the Sky fleld, click Sky to expand the sky object. 4. In the Sky Material box, create a new PhysicalSky 5. Press Ctrl-S 6. Quit to Project List and reopen. 7. The default_sky.tres was not saved. **Minimal reproduction project:** Happens in a new project",1,ctrl s does not save resources in scenes godot version dev os device including version windows nvidia rtx ti driver issue description ctrl s saves resources but only if the current scene can be saved so either or a valid scene not and not opened glb files or such things ctrl alt s save all scenes always saves resources but does not notify the user of this fact similar to issue but this problem deals with all resources such as environment not just scripts steps to reproduce create a new project or open existing double click default env tres expand sky then in the sky fleld click sky to expand the sky object in the sky material box create a new physicalsky press ctrl s quit to project list and reopen the default sky tres was not saved minimal reproduction project happens in a new project,1 683488,23384256459.0,IssuesEvent,2022-08-11 12:28:03,TheYellowArchitect/doubledamnation,https://api.github.com/repos/TheYellowArchitect/doubledamnation,opened,Level Editor - Spinning Play Button,level editor low priority aesthetics,"Circle should be spinning on pause/stopped mode. Otherwise it seems weird, out of place. Especially when there is so little reaction/feedback on hovering it, or clicking it. Optimally, it would spin faster when hovering, and do a fast 360 spin on clicking it. The reason I haven't done this is simple. UI image animation rotation is **jittery**, and hence, very dizzying and distracting. Using sprite renderer animation at UI too, rip. Using sprite render and transform, seperate of canvas, is bloated.",1.0,"Level Editor - Spinning Play Button - Circle should be spinning on pause/stopped mode. Otherwise it seems weird, out of place. Especially when there is so little reaction/feedback on hovering it, or clicking it. Optimally, it would spin faster when hovering, and do a fast 360 spin on clicking it. The reason I haven't done this is simple. UI image animation rotation is **jittery**, and hence, very dizzying and distracting. Using sprite renderer animation at UI too, rip. Using sprite render and transform, seperate of canvas, is bloated.",0,level editor spinning play button circle should be spinning on pause stopped mode otherwise it seems weird out of place especially when there is so little reaction feedback on hovering it or clicking it optimally it would spin faster when hovering and do a fast spin on clicking it the reason i haven t done this is simple ui image animation rotation is jittery and hence very dizzying and distracting using sprite renderer animation at ui too rip using sprite render and transform seperate of canvas is bloated ,0 26417,26833417999.0,IssuesEvent,2023-02-02 17:33:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Order of shader uniform properties is alphabetical, not in shader-code order",enhancement topic:editor usability topic:shaders,"### Godot version v4.0.alpha12.official [2c11e6d9e] ### System information Win10 ### Issue description The shader uniform properties are being structured in an alphabetical order instead of the actual written order in the shader code. The actual desired effect (shown here with GDScript): ![image](https://user-images.githubusercontent.com/38077837/179227780-667f3ba6-3314-434e-ba96-eceb6fa788f7.png) What instead happens: ![image](https://user-images.githubusercontent.com/38077837/179228199-2dd4d7a6-ca48-43cd-81b6-e5179567116e.png) @Chaosus mentioned here already that this is due to the Shader Uniforms being stored in a HashMap instead of a Vector: https://github.com/godotengine/godot/pull/62972#issuecomment-1183026786 ### Steps to reproduce * Create a new shader in a new project or open up the minimal reproduction project * create a uniform that starts with a letter like ""W"" * create another uniform that starts with a letter like ""A"" that comes in the alphabet before the above letter in the next line * look at the inspector and the order of the uniforms ### Minimal reproduction project [Godot4Alpha12Test.zip](https://github.com/godotengine/godot/files/9120970/Godot4Alpha12Test.zip) ",True,"Order of shader uniform properties is alphabetical, not in shader-code order - ### Godot version v4.0.alpha12.official [2c11e6d9e] ### System information Win10 ### Issue description The shader uniform properties are being structured in an alphabetical order instead of the actual written order in the shader code. The actual desired effect (shown here with GDScript): ![image](https://user-images.githubusercontent.com/38077837/179227780-667f3ba6-3314-434e-ba96-eceb6fa788f7.png) What instead happens: ![image](https://user-images.githubusercontent.com/38077837/179228199-2dd4d7a6-ca48-43cd-81b6-e5179567116e.png) @Chaosus mentioned here already that this is due to the Shader Uniforms being stored in a HashMap instead of a Vector: https://github.com/godotengine/godot/pull/62972#issuecomment-1183026786 ### Steps to reproduce * Create a new shader in a new project or open up the minimal reproduction project * create a uniform that starts with a letter like ""W"" * create another uniform that starts with a letter like ""A"" that comes in the alphabet before the above letter in the next line * look at the inspector and the order of the uniforms ### Minimal reproduction project [Godot4Alpha12Test.zip](https://github.com/godotengine/godot/files/9120970/Godot4Alpha12Test.zip) ",1,order of shader uniform properties is alphabetical not in shader code order godot version official system information issue description the shader uniform properties are being structured in an alphabetical order instead of the actual written order in the shader code the actual desired effect shown here with gdscript what instead happens chaosus mentioned here already that this is due to the shader uniforms being stored in a hashmap instead of a vector steps to reproduce create a new shader in a new project or open up the minimal reproduction project create a uniform that starts with a letter like w create another uniform that starts with a letter like a that comes in the alphabet before the above letter in the next line look at the inspector and the order of the uniforms minimal reproduction project ,1 531933,15527631690.0,IssuesEvent,2021-03-13 07:02:00,AY2021S2-CS2103T-W10-1/tp,https://api.github.com/repos/AY2021S2-CS2103T-W10-1/tp,closed,Modify Find feature,priority.High,"Should take in only 1 prefix and 1 value for 1.2. Will work for Address, Phone, Tag or Name. If it doesn't fit the syntax, ParseException for invalid format will be thrown",1.0,"Modify Find feature - Should take in only 1 prefix and 1 value for 1.2. Will work for Address, Phone, Tag or Name. If it doesn't fit the syntax, ParseException for invalid format will be thrown",0,modify find feature should take in only prefix and value for will work for address phone tag or name if it doesn t fit the syntax parseexception for invalid format will be thrown,0 3531,3481294809.0,IssuesEvent,2015-12-29 15:12:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Enhance debugging, new type of breakpoints",feature proposal topic:editor topic:gdscript usability,"I know I am stretching it, but it would be great if the users would be able to create a breakpoint by clicking the area left to line numbers by making it a few pixels wider (similar to Visual Studio), also adding a context menu to create custom breakpoint that occurs when a condition is true, for example (only do a breakpoint if x value > 30) Also, toggling the breakpoint should be easy as clicking..",True,"Enhance debugging, new type of breakpoints - I know I am stretching it, but it would be great if the users would be able to create a breakpoint by clicking the area left to line numbers by making it a few pixels wider (similar to Visual Studio), also adding a context menu to create custom breakpoint that occurs when a condition is true, for example (only do a breakpoint if x value > 30) Also, toggling the breakpoint should be easy as clicking..",1,enhance debugging new type of breakpoints i know i am stretching it but it would be great if the users would be able to create a breakpoint by clicking the area left to line numbers by making it a few pixels wider similar to visual studio also adding a context menu to create custom breakpoint that occurs when a condition is true for example only do a breakpoint if x value also toggling the breakpoint should be easy as clicking ,1 21780,17754695559.0,IssuesEvent,2021-08-28 14:18:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improve drag-and-drop reliability at the bottom of the Scene tree dock,enhancement topic:editor usability," **Godot version:** 3.2.4 rc2 mono **OS/device including version:** win10 64 **Issue description:** A kinematic node cannot be positioned below a sprite, however the opposite can happen. ![GIF](https://user-images.githubusercontent.com/19652075/108835258-87165580-75cf-11eb-9a19-2d96254d1232.gif) **Steps to reproduce:** Create a scene Add a kinematic node and a sprite being children of another node. Try positioning one below the other and vice versa. **Minimal reproduction project:** ",True,"Improve drag-and-drop reliability at the bottom of the Scene tree dock - **Godot version:** 3.2.4 rc2 mono **OS/device including version:** win10 64 **Issue description:** A kinematic node cannot be positioned below a sprite, however the opposite can happen. ![GIF](https://user-images.githubusercontent.com/19652075/108835258-87165580-75cf-11eb-9a19-2d96254d1232.gif) **Steps to reproduce:** Create a scene Add a kinematic node and a sprite being children of another node. Try positioning one below the other and vice versa. **Minimal reproduction project:** ",1,improve drag and drop reliability at the bottom of the scene tree dock please search existing issues for potential duplicates before filing yours godot version mono os device including version issue description a kinematic node cannot be positioned below a sprite however the opposite can happen steps to reproduce create a scene add a kinematic node and a sprite being children of another node try positioning one below the other and vice versa minimal reproduction project ,1 17144,23656000783.0,IssuesEvent,2022-08-26 11:17:11,ricksouth/serilum-mc-mods,https://api.github.com/repos/ricksouth/serilum-mc-mods,closed,[Suggestion] Biomes You'll Go and Endergetic Expansion compatibility,Mod: Healing Campfire Mod: No Hostiles Around Campfire Mod: Campfire Spawn and Tweaks Compatibility issue,"## **Information** Mod name: No Hostiles Around Campfire ## **Feature description** It would be cool to be able to use the Ender Campfire from the Endergetic Expansion and the Boric/Cryptic Campfires from Oh the Biomes You'll Go to keep mobs from spawning around bases.",True,"[Suggestion] Biomes You'll Go and Endergetic Expansion compatibility - ## **Information** Mod name: No Hostiles Around Campfire ## **Feature description** It would be cool to be able to use the Ender Campfire from the Endergetic Expansion and the Boric/Cryptic Campfires from Oh the Biomes You'll Go to keep mobs from spawning around bases.",0, biomes you ll go and endergetic expansion compatibility information mod name no hostiles around campfire feature description it would be cool to be able to use the ender campfire from the endergetic expansion and the boric cryptic campfires from oh the biomes you ll go to keep mobs from spawning around bases ,0 284177,8736330543.0,IssuesEvent,2018-12-11 19:14:28,aowen87/TicketTester,https://api.github.com/repos/aowen87/TicketTester,closed,Blueprint reader is causing open of Silo root files to fail.,bug likelihood medium priority reviewed severity high,"Several users at LLNL have reported that when they use 2.13.1 to open a multipart silo ""root"" file with VisIt that VisIt hangs. After some exploration by Mark, he determined that that Blueprint reader was trying to open the file and hanging. This is new to 2.13.1. The work around is to use 2.12.3. -----------------------REDMINE MIGRATION----------------------- This ticket was migrated from Redmine. As such, not all information was able to be captured in the transition. Below is a complete record of the original redmine ticket. Ticket number: 3107 Status: Resolved Project: VisIt Tracker: Bug Priority: Immediate Subject: Blueprint reader is causing open of Silo root files to fail. Assigned to: Cyrus Harrison Category: Target version: 2.13.2 Author: Eric Brugger Start: 05/16/2018 Due date: % Done: 0 Estimated time: Created: 05/16/2018 12:44 pm Updated: 05/22/2018 07:22 pm Likelihood: 3 - Occasional Severity: 5 - Very Serious Found in version: 2.13.0 Impact: Expected Use: OS: All Support Group: Any Description: Several users at LLNL have reported that when they use 2.13.1 to open a multipart silo ""root"" file with VisIt that VisIt hangs. After some exploration by Mark, he determined that that Blueprint reader was trying to open the file and hanging. This is new to 2.13.1. The work around is to use 2.12.3. Comments: resolved ",1.0,"Blueprint reader is causing open of Silo root files to fail. - Several users at LLNL have reported that when they use 2.13.1 to open a multipart silo ""root"" file with VisIt that VisIt hangs. After some exploration by Mark, he determined that that Blueprint reader was trying to open the file and hanging. This is new to 2.13.1. The work around is to use 2.12.3. -----------------------REDMINE MIGRATION----------------------- This ticket was migrated from Redmine. As such, not all information was able to be captured in the transition. Below is a complete record of the original redmine ticket. Ticket number: 3107 Status: Resolved Project: VisIt Tracker: Bug Priority: Immediate Subject: Blueprint reader is causing open of Silo root files to fail. Assigned to: Cyrus Harrison Category: Target version: 2.13.2 Author: Eric Brugger Start: 05/16/2018 Due date: % Done: 0 Estimated time: Created: 05/16/2018 12:44 pm Updated: 05/22/2018 07:22 pm Likelihood: 3 - Occasional Severity: 5 - Very Serious Found in version: 2.13.0 Impact: Expected Use: OS: All Support Group: Any Description: Several users at LLNL have reported that when they use 2.13.1 to open a multipart silo ""root"" file with VisIt that VisIt hangs. After some exploration by Mark, he determined that that Blueprint reader was trying to open the file and hanging. This is new to 2.13.1. The work around is to use 2.12.3. Comments: resolved ",0,blueprint reader is causing open of silo root files to fail several users at llnl have reported that when they use to open a multipart silo root file with visit that visit hangs after some exploration by mark he determined that that blueprint reader was trying to open the file and hanging this is new to the work around is to use redmine migration this ticket was migrated from redmine as such not all information was able to be captured in the transition below is a complete record of the original redmine ticket ticket number status resolved project visit tracker bug priority immediate subject blueprint reader is causing open of silo root files to fail assigned to cyrus harrison category target version author eric brugger start due date done estimated time created pm updated pm likelihood occasional severity very serious found in version impact expected use os all support group any description several users at llnl have reported that when they use to open a multipart silo root file with visit that visit hangs after some exploration by mark he determined that that blueprint reader was trying to open the file and hanging this is new to the work around is to use comments resolved ,0 27720,30259566329.0,IssuesEvent,2023-07-07 07:06:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,FileSystem Dock: Drag and drop file from res:// to res:// prompts to overwrite/rename; should be a no-op,bug topic:editor usability,"### Godot version v4.1.rc2.official [46424488e] ### System information Godot v4.1.rc2 - Linux Mint 20 (Ulyana) - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (nvidia; 515.105.01) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads) ### Issue description Dragging and dropping a file to a new position inside its current folder, or onto the icon for its current folder - when that folder is the project root folder :res// - will be treated as though you were dropping a different file with the same name. Expectation: for nothing to happen. Also tried it in 4.0.3 and 4.1-dev3, where it behaves as expected. https://github.com/godotengine/godot/assets/64640811/90de1120-dd92-41b8-b202-db77c343103a ### Steps to reproduce 1. New or existing project. 2. Click and drag a file in :res// in FileSystem dock. 3. Drop the file back into :res//. 4. Be prompted to overwrite or rename. ### Minimal reproduction project N/A",True,"FileSystem Dock: Drag and drop file from res:// to res:// prompts to overwrite/rename; should be a no-op - ### Godot version v4.1.rc2.official [46424488e] ### System information Godot v4.1.rc2 - Linux Mint 20 (Ulyana) - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (nvidia; 515.105.01) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads) ### Issue description Dragging and dropping a file to a new position inside its current folder, or onto the icon for its current folder - when that folder is the project root folder :res// - will be treated as though you were dropping a different file with the same name. Expectation: for nothing to happen. Also tried it in 4.0.3 and 4.1-dev3, where it behaves as expected. https://github.com/godotengine/godot/assets/64640811/90de1120-dd92-41b8-b202-db77c343103a ### Steps to reproduce 1. New or existing project. 2. Click and drag a file in :res// in FileSystem dock. 3. Drop the file back into :res//. 4. Be prompted to overwrite or rename. ### Minimal reproduction project N/A",1,filesystem dock drag and drop file from res to res prompts to overwrite rename should be a no op godot version official system information godot linux mint ulyana vulkan forward dedicated nvidia geforce rtx super nvidia intel r core tm cpu threads issue description dragging and dropping a file to a new position inside its current folder or onto the icon for its current folder when that folder is the project root folder res will be treated as though you were dropping a different file with the same name expectation for nothing to happen also tried it in and where it behaves as expected steps to reproduce new or existing project click and drag a file in res in filesystem dock drop the file back into res be prompted to overwrite or rename minimal reproduction project n a,1 3953,17930647890.0,IssuesEvent,2021-09-10 08:47:43,restqa/restqapi,https://api.github.com/repos/restqa/restqapi,closed,Translate the test scenario into a curl command,enhancement good first issue pair with maintainer,"Hello 👋, ### 👀 Background During the test scenario execution, if the user is enabling the html report he will be able to access to the detail description of the api ran behind the scene Example: ![Screen+Recording+2564-06-27+at+02 10 51+PM](https://user-images.githubusercontent.com/4768226/123535943-a4ac2500-d751-11eb-82c2-791074596cb3.gif) This is very helpful for the user to know more about the actual behavior of the api during the test execution, however in order to debug or to reproduce the scenario behavior it would be great to be able to run rerun the scenario manually through another tool like postman or the terminal. ### ✌️ What is the actual behavior? When the user is run the test, the last step will add an [attachement](https://github.com/cucumber/cucumber-js/blob/main/docs/support_files/attachments.md) as an after hook to print the recorded apis. File : https://github.com/restqa/restqapi/blob/master/src/restqapi/hooks.js#L52 ### 🕵️‍♀️ How to reproduce the current behavior? 1. Clone the current project: `git clone git@github.com:restqa/restqapi.git` 2. Install the dependencies: `npm i` 3. Run the command: `npm run example -- -f json:result.json` 4. Check the attachment step in the result.json The content of the attachment step should be the detail of each api calls. ### 🤞 What is the expected behavior? The actual behavior is good enough to know more about the api call that are executed under the scene, but in term of developer experience we should have an easy way to replicate the api call through the tool of our choice. ### 😎 Proposed solution. The current attachment is composed of the api detail detailed composed of : ``` apis: [{ request: { ""hostname"": ""jsonplaceholder.typicode.com"", ""protocol"": ""https:"", ""pathname"": ""/todos/300000"", }, response: {} }] ``` We want to propose to add the curl command of each api in the attachement: ``` apis: [{ curl: ""curl --url https://jsonplaceholder.typicode.com/todos/3000000"" request: { ""hostname"": ""jsonplaceholder.typicode.com"", ""protocol"": ""https:"", ""pathname"": ""/todos/300000"", }, response: {} }] ``` Then the user will be able to copy the curl command and use it in the terminal, postman, insomnia, etc... This will guarantee an easy way for the user to reproduce the api call. Cheers.",True,"Translate the test scenario into a curl command - Hello 👋, ### 👀 Background During the test scenario execution, if the user is enabling the html report he will be able to access to the detail description of the api ran behind the scene Example: ![Screen+Recording+2564-06-27+at+02 10 51+PM](https://user-images.githubusercontent.com/4768226/123535943-a4ac2500-d751-11eb-82c2-791074596cb3.gif) This is very helpful for the user to know more about the actual behavior of the api during the test execution, however in order to debug or to reproduce the scenario behavior it would be great to be able to run rerun the scenario manually through another tool like postman or the terminal. ### ✌️ What is the actual behavior? When the user is run the test, the last step will add an [attachement](https://github.com/cucumber/cucumber-js/blob/main/docs/support_files/attachments.md) as an after hook to print the recorded apis. File : https://github.com/restqa/restqapi/blob/master/src/restqapi/hooks.js#L52 ### 🕵️‍♀️ How to reproduce the current behavior? 1. Clone the current project: `git clone git@github.com:restqa/restqapi.git` 2. Install the dependencies: `npm i` 3. Run the command: `npm run example -- -f json:result.json` 4. Check the attachment step in the result.json The content of the attachment step should be the detail of each api calls. ### 🤞 What is the expected behavior? The actual behavior is good enough to know more about the api call that are executed under the scene, but in term of developer experience we should have an easy way to replicate the api call through the tool of our choice. ### 😎 Proposed solution. The current attachment is composed of the api detail detailed composed of : ``` apis: [{ request: { ""hostname"": ""jsonplaceholder.typicode.com"", ""protocol"": ""https:"", ""pathname"": ""/todos/300000"", }, response: {} }] ``` We want to propose to add the curl command of each api in the attachement: ``` apis: [{ curl: ""curl --url https://jsonplaceholder.typicode.com/todos/3000000"" request: { ""hostname"": ""jsonplaceholder.typicode.com"", ""protocol"": ""https:"", ""pathname"": ""/todos/300000"", }, response: {} }] ``` Then the user will be able to copy the curl command and use it in the terminal, postman, insomnia, etc... This will guarantee an easy way for the user to reproduce the api call. Cheers.",0,translate the test scenario into a curl command hello 👋 👀 background during the test scenario execution if the user is enabling the html report he will be able to access to the detail description of the api ran behind the scene example this is very helpful for the user to know more about the actual behavior of the api during the test execution however in order to debug or to reproduce the scenario behavior it would be great to be able to run rerun the scenario manually through another tool like postman or the terminal ✌️ what is the actual behavior when the user is run the test the last step will add an as an after hook to print the recorded apis file 🕵️‍♀️ how to reproduce the current behavior clone the current project git clone git github com restqa restqapi git install the dependencies npm i run the command npm run example f json result json check the attachment step in the result json the content of the attachment step should be the detail of each api calls 🤞 what is the expected behavior the actual behavior is good enough to know more about the api call that are executed under the scene but in term of developer experience we should have an easy way to replicate the api call through the tool of our choice 😎 proposed solution the current attachment is composed of the api detail detailed composed of apis request hostname jsonplaceholder typicode com protocol https pathname todos response we want to propose to add the curl command of each api in the attachement apis curl curl url request hostname jsonplaceholder typicode com protocol https pathname todos response then the user will be able to copy the curl command and use it in the terminal postman insomnia etc this will guarantee an easy way for the user to reproduce the api call cheers ,0 19485,14108941383.0,IssuesEvent,2020-11-06 18:41:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Suggestion: better way to change variable and function names,enhancement topic:visualscript usability,"Godot version: 3.0.4 stable OS/device including version: Win 7 Issue description: I'm not sure if any text based editor does this but when creating variables and functions in ue4: ![ue4 variables](https://user-images.githubusercontent.com/40721994/42264358-b5a9eac2-7f70-11e8-9bb1-99e921008536.jpg) The user creates them in a special drop down menu. The great thing about this is if the name of a function or variable is changed the editor automatically updates the name in the whole project. I'm somebody that changes var and funct names a lot. They might start as speed then become MaxSpeed then Char1MaxSpeed then Char1MaxYSpeed etc. I hate searching and replacing var and function names because if I forget to use a name like var_speed searching and replacing speed can destroy the code and then there is a lot of manual searching and fixing involved. I know this is mostly a beginner problem but a feature like this would help beginners and/or scatterbrains like me a lot. I'd love to see this with the Visual Scripting but I think this could also be done in the text based coding editor. A user could write something like: ** VAR// ** const SOMECONST var someVar ** //VAR ** And the editor automatically checks for changes to the names and changes them automatically everywhere in the project. ",True,"Suggestion: better way to change variable and function names - Godot version: 3.0.4 stable OS/device including version: Win 7 Issue description: I'm not sure if any text based editor does this but when creating variables and functions in ue4: ![ue4 variables](https://user-images.githubusercontent.com/40721994/42264358-b5a9eac2-7f70-11e8-9bb1-99e921008536.jpg) The user creates them in a special drop down menu. The great thing about this is if the name of a function or variable is changed the editor automatically updates the name in the whole project. I'm somebody that changes var and funct names a lot. They might start as speed then become MaxSpeed then Char1MaxSpeed then Char1MaxYSpeed etc. I hate searching and replacing var and function names because if I forget to use a name like var_speed searching and replacing speed can destroy the code and then there is a lot of manual searching and fixing involved. I know this is mostly a beginner problem but a feature like this would help beginners and/or scatterbrains like me a lot. I'd love to see this with the Visual Scripting but I think this could also be done in the text based coding editor. A user could write something like: ** VAR// ** const SOMECONST var someVar ** //VAR ** And the editor automatically checks for changes to the names and changes them automatically everywhere in the project. ",1,suggestion better way to change variable and function names godot version stable os device including version win issue description i m not sure if any text based editor does this but when creating variables and functions in the user creates them in a special drop down menu the great thing about this is if the name of a function or variable is changed the editor automatically updates the name in the whole project i m somebody that changes var and funct names a lot they might start as speed then become maxspeed then then etc i hate searching and replacing var and function names because if i forget to use a name like var speed searching and replacing speed can destroy the code and then there is a lot of manual searching and fixing involved i know this is mostly a beginner problem but a feature like this would help beginners and or scatterbrains like me a lot i d love to see this with the visual scripting but i think this could also be done in the text based coding editor a user could write something like var const someconst var somevar var and the editor automatically checks for changes to the names and changes them automatically everywhere in the project ,1 381049,11272708991.0,IssuesEvent,2020-01-14 15:20:05,googleapis/google-cloud-php,https://api.github.com/repos/googleapis/google-cloud-php,closed,Synthesis failed for pubsub,api: pubsub autosynth failure priority: p1 type: bug,"Hello! Autosynth couldn't regenerate pubsub. :broken_heart: Here's the output from running `synth.py`: ``` Cloning into 'working_repo'... Switched to branch 'autosynth-pubsub' Traceback (most recent call last): File ""/home/kbuilder/.pyenv/versions/3.6.1/lib/python3.6/runpy.py"", line 193, in _run_module_as_main ""__main__"", mod_spec) File ""/home/kbuilder/.pyenv/versions/3.6.1/lib/python3.6/runpy.py"", line 85, in _run_code exec(code, run_globals) File ""/tmpfs/src/git/autosynth/autosynth/synth.py"", line 256, in main() File ""/tmpfs/src/git/autosynth/autosynth/synth.py"", line 196, in main last_synth_commit_hash = get_last_metadata_commit(args.metadata_path) File ""/tmpfs/src/git/autosynth/autosynth/synth.py"", line 149, in get_last_metadata_commit text=True, File ""/home/kbuilder/.pyenv/versions/3.6.1/lib/python3.6/subprocess.py"", line 403, in run with Popen(*popenargs, **kwargs) as process: TypeError: __init__() got an unexpected keyword argument 'text' ``` Google internal developers can see the full log [here](https://sponge/3208835e-3889-45be-8736-cbbf106b507f). ",1.0,"Synthesis failed for pubsub - Hello! Autosynth couldn't regenerate pubsub. :broken_heart: Here's the output from running `synth.py`: ``` Cloning into 'working_repo'... Switched to branch 'autosynth-pubsub' Traceback (most recent call last): File ""/home/kbuilder/.pyenv/versions/3.6.1/lib/python3.6/runpy.py"", line 193, in _run_module_as_main ""__main__"", mod_spec) File ""/home/kbuilder/.pyenv/versions/3.6.1/lib/python3.6/runpy.py"", line 85, in _run_code exec(code, run_globals) File ""/tmpfs/src/git/autosynth/autosynth/synth.py"", line 256, in main() File ""/tmpfs/src/git/autosynth/autosynth/synth.py"", line 196, in main last_synth_commit_hash = get_last_metadata_commit(args.metadata_path) File ""/tmpfs/src/git/autosynth/autosynth/synth.py"", line 149, in get_last_metadata_commit text=True, File ""/home/kbuilder/.pyenv/versions/3.6.1/lib/python3.6/subprocess.py"", line 403, in run with Popen(*popenargs, **kwargs) as process: TypeError: __init__() got an unexpected keyword argument 'text' ``` Google internal developers can see the full log [here](https://sponge/3208835e-3889-45be-8736-cbbf106b507f). ",0,synthesis failed for pubsub hello autosynth couldn t regenerate pubsub broken heart here s the output from running synth py cloning into working repo switched to branch autosynth pubsub traceback most recent call last file home kbuilder pyenv versions lib runpy py line in run module as main main mod spec file home kbuilder pyenv versions lib runpy py line in run code exec code run globals file tmpfs src git autosynth autosynth synth py line in main file tmpfs src git autosynth autosynth synth py line in main last synth commit hash get last metadata commit args metadata path file tmpfs src git autosynth autosynth synth py line in get last metadata commit text true file home kbuilder pyenv versions lib subprocess py line in run with popen popenargs kwargs as process typeerror init got an unexpected keyword argument text google internal developers can see the full log ,0 20591,15729701788.0,IssuesEvent,2021-03-29 15:07:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,EditorHelpBit doesn't resize to fit the whole description (Complex Text Layouts/DisplayServer regression),bug regression topic:editor usability," **Godot version:** 4.0 .dev.custom_build.5953f4d76 **OS/device including version:** Win10 [10.0.19041 Build 19041] **Issue description:** Bug: ![Screenshot 2021-03-26 125259](https://user-images.githubusercontent.com/21338088/112597302-f67f9f00-8e32-11eb-95af-295cf796a0d9.png) Expected: A bigger Annotation box to fit the whole text. **Steps to reproduce:** Just add a ```DirectionalLight3D``` node and hover over the ```Use In Sky Only``` option. **Minimal reproduction project:** As listed above. ",True,"EditorHelpBit doesn't resize to fit the whole description (Complex Text Layouts/DisplayServer regression) - **Godot version:** 4.0 .dev.custom_build.5953f4d76 **OS/device including version:** Win10 [10.0.19041 Build 19041] **Issue description:** Bug: ![Screenshot 2021-03-26 125259](https://user-images.githubusercontent.com/21338088/112597302-f67f9f00-8e32-11eb-95af-295cf796a0d9.png) Expected: A bigger Annotation box to fit the whole text. **Steps to reproduce:** Just add a ```DirectionalLight3D``` node and hover over the ```Use In Sky Only``` option. **Minimal reproduction project:** As listed above. ",1,editorhelpbit doesn t resize to fit the whole description complex text layouts displayserver regression please search existing issues for potential duplicates before filing yours godot version dev custom build os device including version issue description bug expected a bigger annotation box to fit the whole text steps to reproduce just add a node and hover over the use in sky only option minimal reproduction project as listed above ,1 97637,8664590685.0,IssuesEvent,2018-11-28 20:38:26,Microsoft/AzureStorageExplorer,https://api.github.com/repos/Microsoft/AzureStorageExplorer,closed,Show a confusing log in Activity when trying to open a blob for ADLS Gen2 accounts,:gear: adls gen2 testing,"Storage Explorer Version: 1.5.0 Platform/OS Version: Windows 10/ MacOS High Sierra/ Linux Ubuntu 16.04 Architecture: ia32 Build Number: 20181128.5 Commit: 21f66e3b Regression From: Not a regression #### Steps to Reproduce: #### 1. Launch Storage Explorer -> Expand an ADLS Gen2 account which contains at least one blob container. 2. Open the blob container -> Upload a file to it. 3. Try to open the uploaded file -> Check the log in Activity. #### Expected Experience: #### Show an exact log in Activity. #### Actual Experience: #### Show a confusing log in Activity. ![image](https://user-images.githubusercontent.com/41351993/49142048-e45cc700-f332-11e8-9054-79b2282d60c9.png) ",1.0,"Show a confusing log in Activity when trying to open a blob for ADLS Gen2 accounts - Storage Explorer Version: 1.5.0 Platform/OS Version: Windows 10/ MacOS High Sierra/ Linux Ubuntu 16.04 Architecture: ia32 Build Number: 20181128.5 Commit: 21f66e3b Regression From: Not a regression #### Steps to Reproduce: #### 1. Launch Storage Explorer -> Expand an ADLS Gen2 account which contains at least one blob container. 2. Open the blob container -> Upload a file to it. 3. Try to open the uploaded file -> Check the log in Activity. #### Expected Experience: #### Show an exact log in Activity. #### Actual Experience: #### Show a confusing log in Activity. ![image](https://user-images.githubusercontent.com/41351993/49142048-e45cc700-f332-11e8-9054-79b2282d60c9.png) ",0,show a confusing log in activity when trying to open a blob for adls accounts storage explorer version platform os version windows macos high sierra linux ubuntu architecture build number commit regression from not a regression steps to reproduce launch storage explorer expand an adls account which contains at least one blob container open the blob container upload a file to it try to open the uploaded file check the log in activity expected experience show an exact log in activity actual experience show a confusing log in activity ,0 2267,3594932101.0,IssuesEvent,2016-02-02 02:31:09,catapult-project/catapult,https://api.github.com/repos/catapult-project/catapult,closed,Add a across platform file lock utility for catapult,Infrastructure,"Based on http://code.activestate.com/recipes/65203/ @jbudorick @randalnephew : we will need to update py_trace_event to use the cross platform filelock as well.",1.0,"Add a across platform file lock utility for catapult - Based on http://code.activestate.com/recipes/65203/ @jbudorick @randalnephew : we will need to update py_trace_event to use the cross platform filelock as well.",0,add a across platform file lock utility for catapult based on jbudorick randalnephew we will need to update py trace event to use the cross platform filelock as well ,0 18190,12642866121.0,IssuesEvent,2020-06-16 08:52:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocomplete Path in Project Manager,enhancement topic:editor usability,The current Path textbox in the project selection screen does not have autocomplete support. It would be nice if it provided fuzzy autocomplete ,True,Autocomplete Path in Project Manager - The current Path textbox in the project selection screen does not have autocomplete support. It would be nice if it provided fuzzy autocomplete ,1,autocomplete path in project manager the current path textbox in the project selection screen does not have autocomplete support it would be nice if it provided fuzzy autocomplete ,1 6328,4221032263.0,IssuesEvent,2016-07-01 02:20:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Drag n Drop in Scene Tree issues with moving nodes and moving out of parent.,bug confirmed topic:editor usability,"**Issue description** (what happened, and what was expected): It's impossible to move nodes in the same level. They always parent to some node even when highlight line shows it will move between two nodes. The same with moving nodes out of level/parent to higher level one instead being moved out of parent they are re parented to different subtree. **Steps to reproduce:** Create sub tree and duplicate it few times. Then try to move them out of parent or change positions. ",True,"Drag n Drop in Scene Tree issues with moving nodes and moving out of parent. - **Issue description** (what happened, and what was expected): It's impossible to move nodes in the same level. They always parent to some node even when highlight line shows it will move between two nodes. The same with moving nodes out of level/parent to higher level one instead being moved out of parent they are re parented to different subtree. **Steps to reproduce:** Create sub tree and duplicate it few times. Then try to move them out of parent or change positions. ",1,drag n drop in scene tree issues with moving nodes and moving out of parent issue description what happened and what was expected it s impossible to move nodes in the same level they always parent to some node even when highlight line shows it will move between two nodes the same with moving nodes out of level parent to higher level one instead being moved out of parent they are re parented to different subtree steps to reproduce create sub tree and duplicate it few times then try to move them out of parent or change positions ,1 6187,4173371564.0,IssuesEvent,2016-06-21 10:16:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Rename ""trackpad hint"" to something more intuitive like ""Enable 3D trackpad""",enhancement topic:editor usability,"I recently checked the history for the spatial_editor_plugin class and saw that somebody had made the feature I added optional, however, I wasn't able to easily verify because it was named something that I don't think is intuitive for users: ""trackpad hint"". Could we please rename this something much more obvious? ""Trackpad hint"" doesn't describe the feature in question, in fact, it sounds more like a ""help"" or ""accessibility"" thing for the editor. I've suggested an alternative in the title of this ticket, and would be open to discussion about what the new name should be.",True,"Rename ""trackpad hint"" to something more intuitive like ""Enable 3D trackpad"" - I recently checked the history for the spatial_editor_plugin class and saw that somebody had made the feature I added optional, however, I wasn't able to easily verify because it was named something that I don't think is intuitive for users: ""trackpad hint"". Could we please rename this something much more obvious? ""Trackpad hint"" doesn't describe the feature in question, in fact, it sounds more like a ""help"" or ""accessibility"" thing for the editor. I've suggested an alternative in the title of this ticket, and would be open to discussion about what the new name should be.",1,rename trackpad hint to something more intuitive like enable trackpad i recently checked the history for the spatial editor plugin class and saw that somebody had made the feature i added optional however i wasn t able to easily verify because it was named something that i don t think is intuitive for users trackpad hint could we please rename this something much more obvious trackpad hint doesn t describe the feature in question in fact it sounds more like a help or accessibility thing for the editor i ve suggested an alternative in the title of this ticket and would be open to discussion about what the new name should be ,1 31272,11903303730.0,IssuesEvent,2020-03-30 15:09:13,istio/istio,https://api.github.com/repos/istio/istio,opened,TLS handshake errors connecting to Istiod with low TTL,area/security,"istiod logs: ``` 2020-03-30T15:06:05.093291Z info grpc: Server.Serve failed to complete security handshake from ""10.28.1.200:53890"": tls: failed to verify client's certificate: x509: certificate has expired or is not yet valid ``` istio-agent logs: ``` [Envoy (Epoch 0)] [2020-03-30 15:03:37.052][26][warning][config] [bazel-out/k8-opt/bin/external/envoy/source/common/config/_virtual_includes/grpc_stream_lib/common/config/grpc_stream.h:92] StreamAggregatedResources gRPC config stream closed: 13, [Envoy (Epoch 0)] [2020-03-30 15:03:37.352][26][warning][config] [bazel-out/k8-opt/bin/external/envoy/source/common/config/_virtual_includes/grpc_stream_lib/common/config/grpc_stream.h:92] StreamAggregatedResources gRPC config stream closed: 14, upstream connect error or disconnect/reset before headers. reset reason: connection failure [Envoy (Epoch 0)] [2020-03-30 15:03:37.407][26][warning][config] [bazel-out/k8-opt/bin/external/envoy/source/common/config/_virtual_includes/grpc_stream_lib/common/config/grpc_stream.h:92] StreamAggregatedResources gRPC config stream closed: 14, upstream connect error or disconnect/reset before headers. reset reason: connection failure [Envoy (Epoch 0)] [2020-03-30 15:03:37.464][26][warning][config] [bazel-out/k8-opt/bin/external/envoy/source/common/config/_virtual_includes/grpc_stream_lib/common/config/grpc_stream.h:92] StreamAggregatedResources gRPC config stream closed: 14, upstream connect error or disconnect/reset before headers. reset reason: connection failure [Envoy (Epoch 0)] [2020-03-30 15:03:37.596][26][warning][config] [bazel-out/k8-opt/bin/external/envoy/source/common/config/_virtual_includes/grpc_stream_lib/common/config/grpc_stream.h:92] StreamAggregatedResources gRPC config stream closed: 14, upstream connect error or disconnect/reset before headers. reset reason: connection failure [Envoy (Epoch 0)] [2020-03-30 15:03:40.281][26][warning][config] [bazel-out/k8-opt/bin/external/envoy/source/common/config/_virtual_includes/grpc_stream_lib/common/config/grpc_stream.h:92] StreamAggregatedResources gRPC config stream closed: 14, upstream connect error or disconnect/reset before headers. reset reason: connection failure [Envoy (Epoch 0)] [2020-03-30 15:03:41.541][26][warning][config] [bazel-out/k8-opt/bin/external/envoy/source/common/config/_virtual_includes/grpc_stream_lib/common/config/grpc_stream.h:92] StreamAggregatedResources gRPC config stream closed: 14, upstream connect error or disconnect/reset before headers. reset reason: connection failure 2020-03-30T15:03:41.979425Z info sds resource:default connection is terminated: rpc error: code = Canceled desc = context canceled [Envoy (Epoch 0)] [2020-03-30 15:03:41.979][26][warning][config] [bazel-out/k8-opt/bin/external/envoy/source/common/config/_virtual_includes/grpc_stream_lib/common/config/grpc_stream.h:92] StreamSecrets gRPC config stream closed: 2, resource:default Close connection to proxy ""sidecar~10.28.8.20~svc07-0-6-6ddb59546-9rp9n.service-graph07~service-graph07.svc.cluster.local-5"" 2020-03-30T15:03:42.035457Z info sds resource:default new connection 2020-03-30T15:03:42.631652Z info cache GenerateSecret default 2020-03-30T15:03:42.631777Z info sds resource:default pushed key/cert pair to proxy ``` Basically the XDS connection is closed, fails to reconnect due to expired cert. Then we detect the cert is old, create a new one, and things go back to normal This is with a 10m TTL. I will investigate a slightly higher TTL Query `sum(irate(envoy_cluster_upstream_cx_connect_fail{cluster_name=""xds-grpc""}[1m]))` can identify this easily",True,"TLS handshake errors connecting to Istiod with low TTL - istiod logs: ``` 2020-03-30T15:06:05.093291Z info grpc: Server.Serve failed to complete security handshake from ""10.28.1.200:53890"": tls: failed to verify client's certificate: x509: certificate has expired or is not yet valid ``` istio-agent logs: ``` [Envoy (Epoch 0)] [2020-03-30 15:03:37.052][26][warning][config] [bazel-out/k8-opt/bin/external/envoy/source/common/config/_virtual_includes/grpc_stream_lib/common/config/grpc_stream.h:92] StreamAggregatedResources gRPC config stream closed: 13, [Envoy (Epoch 0)] [2020-03-30 15:03:37.352][26][warning][config] [bazel-out/k8-opt/bin/external/envoy/source/common/config/_virtual_includes/grpc_stream_lib/common/config/grpc_stream.h:92] StreamAggregatedResources gRPC config stream closed: 14, upstream connect error or disconnect/reset before headers. reset reason: connection failure [Envoy (Epoch 0)] [2020-03-30 15:03:37.407][26][warning][config] [bazel-out/k8-opt/bin/external/envoy/source/common/config/_virtual_includes/grpc_stream_lib/common/config/grpc_stream.h:92] StreamAggregatedResources gRPC config stream closed: 14, upstream connect error or disconnect/reset before headers. reset reason: connection failure [Envoy (Epoch 0)] [2020-03-30 15:03:37.464][26][warning][config] [bazel-out/k8-opt/bin/external/envoy/source/common/config/_virtual_includes/grpc_stream_lib/common/config/grpc_stream.h:92] StreamAggregatedResources gRPC config stream closed: 14, upstream connect error or disconnect/reset before headers. reset reason: connection failure [Envoy (Epoch 0)] [2020-03-30 15:03:37.596][26][warning][config] [bazel-out/k8-opt/bin/external/envoy/source/common/config/_virtual_includes/grpc_stream_lib/common/config/grpc_stream.h:92] StreamAggregatedResources gRPC config stream closed: 14, upstream connect error or disconnect/reset before headers. reset reason: connection failure [Envoy (Epoch 0)] [2020-03-30 15:03:40.281][26][warning][config] [bazel-out/k8-opt/bin/external/envoy/source/common/config/_virtual_includes/grpc_stream_lib/common/config/grpc_stream.h:92] StreamAggregatedResources gRPC config stream closed: 14, upstream connect error or disconnect/reset before headers. reset reason: connection failure [Envoy (Epoch 0)] [2020-03-30 15:03:41.541][26][warning][config] [bazel-out/k8-opt/bin/external/envoy/source/common/config/_virtual_includes/grpc_stream_lib/common/config/grpc_stream.h:92] StreamAggregatedResources gRPC config stream closed: 14, upstream connect error or disconnect/reset before headers. reset reason: connection failure 2020-03-30T15:03:41.979425Z info sds resource:default connection is terminated: rpc error: code = Canceled desc = context canceled [Envoy (Epoch 0)] [2020-03-30 15:03:41.979][26][warning][config] [bazel-out/k8-opt/bin/external/envoy/source/common/config/_virtual_includes/grpc_stream_lib/common/config/grpc_stream.h:92] StreamSecrets gRPC config stream closed: 2, resource:default Close connection to proxy ""sidecar~10.28.8.20~svc07-0-6-6ddb59546-9rp9n.service-graph07~service-graph07.svc.cluster.local-5"" 2020-03-30T15:03:42.035457Z info sds resource:default new connection 2020-03-30T15:03:42.631652Z info cache GenerateSecret default 2020-03-30T15:03:42.631777Z info sds resource:default pushed key/cert pair to proxy ``` Basically the XDS connection is closed, fails to reconnect due to expired cert. Then we detect the cert is old, create a new one, and things go back to normal This is with a 10m TTL. I will investigate a slightly higher TTL Query `sum(irate(envoy_cluster_upstream_cx_connect_fail{cluster_name=""xds-grpc""}[1m]))` can identify this easily",0,tls handshake errors connecting to istiod with low ttl istiod logs info grpc server serve failed to complete security handshake from tls failed to verify client s certificate certificate has expired or is not yet valid istio agent logs streamaggregatedresources grpc config stream closed streamaggregatedresources grpc config stream closed upstream connect error or disconnect reset before headers reset reason connection failure streamaggregatedresources grpc config stream closed upstream connect error or disconnect reset before headers reset reason connection failure streamaggregatedresources grpc config stream closed upstream connect error or disconnect reset before headers reset reason connection failure streamaggregatedresources grpc config stream closed upstream connect error or disconnect reset before headers reset reason connection failure streamaggregatedresources grpc config stream closed upstream connect error or disconnect reset before headers reset reason connection failure streamaggregatedresources grpc config stream closed upstream connect error or disconnect reset before headers reset reason connection failure info sds resource default connection is terminated rpc error code canceled desc context canceled streamsecrets grpc config stream closed resource default close connection to proxy sidecar service service svc cluster local info sds resource default new connection info cache generatesecret default info sds resource default pushed key cert pair to proxy basically the xds connection is closed fails to reconnect due to expired cert then we detect the cert is old create a new one and things go back to normal this is with a ttl i will investigate a slightly higher ttl query sum irate envoy cluster upstream cx connect fail cluster name xds grpc can identify this easily,0 19487,14109111675.0,IssuesEvent,2020-11-06 18:59:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dropdown menu to select method,enhancement topic:editor usability,"Hello there, so I was tweaking the engine to see if I could help improve it, and since I was struggling when I had to connect signals to methods, and I found some cool usages for that, I was thinking about improving the connection menu. My ideas were: 1. Add a dropdown menu to select a list of all the currently available methods of the node 1. When selecting an already existing method automatically add the needed arguments 1. Be able to edit an already connected signal Seems like someone tried this before but for some reason he/she commented the code as we can see in [connections_dialog.cpp](https://github.com/godotengine/godot/blob/master/editor/connections_dialog.cpp#L116-L143) I can try to implement it myself and make a pull request, but I'll need some guidance on that :> Then I designed this just for concept ![new_connection_concept](https://user-images.githubusercontent.com/10171059/28215710-4b3202a4-6885-11e7-9e84-30bb0719faea.png) ",True,"Dropdown menu to select method - Hello there, so I was tweaking the engine to see if I could help improve it, and since I was struggling when I had to connect signals to methods, and I found some cool usages for that, I was thinking about improving the connection menu. My ideas were: 1. Add a dropdown menu to select a list of all the currently available methods of the node 1. When selecting an already existing method automatically add the needed arguments 1. Be able to edit an already connected signal Seems like someone tried this before but for some reason he/she commented the code as we can see in [connections_dialog.cpp](https://github.com/godotengine/godot/blob/master/editor/connections_dialog.cpp#L116-L143) I can try to implement it myself and make a pull request, but I'll need some guidance on that :> Then I designed this just for concept ![new_connection_concept](https://user-images.githubusercontent.com/10171059/28215710-4b3202a4-6885-11e7-9e84-30bb0719faea.png) ",1,dropdown menu to select method hello there so i was tweaking the engine to see if i could help improve it and since i was struggling when i had to connect signals to methods and i found some cool usages for that i was thinking about improving the connection menu my ideas were add a dropdown menu to select a list of all the currently available methods of the node when selecting an already existing method automatically add the needed arguments be able to edit an already connected signal seems like someone tried this before but for some reason he she commented the code as we can see in i can try to implement it myself and make a pull request but i ll need some guidance on that then i designed this just for concept ,1 5868,4048589352.0,IssuesEvent,2016-05-23 10:56:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Remote Inspector: ability to inspect local variables as well,enhancement topic:editor usability,"**Operating system or device - Godot version:** 2.1 alpha **Issue description** (what happened, and what was expected): Remote inspector would be even more handy if it would allow not only to inspect exported variables, but 'normal' ones as well.",True,"Remote Inspector: ability to inspect local variables as well - **Operating system or device - Godot version:** 2.1 alpha **Issue description** (what happened, and what was expected): Remote inspector would be even more handy if it would allow not only to inspect exported variables, but 'normal' ones as well.",1,remote inspector ability to inspect local variables as well operating system or device godot version alpha issue description what happened and what was expected remote inspector would be even more handy if it would allow not only to inspect exported variables but normal ones as well ,1 4436,3864589457.0,IssuesEvent,2016-04-08 14:26:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Rename ""subscene"" menu item and move it",enhancement junior job topic:editor usability,"Okay this is a bit of a weird one, but the way I've been developing now has been to mock objects inside a scene as child nodes as tests. Inevitably, if it's all okay and the complexity necessitates it, I keep needing to upgrade them to their own scenes for instancing. This means painstakingly rebuilding the node and it's children. (Or copying the scene and deleting everything that isn't what I want.) I don't know what the feasability of this would be, but a way to take a node (and all it's children) and upgrade them to their own scene file would greatly help this workflow. Also happy to get some discussion on this particular workflow and even if I'm just ""doing it wrong"". I don't think having hindsight is a super great answer to it though as that goes against experimentation and rapid development.",True,"Rename ""subscene"" menu item and move it - Okay this is a bit of a weird one, but the way I've been developing now has been to mock objects inside a scene as child nodes as tests. Inevitably, if it's all okay and the complexity necessitates it, I keep needing to upgrade them to their own scenes for instancing. This means painstakingly rebuilding the node and it's children. (Or copying the scene and deleting everything that isn't what I want.) I don't know what the feasability of this would be, but a way to take a node (and all it's children) and upgrade them to their own scene file would greatly help this workflow. Also happy to get some discussion on this particular workflow and even if I'm just ""doing it wrong"". I don't think having hindsight is a super great answer to it though as that goes against experimentation and rapid development.",1,rename subscene menu item and move it okay this is a bit of a weird one but the way i ve been developing now has been to mock objects inside a scene as child nodes as tests inevitably if it s all okay and the complexity necessitates it i keep needing to upgrade them to their own scenes for instancing this means painstakingly rebuilding the node and it s children or copying the scene and deleting everything that isn t what i want i don t know what the feasability of this would be but a way to take a node and all it s children and upgrade them to their own scene file would greatly help this workflow also happy to get some discussion on this particular workflow and even if i m just doing it wrong i don t think having hindsight is a super great answer to it though as that goes against experimentation and rapid development ,1 48903,3000828510.0,IssuesEvent,2015-07-24 06:31:05,jayway/powermock,https://api.github.com/repos/jayway/powermock,closed,Spying wipes out spied object's collaborators,bug imported Milestone-Release1.4 Priority-Medium,"_From [srivaths.sankaran](https://code.google.com/u/srivaths.sankaran/) on June 20, 2010 05:20:56_ What steps will reproduce the problem? 1. Create a real instance of an of an object with collaborators 2. Create a spied-version using PowerMockito.spy() 3. Dereferencing the collaborator results in a NullPointerException What is the expected output? What do you see instead? Normal behavior interrupted by NullPointerException What version of the product are you using? On what operating system? 1.3.8 Please provide any additional information below. This issue was discussed in the user group. Please see http://is.gd/cVZ37 . Here is short experiment that details the problem: @Test public void experiment() { MyService service = new MyService(); MyService mockitoSpy = Mockito.spy(service); MyService powermockSpy = PowerMockito.spy(service); System.out.println(""Mockito:"" + ((mockitoSpy .getMyDao() != null) ? ""non null"" : ""null"")); System.out.println(""Powermock:"" + ((powermockSpy .getMyDao() != null) ? ""non null"" : ""null"")); } _Original issue: http://code.google.com/p/powermock/issues/detail?id=263_",1.0,"Spying wipes out spied object's collaborators - _From [srivaths.sankaran](https://code.google.com/u/srivaths.sankaran/) on June 20, 2010 05:20:56_ What steps will reproduce the problem? 1. Create a real instance of an of an object with collaborators 2. Create a spied-version using PowerMockito.spy() 3. Dereferencing the collaborator results in a NullPointerException What is the expected output? What do you see instead? Normal behavior interrupted by NullPointerException What version of the product are you using? On what operating system? 1.3.8 Please provide any additional information below. This issue was discussed in the user group. Please see http://is.gd/cVZ37 . Here is short experiment that details the problem: @Test public void experiment() { MyService service = new MyService(); MyService mockitoSpy = Mockito.spy(service); MyService powermockSpy = PowerMockito.spy(service); System.out.println(""Mockito:"" + ((mockitoSpy .getMyDao() != null) ? ""non null"" : ""null"")); System.out.println(""Powermock:"" + ((powermockSpy .getMyDao() != null) ? ""non null"" : ""null"")); } _Original issue: http://code.google.com/p/powermock/issues/detail?id=263_",0,spying wipes out spied object s collaborators from on june what steps will reproduce the problem create a real instance of an of an object with collaborators create a spied version using powermockito spy dereferencing the collaborator results in a nullpointerexception what is the expected output what do you see instead normal behavior interrupted by nullpointerexception what version of the product are you using on what operating system please provide any additional information below this issue was discussed in the user group please see here is short experiment that details the problem test public void experiment myservice service new myservice myservice mockitospy mockito spy service myservice powermockspy powermockito spy service system out println mockito mockitospy getmydao null non null null system out println powermock powermockspy getmydao null non null null original issue ,0 11907,7527623971.0,IssuesEvent,2018-04-13 17:44:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Hard to select Node2D,bug topic:editor usability,"**Godot version:** Master ** Issue ** As @poke1024 mentionned in #17502: > I felt that hitting the cross there was a bit finicky (maybe a larger click radius?). This is due to the fact that the selectable area should not depend on the editor zoom. **Steps to not reproduce this kind of mistakes again:** I should listen to people and test my PRs little bit more. ^^",True,"Hard to select Node2D - **Godot version:** Master ** Issue ** As @poke1024 mentionned in #17502: > I felt that hitting the cross there was a bit finicky (maybe a larger click radius?). This is due to the fact that the selectable area should not depend on the editor zoom. **Steps to not reproduce this kind of mistakes again:** I should listen to people and test my PRs little bit more. ^^",1,hard to select godot version master issue as mentionned in i felt that hitting the cross there was a bit finicky maybe a larger click radius this is due to the fact that the selectable area should not depend on the editor zoom steps to not reproduce this kind of mistakes again i should listen to people and test my prs little bit more ,1 11864,3538189254.0,IssuesEvent,2016-01-18 08:33:50,syl20bnr/spacemacs,https://api.github.com/repos/syl20bnr/spacemacs,closed,There is no mention of where to put the configuration bits,Beginner friendly documentation :-> PR pending,"In the documentation of the javascript layer, under the ""Configuration"" header, there is no mention of where one should put the settings mentioned there. It is not clear where settings for packages loaded by a layer should be set by the user.",1.0,"There is no mention of where to put the configuration bits - In the documentation of the javascript layer, under the ""Configuration"" header, there is no mention of where one should put the settings mentioned there. It is not clear where settings for packages loaded by a layer should be set by the user.",0,there is no mention of where to put the configuration bits in the documentation of the javascript layer under the configuration header there is no mention of where one should put the settings mentioned there it is not clear where settings for packages loaded by a layer should be set by the user ,0 17949,12439868373.0,IssuesEvent,2020-05-26 10:54:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to define custom conditional function in VS,feature proposal topic:visualscript usability,"**Issue description** (what happened, and what was expected): This would be mostly a 'Syntax Sugar' in VS world, but it would further improve VS readability :) Like we have currently `Condition` block it would be awesome if we could declare boolean getter functions which works just like current condition block, take a look at picture: ![sugarconditional3](https://cloud.githubusercontent.com/assets/6129594/18134119/8d093530-6f9d-11e6-928f-f1ba44840a2b.png) ",True,"Ability to define custom conditional function in VS - **Issue description** (what happened, and what was expected): This would be mostly a 'Syntax Sugar' in VS world, but it would further improve VS readability :) Like we have currently `Condition` block it would be awesome if we could declare boolean getter functions which works just like current condition block, take a look at picture: ![sugarconditional3](https://cloud.githubusercontent.com/assets/6129594/18134119/8d093530-6f9d-11e6-928f-f1ba44840a2b.png) ",1,ability to define custom conditional function in vs issue description what happened and what was expected this would be mostly a syntax sugar in vs world but it would further improve vs readability like we have currently condition block it would be awesome if we could declare boolean getter functions which works just like current condition block take a look at picture ,1 236736,18107570064.0,IssuesEvent,2021-09-22 21:02:35,tldr-pages/tldr,https://api.github.com/repos/tldr-pages/tldr,closed,[RFC] Include additional Information about the command in Pull Request Template,documentation," There are so many softwares and commands in our computer, we don't know how to distinguish some confused commands sometimes. I think we need more Information about a new command when we review. So, I suggest we can add additional Information in the [Pull Request Template](https://github.com/tldr-pages/tldr/blob/master/.github/PULL_REQUEST_TEMPLATE.md). Needed Information like below: - Official Page: - Referenced Pages: Maybe more Information more than that, welcome for more ideas. How do you think about it? @waldyrious @agnivade @sbrl @pxgamer ",1.0,"[RFC] Include additional Information about the command in Pull Request Template - There are so many softwares and commands in our computer, we don't know how to distinguish some confused commands sometimes. I think we need more Information about a new command when we review. So, I suggest we can add additional Information in the [Pull Request Template](https://github.com/tldr-pages/tldr/blob/master/.github/PULL_REQUEST_TEMPLATE.md). Needed Information like below: - Official Page: - Referenced Pages: Maybe more Information more than that, welcome for more ideas. How do you think about it? @waldyrious @agnivade @sbrl @pxgamer ",0, include additional information about the command in pull request template thank you for reporting an issue please review the following notes before submitting it most issues on this repo are requests for new commands if it s the case make sure to use the standard title page request and include a link to a web page about the command and if possible to an existing source of example style documentation if your issue is with a particular client of tldr please raise the issue in the repo for that client for example if you are using the node client you would report the issue here if you have a general question or are not sure whether to open an issue please feel free to ask in our gitter channel there are so many softwares and commands in our computer we don t know how to distinguish some confused commands sometimes i think we need more information about a new command when we review so i suggest we can add additional information in the needed information like below official page referenced pages maybe more information more than that welcome for more ideas how do you think about it waldyrious agnivade sbrl pxgamer ,0 599819,18283858234.0,IssuesEvent,2021-10-05 08:06:41,ChainSafe/chainbridge-ui,https://api.github.com/repos/ChainSafe/chainbridge-ui,opened,Save pending trasnfer state in local storage,Type: Feature Priority: P2 Medium," Its often happens that users reload their page after submitting the deposit, so they are not able to define in state or find it in block explorer ## Implementation details Store details of submited deposit in localsotrage so after page is reloaded user is end up on the pending transfer page ## Testing details Reload pages on different states of submitted deposit. Add some unit tests ## Acceptance Criteria Unit tests and manual tests are pass",1.0,"Save pending trasnfer state in local storage - Its often happens that users reload their page after submitting the deposit, so they are not able to define in state or find it in block explorer ## Implementation details Store details of submited deposit in localsotrage so after page is reloaded user is end up on the pending transfer page ## Testing details Reload pages on different states of submitted deposit. Add some unit tests ## Acceptance Criteria Unit tests and manual tests are pass",0,save pending trasnfer state in local storage its often happens that users reload their page after submitting the deposit so they are not able to define in state or find it in block explorer implementation details store details of submited deposit in localsotrage so after page is reloaded user is end up on the pending transfer page testing details reload pages on different states of submitted deposit add some unit tests acceptance criteria unit tests and manual tests are pass,0 68823,14958286045.0,IssuesEvent,2021-01-27 00:23:19,fufunoyu/mall,https://api.github.com/repos/fufunoyu/mall,opened,CVE-2020-36187 (Medium) detected in jackson-databind-2.9.4.jar,security vulnerability,"## CVE-2020-36187 - Medium Severity Vulnerability
Vulnerable Library - jackson-databind-2.9.4.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: mall/mall-manager/pom.xml

Path to vulnerable library: canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.4/jackson-databind-2.9.4.jar,canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.4/jackson-databind-2.9.4.jar,canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.4/jackson-databind-2.9.4.jar,canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.4/jackson-databind-2.9.4.jar,canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.4/jackson-databind-2.9.4.jar,canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.4/jackson-databind-2.9.4.jar,canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.4/jackson-databind-2.9.4.jar

Dependency Hierarchy: - :x: **jackson-databind-2.9.4.jar** (Vulnerable Library)

Found in HEAD commit: 58429d23f3045fe26e303f6e045f1c664b07b48d

Vulnerability Details

FasterXML jackson-databind 2.x before 2.9.10.8 mishandles the interaction between serialization gadgets and typing, related to org.apache.tomcat.dbcp.dbcp.datasources.SharedPoolDataSource.

Publish Date: 2021-01-06

URL: CVE-2020-36187

CVSS 2 Score Details (6.8)

Base Score Metrics not available

",True,"CVE-2020-36187 (Medium) detected in jackson-databind-2.9.4.jar - ## CVE-2020-36187 - Medium Severity Vulnerability
Vulnerable Library - jackson-databind-2.9.4.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: mall/mall-manager/pom.xml

Path to vulnerable library: canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.4/jackson-databind-2.9.4.jar,canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.4/jackson-databind-2.9.4.jar,canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.4/jackson-databind-2.9.4.jar,canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.4/jackson-databind-2.9.4.jar,canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.4/jackson-databind-2.9.4.jar,canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.4/jackson-databind-2.9.4.jar,canner/.m2/repository/com/fasterxml/jackson/core/jackson-databind/2.9.4/jackson-databind-2.9.4.jar

Dependency Hierarchy: - :x: **jackson-databind-2.9.4.jar** (Vulnerable Library)

Found in HEAD commit: 58429d23f3045fe26e303f6e045f1c664b07b48d

Vulnerability Details

FasterXML jackson-databind 2.x before 2.9.10.8 mishandles the interaction between serialization gadgets and typing, related to org.apache.tomcat.dbcp.dbcp.datasources.SharedPoolDataSource.

Publish Date: 2021-01-06

URL: CVE-2020-36187

CVSS 2 Score Details (6.8)

Base Score Metrics not available

",0,cve medium detected in jackson databind jar cve medium severity vulnerability vulnerable library jackson databind jar general data binding functionality for jackson works on core streaming api library home page a href path to dependency file mall mall manager pom xml path to vulnerable library canner repository com fasterxml jackson core jackson databind jackson databind jar canner repository com fasterxml jackson core jackson databind jackson databind jar canner repository com fasterxml jackson core jackson databind jackson databind jar canner repository com fasterxml jackson core jackson databind jackson databind jar canner repository com fasterxml jackson core jackson databind jackson databind jar canner repository com fasterxml jackson core jackson databind jackson databind jar canner repository com fasterxml jackson core jackson databind jackson databind jar dependency hierarchy x jackson databind jar vulnerable library found in head commit a href vulnerability details fasterxml jackson databind x before mishandles the interaction between serialization gadgets and typing related to org apache tomcat dbcp dbcp datasources sharedpooldatasource publish date url a href cvss score details base score metrics not available ,0 22917,20606891446.0,IssuesEvent,2022-03-07 02:09:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Bezier curves are difficult to edit if key values are small,enhancement topic:editor usability topic:animation,"### Godot version 4.0 alpha 3 ### System information Linux ### Issue description When editing the bezier curves of an animation for which the keyframed values are relatively small, it is difficult to select keys and curve handles, and also difficult to view and manipulate the curves. This is because the bezier editor view has a vertical scale that shows values in the hundreds. When doing small 3D translations or keyframing other things like color values, this becomes problematic. ### Steps to reproduce 1. Create a new 3D scene 2. Add a cube and animate it to move some short distance 3. Open the bezier editor for this animation and attempt to edit the curve ### Minimal reproduction project _No response_",True,"Bezier curves are difficult to edit if key values are small - ### Godot version 4.0 alpha 3 ### System information Linux ### Issue description When editing the bezier curves of an animation for which the keyframed values are relatively small, it is difficult to select keys and curve handles, and also difficult to view and manipulate the curves. This is because the bezier editor view has a vertical scale that shows values in the hundreds. When doing small 3D translations or keyframing other things like color values, this becomes problematic. ### Steps to reproduce 1. Create a new 3D scene 2. Add a cube and animate it to move some short distance 3. Open the bezier editor for this animation and attempt to edit the curve ### Minimal reproduction project _No response_",1,bezier curves are difficult to edit if key values are small godot version alpha system information linux issue description when editing the bezier curves of an animation for which the keyframed values are relatively small it is difficult to select keys and curve handles and also difficult to view and manipulate the curves this is because the bezier editor view has a vertical scale that shows values in the hundreds when doing small translations or keyframing other things like color values this becomes problematic steps to reproduce create a new scene add a cube and animate it to move some short distance open the bezier editor for this animation and attempt to edit the curve minimal reproduction project no response ,1 19819,14597397647.0,IssuesEvent,2020-12-20 19:57:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Merge From Scene option invokes two file handling dialogs,bug topic:editor usability,"**Godot version:** v3.2.Stable.Official **OS/device including version:** Windows 10 Pro Version 1809 OS Build 17763.973 **Issue description:** Using the `Merge From Scene` option from any node, Root, Inherited or Instance will open **two** distinct file dialogs. One to **open** a file, and another one to **import** a file. **Video Demo** 1. [This is a video demonstration of the issue ](https://streamable.com/sl57d) 2. [This is a screenshot of the issue](https://user-images.githubusercontent.com/4912907/75102655-1bb13680-55bd-11ea-94bc-baa74f8a6ba7.png) To me it seems that it should only open ""one"" window to load a file instead of two. [Someone on discord helped me triage](https://discordapp.com/channels/212250894228652034/212250894228652034/680962969852838127) and faced the same issue. I'm not a c++ expert but could it be that the `FILE_IMPORT_SUBSCENE `case is falling through to the `FILE_EXTERNAL_OPEN_SCENE `case found here: https://github.com/godotengine/godot/blob/a24aafcb92992f860694bf411acab1080fc0b3db/editor/editor_node.cpp#L2319 **Steps to reproduce:** 1. Create a new scene 2. Create a root node (the node type doesn't matter I used Node2D, the other user used base Node) 3. Right click on the node and click on the `Merge From Scene` context option **Minimal reproduction project:** With the reproduction steps you get a 100% reproduction rate. _Edit: Updated description to take less space and added video showcasing the problem_",True,"Merge From Scene option invokes two file handling dialogs - **Godot version:** v3.2.Stable.Official **OS/device including version:** Windows 10 Pro Version 1809 OS Build 17763.973 **Issue description:** Using the `Merge From Scene` option from any node, Root, Inherited or Instance will open **two** distinct file dialogs. One to **open** a file, and another one to **import** a file. **Video Demo** 1. [This is a video demonstration of the issue ](https://streamable.com/sl57d) 2. [This is a screenshot of the issue](https://user-images.githubusercontent.com/4912907/75102655-1bb13680-55bd-11ea-94bc-baa74f8a6ba7.png) To me it seems that it should only open ""one"" window to load a file instead of two. [Someone on discord helped me triage](https://discordapp.com/channels/212250894228652034/212250894228652034/680962969852838127) and faced the same issue. I'm not a c++ expert but could it be that the `FILE_IMPORT_SUBSCENE `case is falling through to the `FILE_EXTERNAL_OPEN_SCENE `case found here: https://github.com/godotengine/godot/blob/a24aafcb92992f860694bf411acab1080fc0b3db/editor/editor_node.cpp#L2319 **Steps to reproduce:** 1. Create a new scene 2. Create a root node (the node type doesn't matter I used Node2D, the other user used base Node) 3. Right click on the node and click on the `Merge From Scene` context option **Minimal reproduction project:** With the reproduction steps you get a 100% reproduction rate. _Edit: Updated description to take less space and added video showcasing the problem_",1,merge from scene option invokes two file handling dialogs godot version stable official os device including version windows pro version os build issue description using the merge from scene option from any node root inherited or instance will open two distinct file dialogs one to open a file and another one to import a file video demo to me it seems that it should only open one window to load a file instead of two and faced the same issue i m not a c expert but could it be that the file import subscene case is falling through to the file external open scene case found here steps to reproduce create a new scene create a root node the node type doesn t matter i used the other user used base node right click on the node and click on the merge from scene context option minimal reproduction project with the reproduction steps you get a reproduction rate edit updated description to take less space and added video showcasing the problem ,1 26723,27123125269.0,IssuesEvent,2023-02-16 01:29:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TabContainer does not support focusing tabs for keyboard navigation,bug usability topic:gui,"### Godot version v4.0.rc2.official [d2699dc7a] ### System information Debain 11 KDE Plasma 5.20.5 ### Issue description Some controls don't support focusing their own parts.. for example tab container doesn't allow focusing between it's own tabs with left and right ### Steps to reproduce - Add a tab container - Add some tabs - Make sure it's focus mode is set to all - Run the project - Click on a tab - Try switching with left and right ### Minimal reproduction project [TabContainerBugs.zip](https://github.com/godotengine/godot/files/10751011/TabContainerBugs.zip) ",True,"TabContainer does not support focusing tabs for keyboard navigation - ### Godot version v4.0.rc2.official [d2699dc7a] ### System information Debain 11 KDE Plasma 5.20.5 ### Issue description Some controls don't support focusing their own parts.. for example tab container doesn't allow focusing between it's own tabs with left and right ### Steps to reproduce - Add a tab container - Add some tabs - Make sure it's focus mode is set to all - Run the project - Click on a tab - Try switching with left and right ### Minimal reproduction project [TabContainerBugs.zip](https://github.com/godotengine/godot/files/10751011/TabContainerBugs.zip) ",1,tabcontainer does not support focusing tabs for keyboard navigation godot version official system information debain kde plasma issue description some controls don t support focusing their own parts for example tab container doesn t allow focusing between it s own tabs with left and right steps to reproduce add a tab container add some tabs make sure it s focus mode is set to all run the project click on a tab try switching with left and right minimal reproduction project ,1 694911,23836001972.0,IssuesEvent,2022-09-06 05:58:01,threefoldtech/home,https://api.github.com/repos/threefoldtech/home,closed,TFT unlock and migration services are down,priority_major type_bug,"These were still running on jsx and stopped working, the 3sdk binary is not functioning anymore either. They were rewritten but now have to be deployed properly and the data of the unlock service has to be restored project: https://github.com/threefoldfoundation/tft-stellar/projects/20",1.0,"TFT unlock and migration services are down - These were still running on jsx and stopped working, the 3sdk binary is not functioning anymore either. They were rewritten but now have to be deployed properly and the data of the unlock service has to be restored project: https://github.com/threefoldfoundation/tft-stellar/projects/20",0,tft unlock and migration services are down these were still running on jsx and stopped working the binary is not functioning anymore either they were rewritten but now have to be deployed properly and the data of the unlock service has to be restored project ,0 15338,9966597614.0,IssuesEvent,2019-07-08 11:37:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor 2D view scroll limits not working properly,bug topic:editor usability,"**Godot version:** 3.1.1 **OS/device including version:** Manjaro Linux **Issue description:** When I create a tilemap I have scrolling problem in -y direction. If the map is bigger in x and -x direction I can scroll accordingly more to cover the tilemap cell, but in -y direction the viewport is locked and I can't scroll over some limit. **Steps to reproduce:** Create a tilemap and draw in -y direction. ",True,"Editor 2D view scroll limits not working properly - **Godot version:** 3.1.1 **OS/device including version:** Manjaro Linux **Issue description:** When I create a tilemap I have scrolling problem in -y direction. If the map is bigger in x and -x direction I can scroll accordingly more to cover the tilemap cell, but in -y direction the viewport is locked and I can't scroll over some limit. **Steps to reproduce:** Create a tilemap and draw in -y direction. ",1,editor view scroll limits not working properly godot version os device including version manjaro linux issue description when i create a tilemap i have scrolling problem in y direction if the map is bigger in x and x direction i can scroll accordingly more to cover the tilemap cell but in y direction the viewport is locked and i can t scroll over some limit steps to reproduce create a tilemap and draw in y direction ,1 34212,9306772383.0,IssuesEvent,2019-03-25 10:31:55,cnr-ibf-pa/hbp-bsp-issues,https://api.github.com/repos/cnr-ibf-pa/hbp-bsp-issues,closed,Add info icon to HH-Neuron Builder panels,Minor Topic_CellBuilding_HodgkinHuxley Type_Feature,"## Use Case Update Aspect | Detail ------------ | ------------- Summary | @orena1 requested to add an info icon on the HHNB panels Expert | @lbologna Deadline | M12 Dependencies | None ## List of additional/changed features * The user will be able to point an info icon and have a summary of what the relative step of the HH Neuron Builder does. Priority: 'Nice to have' ### Tasks - [x] Add icons with hover-over description ## Acceptance Criteria * The user hovers over the info icon and a popup appears with some description of what the operation contained in the panel is intended for ## Extra Requirements ### System None ",1.0,"Add info icon to HH-Neuron Builder panels - ## Use Case Update Aspect | Detail ------------ | ------------- Summary | @orena1 requested to add an info icon on the HHNB panels Expert | @lbologna Deadline | M12 Dependencies | None ## List of additional/changed features * The user will be able to point an info icon and have a summary of what the relative step of the HH Neuron Builder does. Priority: 'Nice to have' ### Tasks - [x] Add icons with hover-over description ## Acceptance Criteria * The user hovers over the info icon and a popup appears with some description of what the operation contained in the panel is intended for ## Extra Requirements ### System None ",0,add info icon to hh neuron builder panels use case update aspect detail summary requested to add an info icon on the hhnb panels expert lbologna deadline dependencies none list of additional changed features the user will be able to point an info icon and have a summary of what the relative step of the hh neuron builder does priority nice to have tasks add icons with hover over description acceptance criteria the user hovers over the info icon and a popup appears with some description of what the operation contained in the panel is intended for extra requirements system none ,0 5831,4020077435.0,IssuesEvent,2016-05-16 17:07:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,scaling multiple nodes at once doesn't work,confirmed enhancement topic:editor usability,"If you select several nodes at once and then modify the scale property, the change does not apply to all selected nodes, only one of them. (This was initially reported in the forum by another user, and I can confirm it. http://www.godotengine.org/forum/viewtopic.php?f=9&t=269 )",True,"scaling multiple nodes at once doesn't work - If you select several nodes at once and then modify the scale property, the change does not apply to all selected nodes, only one of them. (This was initially reported in the forum by another user, and I can confirm it. http://www.godotengine.org/forum/viewtopic.php?f=9&t=269 )",1,scaling multiple nodes at once doesn t work if you select several nodes at once and then modify the scale property the change does not apply to all selected nodes only one of them this was initially reported in the forum by another user and i can confirm it ,1 8889,6024516525.0,IssuesEvent,2017-06-08 05:32:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Running a project without main doesn't actually run after selecting main,enhancement junior job topic:editor usability,"When you hit run on your new project with no main selected, it prompts you to select a main scene. When you select a main scene, you get thrown back to the editor, and nothing happens. The project should be run automatically after you select a main as prompted.",True,"Running a project without main doesn't actually run after selecting main - When you hit run on your new project with no main selected, it prompts you to select a main scene. When you select a main scene, you get thrown back to the editor, and nothing happens. The project should be run automatically after you select a main as prompted.",1,running a project without main doesn t actually run after selecting main when you hit run on your new project with no main selected it prompts you to select a main scene when you select a main scene you get thrown back to the editor and nothing happens the project should be run automatically after you select a main as prompted ,1 15719,10257116201.0,IssuesEvent,2019-08-21 19:18:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Allow moving Tilemap nodes by dragging,discussion enhancement topic:editor usability," **Godot version:** Godot 3.0.6 **OS/device including version:** **Issue description:** I can't use the GUI to change the position of a tilemap node, I have to manually do it by changing the numbers. Please add that feature, it just keeps drawing tiles when I want to move it. **Steps to reproduce:** Create a tilemap Try to change its position by the GUI move tool. **Minimal reproduction project:** ",True,"Allow moving Tilemap nodes by dragging - **Godot version:** Godot 3.0.6 **OS/device including version:** **Issue description:** I can't use the GUI to change the position of a tilemap node, I have to manually do it by changing the numbers. Please add that feature, it just keeps drawing tiles when I want to move it. **Steps to reproduce:** Create a tilemap Try to change its position by the GUI move tool. **Minimal reproduction project:** ",1,allow moving tilemap nodes by dragging please search existing issues for potential duplicates before filing yours godot version godot os device including version issue description i can t use the gui to change the position of a tilemap node i have to manually do it by changing the numbers please add that feature it just keeps drawing tiles when i want to move it steps to reproduce create a tilemap try to change its position by the gui move tool minimal reproduction project ,1 16223,10676352397.0,IssuesEvent,2019-10-21 13:36:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changing method's name during connecting prevents Enter from confirming the signal,enhancement topic:editor usability," **Godot version:** 3.1 beta8 **Issue description:** When you connect signal through editor, there's this signal connection popup where you select node, method name etc. When you don't touch anything and press Enter, your signal is correctly confirmed and window is closed. But when you change anything (tested with changing method name), pressing Enter does nothing and you need to press Connect button manually. **Steps to reproduce:** 1. Select a node. 2. Go to signal tab in inspector. 3. Double click any signal ![image](https://user-images.githubusercontent.com/2223172/53510755-09daa780-3abf-11e9-8e75-95ad3b346396.png) 4. Change method name ![image](https://user-images.githubusercontent.com/2223172/53510838-34c4fb80-3abf-11e9-91ad-e47202913e96.png) 5. Press Enter to confirm the signal 6. Repeat from point 5 in infinite frustration On a side note, pressing Escape always works.",True,"Changing method's name during connecting prevents Enter from confirming the signal - **Godot version:** 3.1 beta8 **Issue description:** When you connect signal through editor, there's this signal connection popup where you select node, method name etc. When you don't touch anything and press Enter, your signal is correctly confirmed and window is closed. But when you change anything (tested with changing method name), pressing Enter does nothing and you need to press Connect button manually. **Steps to reproduce:** 1. Select a node. 2. Go to signal tab in inspector. 3. Double click any signal ![image](https://user-images.githubusercontent.com/2223172/53510755-09daa780-3abf-11e9-8e75-95ad3b346396.png) 4. Change method name ![image](https://user-images.githubusercontent.com/2223172/53510838-34c4fb80-3abf-11e9-91ad-e47202913e96.png) 5. Press Enter to confirm the signal 6. Repeat from point 5 in infinite frustration On a side note, pressing Escape always works.",1,changing method s name during connecting prevents enter from confirming the signal please search existing issues for potential duplicates before filing yours godot version issue description when you connect signal through editor there s this signal connection popup where you select node method name etc when you don t touch anything and press enter your signal is correctly confirmed and window is closed but when you change anything tested with changing method name pressing enter does nothing and you need to press connect button manually steps to reproduce select a node go to signal tab in inspector double click any signal change method name press enter to confirm the signal repeat from point in infinite frustration on a side note pressing escape always works ,1 121808,4821595288.0,IssuesEvent,2016-11-05 12:24:00,nprapps/elections16graphics,https://api.github.com/repos/nprapps/elections16graphics,opened,"Display poll close times (all of them, if multiple) on state/county results pages",Priority: Low,"Low-pri, if there's time",1.0,"Display poll close times (all of them, if multiple) on state/county results pages - Low-pri, if there's time",0,display poll close times all of them if multiple on state county results pages low pri if there s time,0 21787,17761886462.0,IssuesEvent,2021-08-29 21:11:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Find Next shortcut not working when search bar is focused,bug topic:editor usability topic:input regression,"### Godot version 3a3c94b ### System information W10 ### Issue description Title. ### Steps to reproduce 1. Open any script in Script Editor 2. Select some word that has multiple occurrences 3. Press Ctrl + F 4. Press F3 5. No effect, editor doesn't go to the next word ### Minimal reproduction project _No response_",True,"Find Next shortcut not working when search bar is focused - ### Godot version 3a3c94b ### System information W10 ### Issue description Title. ### Steps to reproduce 1. Open any script in Script Editor 2. Select some word that has multiple occurrences 3. Press Ctrl + F 4. Press F3 5. No effect, editor doesn't go to the next word ### Minimal reproduction project _No response_",1,find next shortcut not working when search bar is focused godot version system information issue description title steps to reproduce open any script in script editor select some word that has multiple occurrences press ctrl f press no effect editor doesn t go to the next word minimal reproduction project no response ,1 350126,10478509915.0,IssuesEvent,2019-09-24 00:20:13,certbot/certbot,https://api.github.com/repos/certbot/certbot,closed,Don't send OCSP requests for expired certificates,area: ocsp area: ui / ux has pr priority: normal,"Let's Encrypt doesn't update OCSP for expired certificates. They are not required to do so. When someone runs `certbot certificates` with expired certificates and they're using our Python support for making OCSP requests rather than shelling out to `openssl`, they get output like: ``` Invalid OCSP response for /etc/letsencrypt/live/example.org/cert.pem: param nextUpdate is in the past… ``` There's not actually a problem here so we shouldn't be printing these warnings to users. The code that does this is at https://github.com/certbot/certbot/blob/d75908c645e0d13827b60c4c94491e0c41859ad4/certbot/cert_manager.py#L264-L267 Fixing that is simple enough, however, I think [one of our tests is relying on this behavior](https://github.com/certbot/certbot/blob/9a7f774706484dcec10cf5247d31bb547a5e1160/certbot-ci/certbot_integration_tests/certbot_tests/test_main.py#L545) (and if so, the test should be deleted) and we may also want to add code in `certbot.ocsp.ocsp_revoked` to check if the certificate is still valid before querying OCSP to help prevent this problem in the future. This was reported at https://community.letsencrypt.org/t/invalid-ocsp-response-nextupdate-is-in-the-past/95640.",1.0,"Don't send OCSP requests for expired certificates - Let's Encrypt doesn't update OCSP for expired certificates. They are not required to do so. When someone runs `certbot certificates` with expired certificates and they're using our Python support for making OCSP requests rather than shelling out to `openssl`, they get output like: ``` Invalid OCSP response for /etc/letsencrypt/live/example.org/cert.pem: param nextUpdate is in the past… ``` There's not actually a problem here so we shouldn't be printing these warnings to users. The code that does this is at https://github.com/certbot/certbot/blob/d75908c645e0d13827b60c4c94491e0c41859ad4/certbot/cert_manager.py#L264-L267 Fixing that is simple enough, however, I think [one of our tests is relying on this behavior](https://github.com/certbot/certbot/blob/9a7f774706484dcec10cf5247d31bb547a5e1160/certbot-ci/certbot_integration_tests/certbot_tests/test_main.py#L545) (and if so, the test should be deleted) and we may also want to add code in `certbot.ocsp.ocsp_revoked` to check if the certificate is still valid before querying OCSP to help prevent this problem in the future. This was reported at https://community.letsencrypt.org/t/invalid-ocsp-response-nextupdate-is-in-the-past/95640.",0,don t send ocsp requests for expired certificates let s encrypt doesn t update ocsp for expired certificates they are not required to do so when someone runs certbot certificates with expired certificates and they re using our python support for making ocsp requests rather than shelling out to openssl they get output like invalid ocsp response for etc letsencrypt live example org cert pem param nextupdate is in the past… there s not actually a problem here so we shouldn t be printing these warnings to users the code that does this is at fixing that is simple enough however i think and if so the test should be deleted and we may also want to add code in certbot ocsp ocsp revoked to check if the certificate is still valid before querying ocsp to help prevent this problem in the future this was reported at ,0 14958,9607094415.0,IssuesEvent,2019-05-11 15:59:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dynamic exported NodePath,feature proposal topic:editor usability,"Example: Create hierarchy - Node A -Node B --Node C Add script to Node A with export(NodePath) var node_c Assign Node C to the exported node_c var Reparent Node C so that Node A is the new parent Current behavior: exported Node Path stays ""Node B/Node C"" Suggested behavior: exported NodePath updates to become ""Node C""",True,"Dynamic exported NodePath - Example: Create hierarchy - Node A -Node B --Node C Add script to Node A with export(NodePath) var node_c Assign Node C to the exported node_c var Reparent Node C so that Node A is the new parent Current behavior: exported Node Path stays ""Node B/Node C"" Suggested behavior: exported NodePath updates to become ""Node C""",1,dynamic exported nodepath example create hierarchy node a node b node c add script to node a with export nodepath var node c assign node c to the exported node c var reparent node c so that node a is the new parent current behavior exported node path stays node b node c suggested behavior exported nodepath updates to become node c ,1 261068,19696913121.0,IssuesEvent,2022-01-12 13:07:49,POEC-DOTNET-CLERMONT-2022/Fantastic3D,https://api.github.com/repos/POEC-DOTNET-CLERMONT-2022/Fantastic3D,opened,Readme.md du projet,documentation,"- Déplacer les éléments en bon endroit - Ajouter des screenshots - Faire des readme.md spécifique aux app déjà OK (ConsoleApp)",1.0,"Readme.md du projet - - Déplacer les éléments en bon endroit - Ajouter des screenshots - Faire des readme.md spécifique aux app déjà OK (ConsoleApp)",0,readme md du projet déplacer les éléments en bon endroit ajouter des screenshots faire des readme md spécifique aux app déjà ok consoleapp ,0 536145,15704963000.0,IssuesEvent,2021-03-26 15:35:38,epiphany-platform/epiphany,https://api.github.com/repos/epiphany-platform/epiphany,opened,[BUG] Running out of disk space during upgrade from v0.6 and v0.7 where the default disks are 32GB,area/repository priority/high status/grooming-needed type/bug,"**Describe the bug** In versions 0.6 and 0.7 there was no repository machine and epirepo was installed on kubernetes master vm which was 32 GB by default. When upgrading to develop, you are running out of disk space, causing Docker to randomly delete some images to free up space, which in turn results in the upgrade process being aborted with an error when trying to tag images that no longer exist. **How to reproduce** Steps to reproduce the behavior: 1. Deploy a 0.6 (or 0.7) cluster with kubernetes master component enabled - execute `epicli apply` from v0.6/v0.7 branch 2. Upgrade the cluster to the develop branch - execute `epicli upgrade` from develop branch **Expected behavior** The cluster has been successfully upgraded. **Environment** - Cloud provider: [all] - OS: [all] **epicli version**: [`epicli --version`] **Additional context** ``` 2021-03-25T17:28:16.6926428Z[38;21m17:28:16 INFO cli.engine.ansible.AnsibleCommand - TASK [image_registry : Tag k8s.gcr.io/kube-scheduler:v1.15.10 image with ec2-xx-xx-xx-xx.eu-west-3.compute.amazonaws.com:5000/k8s.gcr.io/kube-scheduler:v1.15.10] ***[0m 2021-03-25T17:28:18.2723196Z[31;21m17:28:18 ERROR cli.engine.ansible.AnsibleCommand - fatal: [ec2-xx-xx-xx-xx.eu-west-3.compute.amazonaws.com]: FAILED! => {""changed"": true, ""cmd"": [""docker"", ""tag"", ""k8s.gcr.io/kube-scheduler:v1.15.10"", ""ec2-xx-xx-xx-xx.eu-west-3.compute.amazonaws.com:5000/k8s.gcr.io/kube-scheduler:v1.15.10""], ""delta"": ""0:00:00.057406"", ""end"": ""2021-03-25 17:28:18.042186"", ""msg"": ""non-zero return code"", ""rc"": 1, ""start"": ""2021-03-25 17:28:17.984780"", ""stderr"": ""Error response from daemon: No such image: k8s.gcr.io/kube-scheduler:v1.15.10"", ""stderr_lines"": [""Error response from daemon: No such image: k8s.gcr.io/kube-scheduler:v1.15.10""], ""stdout"": """", ""stdout_lines"": []}[0m ``` ``` [ec2-user@ec2-xx-xx-xx-xx ~]$ df -h Filesystem Size Used Avail Use% Mounted on devtmpfs 1.8G 0 1.8G 0% /dev tmpfs 1.9G 0 1.9G 0% /dev/shm tmpfs 1.9G 18M 1.9G 1% /run tmpfs 1.9G 0 1.9G 0% /sys/fs/cgroup /dev/nvme0n1p2 30G 25G 5.5G 82% / tmpfs 373M 0 373M 0% /run/user/1000 ``` --- **DoD checklist** * [ ] Changelog updated (if affected version was released) * [ ] COMPONENTS.md updated / doesn't need to be updated * [ ] Automated tests passed (QA pipelines) * [ ] apply * [ ] upgrade * [ ] Case covered by automated test (if possible) * [ ] Idempotency tested * [ ] Documentation updated / doesn't need to be updated * [ ] All conversations in PR resolved ",1.0,"[BUG] Running out of disk space during upgrade from v0.6 and v0.7 where the default disks are 32GB - **Describe the bug** In versions 0.6 and 0.7 there was no repository machine and epirepo was installed on kubernetes master vm which was 32 GB by default. When upgrading to develop, you are running out of disk space, causing Docker to randomly delete some images to free up space, which in turn results in the upgrade process being aborted with an error when trying to tag images that no longer exist. **How to reproduce** Steps to reproduce the behavior: 1. Deploy a 0.6 (or 0.7) cluster with kubernetes master component enabled - execute `epicli apply` from v0.6/v0.7 branch 2. Upgrade the cluster to the develop branch - execute `epicli upgrade` from develop branch **Expected behavior** The cluster has been successfully upgraded. **Environment** - Cloud provider: [all] - OS: [all] **epicli version**: [`epicli --version`] **Additional context** ``` 2021-03-25T17:28:16.6926428Z[38;21m17:28:16 INFO cli.engine.ansible.AnsibleCommand - TASK [image_registry : Tag k8s.gcr.io/kube-scheduler:v1.15.10 image with ec2-xx-xx-xx-xx.eu-west-3.compute.amazonaws.com:5000/k8s.gcr.io/kube-scheduler:v1.15.10] ***[0m 2021-03-25T17:28:18.2723196Z[31;21m17:28:18 ERROR cli.engine.ansible.AnsibleCommand - fatal: [ec2-xx-xx-xx-xx.eu-west-3.compute.amazonaws.com]: FAILED! => {""changed"": true, ""cmd"": [""docker"", ""tag"", ""k8s.gcr.io/kube-scheduler:v1.15.10"", ""ec2-xx-xx-xx-xx.eu-west-3.compute.amazonaws.com:5000/k8s.gcr.io/kube-scheduler:v1.15.10""], ""delta"": ""0:00:00.057406"", ""end"": ""2021-03-25 17:28:18.042186"", ""msg"": ""non-zero return code"", ""rc"": 1, ""start"": ""2021-03-25 17:28:17.984780"", ""stderr"": ""Error response from daemon: No such image: k8s.gcr.io/kube-scheduler:v1.15.10"", ""stderr_lines"": [""Error response from daemon: No such image: k8s.gcr.io/kube-scheduler:v1.15.10""], ""stdout"": """", ""stdout_lines"": []}[0m ``` ``` [ec2-user@ec2-xx-xx-xx-xx ~]$ df -h Filesystem Size Used Avail Use% Mounted on devtmpfs 1.8G 0 1.8G 0% /dev tmpfs 1.9G 0 1.9G 0% /dev/shm tmpfs 1.9G 18M 1.9G 1% /run tmpfs 1.9G 0 1.9G 0% /sys/fs/cgroup /dev/nvme0n1p2 30G 25G 5.5G 82% / tmpfs 373M 0 373M 0% /run/user/1000 ``` --- **DoD checklist** * [ ] Changelog updated (if affected version was released) * [ ] COMPONENTS.md updated / doesn't need to be updated * [ ] Automated tests passed (QA pipelines) * [ ] apply * [ ] upgrade * [ ] Case covered by automated test (if possible) * [ ] Idempotency tested * [ ] Documentation updated / doesn't need to be updated * [ ] All conversations in PR resolved ",0, running out of disk space during upgrade from and where the default disks are describe the bug in versions and there was no repository machine and epirepo was installed on kubernetes master vm which was gb by default when upgrading to develop you are running out of disk space causing docker to randomly delete some images to free up space which in turn results in the upgrade process being aborted with an error when trying to tag images that no longer exist how to reproduce steps to reproduce the behavior deploy a or cluster with kubernetes master component enabled execute epicli apply from branch upgrade the cluster to the develop branch execute epicli upgrade from develop branch expected behavior the cluster has been successfully upgraded environment cloud provider os epicli version additional context failed changed true cmd delta end msg non zero return code rc start stderr error response from daemon no such image gcr io kube scheduler stderr lines stdout stdout lines df h filesystem size used avail use mounted on devtmpfs dev tmpfs dev shm tmpfs run tmpfs sys fs cgroup dev tmpfs run user dod checklist changelog updated if affected version was released components md updated doesn t need to be updated automated tests passed qa pipelines apply upgrade case covered by automated test if possible idempotency tested documentation updated doesn t need to be updated all conversations in pr resolved ,0 201236,7027789328.0,IssuesEvent,2017-12-25 02:48:09,webcompat/web-bugs,https://api.github.com/repos/webcompat/web-bugs,closed,hp.myway.com - site is not usable,browser-firefox priority-important type-stylo," **URL**: http://hp.myway.com/radiorage/ttab02/index.html?p2=%5EZX%5Expt539%5ETTAB02%5Esa&n=783ad866&ptb=A7A630E7-0D62-4B43-B3B1-8A26656708F0&si=674340&st=tab **Browser / Version**: Firefox 59.0 **Operating System**: Windows 10 **Tested Another Browser**: Unknown **Problem type**: Site is not usable **Description**: It doesnot worj **Steps to Reproduce**: layout.css.servo.enabled: true [![Screenshot Description](https://webcompat.com/uploads/2017/12/5157545c-a743-487b-910a-1a4621b62a1e-thumb.jpg)](https://webcompat.com/uploads/2017/12/5157545c-a743-487b-910a-1a4621b62a1e.jpg) _From [webcompat.com](https://webcompat.com/) with ❤️_",1.0,"hp.myway.com - site is not usable - **URL**: http://hp.myway.com/radiorage/ttab02/index.html?p2=%5EZX%5Expt539%5ETTAB02%5Esa&n=783ad866&ptb=A7A630E7-0D62-4B43-B3B1-8A26656708F0&si=674340&st=tab **Browser / Version**: Firefox 59.0 **Operating System**: Windows 10 **Tested Another Browser**: Unknown **Problem type**: Site is not usable **Description**: It doesnot worj **Steps to Reproduce**: layout.css.servo.enabled: true [![Screenshot Description](https://webcompat.com/uploads/2017/12/5157545c-a743-487b-910a-1a4621b62a1e-thumb.jpg)](https://webcompat.com/uploads/2017/12/5157545c-a743-487b-910a-1a4621b62a1e.jpg) _From [webcompat.com](https://webcompat.com/) with ❤️_",0,hp myway com site is not usable url browser version firefox operating system windows tested another browser unknown problem type site is not usable description it doesnot worj steps to reproduce layout css servo enabled true from with ❤️ ,0 12629,8000461952.0,IssuesEvent,2018-07-22 16:11:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Inspector press Tab while Edit Mode,enhancement topic:editor usability,"Godot Master In the old Inspector Tab switched to the next property (x,y in position), but this is currently not possible. I have to Confirm first with Return and then Tab works. Would be nice to confirm with Tab and go to next property(edit mode). ![peek 2018-05-18 18-06](https://user-images.githubusercontent.com/4741886/40245675-9a0d156a-5ac6-11e8-9acc-224526dfe341.gif) ",True,"Inspector press Tab while Edit Mode - Godot Master In the old Inspector Tab switched to the next property (x,y in position), but this is currently not possible. I have to Confirm first with Return and then Tab works. Would be nice to confirm with Tab and go to next property(edit mode). ![peek 2018-05-18 18-06](https://user-images.githubusercontent.com/4741886/40245675-9a0d156a-5ac6-11e8-9acc-224526dfe341.gif) ",1,inspector press tab while edit mode godot master in the old inspector tab switched to the next property x y in position but this is currently not possible i have to confirm first with return and then tab works would be nice to confirm with tab and go to next property edit mode ,1 211224,16191032645.0,IssuesEvent,2021-05-04 08:31:07,Arquisoft/radarin_en1a,https://api.github.com/repos/Arquisoft/radarin_en1a,closed,Develop load tests,testing,"We should load test our application to make sure it is not laggy when making too many petitions. The technology used will be Gatling. Due to the lack of a central database, the main goal of these tests will be to check the user's location update and the friends locations updates",1.0,"Develop load tests - We should load test our application to make sure it is not laggy when making too many petitions. The technology used will be Gatling. Due to the lack of a central database, the main goal of these tests will be to check the user's location update and the friends locations updates",0,develop load tests we should load test our application to make sure it is not laggy when making too many petitions the technology used will be gatling due to the lack of a central database the main goal of these tests will be to check the user s location update and the friends locations updates,0 26006,26282105789.0,IssuesEvent,2023-01-07 12:22:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,2D Polygon indices are barely visible on bright background,enhancement topic:editor good first issue usability topic:2d,"**Godot version:** 3.2.1 **Issue description:** ![image](https://user-images.githubusercontent.com/2223172/79686557-87242700-8241-11ea-82a5-aeb046d94213.png) Could be fixed with something like this #36530 probably",True,"2D Polygon indices are barely visible on bright background - **Godot version:** 3.2.1 **Issue description:** ![image](https://user-images.githubusercontent.com/2223172/79686557-87242700-8241-11ea-82a5-aeb046d94213.png) Could be fixed with something like this #36530 probably",1, polygon indices are barely visible on bright background godot version issue description could be fixed with something like this probably,1 17944,12439283606.0,IssuesEvent,2020-05-26 09:50:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Automatic keys mode for Animation Player,feature proposal topic:editor usability,"**Operating system or device - Godot version:** Any device and Version **Issue description** (what happened, and what was expected): Now we have to press key icon each time we animate something. If you forget to do it, engine clear the value and replace it with the previous. In simple game it cause 100s of extra actions. In more complex games it is 1000s of pointless extra clicks (more than 3000 in my case). Godot animation player need auto key mode, when you change any value and it set a key automatically and rewrite it, when value changed again. It will be faster and easier, like in any other engine. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Automatic keys mode for Animation Player - **Operating system or device - Godot version:** Any device and Version **Issue description** (what happened, and what was expected): Now we have to press key icon each time we animate something. If you forget to do it, engine clear the value and replace it with the previous. In simple game it cause 100s of extra actions. In more complex games it is 1000s of pointless extra clicks (more than 3000 in my case). Godot animation player need auto key mode, when you change any value and it set a key automatically and rewrite it, when value changed again. It will be faster and easier, like in any other engine. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,automatic keys mode for animation player operating system or device godot version any device and version issue description what happened and what was expected now we have to press key icon each time we animate something if you forget to do it engine clear the value and replace it with the previous in simple game it cause of extra actions in more complex games it is of pointless extra clicks more than in my case godot animation player need auto key mode when you change any value and it set a key automatically and rewrite it when value changed again it will be faster and easier like in any other engine steps to reproduce link to minimal example project optional but very welcome ,1 426669,12377471096.0,IssuesEvent,2020-05-19 09:03:56,bryntum/support,https://api.github.com/repos/bryntum/support,closed,Blank records added on stop grouping of filtered grid,bug forum high-priority resolved,"Reported here: https://www.bryntum.com/forum/viewtopic.php?f=51&t=13708&p=71146#p71146 Steps: 1. add `filterBar:true` to `features` in `Scheduler/examples/grouping/app.js` 2. mimic the attached screencast: (Note: There are no console errors) ![grouping-bug](https://user-images.githubusercontent.com/204844/78784920-7ef8fb80-79a6-11ea-9d21-1fc051911d85.gif)",1.0,"Blank records added on stop grouping of filtered grid - Reported here: https://www.bryntum.com/forum/viewtopic.php?f=51&t=13708&p=71146#p71146 Steps: 1. add `filterBar:true` to `features` in `Scheduler/examples/grouping/app.js` 2. mimic the attached screencast: (Note: There are no console errors) ![grouping-bug](https://user-images.githubusercontent.com/204844/78784920-7ef8fb80-79a6-11ea-9d21-1fc051911d85.gif)",0,blank records added on stop grouping of filtered grid reported here steps add filterbar true to features in scheduler examples grouping app js mimic the attached screencast note there are no console errors ,0 60702,14589319634.0,IssuesEvent,2020-12-19 01:24:06,jgeraigery/gradle,https://api.github.com/repos/jgeraigery/gradle,opened,"CVE-2020-35491 (Medium) detected in jackson-databind-2.8.11.1.jar, jackson-databind-2.9.4.jar",security vulnerability,"## CVE-2020-35491 - Medium Severity Vulnerability
Vulnerable Libraries - jackson-databind-2.8.11.1.jar, jackson-databind-2.9.4.jar

jackson-databind-2.8.11.1.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: gradle/subprojects/docs/src/snippets/play/multiproject/groovy/modules/user/build.gradle

Path to vulnerable library: gradle/caches/modules-2/files-2.1/com.fasterxml.jackson.core/jackson-databind/2.8.11.1/341edc63fdd8b44e17b2c36abbc9b451d8fd05a5/jackson-databind-2.8.11.1.jar

Dependency Hierarchy: - play-guice_2.12-2.6.15.jar (Root Library) - play_2.12-2.6.15.jar - jjwt-0.7.0.jar - :x: **jackson-databind-2.8.11.1.jar** (Vulnerable Library)

jackson-databind-2.9.4.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: gradle/subprojects/docs/src/snippets/kotlinDsl/multiProjectBuild/kotlin/http/build.gradle.kts

Path to vulnerable library: gradle/caches/modules-2/files-2.1/com.fasterxml.jackson.core/jackson-databind/2.9.4/498bbc3b94f566982c7f7c6d4d303fce365529be/jackson-databind-2.9.4.jar

Dependency Hierarchy: - ratpack-core-1.5.4.jar (Root Library) - :x: **jackson-databind-2.9.4.jar** (Vulnerable Library)

Vulnerability Details

FasterXML jackson-databind 2.x before 2.9.10.8 mishandles the interaction between serialization gadgets and typing, related to org.apache.commons.dbcp2.datasources.SharedPoolDataSource.

Publish Date: 2020-12-17

URL: CVE-2020-35491

CVSS 3 Score Details (5.6)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/FasterXML/jackson-databind/issues/2986

Release Date: 2020-12-17

Fix Resolution: com.fasterxml.jackson.core:jackson-databind:2.9.10.8

",True,"CVE-2020-35491 (Medium) detected in jackson-databind-2.8.11.1.jar, jackson-databind-2.9.4.jar - ## CVE-2020-35491 - Medium Severity Vulnerability
Vulnerable Libraries - jackson-databind-2.8.11.1.jar, jackson-databind-2.9.4.jar

jackson-databind-2.8.11.1.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: gradle/subprojects/docs/src/snippets/play/multiproject/groovy/modules/user/build.gradle

Path to vulnerable library: gradle/caches/modules-2/files-2.1/com.fasterxml.jackson.core/jackson-databind/2.8.11.1/341edc63fdd8b44e17b2c36abbc9b451d8fd05a5/jackson-databind-2.8.11.1.jar

Dependency Hierarchy: - play-guice_2.12-2.6.15.jar (Root Library) - play_2.12-2.6.15.jar - jjwt-0.7.0.jar - :x: **jackson-databind-2.8.11.1.jar** (Vulnerable Library)

jackson-databind-2.9.4.jar

General data-binding functionality for Jackson: works on core streaming API

Library home page: http://github.com/FasterXML/jackson

Path to dependency file: gradle/subprojects/docs/src/snippets/kotlinDsl/multiProjectBuild/kotlin/http/build.gradle.kts

Path to vulnerable library: gradle/caches/modules-2/files-2.1/com.fasterxml.jackson.core/jackson-databind/2.9.4/498bbc3b94f566982c7f7c6d4d303fce365529be/jackson-databind-2.9.4.jar

Dependency Hierarchy: - ratpack-core-1.5.4.jar (Root Library) - :x: **jackson-databind-2.9.4.jar** (Vulnerable Library)

Vulnerability Details

FasterXML jackson-databind 2.x before 2.9.10.8 mishandles the interaction between serialization gadgets and typing, related to org.apache.commons.dbcp2.datasources.SharedPoolDataSource.

Publish Date: 2020-12-17

URL: CVE-2020-35491

CVSS 3 Score Details (5.6)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/FasterXML/jackson-databind/issues/2986

Release Date: 2020-12-17

Fix Resolution: com.fasterxml.jackson.core:jackson-databind:2.9.10.8

",0,cve medium detected in jackson databind jar jackson databind jar cve medium severity vulnerability vulnerable libraries jackson databind jar jackson databind jar jackson databind jar general data binding functionality for jackson works on core streaming api library home page a href path to dependency file gradle subprojects docs src snippets play multiproject groovy modules user build gradle path to vulnerable library gradle caches modules files com fasterxml jackson core jackson databind jackson databind jar dependency hierarchy play guice jar root library play jar jjwt jar x jackson databind jar vulnerable library jackson databind jar general data binding functionality for jackson works on core streaming api library home page a href path to dependency file gradle subprojects docs src snippets kotlindsl multiprojectbuild kotlin http build gradle kts path to vulnerable library gradle caches modules files com fasterxml jackson core jackson databind jackson databind jar dependency hierarchy ratpack core jar root library x jackson databind jar vulnerable library vulnerability details fasterxml jackson databind x before mishandles the interaction between serialization gadgets and typing related to org apache commons datasources sharedpooldatasource publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity high privileges required none user interaction none scope unchanged impact metrics confidentiality impact low integrity impact low availability impact low for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution com fasterxml jackson core jackson databind isopenpronvulnerability true ispackagebased true isdefaultbranch true packages vulnerabilityidentifier cve vulnerabilitydetails fasterxml jackson databind x before mishandles the interaction between serialization gadgets and typing related to org apache commons datasources sharedpooldatasource vulnerabilityurl ,0 3936,3617681210.0,IssuesEvent,2016-02-08 06:39:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual detail: Scripts name highlighting,enhancement junior job topic:editor usability,"As the title says it's just a really little visual detail I'm talking about In the script opened window the scripts are highlighted w/ a red like surface, but if the name is too long to be completely contained the red surface doesn't highlight the complete name: http://gyazo.govanify.com/grab/8ca4b6.png For this reason I think the surface should be a little bit bigger, covering the whole area of the name, maybe by using a more rectagular shpaed transparent selector",True,"Visual detail: Scripts name highlighting - As the title says it's just a really little visual detail I'm talking about In the script opened window the scripts are highlighted w/ a red like surface, but if the name is too long to be completely contained the red surface doesn't highlight the complete name: http://gyazo.govanify.com/grab/8ca4b6.png For this reason I think the surface should be a little bit bigger, covering the whole area of the name, maybe by using a more rectagular shpaed transparent selector",1,visual detail scripts name highlighting as the title says it s just a really little visual detail i m talking about in the script opened window the scripts are highlighted w a red like surface but if the name is too long to be completely contained the red surface doesn t highlight the complete name for this reason i think the surface should be a little bit bigger covering the whole area of the name maybe by using a more rectagular shpaed transparent selector,1 22562,19660003937.0,IssuesEvent,2022-01-10 16:07:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocompletion stops on perfect match,bug topic:gdscript topic:editor usability,"### Godot version 28174d5 ### System information W10 ### Issue description When you have a word with perfect match to some identifier, the autocompletion will no longer appear. Godot ![image](https://user-images.githubusercontent.com/2223172/147423057-0372501e-3caa-48b4-a4d6-11470b683e8c.png) VS Code (expected) ![image](https://user-images.githubusercontent.com/2223172/147423075-b54bd700-be77-4729-a9ee-a8bb6ddfd654.png) At least using Ctrl + Space should force the popup. ### Steps to reproduce 1. Type something that perfectly matches some identifier, but also is part of another, longer identifier 2. Try to autocomplete the longer identifier ### Minimal reproduction project _No response_",True,"Autocompletion stops on perfect match - ### Godot version 28174d5 ### System information W10 ### Issue description When you have a word with perfect match to some identifier, the autocompletion will no longer appear. Godot ![image](https://user-images.githubusercontent.com/2223172/147423057-0372501e-3caa-48b4-a4d6-11470b683e8c.png) VS Code (expected) ![image](https://user-images.githubusercontent.com/2223172/147423075-b54bd700-be77-4729-a9ee-a8bb6ddfd654.png) At least using Ctrl + Space should force the popup. ### Steps to reproduce 1. Type something that perfectly matches some identifier, but also is part of another, longer identifier 2. Try to autocomplete the longer identifier ### Minimal reproduction project _No response_",1,autocompletion stops on perfect match godot version system information issue description when you have a word with perfect match to some identifier the autocompletion will no longer appear godot vs code expected at least using ctrl space should force the popup steps to reproduce type something that perfectly matches some identifier but also is part of another longer identifier try to autocomplete the longer identifier minimal reproduction project no response ,1 470679,13542745178.0,IssuesEvent,2020-09-16 17:50:27,ballerina-platform/ballerina-lang,https://api.github.com/repos/ballerina-platform/ballerina-lang,closed,Include visible range information for local variables in BIR and bytecode generation phases,Component/Compiler Priority/High SwanLakeDump Team/CompilerFE Team/jBallerina Type/Improvement,"**Description:** Current ballerina compiler back-end implementation of the jvm variable table does not contain information related to the visible range of a given local variable and therefore all the local variables defined inside a function are visible throughout the function execution, even if some variable(s) are defined in the middle of the function. This causes issues in the debugger when showing visible local variables, which might not have even been declared at a given debug point. **Steps to reproduce:** **Affected Versions:** **OS, DB, other environment details and versions:** **Related Issues (optional):** **Suggested Labels (optional):** **Suggested Assignees (optional):** ",1.0,"Include visible range information for local variables in BIR and bytecode generation phases - **Description:** Current ballerina compiler back-end implementation of the jvm variable table does not contain information related to the visible range of a given local variable and therefore all the local variables defined inside a function are visible throughout the function execution, even if some variable(s) are defined in the middle of the function. This causes issues in the debugger when showing visible local variables, which might not have even been declared at a given debug point. **Steps to reproduce:** **Affected Versions:** **OS, DB, other environment details and versions:** **Related Issues (optional):** **Suggested Labels (optional):** **Suggested Assignees (optional):** ",0,include visible range information for local variables in bir and bytecode generation phases description current ballerina compiler back end implementation of the jvm variable table does not contain information related to the visible range of a given local variable and therefore all the local variables defined inside a function are visible throughout the function execution even if some variable s are defined in the middle of the function this causes issues in the debugger when showing visible local variables which might not have even been declared at a given debug point steps to reproduce affected versions os db other environment details and versions related issues optional suggested labels optional suggested assignees optional ,0 309053,26649197263.0,IssuesEvent,2023-01-25 12:25:26,unifyai/ivy,https://api.github.com/repos/unifyai/ivy,opened,Fix elementwise.test_isposinf,Sub Task Failing Test,"| | | |---|---| |tensorflow| |torch| |numpy| |jax|
Not found Not found
Not found Not found
Not found Not found
",1.0,"Fix elementwise.test_isposinf - | | | |---|---| |tensorflow| |torch| |numpy| |jax|
Not found Not found
Not found Not found
Not found Not found
",0,fix elementwise test isposinf tensorflow img src torch img src numpy img src jax img src not found not found not found not found not found not found ,0 11019,7027683081.0,IssuesEvent,2017-12-25 01:27:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Clicking ""Audio"" while in the Script Editor sinks the bottom menu",bug confirmed topic:editor usability,"**Ubuntu 17.04, Godot Build: 8ed1a28** **Issue description:** If you're in the Script Editor, clicking the Audio button will make the whole bottom menu sink. ",True,"Clicking ""Audio"" while in the Script Editor sinks the bottom menu - **Ubuntu 17.04, Godot Build: 8ed1a28** **Issue description:** If you're in the Script Editor, clicking the Audio button will make the whole bottom menu sink. ",1,clicking audio while in the script editor sinks the bottom menu ubuntu godot build issue description if you re in the script editor clicking the audio button will make the whole bottom menu sink ,1 3743,3537470938.0,IssuesEvent,2016-01-18 01:18:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,EditorScript 's compile errors are not logged in Console,enhancement topic:core topic:plugin usability,"When writing an script to run in the editor bugs like undefined vars are not logged and when trying to run only feedback is a reminder to use tool keyword, same happens if you try to inherit another class instead of EditorScript. Error logs are in godot's command window (if std-out is enabled)",True,"EditorScript 's compile errors are not logged in Console - When writing an script to run in the editor bugs like undefined vars are not logged and when trying to run only feedback is a reminder to use tool keyword, same happens if you try to inherit another class instead of EditorScript. Error logs are in godot's command window (if std-out is enabled)",1,editorscript s compile errors are not logged in console when writing an script to run in the editor bugs like undefined vars are not logged and when trying to run only feedback is a reminder to use tool keyword same happens if you try to inherit another class instead of editorscript error logs are in godot s command window if std out is enabled ,1 247891,18858002272.0,IssuesEvent,2021-11-12 09:16:27,jovyntls/pe,https://api.github.com/repos/jovyntls/pe,opened,Inaccurate screenshot,type.DocumentationBug severity.Medium,"Under this page: https://ay2122s1-cs2103t-t11-1.github.io/tp/tutorials/RemovingFields.html The screenshot shown has multiple issues: * There is an `$address` field, but nustracker has no such field or related field * The UI is completely different from nustracker * The screenshot does not reflect what would happen if I followed the above commands to refactor as given in the page. ![image.png](https://raw.githubusercontent.com/jovyntls/pe/main/files/a5538eda-1449-452e-967e-9113aad7475b.png) ",1.0,"Inaccurate screenshot - Under this page: https://ay2122s1-cs2103t-t11-1.github.io/tp/tutorials/RemovingFields.html The screenshot shown has multiple issues: * There is an `$address` field, but nustracker has no such field or related field * The UI is completely different from nustracker * The screenshot does not reflect what would happen if I followed the above commands to refactor as given in the page. ![image.png](https://raw.githubusercontent.com/jovyntls/pe/main/files/a5538eda-1449-452e-967e-9113aad7475b.png) ",0,inaccurate screenshot under this page the screenshot shown has multiple issues there is an address field but nustracker has no such field or related field the ui is completely different from nustracker the screenshot does not reflect what would happen if i followed the above commands to refactor as given in the page ,0 27134,27742840242.0,IssuesEvent,2023-03-15 15:17:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Drag-dropping an .gdshaderinc into the shader editor does not open the shader,enhancement topic:editor usability topic:shaders,"### Godot version 4.0 ### System information Fedora Linux 37, Nvidia 4090, Vulkan 1.3, nv 525.60.11 ### Issue description Dropping a .gdshaderinc file from the FileSystem tab into the Shader Editor tab does not open the file like is done when a .gdshader is dropped ### Steps to reproduce Create a .gdshaderinc file and drop it into the Shader Editor ### Minimal reproduction project N/A",True,"Drag-dropping an .gdshaderinc into the shader editor does not open the shader - ### Godot version 4.0 ### System information Fedora Linux 37, Nvidia 4090, Vulkan 1.3, nv 525.60.11 ### Issue description Dropping a .gdshaderinc file from the FileSystem tab into the Shader Editor tab does not open the file like is done when a .gdshader is dropped ### Steps to reproduce Create a .gdshaderinc file and drop it into the Shader Editor ### Minimal reproduction project N/A",1,drag dropping an gdshaderinc into the shader editor does not open the shader godot version system information fedora linux nvidia vulkan nv issue description dropping a gdshaderinc file from the filesystem tab into the shader editor tab does not open the file like is done when a gdshader is dropped steps to reproduce create a gdshaderinc file and drop it into the shader editor minimal reproduction project n a,1 211172,7198857460.0,IssuesEvent,2018-02-05 14:16:41,webcompat/web-bugs,https://api.github.com/repos/webcompat/web-bugs,closed,my.yota.ru - site is not usable,browser-firefox-mobile priority-normal," **URL**: https://my.yota.ru/selfcare/login?goto=https://my.yota.ru:443/devices **Browser / Version**: Firefox Mobile 60.0 **Operating System**: Android 5.0 **Tested Another Browser**: Yes **Problem type**: Site is not usable **Description**: scroll and scale problem. not able to interact with forms and buttons, dont see it. **Steps to Reproduce**: _From [webcompat.com](https://webcompat.com/) with ❤️_",1.0,"my.yota.ru - site is not usable - **URL**: https://my.yota.ru/selfcare/login?goto=https://my.yota.ru:443/devices **Browser / Version**: Firefox Mobile 60.0 **Operating System**: Android 5.0 **Tested Another Browser**: Yes **Problem type**: Site is not usable **Description**: scroll and scale problem. not able to interact with forms and buttons, dont see it. **Steps to Reproduce**: _From [webcompat.com](https://webcompat.com/) with ❤️_",0,my yota ru site is not usable url browser version firefox mobile operating system android tested another browser yes problem type site is not usable description scroll and scale problem not able to interact with forms and buttons dont see it steps to reproduce from with ❤️ ,0 9967,6533322731.0,IssuesEvent,2017-08-31 05:41:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Support touch screen actions on desktop platforms,feature proposal topic:core usability,"On many laptops, touch screens are now available. However, it isn't possible to scroll by flicking the scrollable area up and down in the Godot editor (in the script editor or scene tree, for example), like you can do on a mobile device. You currently need to drag the scroll bar, which can be very hard to do. This ability could also be helpful in exported projects. Exemple application which supports touch events: [Visual Studio Code](http://code.visualstudio.com/)",True,"Support touch screen actions on desktop platforms - On many laptops, touch screens are now available. However, it isn't possible to scroll by flicking the scrollable area up and down in the Godot editor (in the script editor or scene tree, for example), like you can do on a mobile device. You currently need to drag the scroll bar, which can be very hard to do. This ability could also be helpful in exported projects. Exemple application which supports touch events: [Visual Studio Code](http://code.visualstudio.com/)",1,support touch screen actions on desktop platforms on many laptops touch screens are now available however it isn t possible to scroll by flicking the scrollable area up and down in the godot editor in the script editor or scene tree for example like you can do on a mobile device you currently need to drag the scroll bar which can be very hard to do this ability could also be helpful in exported projects exemple application which supports touch events ,1 285431,24665894676.0,IssuesEvent,2022-10-18 10:14:26,Kimthien94/Feedback-Online,https://api.github.com/repos/Kimthien94/Feedback-Online,opened,[BugID_43]_FUNC_Sửa topic_Sai thông báo message khi để trống trường Tên Topic,bug comestic low Intergration test open UI_Label/Message,"Precondition : Admin đang ở màn hình sửaTopic Step: 1. Xóa data của [Tên Topic] textbox 2. Click [Hoàn Tất] button Thực tế: Hiển thị inline message màu đỏ ""Please fill out this field!"" Mong đợi: Hiển thị inline message màu đỏ ""Tên Topic đã tồn tại!"" phía dưới trường Tên Topic và set focus tại đó Test case ID = 16",1.0,"[BugID_43]_FUNC_Sửa topic_Sai thông báo message khi để trống trường Tên Topic - Precondition : Admin đang ở màn hình sửaTopic Step: 1. Xóa data của [Tên Topic] textbox 2. Click [Hoàn Tất] button Thực tế: Hiển thị inline message màu đỏ ""Please fill out this field!"" Mong đợi: Hiển thị inline message màu đỏ ""Tên Topic đã tồn tại!"" phía dưới trường Tên Topic và set focus tại đó Test case ID = 16",0, func sửa topic sai thông báo message khi để trống trường tên topic precondition admin đang ở màn hình sửatopic step xóa data của textbox click button thực tế hiển thị inline message màu đỏ please fill out this field mong đợi hiển thị inline message màu đỏ tên topic đã tồn tại phía dưới trường tên topic và set focus tại đó test case id ,0 16044,10531393001.0,IssuesEvent,2019-10-01 08:25:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,rotation_degrees range is from -1080 do 1080,enhancement junior job topic:editor usability,"**Godot version:** a1fcac640 **Issue description:** The edit range from rotation_degrees in the inspector is from -1080 do 1080, but should be -360 to 360 for better usability (dragging the value just makes the node spin like crazy).",True,"rotation_degrees range is from -1080 do 1080 - **Godot version:** a1fcac640 **Issue description:** The edit range from rotation_degrees in the inspector is from -1080 do 1080, but should be -360 to 360 for better usability (dragging the value just makes the node spin like crazy).",1,rotation degrees range is from do godot version issue description the edit range from rotation degrees in the inspector is from do but should be to for better usability dragging the value just makes the node spin like crazy ,1 505660,14643543858.0,IssuesEvent,2020-12-25 17:09:23,Kazu950/amaryllis,https://api.github.com/repos/Kazu950/amaryllis,opened,音声の再生,Priority : high enhancement,"# Goal - [ ] APIから取得した音声情報を元に音声を再生することができる # What - ExpoのAudioを使って実装する - このissueの時点では、距離計算や自動再生などは視野に入れず、全ての音声をAPIから取得した直後に流す",1.0,"音声の再生 - # Goal - [ ] APIから取得した音声情報を元に音声を再生することができる # What - ExpoのAudioを使って実装する - このissueの時点では、距離計算や自動再生などは視野に入れず、全ての音声をAPIから取得した直後に流す",0,音声の再生 goal apiから取得した音声情報を元に音声を再生することができる what expoのaudioを使って実装する このissueの時点では、距離計算や自動再生などは視野に入れず、全ての音声をapiから取得した直後に流す,0 273086,29800434656.0,IssuesEvent,2023-06-16 07:41:07,billmcchesney1/foxtrot,https://api.github.com/repos/billmcchesney1/foxtrot,closed,CVE-2022-29546 (High) detected in nekohtml-1.9.12.jar - autoclosed,Mend: dependency security vulnerability,"## CVE-2022-29546 - High Severity Vulnerability
Vulnerable Library - nekohtml-1.9.12.jar

Library home page: http://nekohtml.sourceforge.net/

Path to dependency file: /foxtrot-server/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/net/sourceforge/nekohtml/nekohtml/1.9.12/nekohtml-1.9.12.jar,/home/wss-scanner/.m2/repository/net/sourceforge/nekohtml/nekohtml/1.9.12/nekohtml-1.9.12.jar,/home/wss-scanner/.m2/repository/net/sourceforge/nekohtml/nekohtml/1.9.12/nekohtml-1.9.12.jar,/home/wss-scanner/.m2/repository/net/sourceforge/nekohtml/nekohtml/1.9.12/nekohtml-1.9.12.jar

Dependency Hierarchy: - hbase-server-1.2.1.jar (Root Library) - esapi-2.1.0.jar - antisamy-1.4.3.jar - :x: **nekohtml-1.9.12.jar** (Vulnerable Library)

Found in HEAD commit: ffb8a6014463ce8aac1bf6e7dc9a23fc4a2a8adc

Found in base branch: master

Vulnerability Details

HtmlUnit NekoHtml Parser before 2.61.0 suffers from a denial of service vulnerability. Crafted input associated with the parsing of Processing Instruction (PI) data leads to heap memory consumption. This is similar to CVE-2022-28366 but affects a much later version of the product.

Publish Date: 2022-04-25

URL: CVE-2022-29546

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Release Date: 2022-04-25

Fix Resolution: net.sourceforge.htmlunit:neko-htmlunit:2.61.0

",True,"CVE-2022-29546 (High) detected in nekohtml-1.9.12.jar - autoclosed - ## CVE-2022-29546 - High Severity Vulnerability
Vulnerable Library - nekohtml-1.9.12.jar

Library home page: http://nekohtml.sourceforge.net/

Path to dependency file: /foxtrot-server/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/net/sourceforge/nekohtml/nekohtml/1.9.12/nekohtml-1.9.12.jar,/home/wss-scanner/.m2/repository/net/sourceforge/nekohtml/nekohtml/1.9.12/nekohtml-1.9.12.jar,/home/wss-scanner/.m2/repository/net/sourceforge/nekohtml/nekohtml/1.9.12/nekohtml-1.9.12.jar,/home/wss-scanner/.m2/repository/net/sourceforge/nekohtml/nekohtml/1.9.12/nekohtml-1.9.12.jar

Dependency Hierarchy: - hbase-server-1.2.1.jar (Root Library) - esapi-2.1.0.jar - antisamy-1.4.3.jar - :x: **nekohtml-1.9.12.jar** (Vulnerable Library)

Found in HEAD commit: ffb8a6014463ce8aac1bf6e7dc9a23fc4a2a8adc

Found in base branch: master

Vulnerability Details

HtmlUnit NekoHtml Parser before 2.61.0 suffers from a denial of service vulnerability. Crafted input associated with the parsing of Processing Instruction (PI) data leads to heap memory consumption. This is similar to CVE-2022-28366 but affects a much later version of the product.

Publish Date: 2022-04-25

URL: CVE-2022-29546

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Release Date: 2022-04-25

Fix Resolution: net.sourceforge.htmlunit:neko-htmlunit:2.61.0

",0,cve high detected in nekohtml jar autoclosed cve high severity vulnerability vulnerable library nekohtml jar library home page a href path to dependency file foxtrot server pom xml path to vulnerable library home wss scanner repository net sourceforge nekohtml nekohtml nekohtml jar home wss scanner repository net sourceforge nekohtml nekohtml nekohtml jar home wss scanner repository net sourceforge nekohtml nekohtml nekohtml jar home wss scanner repository net sourceforge nekohtml nekohtml nekohtml jar dependency hierarchy hbase server jar root library esapi jar antisamy jar x nekohtml jar vulnerable library found in head commit a href found in base branch master vulnerability details htmlunit nekohtml parser before suffers from a denial of service vulnerability crafted input associated with the parsing of processing instruction pi data leads to heap memory consumption this is similar to cve but affects a much later version of the product publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version release date fix resolution net sourceforge htmlunit neko htmlunit ,0 186531,15075126498.0,IssuesEvent,2021-02-05 01:19:46,googleapis/python-firestore,https://api.github.com/repos/googleapis/python-firestore,closed,Python-Firestore API Documentation,api: firestore documentation type: docs,"Hi, We are currently integrating Cloud Firestore (using the Python client) into one of our project. However we have some difficulties grasping all the capabilities because it seems the API documentation [here](https://googleapis.dev/python/firestore/latest/index.html) is incomplete. I have to resort to browsing the GitHub source code to grasp which methods are available to perform a specific behavior. Example: In the API Documentation there is no reference to `class DocumentSnapshot` I could find. Some of the questions, I was asking myself: _How do I get a DocumentReference from a DocumentSnapshot instance ?_ I had to browse the `class DocumentSnapshot` source code and find that the property `reference` was available for that. Let me know if I'm not looking at the proper location. Thanks for your support. ",1.0,"Python-Firestore API Documentation - Hi, We are currently integrating Cloud Firestore (using the Python client) into one of our project. However we have some difficulties grasping all the capabilities because it seems the API documentation [here](https://googleapis.dev/python/firestore/latest/index.html) is incomplete. I have to resort to browsing the GitHub source code to grasp which methods are available to perform a specific behavior. Example: In the API Documentation there is no reference to `class DocumentSnapshot` I could find. Some of the questions, I was asking myself: _How do I get a DocumentReference from a DocumentSnapshot instance ?_ I had to browse the `class DocumentSnapshot` source code and find that the property `reference` was available for that. Let me know if I'm not looking at the proper location. Thanks for your support. ",0,python firestore api documentation hi we are currently integrating cloud firestore using the python client into one of our project however we have some difficulties grasping all the capabilities because it seems the api documentation is incomplete i have to resort to browsing the github source code to grasp which methods are available to perform a specific behavior example in the api documentation there is no reference to class documentsnapshot i could find some of the questions i was asking myself how do i get a documentreference from a documentsnapshot instance i had to browse the class documentsnapshot source code and find that the property reference was available for that let me know if i m not looking at the proper location thanks for your support ,0 14346,9083728259.0,IssuesEvent,2019-02-17 22:48:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Description of node is not shown,bug confirmed topic:editor usability," **Godot version:** Godot 3.1.beta fa7329f64 **OS/device including version:** Kubuntu 18.10 **Issue description:** Description of node is not shown. **Steps to reproduce:** Captured with Godot 3.1.beta3 official ![beta3](https://user-images.githubusercontent.com/8281454/52631420-13321480-2f02-11e9-8047-0400f0065b71.gif) Captured with Godot 3.1.beta fa7329f64 ![beta_master](https://user-images.githubusercontent.com/8281454/52631425-162d0500-2f02-11e9-804e-a9e0a4d3b7aa.gif) **Minimal reproduction project:** ",True,"Description of node is not shown - **Godot version:** Godot 3.1.beta fa7329f64 **OS/device including version:** Kubuntu 18.10 **Issue description:** Description of node is not shown. **Steps to reproduce:** Captured with Godot 3.1.beta3 official ![beta3](https://user-images.githubusercontent.com/8281454/52631420-13321480-2f02-11e9-8047-0400f0065b71.gif) Captured with Godot 3.1.beta fa7329f64 ![beta_master](https://user-images.githubusercontent.com/8281454/52631425-162d0500-2f02-11e9-804e-a9e0a4d3b7aa.gif) **Minimal reproduction project:** ",1,description of node is not shown please search existing issues for potential duplicates before filing yours godot version godot beta os device including version kubuntu issue description description of node is not shown steps to reproduce captured with godot official captured with godot beta minimal reproduction project ,1 6151,4163693027.0,IssuesEvent,2016-06-18 08:32:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,How to check if class exists in GDScript,feature proposal topic:plugin usability,"**Operating system or device - Godot version:** Godot 2.1 alpha **Issue description** (what happened, and what was expected): I hope there is a way to check if some classes written in modules can be used or not in GDScript. So my plugins written in GDScript can add more optional features with fuctionalitys in modules.",True,"How to check if class exists in GDScript - **Operating system or device - Godot version:** Godot 2.1 alpha **Issue description** (what happened, and what was expected): I hope there is a way to check if some classes written in modules can be used or not in GDScript. So my plugins written in GDScript can add more optional features with fuctionalitys in modules.",1,how to check if class exists in gdscript operating system or device godot version godot alpha issue description what happened and what was expected i hope there is a way to check if some classes written in modules can be used or not in gdscript so my plugins written in gdscript can add more optional features with fuctionalitys in modules ,1 17944,3369126288.0,IssuesEvent,2015-11-23 08:11:17,osakagamba/7GIQSKRNE5P3AVTZCEFXE3ON,https://api.github.com/repos/osakagamba/7GIQSKRNE5P3AVTZCEFXE3ON,closed,APXL3tVSk0gDZMVjY3C9FIHGAntfyykjaprSuBMigGVxSvjB4rVc3pk84n+C2I54z4Y3YLKPCKGNp1Kmv8XGRcTSJM7lXVN+xwSVRWkb8s3BryOT0tzgoOEmbY3OB8xcGnB1+70C2IYFy4P7x8TLNtNolfRTLalSIoxvziEBcXo=,design,5PeoT7xCnWfCzuAt8DteOyJLw7DWWnLCL0olSp1QlmFFzjaMjeEWBjP0auq3Y6DkkApqeroqs5I6IPQph0WVarAojWIZJVK4sCQoQtPT5S+sZXego7skM3cWMiIbli08rhXLW7I/tAILz7ojXw4gU547y7aW9Tq3+0NXoEPX79n6l4E52eKfkGLkNHDQ1zaQTGFcrgY99jn4EQpJeGL6YYJ3SWiWT+0mGovk1R2NnPKsZXego7skM3cWMiIbli08GLRF3KqLvkp5liKTbOsj5Ra75pXG2Lc+RZTFcaQn1eXy8DIipY3poI7ZA30aoL4U6vcOb6geCfSaOnjbd84PszSwlWpgqSbKE6alR4dUwqjuIK7+zVhirR2tFv+FynwS9s7nDzEV4q16OBdb8GLMpVJDkQKSv8fXQ5dUgtp9MzjteaHe+xxgfVO67TpZFd9iwnrgK6Fw4LUzus/zxjhPQvJo5ZP3Bab6ElirBShSynXPxEmwb8K8XpPzow8LR+ICicBwAnqb8C/QWHxMvfUBFMeDcR7xd5PmxCQViSCZtqpJFMdmj0VUoD237bD7EgwOTuLNDWDsbsI1gAihSYSGIfpjbfxytZ+VlxX7cErUdqfssMkMUHwfTikd/+Iyps0HMuX1Yhp0wwVy0mA/1X6+ksqr7Vlx9GsKyt5ObEnCAceWACW8+soPBM1cw7BFJYJTSceLX+fFRzv0T67BC4JmBD70x3co6EwY0EQA9wu6pzADfnoWUUNqL2kfSvk5f58j5a5531kmGqbslBA9Bp/nXpXRdBxl56FQuoSOchx0nKQsrMQAEGwrgidcRm8wDcCyoJwVHXjFPlf0GBhYZYWrdt1T/xIb8O7GwQVMZT5/upBzMPTMZrS+61aj+hjLe0VOWdw2+YAkeZA0KKnw/unsqELn8c84gb0BDDJGoLznREwYTfwkHQstOZyGnk6qgyRO9br3IcPzDiZcn6eARPar6dzr6lXgbON5EcdgO2Z2hbWgZqw5jB7g4thxaHsNB4gHIyra8YapUpgZNWAobfFwZZk9Yj1MndX43LmDgmRH0vfowJvKo2F9EcfEc2+V1MgLMVP8PR7q1rzDHvP1rKxokXlqLg4QnHP90HXPKTPBBH1BCULZpMa4RDuRR7CSVu/Cc5g6/1UD1eRLHLKRH9zUeH+dUWpuc+Y5v7oVPzTETThXrb6SEl0aEYraTh2efYGQswR/YMNxaif4BV62y5Kp2WOeRo7Tc5A/LXoJyaQjTSesZXego7skM3cWMiIbli08iyjAMLuQ+Znf5Ddy+zZJz61KDf/gO33JZC5t4BhXkCTzl1F1BV/pSCCIVcf/DEgQJ85PJYS1ln2YYoEti0rUwIpAhajEU4DmuhcROeFeneAHEKetCq5VUXAyuZcwjsjXvC6CCotTsXy1zuB0+52scgqJzX7lphLcfA8KGel2Ydo=,1.0,APXL3tVSk0gDZMVjY3C9FIHGAntfyykjaprSuBMigGVxSvjB4rVc3pk84n+C2I54z4Y3YLKPCKGNp1Kmv8XGRcTSJM7lXVN+xwSVRWkb8s3BryOT0tzgoOEmbY3OB8xcGnB1+70C2IYFy4P7x8TLNtNolfRTLalSIoxvziEBcXo= - 5PeoT7xCnWfCzuAt8DteOyJLw7DWWnLCL0olSp1QlmFFzjaMjeEWBjP0auq3Y6DkkApqeroqs5I6IPQph0WVarAojWIZJVK4sCQoQtPT5S+sZXego7skM3cWMiIbli08rhXLW7I/tAILz7ojXw4gU547y7aW9Tq3+0NXoEPX79n6l4E52eKfkGLkNHDQ1zaQTGFcrgY99jn4EQpJeGL6YYJ3SWiWT+0mGovk1R2NnPKsZXego7skM3cWMiIbli08GLRF3KqLvkp5liKTbOsj5Ra75pXG2Lc+RZTFcaQn1eXy8DIipY3poI7ZA30aoL4U6vcOb6geCfSaOnjbd84PszSwlWpgqSbKE6alR4dUwqjuIK7+zVhirR2tFv+FynwS9s7nDzEV4q16OBdb8GLMpVJDkQKSv8fXQ5dUgtp9MzjteaHe+xxgfVO67TpZFd9iwnrgK6Fw4LUzus/zxjhPQvJo5ZP3Bab6ElirBShSynXPxEmwb8K8XpPzow8LR+ICicBwAnqb8C/QWHxMvfUBFMeDcR7xd5PmxCQViSCZtqpJFMdmj0VUoD237bD7EgwOTuLNDWDsbsI1gAihSYSGIfpjbfxytZ+VlxX7cErUdqfssMkMUHwfTikd/+Iyps0HMuX1Yhp0wwVy0mA/1X6+ksqr7Vlx9GsKyt5ObEnCAceWACW8+soPBM1cw7BFJYJTSceLX+fFRzv0T67BC4JmBD70x3co6EwY0EQA9wu6pzADfnoWUUNqL2kfSvk5f58j5a5531kmGqbslBA9Bp/nXpXRdBxl56FQuoSOchx0nKQsrMQAEGwrgidcRm8wDcCyoJwVHXjFPlf0GBhYZYWrdt1T/xIb8O7GwQVMZT5/upBzMPTMZrS+61aj+hjLe0VOWdw2+YAkeZA0KKnw/unsqELn8c84gb0BDDJGoLznREwYTfwkHQstOZyGnk6qgyRO9br3IcPzDiZcn6eARPar6dzr6lXgbON5EcdgO2Z2hbWgZqw5jB7g4thxaHsNB4gHIyra8YapUpgZNWAobfFwZZk9Yj1MndX43LmDgmRH0vfowJvKo2F9EcfEc2+V1MgLMVP8PR7q1rzDHvP1rKxokXlqLg4QnHP90HXPKTPBBH1BCULZpMa4RDuRR7CSVu/Cc5g6/1UD1eRLHLKRH9zUeH+dUWpuc+Y5v7oVPzTETThXrb6SEl0aEYraTh2efYGQswR/YMNxaif4BV62y5Kp2WOeRo7Tc5A/LXoJyaQjTSesZXego7skM3cWMiIbli08iyjAMLuQ+Znf5Ddy+zZJz61KDf/gO33JZC5t4BhXkCTzl1F1BV/pSCCIVcf/DEgQJ85PJYS1ln2YYoEti0rUwIpAhajEU4DmuhcROeFeneAHEKetCq5VUXAyuZcwjsjXvC6CCotTsXy1zuB0+52scgqJzX7lphLcfA8KGel2Ydo=,0, upbzmptmzrs duwpuc psccivcf ,0 587378,17614382563.0,IssuesEvent,2021-08-18 07:54:14,webcompat/web-bugs,https://api.github.com/repos/webcompat/web-bugs,closed,www.smule.com - site is not usable,priority-normal browser-fenix engine-gecko," **URL**: https://www.smule.com/ **Browser / Version**: Firefox Mobile 92.0 **Operating System**: Android 11 **Tested Another Browser**: Yes Chrome **Problem type**: Site is not usable **Description**: Browser unsupported **Steps to Reproduce**: I cant view anything at that page
View the screenshot
Browser Configuration
  • gfx.webrender.all: false
  • gfx.webrender.blob-images: true
  • gfx.webrender.enabled: false
  • image.mem.shared: true
  • buildID: 20210815185614
  • channel: beta
  • hasTouchScreen: true
  • mixed active content blocked: false
  • mixed passive content blocked: false
  • tracking content blocked: false
[View console log messages](https://webcompat.com/console_logs/2021/8/229bd547-3500-486a-bbd4-e7be3cd6b51a) _From [webcompat.com](https://webcompat.com/) with ❤️_",1.0,"www.smule.com - site is not usable - **URL**: https://www.smule.com/ **Browser / Version**: Firefox Mobile 92.0 **Operating System**: Android 11 **Tested Another Browser**: Yes Chrome **Problem type**: Site is not usable **Description**: Browser unsupported **Steps to Reproduce**: I cant view anything at that page
View the screenshot
Browser Configuration
  • gfx.webrender.all: false
  • gfx.webrender.blob-images: true
  • gfx.webrender.enabled: false
  • image.mem.shared: true
  • buildID: 20210815185614
  • channel: beta
  • hasTouchScreen: true
  • mixed active content blocked: false
  • mixed passive content blocked: false
  • tracking content blocked: false
[View console log messages](https://webcompat.com/console_logs/2021/8/229bd547-3500-486a-bbd4-e7be3cd6b51a) _From [webcompat.com](https://webcompat.com/) with ❤️_",0, site is not usable url browser version firefox mobile operating system android tested another browser yes chrome problem type site is not usable description browser unsupported steps to reproduce i cant view anything at that page view the screenshot img alt screenshot src browser configuration gfx webrender all false gfx webrender blob images true gfx webrender enabled false image mem shared true buildid channel beta hastouchscreen true mixed active content blocked false mixed passive content blocked false tracking content blocked false from with ❤️ ,0 18210,12677875195.0,IssuesEvent,2020-06-19 08:37:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,CSG: Resizing shapes using opposite side instead of center,enhancement topic:editor usability,"**Godot version:** 3.1-dev **Issue description:** When resizing a CSG shape (or any shape, probably), the resizing is done from the center on the chosen axis, forcing us to move the Spatial node for every adjustment to the shape. Also mentioned [here](https://github.com/godotengine/godot/issues/17411#issuecomment-413239933) **Solution:** I propose that, when holding down a modifier key, the shape is resized using the opposite side as an anchor rather than the center.",True,"CSG: Resizing shapes using opposite side instead of center - **Godot version:** 3.1-dev **Issue description:** When resizing a CSG shape (or any shape, probably), the resizing is done from the center on the chosen axis, forcing us to move the Spatial node for every adjustment to the shape. Also mentioned [here](https://github.com/godotengine/godot/issues/17411#issuecomment-413239933) **Solution:** I propose that, when holding down a modifier key, the shape is resized using the opposite side as an anchor rather than the center.",1,csg resizing shapes using opposite side instead of center godot version dev issue description when resizing a csg shape or any shape probably the resizing is done from the center on the chosen axis forcing us to move the spatial node for every adjustment to the shape also mentioned solution i propose that when holding down a modifier key the shape is resized using the opposite side as an anchor rather than the center ,1 6163,4164601018.0,IssuesEvent,2016-06-18 22:35:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dynamic fonts: Should force redraw when there size is modified,bug topic:editor usability,"Awesome work on the dynamic font support! It seems to work fairly well already. One small glitch. If I have: ![spectacle yj4492](https://cloud.githubusercontent.com/assets/4701338/14947918/cb6f23ce-103a-11e6-953b-6f71520bd2c4.png) And change the font size, I get: ![spectacle hc4492](https://cloud.githubusercontent.com/assets/4701338/14947930/e4c23032-103a-11e6-9826-d089726b54a2.png) I need to move the label around to get it refreshed: ![spectacle vr4492](https://cloud.githubusercontent.com/assets/4701338/14947936/fadc80b6-103a-11e6-9482-57a056c9aa68.png)",True,"Dynamic fonts: Should force redraw when there size is modified - Awesome work on the dynamic font support! It seems to work fairly well already. One small glitch. If I have: ![spectacle yj4492](https://cloud.githubusercontent.com/assets/4701338/14947918/cb6f23ce-103a-11e6-953b-6f71520bd2c4.png) And change the font size, I get: ![spectacle hc4492](https://cloud.githubusercontent.com/assets/4701338/14947930/e4c23032-103a-11e6-9826-d089726b54a2.png) I need to move the label around to get it refreshed: ![spectacle vr4492](https://cloud.githubusercontent.com/assets/4701338/14947936/fadc80b6-103a-11e6-9482-57a056c9aa68.png)",1,dynamic fonts should force redraw when there size is modified awesome work on the dynamic font support it seems to work fairly well already one small glitch if i have and change the font size i get i need to move the label around to get it refreshed ,1 21074,28017797697.0,IssuesEvent,2023-03-28 01:08:23,HaoNguyenNhat/CNPMNC,https://api.github.com/repos/HaoNguyenNhat/CNPMNC,opened,Đánh giá và phản hồi chất lượng,DG HUY NN HÀO 5 point IN PROCESS,Là khách hàng chính thức tôi muốn đánh giá và phản hồi về chất lượng dịch vụ trên website để giúp cửa hàng cải thiện,1.0,Đánh giá và phản hồi chất lượng - Là khách hàng chính thức tôi muốn đánh giá và phản hồi về chất lượng dịch vụ trên website để giúp cửa hàng cải thiện,0,đánh giá và phản hồi chất lượng là khách hàng chính thức tôi muốn đánh giá và phản hồi về chất lượng dịch vụ trên website để giúp cửa hàng cải thiện,0 21507,17192750752.0,IssuesEvent,2021-07-16 13:21:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot becomes unresponsive after Creating Theme From Current Editor Theme,archived topic:editor usability,"### Godot version 3.3.stable ### System information Windows 10, GLES3 ### Issue description Godot becomes unresponsive after Creating Theme From Current Editor Theme ### Steps to reproduce - Select a node (I used control node) - Select Theme in Inspector - Click empty > New Theme - In Theme Preview panel click Edit Theme - Click Create From Current Editor Theme ### Minimal reproduction project _No response_",True,"Godot becomes unresponsive after Creating Theme From Current Editor Theme - ### Godot version 3.3.stable ### System information Windows 10, GLES3 ### Issue description Godot becomes unresponsive after Creating Theme From Current Editor Theme ### Steps to reproduce - Select a node (I used control node) - Select Theme in Inspector - Click empty > New Theme - In Theme Preview panel click Edit Theme - Click Create From Current Editor Theme ### Minimal reproduction project _No response_",1,godot becomes unresponsive after creating theme from current editor theme godot version stable system information windows issue description godot becomes unresponsive after creating theme from current editor theme steps to reproduce select a node i used control node select theme in inspector click empty new theme in theme preview panel click edit theme click create from current editor theme minimal reproduction project no response ,1 13005,8201584750.0,IssuesEvent,2018-09-01 19:32:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Inconsistent ""arrow keys/tab/enter"" navigation in godot docks",bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3.0 beta and Godot 2.1.4 - win7 **Issue description:** First time you change one value from a dock (ej: Inspector) you are able to navigate to the next/previous value with up/down key. Pushing enter allow you to change this value, pushing enter another time consolidate this value, and then.... focus was lost and you can not navigate more with arrow keys (nor with the tab). With Vector2/3/Matrix,etc... is worst. Pushing enter stores the value but the contextual window doesn´t close until you use the mouse. **Steps to reproduce:** Replicate upper paragraph in godot 2 / 3 in windows and probably other versions. ",True,"Inconsistent ""arrow keys/tab/enter"" navigation in godot docks - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3.0 beta and Godot 2.1.4 - win7 **Issue description:** First time you change one value from a dock (ej: Inspector) you are able to navigate to the next/previous value with up/down key. Pushing enter allow you to change this value, pushing enter another time consolidate this value, and then.... focus was lost and you can not navigate more with arrow keys (nor with the tab). With Vector2/3/Matrix,etc... is worst. Pushing enter stores the value but the contextual window doesn´t close until you use the mouse. **Steps to reproduce:** Replicate upper paragraph in godot 2 / 3 in windows and probably other versions. ",1,inconsistent arrow keys tab enter navigation in godot docks operating system or device godot version gpu model and driver if graphics related godot beta and godot issue description first time you change one value from a dock ej inspector you are able to navigate to the next previous value with up down key pushing enter allow you to change this value pushing enter another time consolidate this value and then focus was lost and you can not navigate more with arrow keys nor with the tab with matrix etc is worst pushing enter stores the value but the contextual window doesn´t close until you use the mouse steps to reproduce replicate upper paragraph in godot in windows and probably other versions ,1 239588,19902219447.0,IssuesEvent,2022-01-25 09:11:21,NLCR/SeznamDNNT,https://api.github.com/repos/NLCR/SeznamDNNT,opened,Žádosti ve stavu NL mají možnost VN,p:TEST c::Functions p::Middle,"Pokud uživatel provede u díla žádost VNL (omezení na terminál - po dobu 18m), tak je dílo ve stavu NL s licencí omezeno na terminál. Je zde ale možnost **""Návrh na vyřazení""** a tuto žádost **LZE schválit,** takže dílo, kterému běží lhůta 18m se mezitím dostane do stavu N. Poprosim p. @Cypzirschovou o komentář, podle mě by tam možnost vyřazovat tato díla být neměla. ![NL_vyrazeni](https://user-images.githubusercontent.com/92719629/150946545-4706ceb5-8ba5-42a5-9be0-d26752a1eff4.png) ",1.0,"Žádosti ve stavu NL mají možnost VN - Pokud uživatel provede u díla žádost VNL (omezení na terminál - po dobu 18m), tak je dílo ve stavu NL s licencí omezeno na terminál. Je zde ale možnost **""Návrh na vyřazení""** a tuto žádost **LZE schválit,** takže dílo, kterému běží lhůta 18m se mezitím dostane do stavu N. Poprosim p. @Cypzirschovou o komentář, podle mě by tam možnost vyřazovat tato díla být neměla. ![NL_vyrazeni](https://user-images.githubusercontent.com/92719629/150946545-4706ceb5-8ba5-42a5-9be0-d26752a1eff4.png) ",0,žádosti ve stavu nl mají možnost vn pokud uživatel provede u díla žádost vnl omezení na terminál po dobu tak je dílo ve stavu nl s licencí omezeno na terminál je zde ale možnost návrh na vyřazení a tuto žádost lze schválit takže dílo kterému běží lhůta se mezitím dostane do stavu n poprosim p cypzirschovou o komentář podle mě by tam možnost vyřazovat tato díla být neměla ,0 14621,9368135372.0,IssuesEvent,2019-04-03 07:57:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project Manager closing issues,bug platform:osx usability,"**Godot version:** Godot 3.1 (Steam) **OS/device including version:** macOS Mojave 10.14 **Issue description:** Project Manager won't close via several methods. Only way it works is clicking Exit button at bottom twice. 1) cmd + Q won't work. Same as going to Godot > Quit Godot in menu bar. 2) Clicking the red x button to close the window. 3) Clicking Exit button at bottom won't work the first time. **Steps to reproduce:** Launch Godot, once in Project Manager try to quit the app.",True,"Project Manager closing issues - **Godot version:** Godot 3.1 (Steam) **OS/device including version:** macOS Mojave 10.14 **Issue description:** Project Manager won't close via several methods. Only way it works is clicking Exit button at bottom twice. 1) cmd + Q won't work. Same as going to Godot > Quit Godot in menu bar. 2) Clicking the red x button to close the window. 3) Clicking Exit button at bottom won't work the first time. **Steps to reproduce:** Launch Godot, once in Project Manager try to quit the app.",1,project manager closing issues godot version godot steam os device including version macos mojave issue description project manager won t close via several methods only way it works is clicking exit button at bottom twice cmd q won t work same as going to godot quit godot in menu bar clicking the red x button to close the window clicking exit button at bottom won t work the first time steps to reproduce launch godot once in project manager try to quit the app ,1 19615,14343210001.0,IssuesEvent,2020-11-28 08:04:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ctrl+F in the script editor doesn't work if shader editor is open at the same time,bug topic:editor usability,"Godot 3.0.2 Windows 10 64 bits Repro: 1) Open script editor 2) Open shader editor at the same time to see both script and shader 3) Click in the script editor to focus it 4) Hit Ctrl+F: notice the search doesn't open in the script editor, in the shader editor instead. Expected: the search should open in the currently focused text editor.",True,"Ctrl+F in the script editor doesn't work if shader editor is open at the same time - Godot 3.0.2 Windows 10 64 bits Repro: 1) Open script editor 2) Open shader editor at the same time to see both script and shader 3) Click in the script editor to focus it 4) Hit Ctrl+F: notice the search doesn't open in the script editor, in the shader editor instead. Expected: the search should open in the currently focused text editor.",1,ctrl f in the script editor doesn t work if shader editor is open at the same time godot windows bits repro open script editor open shader editor at the same time to see both script and shader click in the script editor to focus it hit ctrl f notice the search doesn t open in the script editor in the shader editor instead expected the search should open in the currently focused text editor ,1 13103,8279263284.0,IssuesEvent,2018-09-18 02:08:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,GDScript warning levels,feature proposal topic:editor topic:gdscript usability,"This is a proposal (and mostly a reminder for myself) to add levels to the GDScript warnings. The idea is to be able to have a decent amount of warnings enabled by default and others turned off. Considering the amount of users that feel that some warnings are ""too much"", we could disable some in the default level. Currently it's already possible to enable/disable specific warnings, but having default levels might be easier for users to change between the amount of warnings they desire without picking one by one. They can also serve as rough guidelines. This also makes simpler to add as much warning types as possible without impacting users too much. I'm accepting proposals to which levels should exist (probably 3 or 4) and what warnings would go to each level.",True,"GDScript warning levels - This is a proposal (and mostly a reminder for myself) to add levels to the GDScript warnings. The idea is to be able to have a decent amount of warnings enabled by default and others turned off. Considering the amount of users that feel that some warnings are ""too much"", we could disable some in the default level. Currently it's already possible to enable/disable specific warnings, but having default levels might be easier for users to change between the amount of warnings they desire without picking one by one. They can also serve as rough guidelines. This also makes simpler to add as much warning types as possible without impacting users too much. I'm accepting proposals to which levels should exist (probably 3 or 4) and what warnings would go to each level.",1,gdscript warning levels this is a proposal and mostly a reminder for myself to add levels to the gdscript warnings the idea is to be able to have a decent amount of warnings enabled by default and others turned off considering the amount of users that feel that some warnings are too much we could disable some in the default level currently it s already possible to enable disable specific warnings but having default levels might be easier for users to change between the amount of warnings they desire without picking one by one they can also serve as rough guidelines this also makes simpler to add as much warning types as possible without impacting users too much i m accepting proposals to which levels should exist probably or and what warnings would go to each level ,1 6423,4282399387.0,IssuesEvent,2016-07-15 08:59:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Enhancement suggestions for the filesystem dock,discussion enhancement topic:editor usability,"That topic is of course ""IMO"". When opening a Godot project in current master, the filesystem dock looks like that: ![fs1](https://cloud.githubusercontent.com/assets/4701338/10059235/25382ab2-624a-11e5-9bbf-c3419d997478.jpg) I do believe that not so long ago, it used to also show files and not only folders. One could expand folders in the tree to access files directly with single clicks. Now one can only double click to open folder, and then get: ![fs2](https://cloud.githubusercontent.com/assets/4701338/10059267/4f1355e6-624a-11e5-8cf4-71eb42d3ee79.jpg) Here the interface changes completely, even the buttons at the top are different. With a bit of tweaking one can find that the tree icon on the left brings back to the first screenshot, and there again there is no obvious way to switch back to the non-tree view apart from opening a folder. Then by clicking the ""list"" icon one can get the listing without preview, which is better IMO for projects with many files (that's of course subjective, so it's nice to have both possibilities). ![fs3](https://cloud.githubusercontent.com/assets/4701338/10059306/845c194a-624a-11e5-88f8-c07fae1a87d3.jpg) So I see actually two ""problems"": - Files missing from the tree is IMO a regression. Browsing the filesystem via the tree view is the most effective in my workflow. - The fact that UI buttons differ in the tree view and in the other views is a bit confusing IMO. It would probably be better to have the same icons, and be able to switch between all three layouts using three icons.",True,"Enhancement suggestions for the filesystem dock - That topic is of course ""IMO"". When opening a Godot project in current master, the filesystem dock looks like that: ![fs1](https://cloud.githubusercontent.com/assets/4701338/10059235/25382ab2-624a-11e5-9bbf-c3419d997478.jpg) I do believe that not so long ago, it used to also show files and not only folders. One could expand folders in the tree to access files directly with single clicks. Now one can only double click to open folder, and then get: ![fs2](https://cloud.githubusercontent.com/assets/4701338/10059267/4f1355e6-624a-11e5-8cf4-71eb42d3ee79.jpg) Here the interface changes completely, even the buttons at the top are different. With a bit of tweaking one can find that the tree icon on the left brings back to the first screenshot, and there again there is no obvious way to switch back to the non-tree view apart from opening a folder. Then by clicking the ""list"" icon one can get the listing without preview, which is better IMO for projects with many files (that's of course subjective, so it's nice to have both possibilities). ![fs3](https://cloud.githubusercontent.com/assets/4701338/10059306/845c194a-624a-11e5-88f8-c07fae1a87d3.jpg) So I see actually two ""problems"": - Files missing from the tree is IMO a regression. Browsing the filesystem via the tree view is the most effective in my workflow. - The fact that UI buttons differ in the tree view and in the other views is a bit confusing IMO. It would probably be better to have the same icons, and be able to switch between all three layouts using three icons.",1,enhancement suggestions for the filesystem dock that topic is of course imo when opening a godot project in current master the filesystem dock looks like that i do believe that not so long ago it used to also show files and not only folders one could expand folders in the tree to access files directly with single clicks now one can only double click to open folder and then get here the interface changes completely even the buttons at the top are different with a bit of tweaking one can find that the tree icon on the left brings back to the first screenshot and there again there is no obvious way to switch back to the non tree view apart from opening a folder then by clicking the list icon one can get the listing without preview which is better imo for projects with many files that s of course subjective so it s nice to have both possibilities so i see actually two problems files missing from the tree is imo a regression browsing the filesystem via the tree view is the most effective in my workflow the fact that ui buttons differ in the tree view and in the other views is a bit confusing imo it would probably be better to have the same icons and be able to switch between all three layouts using three icons ,1 32073,13755787931.0,IssuesEvent,2020-10-06 18:55:41,MicrosoftDocs/azure-docs,https://api.github.com/repos/MicrosoftDocs/azure-docs,closed,Wron instruction under #11,Pri2 cxp doc-bug lva-edge/subsvc media-services/svc triaged," I suspect there is an error in these instructions under #11. It directs the user to set the module identity twin log collection directory to the host rather than container directory. When I followed these – no logs were showing up on the host. I replaced the value with the path into the container – logs are now being collected --- #### Document Details ⚠ *Do not edit this section. It is required for docs.microsoft.com ➟ GitHub issue linking.* * ID: 7157317a-6a84-9c75-ccff-d1ecc08b27a0 * Version Independent ID: 3992f279-e9ec-294b-2ba4-206a903e8317 * Content: [Troubleshoot Live Video Analytics on IoT Edge - Azure - Live Video Analytics on IoT Edge](https://docs.microsoft.com/en-us/azure/media-services/live-video-analytics-edge/troubleshoot-how-to#live-video-analytics-debug-logs) * Content Source: [articles/media-services/live-video-analytics-edge/troubleshoot-how-to.md](https://github.com/MicrosoftDocs/azure-docs/blob/master/articles/media-services/live-video-analytics-edge/troubleshoot-how-to.md) * Service: **media-services** * Sub-service: **lva-edge** * GitHub Login: @IngridAtMicrosoft * Microsoft Alias: **inhenkel**",1.0,"Wron instruction under #11 - I suspect there is an error in these instructions under #11. It directs the user to set the module identity twin log collection directory to the host rather than container directory. When I followed these – no logs were showing up on the host. I replaced the value with the path into the container – logs are now being collected --- #### Document Details ⚠ *Do not edit this section. It is required for docs.microsoft.com ➟ GitHub issue linking.* * ID: 7157317a-6a84-9c75-ccff-d1ecc08b27a0 * Version Independent ID: 3992f279-e9ec-294b-2ba4-206a903e8317 * Content: [Troubleshoot Live Video Analytics on IoT Edge - Azure - Live Video Analytics on IoT Edge](https://docs.microsoft.com/en-us/azure/media-services/live-video-analytics-edge/troubleshoot-how-to#live-video-analytics-debug-logs) * Content Source: [articles/media-services/live-video-analytics-edge/troubleshoot-how-to.md](https://github.com/MicrosoftDocs/azure-docs/blob/master/articles/media-services/live-video-analytics-edge/troubleshoot-how-to.md) * Service: **media-services** * Sub-service: **lva-edge** * GitHub Login: @IngridAtMicrosoft * Microsoft Alias: **inhenkel**",0,wron instruction under i suspect there is an error in these instructions under it directs the user to set the module identity twin log collection directory to the host rather than container directory when i followed these – no logs were showing up on the host i replaced the value with the path into the container – logs are now being collected document details ⚠ do not edit this section it is required for docs microsoft com ➟ github issue linking id ccff version independent id content content source service media services sub service lva edge github login ingridatmicrosoft microsoft alias inhenkel ,0 12134,7718164592.0,IssuesEvent,2018-05-23 15:31:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Error created from Template project page,bug confirmed topic:assetlib usability,"**Godot version:** v3.0.1.stable.official **OS/device including version:** Windows 10 64-bit. Intel i7 7700k GTX 1080 **Issue description:** When browsing the Templates window the terminal produces errors when trying to load pictures from the test projects it is listing. Error returned: ``` ERROR: Image::copy_internals_from: Condition ' p_image.is_null() ' is true. At: core\image.h:327 ERROR: _jpegd_mem_loader_func: Couldn't initialize ImageLoaderJPG with the given resource. At: modules\jpg\image_loader_jpegd.cpp:125 ERROR: _png_error_function: Not a PNG file At: drivers\png\image_loader_png.cpp:62 libpng error: Not a PNG file ERROR: ImageLoaderPNG::_load_image: PNG Corrupted At: drivers\png\image_loader_png.cpp:94 ERROR: _load_mem_png: Condition ' err ' is true. returned: Ref() At: drivers\png\image_loader_png.cpp:252 ERROR: Image::copy_internals_from: Condition ' p_image.is_null() ' is true. At: core\image.h:327 ERROR: _jpegd_mem_loader_func: Couldn't initialize ImageLoaderJPG with the given resource. At: modules\jpg\image_loader_jpegd.cpp:125 ERROR: _png_error_function: Not a PNG file At: drivers\png\image_loader_png.cpp:62 libpng error: Not a PNG file ERROR: ImageLoaderPNG::_load_image: PNG Corrupted At: drivers\png\image_loader_png.cpp:94 ERROR: _load_mem_png: Condition ' err ' is true. returned: Ref() At: drivers\png\image_loader_png.cpp:252 ERROR: Image::copy_internals_from: Condition ' p_image.is_null() ' is true. At: core\image.h:327 ERROR: _jpegd_mem_loader_func: Couldn't initialize ImageLoaderJPG with the given resource. At: modules\jpg\image_loader_jpegd.cpp:125 ``` ![image](https://user-images.githubusercontent.com/8027539/36697078-4d5df1cc-1b46-11e8-88f8-f15282b4b18b.png) **Steps to reproduce:** Download Godot from Steam. Open Godot through Steam Launcher. Click Template Tab. Browse any page. This ONLY seem to happen the first time each page is loaded, so after moving back to a page you have seen before it does not produce the error again. **Minimal reproduction project:** No project needed. ",True,"Error created from Template project page - **Godot version:** v3.0.1.stable.official **OS/device including version:** Windows 10 64-bit. Intel i7 7700k GTX 1080 **Issue description:** When browsing the Templates window the terminal produces errors when trying to load pictures from the test projects it is listing. Error returned: ``` ERROR: Image::copy_internals_from: Condition ' p_image.is_null() ' is true. At: core\image.h:327 ERROR: _jpegd_mem_loader_func: Couldn't initialize ImageLoaderJPG with the given resource. At: modules\jpg\image_loader_jpegd.cpp:125 ERROR: _png_error_function: Not a PNG file At: drivers\png\image_loader_png.cpp:62 libpng error: Not a PNG file ERROR: ImageLoaderPNG::_load_image: PNG Corrupted At: drivers\png\image_loader_png.cpp:94 ERROR: _load_mem_png: Condition ' err ' is true. returned: Ref() At: drivers\png\image_loader_png.cpp:252 ERROR: Image::copy_internals_from: Condition ' p_image.is_null() ' is true. At: core\image.h:327 ERROR: _jpegd_mem_loader_func: Couldn't initialize ImageLoaderJPG with the given resource. At: modules\jpg\image_loader_jpegd.cpp:125 ERROR: _png_error_function: Not a PNG file At: drivers\png\image_loader_png.cpp:62 libpng error: Not a PNG file ERROR: ImageLoaderPNG::_load_image: PNG Corrupted At: drivers\png\image_loader_png.cpp:94 ERROR: _load_mem_png: Condition ' err ' is true. returned: Ref() At: drivers\png\image_loader_png.cpp:252 ERROR: Image::copy_internals_from: Condition ' p_image.is_null() ' is true. At: core\image.h:327 ERROR: _jpegd_mem_loader_func: Couldn't initialize ImageLoaderJPG with the given resource. At: modules\jpg\image_loader_jpegd.cpp:125 ``` ![image](https://user-images.githubusercontent.com/8027539/36697078-4d5df1cc-1b46-11e8-88f8-f15282b4b18b.png) **Steps to reproduce:** Download Godot from Steam. Open Godot through Steam Launcher. Click Template Tab. Browse any page. This ONLY seem to happen the first time each page is loaded, so after moving back to a page you have seen before it does not produce the error again. **Minimal reproduction project:** No project needed. ",1,error created from template project page godot version stable official os device including version windows bit intel gtx issue description when browsing the templates window the terminal produces errors when trying to load pictures from the test projects it is listing error returned error image copy internals from condition p image is null is true at core image h error jpegd mem loader func couldn t initialize imageloaderjpg with the given resource at modules jpg image loader jpegd cpp error png error function not a png file at drivers png image loader png cpp libpng error not a png file error imageloaderpng load image png corrupted at drivers png image loader png cpp error load mem png condition err is true returned ref at drivers png image loader png cpp error image copy internals from condition p image is null is true at core image h error jpegd mem loader func couldn t initialize imageloaderjpg with the given resource at modules jpg image loader jpegd cpp error png error function not a png file at drivers png image loader png cpp libpng error not a png file error imageloaderpng load image png corrupted at drivers png image loader png cpp error load mem png condition err is true returned ref at drivers png image loader png cpp error image copy internals from condition p image is null is true at core image h error jpegd mem loader func couldn t initialize imageloaderjpg with the given resource at modules jpg image loader jpegd cpp steps to reproduce download godot from steam open godot through steam launcher click template tab browse any page this only seem to happen the first time each page is loaded so after moving back to a page you have seen before it does not produce the error again minimal reproduction project no project needed ,1 265382,8353717591.0,IssuesEvent,2018-10-02 11:00:04,geosolutions-it/MapStore2,https://api.github.com/repos/geosolutions-it/MapStore2,closed,Multiple Service URLs Support,Priority: Medium duplicate enhancement task,"### Description Add a support to manage multiple URLs for layer requests (WMS and WMTS). This can be an improvement for the Catalog tool. ",1.0,"Multiple Service URLs Support - ### Description Add a support to manage multiple URLs for layer requests (WMS and WMTS). This can be an improvement for the Catalog tool. ",0,multiple service urls support description add a support to manage multiple urls for layer requests wms and wmts this can be an improvement for the catalog tool ,0 25010,24573288770.0,IssuesEvent,2022-10-13 10:17:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,No obvious way to erase while painting tileset terrains,enhancement topic:editor usability topic:2d,"### Godot version 4.0 Beta 1 ### System information Windows 10, Ryzen 5900x, Nvidia GTX 1080ti ### Issue description The tileset terrain painter doesn't provide an obvious way to erase changes. I would expect either right clicking or a dedicated erase button at the top of the tileset editor to fill this role. ![image](https://user-images.githubusercontent.com/17105387/190663308-9c573845-c240-448c-9361-edfe3e7b1a98.png) ### Steps to reproduce . ### Minimal reproduction project _No response_",True,"No obvious way to erase while painting tileset terrains - ### Godot version 4.0 Beta 1 ### System information Windows 10, Ryzen 5900x, Nvidia GTX 1080ti ### Issue description The tileset terrain painter doesn't provide an obvious way to erase changes. I would expect either right clicking or a dedicated erase button at the top of the tileset editor to fill this role. ![image](https://user-images.githubusercontent.com/17105387/190663308-9c573845-c240-448c-9361-edfe3e7b1a98.png) ### Steps to reproduce . ### Minimal reproduction project _No response_",1,no obvious way to erase while painting tileset terrains godot version beta system information windows ryzen nvidia gtx issue description the tileset terrain painter doesn t provide an obvious way to erase changes i would expect either right clicking or a dedicated erase button at the top of the tileset editor to fill this role steps to reproduce minimal reproduction project no response ,1 486335,14007624230.0,IssuesEvent,2020-10-28 21:55:11,salesagility/SuiteCRM,https://api.github.com/repos/salesagility/SuiteCRM,closed,Subpanels COMPOSE EMAIL button : missing Related to,Priority:Moderate Type:Bug," If an account does not have and email address, the Related to field is not populated when clicking Compose Email under Accounts or Opportunities. #### Issue #### Expected Behavior even without an email address (which you would have to enter manually in the compose view), the related to field should be populated. #### Actual Behavior #### Possible Fix move if (targetCount < 2) after if (targetCount > 0) in jssource/src_files/include/javascript/EmailsComposeViewModal.js #### Steps to Reproduce 1. 2. 3. 4. #### Context #### Your Environment * SuiteCRM Version used: * Browser name and version (e.g. Chrome Version 51.0.2704.63 (64-bit)): * Environment name and version (e.g. MySQL, PHP 7): * Operating System and version (e.g Ubuntu 16.04): ",1.0,"Subpanels COMPOSE EMAIL button : missing Related to - If an account does not have and email address, the Related to field is not populated when clicking Compose Email under Accounts or Opportunities. #### Issue #### Expected Behavior even without an email address (which you would have to enter manually in the compose view), the related to field should be populated. #### Actual Behavior #### Possible Fix move if (targetCount < 2) after if (targetCount > 0) in jssource/src_files/include/javascript/EmailsComposeViewModal.js #### Steps to Reproduce 1. 2. 3. 4. #### Context #### Your Environment * SuiteCRM Version used: * Browser name and version (e.g. Chrome Version 51.0.2704.63 (64-bit)): * Environment name and version (e.g. MySQL, PHP 7): * Operating System and version (e.g Ubuntu 16.04): ",0,subpanels compose email button missing related to if an account does not have and email address the related to field is not populated when clicking compose email under accounts or opportunities issue expected behavior even without an email address which you would have to enter manually in the compose view the related to field should be populated actual behavior possible fix move if targetcount in jssource src files include javascript emailscomposeviewmodal js steps to reproduce context your environment suitecrm version used browser name and version e g chrome version bit environment name and version e g mysql php operating system and version e g ubuntu ,0 16422,10915867383.0,IssuesEvent,2019-11-21 12:07:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Moving groups of tiles in the 2D editor,enhancement topic:editor usability,"**Godot version:** 3.0.6 **OS/device including version:** Windows 8.1 **Issue description:** Hi, in the 2D editor after creating a tilemap and putting a bunch of tiles in a level of the game, it's not possible to move a selection of tiles and reallocate that in another space but you need to erase and recreate it with what you want. Any chance to add this feature in 3.1 version? Thank you. **Steps to reproduce:** Create a tilemap, start to make a level for your game but you will need to erase the tiles in the 2D editor every time you change your mind about the level structure. **Minimal reproduction project:** Any level 1 Mario games.",True,"Moving groups of tiles in the 2D editor - **Godot version:** 3.0.6 **OS/device including version:** Windows 8.1 **Issue description:** Hi, in the 2D editor after creating a tilemap and putting a bunch of tiles in a level of the game, it's not possible to move a selection of tiles and reallocate that in another space but you need to erase and recreate it with what you want. Any chance to add this feature in 3.1 version? Thank you. **Steps to reproduce:** Create a tilemap, start to make a level for your game but you will need to erase the tiles in the 2D editor every time you change your mind about the level structure. **Minimal reproduction project:** Any level 1 Mario games.",1,moving groups of tiles in the editor godot version os device including version windows issue description hi in the editor after creating a tilemap and putting a bunch of tiles in a level of the game it s not possible to move a selection of tiles and reallocate that in another space but you need to erase and recreate it with what you want any chance to add this feature in version thank you steps to reproduce create a tilemap start to make a level for your game but you will need to erase the tiles in the editor every time you change your mind about the level structure minimal reproduction project any level mario games ,1 21381,16989354981.0,IssuesEvent,2021-06-30 18:16:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tabs Borders Work Differently,discussion topic:editor usability,"### Godot version 3.2.3.stable.custom_build ### System information Kali ### Issue description when i click on tabs spaces (docks or whatever) it show a light border around the tab space, that it should (with - space - i mean options like file names in file system tab and even empty space) and when i move the cursor to somewhere else the border go away, this is fine but some other tabs act different in here, like both scripts panel tabs i don't know if this is a bug or not but i think if all of tabs work same it's better ### Steps to reproduce First dock in Scripts panel: with clicking on - empty space: it shows a border that do not go away with moving cursor except with clicking on a script name that should not - script name: it doesn't show a border except with double clicking on it or clicking on empty space after first click ### Minimal reproduction project _No response_",True,"Tabs Borders Work Differently - ### Godot version 3.2.3.stable.custom_build ### System information Kali ### Issue description when i click on tabs spaces (docks or whatever) it show a light border around the tab space, that it should (with - space - i mean options like file names in file system tab and even empty space) and when i move the cursor to somewhere else the border go away, this is fine but some other tabs act different in here, like both scripts panel tabs i don't know if this is a bug or not but i think if all of tabs work same it's better ### Steps to reproduce First dock in Scripts panel: with clicking on - empty space: it shows a border that do not go away with moving cursor except with clicking on a script name that should not - script name: it doesn't show a border except with double clicking on it or clicking on empty space after first click ### Minimal reproduction project _No response_",1,tabs borders work differently godot version stable custom build system information kali issue description when i click on tabs spaces docks or whatever it show a light border around the tab space that it should with space i mean options like file names in file system tab and even empty space and when i move the cursor to somewhere else the border go away this is fine but some other tabs act different in here like both scripts panel tabs i don t know if this is a bug or not but i think if all of tabs work same it s better steps to reproduce first dock in scripts panel with clicking on empty space it shows a border that do not go away with moving cursor except with clicking on a script name that should not script name it doesn t show a border except with double clicking on it or clicking on empty space after first click minimal reproduction project no response ,1 274554,20842145673.0,IssuesEvent,2022-03-21 02:22:40,openmsupply/remote-server,https://api.github.com/repos/openmsupply/remote-server,closed,Remote Sync Spec,documentation [remote sync],"@clemens-msupply you've mentioned you'll have a look at this, here is some material and thoughts (on top of what's been discussed in our zoom meeting) Discussion: https://github.com/openmsupply/org-issues/discussions/33 Existing remote sync end point should be here: https://github.com/sussol/msupply/tree/master/Postman Considerations for existing mSupply: https://github.com/openmsupply/org-issues/discussions/23#discussioncomment-1128211 Should keep incoming sync queue and only integrate records when last record was received: Translation Challenges: * New fields in mSupply, like omsupply_status on transact, and datetimes as text field * Logic to populate those new fields (existing mSupply -> omSupply)",1.0,"Remote Sync Spec - @clemens-msupply you've mentioned you'll have a look at this, here is some material and thoughts (on top of what's been discussed in our zoom meeting) Discussion: https://github.com/openmsupply/org-issues/discussions/33 Existing remote sync end point should be here: https://github.com/sussol/msupply/tree/master/Postman Considerations for existing mSupply: https://github.com/openmsupply/org-issues/discussions/23#discussioncomment-1128211 Should keep incoming sync queue and only integrate records when last record was received: Translation Challenges: * New fields in mSupply, like omsupply_status on transact, and datetimes as text field * Logic to populate those new fields (existing mSupply -> omSupply)",0,remote sync spec clemens msupply you ve mentioned you ll have a look at this here is some material and thoughts on top of what s been discussed in our zoom meeting discussion existing remote sync end point should be here considerations for existing msupply should keep incoming sync queue and only integrate records when last record was received translation challenges new fields in msupply like omsupply status on transact and datetimes as text field logic to populate those new fields existing msupply omsupply ,0 17345,11941999430.0,IssuesEvent,2020-04-02 19:27:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Focus problems with popup menus,bug topic:editor topic:gui usability,"**Godot version:** b50387c8b **OS/device including version:** Windows 10 **Issue description:** The new popup menus will unfocus the editor, which leads to problems like this ![image](https://user-images.githubusercontent.com/2223172/78292547-7f694080-7527-11ea-8307-a91205d67a98.png) These buttons no longer get hover event (you can see that different button is hovered from clicked). Also you always need to click them to open the menu. It seems weird to me that the popup menus are basically sub-windows. I mean, uncofusing editor on menu open... I don't know any other application that does that.",True,"Focus problems with popup menus - **Godot version:** b50387c8b **OS/device including version:** Windows 10 **Issue description:** The new popup menus will unfocus the editor, which leads to problems like this ![image](https://user-images.githubusercontent.com/2223172/78292547-7f694080-7527-11ea-8307-a91205d67a98.png) These buttons no longer get hover event (you can see that different button is hovered from clicked). Also you always need to click them to open the menu. It seems weird to me that the popup menus are basically sub-windows. I mean, uncofusing editor on menu open... I don't know any other application that does that.",1,focus problems with popup menus godot version os device including version windows issue description the new popup menus will unfocus the editor which leads to problems like this these buttons no longer get hover event you can see that different button is hovered from clicked also you always need to click them to open the menu it seems weird to me that the popup menus are basically sub windows i mean uncofusing editor on menu open i don t know any other application that does that ,1 3943,3619439030.0,IssuesEvent,2016-02-08 16:02:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Right panel extreme resizing problem.,bug confirmed topic:editor usability,"Head compiled few minutes ago. When the right panel (Inspector panel by default I think) is extremely resized to the left side by clicking, holding and dragging, the resize edge between the panel and editor window is not visible anymore. The problem appears when to edge starts to overlap icon/menu/tabs of the editor's section of the screen, to be exact. When mouse holding is released in that position, the right panel resizing is not possible from that point, because panel edge is not visible. The only way user can get the edge of the Inspector panel back is to open animation editor, debugger or output console that creates an edge between panels. Probably related to https://github.com/godotengine/godot/issues/3565",True,"Right panel extreme resizing problem. - Head compiled few minutes ago. When the right panel (Inspector panel by default I think) is extremely resized to the left side by clicking, holding and dragging, the resize edge between the panel and editor window is not visible anymore. The problem appears when to edge starts to overlap icon/menu/tabs of the editor's section of the screen, to be exact. When mouse holding is released in that position, the right panel resizing is not possible from that point, because panel edge is not visible. The only way user can get the edge of the Inspector panel back is to open animation editor, debugger or output console that creates an edge between panels. Probably related to https://github.com/godotengine/godot/issues/3565",1,right panel extreme resizing problem head compiled few minutes ago when the right panel inspector panel by default i think is extremely resized to the left side by clicking holding and dragging the resize edge between the panel and editor window is not visible anymore the problem appears when to edge starts to overlap icon menu tabs of the editor s section of the screen to be exact when mouse holding is released in that position the right panel resizing is not possible from that point because panel edge is not visible the only way user can get the edge of the inspector panel back is to open animation editor debugger or output console that creates an edge between panels probably related to ,1 13584,8584158388.0,IssuesEvent,2018-11-13 21:52:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't cancel polygon/line editing with right click,bug topic:editor usability," **Godot version:** fe841fe **Issue description:** In Godot 2 you were able to right click to stop editing a polygon object in the editor. In Godot 3 there's no way to stop editing a Line2D/polygon shape without clicking on a different node first. You should be able to right-click or press ESC to cancel line drawing.",True,"Can't cancel polygon/line editing with right click - **Godot version:** fe841fe **Issue description:** In Godot 2 you were able to right click to stop editing a polygon object in the editor. In Godot 3 there's no way to stop editing a Line2D/polygon shape without clicking on a different node first. You should be able to right-click or press ESC to cancel line drawing.",1,can t cancel polygon line editing with right click please search existing issues for potential duplicates before filing yours godot version issue description in godot you were able to right click to stop editing a polygon object in the editor in godot there s no way to stop editing a polygon shape without clicking on a different node first you should be able to right click or press esc to cancel line drawing ,1 12840,8134180782.0,IssuesEvent,2018-08-19 12:56:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor Camera Bug,bug topic:editor usability," **Godot version:** Godot 3 official release **Issue description:** When navigating in the Editor using WASD keys and mouse .. you can stuck in free looking mode **Steps to reproduce:** start navigating using WASD keys and mouse .. then do mouse wheel up or down , now if you release every key you can still rotate the Editor camera and look around .. this should not happen ",True,"Editor Camera Bug - **Godot version:** Godot 3 official release **Issue description:** When navigating in the Editor using WASD keys and mouse .. you can stuck in free looking mode **Steps to reproduce:** start navigating using WASD keys and mouse .. then do mouse wheel up or down , now if you release every key you can still rotate the Editor camera and look around .. this should not happen ",1,editor camera bug godot version godot official release issue description when navigating in the editor using wasd keys and mouse you can stuck in free looking mode steps to reproduce start navigating using wasd keys and mouse then do mouse wheel up or down now if you release every key you can still rotate the editor camera and look around this should not happen ,1 482841,13914285707.0,IssuesEvent,2020-10-20 21:53:07,malain96/Hlamnik,https://api.github.com/repos/malain96/Hlamnik,closed,Add a year field on items,Priority: Medium Status: Done Type: Enhancement,"Add the year on which the item was purchased and display it as ""bought X years ago"" or ""less than a year ago""",1.0,"Add a year field on items - Add the year on which the item was purchased and display it as ""bought X years ago"" or ""less than a year ago""",0,add a year field on items add the year on which the item was purchased and display it as bought x years ago or less than a year ago ,0 72970,8796499299.0,IssuesEvent,2018-12-23 07:53:03,LeventErkok/sbv,https://api.github.com/repos/LeventErkok/sbv,closed,Get rid of the `Boolean` class,Design Issue,"The generality afforded by the `Boolean` class is hardly ever put to use. The only instances are `Bool` and `SBool`; and the mixing of the two hardly ever happens. We'd simply define the operators over `SBool`, and use `.&&` and `.||` (and similar) for `&&&`, `|||`; bringing those names more in line with everything else; which often trips up even experienced users. I suggest we remove this class in the upcoming 8.0 release; since it's a major release and we're allowed some backward-compatibility breakages. @atomb @brianhuffman @bts @joelburget As the major users of SBV, any objections?",1.0,"Get rid of the `Boolean` class - The generality afforded by the `Boolean` class is hardly ever put to use. The only instances are `Bool` and `SBool`; and the mixing of the two hardly ever happens. We'd simply define the operators over `SBool`, and use `.&&` and `.||` (and similar) for `&&&`, `|||`; bringing those names more in line with everything else; which often trips up even experienced users. I suggest we remove this class in the upcoming 8.0 release; since it's a major release and we're allowed some backward-compatibility breakages. @atomb @brianhuffman @bts @joelburget As the major users of SBV, any objections?",0,get rid of the boolean class the generality afforded by the boolean class is hardly ever put to use the only instances are bool and sbool and the mixing of the two hardly ever happens we d simply define the operators over sbool and use and and similar for bringing those names more in line with everything else which often trips up even experienced users i suggest we remove this class in the upcoming release since it s a major release and we re allowed some backward compatibility breakages atomb brianhuffman bts joelburget as the major users of sbv any objections ,0 47127,13204170869.0,IssuesEvent,2020-08-14 15:25:14,xinYG/bootstrap-timepicker,https://api.github.com/repos/xinYG/bootstrap-timepicker,opened,CVE-2018-3750 (High) detected in node-6be96c70f5642ac07b9f505f464f958245df03d0,security vulnerability,"## CVE-2018-3750 - High Severity Vulnerability
Vulnerable Library - node6be96c70f5642ac07b9f505f464f958245df03d0

Node.js JavaScript runtime :sparkles::turtle::rocket::sparkles:

Library home page: https://github.com/nodejs/node.git

Found in HEAD commit: b011a55ee3bfce5d2fedf4fd780e4196d446c504

Vulnerable Source Files (3)

bootstrap-timepicker/node_modules/bower/lib/node_modules/deep-extend/lib/deep-extend.js bootstrap-timepicker/node_modules/bower/lib/node_modules/deep-extend/lib/deep-extend.js bootstrap-timepicker/node_modules/bower/lib/node_modules/deep-extend/lib/deep-extend.js

Vulnerability Details

The utilities function in all versions <= 0.5.0 of the deep-extend node module can be tricked into modifying the prototype of Object when the attacker can control part of the structure passed to this function. This can let an attacker add or modify existing properties that will exist on all objects.

Publish Date: 2018-07-03

URL: CVE-2018-3750

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: http://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2018-3750

Release Date: 2019-01-24

Fix Resolution: 0.5.1

",True,"CVE-2018-3750 (High) detected in node-6be96c70f5642ac07b9f505f464f958245df03d0 - ## CVE-2018-3750 - High Severity Vulnerability
Vulnerable Library - node6be96c70f5642ac07b9f505f464f958245df03d0

Node.js JavaScript runtime :sparkles::turtle::rocket::sparkles:

Library home page: https://github.com/nodejs/node.git

Found in HEAD commit: b011a55ee3bfce5d2fedf4fd780e4196d446c504

Vulnerable Source Files (3)

bootstrap-timepicker/node_modules/bower/lib/node_modules/deep-extend/lib/deep-extend.js bootstrap-timepicker/node_modules/bower/lib/node_modules/deep-extend/lib/deep-extend.js bootstrap-timepicker/node_modules/bower/lib/node_modules/deep-extend/lib/deep-extend.js

Vulnerability Details

The utilities function in all versions <= 0.5.0 of the deep-extend node module can be tricked into modifying the prototype of Object when the attacker can control part of the structure passed to this function. This can let an attacker add or modify existing properties that will exist on all objects.

Publish Date: 2018-07-03

URL: CVE-2018-3750

CVSS 3 Score Details (9.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: High - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: http://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2018-3750

Release Date: 2019-01-24

Fix Resolution: 0.5.1

",0,cve high detected in node cve high severity vulnerability vulnerable library node js javascript runtime sparkles turtle rocket sparkles library home page a href found in head commit a href vulnerable source files bootstrap timepicker node modules bower lib node modules deep extend lib deep extend js bootstrap timepicker node modules bower lib node modules deep extend lib deep extend js bootstrap timepicker node modules bower lib node modules deep extend lib deep extend js vulnerability details the utilities function in all versions of the deep extend node module can be tricked into modifying the prototype of object when the attacker can control part of the structure passed to this function this can let an attacker add or modify existing properties that will exist on all objects publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact high availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution ,0 98065,16357079927.0,IssuesEvent,2021-05-14 01:02:37,taddhopkins/WebGoat,https://api.github.com/repos/taddhopkins/WebGoat,opened,CVE-2020-7774 (High) detected in y18n-3.2.1.tgz,security vulnerability,"## CVE-2020-7774 - High Severity Vulnerability
Vulnerable Library - y18n-3.2.1.tgz

the bare-bones internationalization library used by yargs

Library home page: https://registry.npmjs.org/y18n/-/y18n-3.2.1.tgz

Path to dependency file: WebGoat/docs/package.json

Path to vulnerable library: WebGoat/docs/node_modules/y18n/package.json

Dependency Hierarchy: - browser-sync-2.26.3.tgz (Root Library) - yargs-6.4.0.tgz - :x: **y18n-3.2.1.tgz** (Vulnerable Library)

Vulnerability Details

This affects the package y18n before 3.2.2, 4.0.1 and 5.0.5. PoC by po6ix: const y18n = require('y18n')(); y18n.setLocale('__proto__'); y18n.updateLocale({polluted: true}); console.log(polluted); // true

Publish Date: 2020-11-17

URL: CVE-2020-7774

CVSS 3 Score Details (7.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://www.npmjs.com/advisories/1654

Release Date: 2020-11-17

Fix Resolution: 3.2.2, 4.0.1, 5.0.5

",True,"CVE-2020-7774 (High) detected in y18n-3.2.1.tgz - ## CVE-2020-7774 - High Severity Vulnerability
Vulnerable Library - y18n-3.2.1.tgz

the bare-bones internationalization library used by yargs

Library home page: https://registry.npmjs.org/y18n/-/y18n-3.2.1.tgz

Path to dependency file: WebGoat/docs/package.json

Path to vulnerable library: WebGoat/docs/node_modules/y18n/package.json

Dependency Hierarchy: - browser-sync-2.26.3.tgz (Root Library) - yargs-6.4.0.tgz - :x: **y18n-3.2.1.tgz** (Vulnerable Library)

Vulnerability Details

This affects the package y18n before 3.2.2, 4.0.1 and 5.0.5. PoC by po6ix: const y18n = require('y18n')(); y18n.setLocale('__proto__'); y18n.updateLocale({polluted: true}); console.log(polluted); // true

Publish Date: 2020-11-17

URL: CVE-2020-7774

CVSS 3 Score Details (7.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: Low

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://www.npmjs.com/advisories/1654

Release Date: 2020-11-17

Fix Resolution: 3.2.2, 4.0.1, 5.0.5

",0,cve high detected in tgz cve high severity vulnerability vulnerable library tgz the bare bones internationalization library used by yargs library home page a href path to dependency file webgoat docs package json path to vulnerable library webgoat docs node modules package json dependency hierarchy browser sync tgz root library yargs tgz x tgz vulnerable library vulnerability details this affects the package before and poc by const require setlocale proto updatelocale polluted true console log polluted true publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact low integrity impact low availability impact low for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution isopenpronvulnerability true ispackagebased true isdefaultbranch true packages istransitivedependency true dependencytree browser sync yargs isminimumfixversionavailable true minimumfixversion basebranches vulnerabilityidentifier cve vulnerabilitydetails this affects the package before and poc by const require setlocale proto updatelocale polluted true console log polluted true vulnerabilityurl ,0 631968,20166670534.0,IssuesEvent,2022-02-10 05:41:14,wso2/product-apim,https://api.github.com/repos/wso2/product-apim,opened,Readme.md not updated in apim-apps ,Type/Improvement Priority/Normal,"### Describe your problem(s) When we are trying to build the repo by following the readme.md, the files explained there are not available. Ex: `Open the portals/ directory (where the lerna.json is located)` Cannot find a file called `lerna.json `. Also when we perform the step, `Run npm run bootstrap to install the dependencies for all 3 portals` it gives below error saying `stack Error: Missing script: ""bootstrap""`. Also we can update the copyright licence year. ### Describe your solution Update the readme.md to match with latest updates in the repo. ### How will you implement it --- ### Optional Fields #### Related Issues: #### Suggested Labels: #### Suggested Assignees: ",1.0,"Readme.md not updated in apim-apps - ### Describe your problem(s) When we are trying to build the repo by following the readme.md, the files explained there are not available. Ex: `Open the portals/ directory (where the lerna.json is located)` Cannot find a file called `lerna.json `. Also when we perform the step, `Run npm run bootstrap to install the dependencies for all 3 portals` it gives below error saying `stack Error: Missing script: ""bootstrap""`. Also we can update the copyright licence year. ### Describe your solution Update the readme.md to match with latest updates in the repo. ### How will you implement it --- ### Optional Fields #### Related Issues: #### Suggested Labels: #### Suggested Assignees: ",0,readme md not updated in apim apps describe your problem s when we are trying to build the repo by following the readme md the files explained there are not available ex open the portals directory where the lerna json is located cannot find a file called lerna json also when we perform the step run npm run bootstrap to install the dependencies for all portals it gives below error saying stack error missing script bootstrap also we can update the copyright licence year describe your solution update the readme md to match with latest updates in the repo how will you implement it optional fields related issues suggested labels suggested assignees ,0 11514,7274154307.0,IssuesEvent,2018-02-21 08:59:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Automatic switch to viewport in background when playing a scene,confirmed enhancement topic:editor usability," **Godot version:** Commit 4ab522799d833c5118f7335a7849d488f7fb3e35 (3.0) **OS/device including version:** Windows 10 x64 NVIDIA GeForce GTX 970 **Issue description:** Hi! When you play a 2d or 3d scene, the editor view tab automaticaly switches to 2d or 3d viewport (respectively) no matter the viewport you're currently using (gdscript editor included!). It's maybe not a bug, but it becomes very annoying when you have to go back to the gdscript editor each time you launch your scene when debugging (yes I'm this kind of lazy guys :p). As I think I'm not the only one to find it inconvenient I prepared a PR for this. Just waiting your feedback before publish it (as it currently disables this autoswitch for 2d, 3d viewports and gdscript editor). **Steps to reproduce:** 1 - Create a New Project 2 - Create a new Scene with either a 2D node or a Spatial node 3 - Go to the Script tab with F3 4 - Play the scene **Minimal reproduction project:** ",True,"Automatic switch to viewport in background when playing a scene - **Godot version:** Commit 4ab522799d833c5118f7335a7849d488f7fb3e35 (3.0) **OS/device including version:** Windows 10 x64 NVIDIA GeForce GTX 970 **Issue description:** Hi! When you play a 2d or 3d scene, the editor view tab automaticaly switches to 2d or 3d viewport (respectively) no matter the viewport you're currently using (gdscript editor included!). It's maybe not a bug, but it becomes very annoying when you have to go back to the gdscript editor each time you launch your scene when debugging (yes I'm this kind of lazy guys :p). As I think I'm not the only one to find it inconvenient I prepared a PR for this. Just waiting your feedback before publish it (as it currently disables this autoswitch for 2d, 3d viewports and gdscript editor). **Steps to reproduce:** 1 - Create a New Project 2 - Create a new Scene with either a 2D node or a Spatial node 3 - Go to the Script tab with F3 4 - Play the scene **Minimal reproduction project:** ",1,automatic switch to viewport in background when playing a scene please search existing issues for potential duplicates before filing yours godot version commit os device including version windows nvidia geforce gtx issue description hi when you play a or scene the editor view tab automaticaly switches to or viewport respectively no matter the viewport you re currently using gdscript editor included it s maybe not a bug but it becomes very annoying when you have to go back to the gdscript editor each time you launch your scene when debugging yes i m this kind of lazy guys p as i think i m not the only one to find it inconvenient i prepared a pr for this just waiting your feedback before publish it as it currently disables this autoswitch for viewports and gdscript editor steps to reproduce create a new project create a new scene with either a node or a spatial node go to the script tab with play the scene minimal reproduction project ,1 99745,12474900543.0,IssuesEvent,2020-05-29 10:30:44,benetech/Imageshare,https://api.github.com/repos/benetech/Imageshare,closed,Search Results: Misplaced “Advanced Search” Button,Accessibility Design Review UI Design,"Similar to #55, an “Advanced Search” button (relating to the ""Refine Results"" input) is positioned after the submit button for the form rather than before it. ![Screenshot of the search input, with “Advanced Search” button appearing after submit.](https://user-images.githubusercontent.com/6454755/80003048-115ccd00-8486-11ea-8265-82bb92a73e82.png)",2.0,"Search Results: Misplaced “Advanced Search” Button - Similar to #55, an “Advanced Search” button (relating to the ""Refine Results"" input) is positioned after the submit button for the form rather than before it. ![Screenshot of the search input, with “Advanced Search” button appearing after submit.](https://user-images.githubusercontent.com/6454755/80003048-115ccd00-8486-11ea-8265-82bb92a73e82.png)",0,search results misplaced “advanced search” button similar to an “advanced search” button relating to the refine results input is positioned after the submit button for the form rather than before it ,0 23456,21938616803.0,IssuesEvent,2022-05-23 15:47:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Editor Log doesn't activate scroll immediately when needed,bug topic:editor usability regression,"### Godot version a76db34 ### System information Windows 10 x64 ### Issue description ![godot windows tools 64_Gmkk8PKIX4](https://user-images.githubusercontent.com/2223172/169857780-c41598da-36b8-4b31-a379-222eae9fe2b2.gif) ### Steps to reproduce 1. Print something that's longer than Output box height 2. You can't scroll 3. The scroll appears when you switch to another tab and back ### Minimal reproduction project _No response_",True,"Editor Log doesn't activate scroll immediately when needed - ### Godot version a76db34 ### System information Windows 10 x64 ### Issue description ![godot windows tools 64_Gmkk8PKIX4](https://user-images.githubusercontent.com/2223172/169857780-c41598da-36b8-4b31-a379-222eae9fe2b2.gif) ### Steps to reproduce 1. Print something that's longer than Output box height 2. You can't scroll 3. The scroll appears when you switch to another tab and back ### Minimal reproduction project _No response_",1,editor log doesn t activate scroll immediately when needed godot version system information windows issue description steps to reproduce print something that s longer than output box height you can t scroll the scroll appears when you switch to another tab and back minimal reproduction project no response ,1 14977,2832514027.0,IssuesEvent,2015-05-25 08:45:45,ibus/ibus,https://api.github.com/repos/ibus/ibus,closed,firefox-bin-3.6.3 无法呼唤出 ibus-1.3.3,Component-ibus Priority-Medium Type-Defect,"``` Gentoo ~amd64 IBus version: 1.3.3 firefox-bin-3.6.3 (USE: linguas_zh_CN linguas_zh_TW startup-notification) 下无法呼 唤出 ibus,其他软件似乎都行 $ locale LANG=en_US.utf8 LC_CTYPE=""en_US.utf8"" LC_NUMERIC=""en_US.utf8"" LC_TIME=""en_US.utf8"" LC_COLLATE=""en_US.utf8"" LC_MONETARY=""en_US.utf8"" LC_MESSAGES=""en_US.utf8"" LC_PAPER=""en_US.utf8"" LC_NAME=""en_US.utf8"" LC_ADDRESS=""en_US.utf8"" LC_TELEPHONE=""en_US.utf8"" LC_MEASUREMENT=""en_US.utf8"" LC_IDENTIFICATION=""en_US.utf8"" LC_ALL=en_US.utf8 $ locale -a C en_US.utf8 POSIX zh_CN zh_CN.gb18030 zh_CN.gb2312 zh_CN.gbk zh_CN.utf8 $ cat /etc/xprofile export LANG=en_US.UTF-8 export XMODIFIERS=""@im=ibus"" export GTK_IM_MODULE=""ibus"" export QT_IM_MODULE=""xim"" ``` Original issue reported on code.google.com by `masterraysoul` on 2010-05-16 10:08:39",1.0,"firefox-bin-3.6.3 无法呼唤出 ibus-1.3.3 - ``` Gentoo ~amd64 IBus version: 1.3.3 firefox-bin-3.6.3 (USE: linguas_zh_CN linguas_zh_TW startup-notification) 下无法呼 唤出 ibus,其他软件似乎都行 $ locale LANG=en_US.utf8 LC_CTYPE=""en_US.utf8"" LC_NUMERIC=""en_US.utf8"" LC_TIME=""en_US.utf8"" LC_COLLATE=""en_US.utf8"" LC_MONETARY=""en_US.utf8"" LC_MESSAGES=""en_US.utf8"" LC_PAPER=""en_US.utf8"" LC_NAME=""en_US.utf8"" LC_ADDRESS=""en_US.utf8"" LC_TELEPHONE=""en_US.utf8"" LC_MEASUREMENT=""en_US.utf8"" LC_IDENTIFICATION=""en_US.utf8"" LC_ALL=en_US.utf8 $ locale -a C en_US.utf8 POSIX zh_CN zh_CN.gb18030 zh_CN.gb2312 zh_CN.gbk zh_CN.utf8 $ cat /etc/xprofile export LANG=en_US.UTF-8 export XMODIFIERS=""@im=ibus"" export GTK_IM_MODULE=""ibus"" export QT_IM_MODULE=""xim"" ``` Original issue reported on code.google.com by `masterraysoul` on 2010-05-16 10:08:39",0,firefox bin 无法呼唤出 ibus gentoo ibus version firefox bin use linguas zh cn linguas zh tw startup notification 下无法呼 唤出 ibus,其他软件似乎都行 locale lang en us lc ctype en us lc numeric en us lc time en us lc collate en us lc monetary en us lc messages en us lc paper en us lc name en us lc address en us lc telephone en us lc measurement en us lc identification en us lc all en us locale a c en us posix zh cn zh cn zh cn zh cn gbk zh cn cat etc xprofile export lang en us utf export xmodifiers im ibus export gtk im module ibus export qt im module xim original issue reported on code google com by masterraysoul on ,0 74624,25218987606.0,IssuesEvent,2022-11-14 11:17:25,scipy/scipy,https://api.github.com/repos/scipy/scipy,opened,BUG: scipy.interpolate.interp1d left hang,defect,"### Describe your issue. I am having problems with `scipy.interp1d` function. Even the most simple example provided in the package documentation, is left hanging. Everything works fine until I actually try to use the `interpolate.interp1d` function. I already removed scipy, using pip, and installed it again. The problem still persisted. ### Reproducing Code Example ```python x = np.arange(0, 10) y = np.exp(-x/3.0) f = interpolate.interp1d(x, y) xnew = np.arange(0, 9, 0.1) ynew = f(xnew) # use interpolation function returned by `interp1d` plt.plot(x, y, 'o', xnew, ynew, '-') plt.show() ``` ``` ### Error message ```shell The code is left hang and nothing happen. ``` ### SciPy/NumPy/Python version information 1.8.0 1.21.0 sys.version_info(major=3, minor=10, micro=6, releaselevel='final', serial=0)",1.0,"BUG: scipy.interpolate.interp1d left hang - ### Describe your issue. I am having problems with `scipy.interp1d` function. Even the most simple example provided in the package documentation, is left hanging. Everything works fine until I actually try to use the `interpolate.interp1d` function. I already removed scipy, using pip, and installed it again. The problem still persisted. ### Reproducing Code Example ```python x = np.arange(0, 10) y = np.exp(-x/3.0) f = interpolate.interp1d(x, y) xnew = np.arange(0, 9, 0.1) ynew = f(xnew) # use interpolation function returned by `interp1d` plt.plot(x, y, 'o', xnew, ynew, '-') plt.show() ``` ``` ### Error message ```shell The code is left hang and nothing happen. ``` ### SciPy/NumPy/Python version information 1.8.0 1.21.0 sys.version_info(major=3, minor=10, micro=6, releaselevel='final', serial=0)",0,bug scipy interpolate left hang describe your issue i am having problems with scipy function even the most simple example provided in the package documentation is left hanging everything works fine until i actually try to use the interpolate function i already removed scipy using pip and installed it again the problem still persisted reproducing code example python x np arange y np exp x f interpolate x y xnew np arange ynew f xnew use interpolation function returned by plt plot x y o xnew ynew plt show error message shell the code is left hang and nothing happen scipy numpy python version information sys version info major minor micro releaselevel final serial ,0 290518,8896034482.0,IssuesEvent,2019-01-16 10:19:59,geosolutions-it/MapStore2,https://api.github.com/repos/geosolutions-it/MapStore2,closed,Switch to full screen not working,Priority: High bug pending review review,"### Description Switch to full screen is not working both in DEV and QA ### In case of Bug (otherwise remove this paragraph) *Browser Affected* (use this site: https://www.whatsmybrowser.org/ for non expert users) - [ ] Internet Explorer - [X] Chrome (v. 71.0.3578.80) - [ ] Firefox - [ ] Safari *Steps to reproduce* - Open a map and click on Switch to full screen button *Expected Result* - The Full screen mode should be activated *Current Result* - The following error occurs: ``` Uncaught (in promise) TypeError: Failed to execute 'requestFullscreen' on 'Element': parameter 1 ('options') is not an object. at Object.request (MapStore2-C098.js:235) at t.project (MapStore2-C098.js:153) at t._next (MapStore2-C098.js:47) at t.next (MapStore2-C098.js:4) at t._next (MapStore2-C098.js:36) at t.next (MapStore2-C098.js:4) at t.next (MapStore2-C098.js:7) at MapStore2-C098.js:96 at MapStore2-C098.js:96 at Object.onClick (MapStore2-C098.js:96) at i.onClick (MapStore2-C098.js:56) at Object.r (MapStore2-C098.js:35) at a (MapStore2-C098.js:35) at Object.s [as executeDispatchesInOrder] (MapStore2-C098.js:35) at d (MapStore2-C098.js:14) at m (MapStore2-C098.js:14) ``` ### Other useful information (optional): ",1.0,"Switch to full screen not working - ### Description Switch to full screen is not working both in DEV and QA ### In case of Bug (otherwise remove this paragraph) *Browser Affected* (use this site: https://www.whatsmybrowser.org/ for non expert users) - [ ] Internet Explorer - [X] Chrome (v. 71.0.3578.80) - [ ] Firefox - [ ] Safari *Steps to reproduce* - Open a map and click on Switch to full screen button *Expected Result* - The Full screen mode should be activated *Current Result* - The following error occurs: ``` Uncaught (in promise) TypeError: Failed to execute 'requestFullscreen' on 'Element': parameter 1 ('options') is not an object. at Object.request (MapStore2-C098.js:235) at t.project (MapStore2-C098.js:153) at t._next (MapStore2-C098.js:47) at t.next (MapStore2-C098.js:4) at t._next (MapStore2-C098.js:36) at t.next (MapStore2-C098.js:4) at t.next (MapStore2-C098.js:7) at MapStore2-C098.js:96 at MapStore2-C098.js:96 at Object.onClick (MapStore2-C098.js:96) at i.onClick (MapStore2-C098.js:56) at Object.r (MapStore2-C098.js:35) at a (MapStore2-C098.js:35) at Object.s [as executeDispatchesInOrder] (MapStore2-C098.js:35) at d (MapStore2-C098.js:14) at m (MapStore2-C098.js:14) ``` ### Other useful information (optional): ",0,switch to full screen not working description switch to full screen is not working both in dev and qa in case of bug otherwise remove this paragraph browser affected use this site for non expert users internet explorer chrome v firefox safari steps to reproduce open a map and click on switch to full screen button expected result the full screen mode should be activated current result the following error occurs uncaught in promise typeerror failed to execute requestfullscreen on element parameter options is not an object at object request js at t project js at t next js at t next js at t next js at t next js at t next js at js at js at object onclick js at i onclick js at object r js at a js at object s js at d js at m js other useful information optional ,0 101656,21766562313.0,IssuesEvent,2022-05-13 03:04:01,withfig/fig,https://api.github.com/repos/withfig/fig,closed,Fuzzy enabled has weird redraw when autocomplete kicks in,type:bug codebase:autocomplete-app,"### Sanity checks - [X] I have searched [github.com/withfig/fig/issues](https://github.com/withfig/fig/issues?q=) and there are no duplicates of my issue - [X] I have run `fig doctor` in the affected terminal session - [X] I have typed 'git ' and included a screenshot of the Debugger (click the Fig icon in the macOS menu bar) ### Issue Details ### Description: If I type a command like or have any autocomplete (just easier to show with a command): ```bashrc ls ~/.fig ``` Then fig's autocomplete kicks in as usual, when I have fuzzy enabled you can see (in the video I posted), that the redraw seems to be a bit broken? It will remove backwards whatever the autocomplete returns as. Might be something with my bashrc perhaps or something conflicting. *Example Video:* (ignore delay with autocomplete showing up, I'm pressing ""tab"" to active it) https://user-images.githubusercontent.com/20388321/154553978-6a106a9b-4b57-405e-bc89-582db85db305.mp4 *Debug logs:* ### Fig Debugger ### Environment ```bash Fig Version: Version 1.0.55 (B378) [Beta] [Australian] UserShell: /opt/homebrew/bin/bash Bundle path: /Applications/Fig.app Autocomplete: true Settings.json: true CLI installed: true CLI tool path: /usr/local/bin/fig Accessibility: true Number of specs: 0 SSH Integration: false Tmux Integration: false Keybindings path: iTerm Integration: application is not present. Hyper Integration: application is not present. VSCode Integration: application is not present. Docker Integration: false Symlinked dotfiles: true Only insert on tab: false Installed via Brew: true Installation Script: true PseudoTerminal Path: /Users/lucasteligioridis/.asdf/shims:/opt/homebrew/opt/asdf/libexec/bin:/opt/homebrew/bin:/opt/homebrew/sbin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin:/opt/homebrew/bin:/opt/homebrew/sbin:/Applications/kitty.app/Contents/MacOS:/Users/lucasteligioridis/.fig/bin:/Users/lucasteligioridis/bin:/Users/lucasteligioridis/.local/bin:/Users/lucasteligioridis/goprojects/bin:/Users/lucasteligioridis/.yarn/bin:/Users/lucasteligioridis/.config/yarn/global/node_modules/.bin:/Users/lucasteligioridis/.fzf/bin:/Users/lucasteligioridis/bin:/Users/lucasteligioridis/.local/bin:/Users/lucasteligioridis/goprojects/bin:/Users/lucasteligioridis/.yarn/bin:/Users/lucasteligioridis/.config/yarn/global/node_modules/.bin SecureKeyboardInput: false SecureKeyboardProcess: Current active process: bash (90124) - /dev/ttys034 Current working directory: /Users/lucasteligioridis/.fig.dotfiles.bak Current window identifier: 1199/% (net.kovidgoyal.kitty) Path: /Users/lucasteligioridis/.asdf/shims:/opt/homebrew/opt/asdf/libexec/bin:/opt/homebrew/bin:/opt/homebrew/sbin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin:/opt/homebrew/bin:/opt/homebrew/sbin:/Applications/kitty.app/Contents/MacOS:/Users/lucasteligioridis/.fig/bin:/Users/lucasteligioridis/bin:/Users/lucasteligioridis/.local/bin:/Users/lucasteligioridis/goprojects/bin:/Users/lucasteligioridis/.yarn/bin:/Users/lucasteligioridis/.config/yarn/global/node_modules/.bin:/Users/lucasteligioridis/.fzf/bin:/Users/lucasteligioridis/bin:/Users/lucasteligioridis/.local/bin:/Users/lucasteligioridis/goprojects/bin:/Users/lucasteligioridis/.yarn/bin:/Users/lucasteligioridis/.config/yarn/global/node_modules/.bin Fig environment variables: - TERM_SESSION_ID=332B0330-9E4D-42C5-B602-B2489E9BCEF5 - FIG_TERM_TMUX=1 - FIG_ENV_VAR=1 - FIG_INTEGRATION_VERSION=6 - FIG_TERM=1 - FIG_TERM_VERSION=4.0.6 - FIG_CHECKED_PROMPTS=1 MacOS Version: 12.0.1 21A559 Hardware: - Model Name: MacBook Pro - Model Identifier: MacBookPro18,2 - Chip: Apple M1 Max - Cores: 10 (8 performance and 2 efficiency) - Memory: 64 GB ``` ",1.0,"Fuzzy enabled has weird redraw when autocomplete kicks in - ### Sanity checks - [X] I have searched [github.com/withfig/fig/issues](https://github.com/withfig/fig/issues?q=) and there are no duplicates of my issue - [X] I have run `fig doctor` in the affected terminal session - [X] I have typed 'git ' and included a screenshot of the Debugger (click the Fig icon in the macOS menu bar) ### Issue Details ### Description: If I type a command like or have any autocomplete (just easier to show with a command): ```bashrc ls ~/.fig ``` Then fig's autocomplete kicks in as usual, when I have fuzzy enabled you can see (in the video I posted), that the redraw seems to be a bit broken? It will remove backwards whatever the autocomplete returns as. Might be something with my bashrc perhaps or something conflicting. *Example Video:* (ignore delay with autocomplete showing up, I'm pressing ""tab"" to active it) https://user-images.githubusercontent.com/20388321/154553978-6a106a9b-4b57-405e-bc89-582db85db305.mp4 *Debug logs:* ### Fig Debugger ### Environment ```bash Fig Version: Version 1.0.55 (B378) [Beta] [Australian] UserShell: /opt/homebrew/bin/bash Bundle path: /Applications/Fig.app Autocomplete: true Settings.json: true CLI installed: true CLI tool path: /usr/local/bin/fig Accessibility: true Number of specs: 0 SSH Integration: false Tmux Integration: false Keybindings path: iTerm Integration: application is not present. Hyper Integration: application is not present. VSCode Integration: application is not present. Docker Integration: false Symlinked dotfiles: true Only insert on tab: false Installed via Brew: true Installation Script: true PseudoTerminal Path: /Users/lucasteligioridis/.asdf/shims:/opt/homebrew/opt/asdf/libexec/bin:/opt/homebrew/bin:/opt/homebrew/sbin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin:/opt/homebrew/bin:/opt/homebrew/sbin:/Applications/kitty.app/Contents/MacOS:/Users/lucasteligioridis/.fig/bin:/Users/lucasteligioridis/bin:/Users/lucasteligioridis/.local/bin:/Users/lucasteligioridis/goprojects/bin:/Users/lucasteligioridis/.yarn/bin:/Users/lucasteligioridis/.config/yarn/global/node_modules/.bin:/Users/lucasteligioridis/.fzf/bin:/Users/lucasteligioridis/bin:/Users/lucasteligioridis/.local/bin:/Users/lucasteligioridis/goprojects/bin:/Users/lucasteligioridis/.yarn/bin:/Users/lucasteligioridis/.config/yarn/global/node_modules/.bin SecureKeyboardInput: false SecureKeyboardProcess: Current active process: bash (90124) - /dev/ttys034 Current working directory: /Users/lucasteligioridis/.fig.dotfiles.bak Current window identifier: 1199/% (net.kovidgoyal.kitty) Path: /Users/lucasteligioridis/.asdf/shims:/opt/homebrew/opt/asdf/libexec/bin:/opt/homebrew/bin:/opt/homebrew/sbin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin:/opt/homebrew/bin:/opt/homebrew/sbin:/Applications/kitty.app/Contents/MacOS:/Users/lucasteligioridis/.fig/bin:/Users/lucasteligioridis/bin:/Users/lucasteligioridis/.local/bin:/Users/lucasteligioridis/goprojects/bin:/Users/lucasteligioridis/.yarn/bin:/Users/lucasteligioridis/.config/yarn/global/node_modules/.bin:/Users/lucasteligioridis/.fzf/bin:/Users/lucasteligioridis/bin:/Users/lucasteligioridis/.local/bin:/Users/lucasteligioridis/goprojects/bin:/Users/lucasteligioridis/.yarn/bin:/Users/lucasteligioridis/.config/yarn/global/node_modules/.bin Fig environment variables: - TERM_SESSION_ID=332B0330-9E4D-42C5-B602-B2489E9BCEF5 - FIG_TERM_TMUX=1 - FIG_ENV_VAR=1 - FIG_INTEGRATION_VERSION=6 - FIG_TERM=1 - FIG_TERM_VERSION=4.0.6 - FIG_CHECKED_PROMPTS=1 MacOS Version: 12.0.1 21A559 Hardware: - Model Name: MacBook Pro - Model Identifier: MacBookPro18,2 - Chip: Apple M1 Max - Cores: 10 (8 performance and 2 efficiency) - Memory: 64 GB ``` ",0,fuzzy enabled has weird redraw when autocomplete kicks in sanity checks i have searched and there are no duplicates of my issue i have run fig doctor in the affected terminal session i have typed git and included a screenshot of the debugger click the fig icon in the macos menu bar issue details description if i type a command like or have any autocomplete just easier to show with a command bashrc ls fig then fig s autocomplete kicks in as usual when i have fuzzy enabled you can see in the video i posted that the redraw seems to be a bit broken it will remove backwards whatever the autocomplete returns as might be something with my bashrc perhaps or something conflicting example video ignore delay with autocomplete showing up i m pressing tab to active it debug logs img width alt screen shot at am src fig debugger img width alt screen shot at am src environment bash fig version version usershell opt homebrew bin bash bundle path applications fig app autocomplete true settings json true cli installed true cli tool path usr local bin fig accessibility true number of specs ssh integration false tmux integration false keybindings path iterm integration application is not present hyper integration application is not present vscode integration application is not present docker integration false symlinked dotfiles true only insert on tab false installed via brew true installation script true pseudoterminal path users lucasteligioridis asdf shims opt homebrew opt asdf libexec bin opt homebrew bin opt homebrew sbin usr local bin usr bin bin usr sbin sbin opt homebrew bin opt homebrew sbin applications kitty app contents macos users lucasteligioridis fig bin users lucasteligioridis bin users lucasteligioridis local bin users lucasteligioridis goprojects bin users lucasteligioridis yarn bin users lucasteligioridis config yarn global node modules bin users lucasteligioridis fzf bin users lucasteligioridis bin users lucasteligioridis local bin users lucasteligioridis goprojects bin users lucasteligioridis yarn bin users lucasteligioridis config yarn global node modules bin securekeyboardinput false securekeyboardprocess current active process bash dev current working directory users lucasteligioridis fig dotfiles bak current window identifier net kovidgoyal kitty path users lucasteligioridis asdf shims opt homebrew opt asdf libexec bin opt homebrew bin opt homebrew sbin usr local bin usr bin bin usr sbin sbin opt homebrew bin opt homebrew sbin applications kitty app contents macos users lucasteligioridis fig bin users lucasteligioridis bin users lucasteligioridis local bin users lucasteligioridis goprojects bin users lucasteligioridis yarn bin users lucasteligioridis config yarn global node modules bin users lucasteligioridis fzf bin users lucasteligioridis bin users lucasteligioridis local bin users lucasteligioridis goprojects bin users lucasteligioridis yarn bin users lucasteligioridis config yarn global node modules bin fig environment variables term session id fig term tmux fig env var fig integration version fig term fig term version fig checked prompts macos version hardware model name macbook pro model identifier chip apple max cores performance and efficiency memory gb ,0 14362,9103231813.0,IssuesEvent,2019-02-20 15:28:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script editor word wrap works with very low performance and cut last letter.,bug topic:editor usability,"**Godot version:** 3.1 0b0dba3 **OS/device including version:** Windows 10 **Issue description:** When I zoom in script editor with word wrap setting enabled, then editor wait 2/3 second and then wrap words, which looks horrible - https://streamable.com/qwlqm Also with big zoom last letter is cut (it cut 's' from 'change_scene' or 't' from 'PrzyciskStart') ![afaffaffasfasfas](https://user-images.githubusercontent.com/41945903/51537298-6ad2e800-1e4e-11e9-875c-155910ee9b2b.png) ",True,"Script editor word wrap works with very low performance and cut last letter. - **Godot version:** 3.1 0b0dba3 **OS/device including version:** Windows 10 **Issue description:** When I zoom in script editor with word wrap setting enabled, then editor wait 2/3 second and then wrap words, which looks horrible - https://streamable.com/qwlqm Also with big zoom last letter is cut (it cut 's' from 'change_scene' or 't' from 'PrzyciskStart') ![afaffaffasfasfas](https://user-images.githubusercontent.com/41945903/51537298-6ad2e800-1e4e-11e9-875c-155910ee9b2b.png) ",1,script editor word wrap works with very low performance and cut last letter godot version os device including version windows issue description when i zoom in script editor with word wrap setting enabled then editor wait second and then wrap words which looks horrible also with big zoom last letter is cut it cut s from change scene or t from przyciskstart ,1 26982,27488693438.0,IssuesEvent,2023-03-04 10:51:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimationNodeTransition will not play animation if any one of the input node is empty (Not only playing node but also any other nodes),enhancement usability topic:animation,"### Godot version 4.0.alpha15 ### System information Windows10 ### Issue description Transition node will not working if on of the node's animation is empty. For instance at following picture shows. Actually locomotion's animation is ok. But animtion in control_anim is empty(It will be set in runtime) When I play games. Locomotion will not be able to play. because control_anim has empty anim. ![image](https://user-images.githubusercontent.com/18411187/184168473-6a5ad974-a423-427e-acff-d620f0a4e4f0.png) ### Steps to reproduce 1. Open any project. 2. Create animiation tree. 3. Create transition node. 4. Create two nodes to be the inputs. 5. Set animation at one node empty. 6. Transition cannot play event playing node has animation. ### Minimal reproduction project [TransitionBugMinProject.zip](https://github.com/godotengine/godot/files/9482343/TransitionBugMinProject.zip) _No response_",True,"AnimationNodeTransition will not play animation if any one of the input node is empty (Not only playing node but also any other nodes) - ### Godot version 4.0.alpha15 ### System information Windows10 ### Issue description Transition node will not working if on of the node's animation is empty. For instance at following picture shows. Actually locomotion's animation is ok. But animtion in control_anim is empty(It will be set in runtime) When I play games. Locomotion will not be able to play. because control_anim has empty anim. ![image](https://user-images.githubusercontent.com/18411187/184168473-6a5ad974-a423-427e-acff-d620f0a4e4f0.png) ### Steps to reproduce 1. Open any project. 2. Create animiation tree. 3. Create transition node. 4. Create two nodes to be the inputs. 5. Set animation at one node empty. 6. Transition cannot play event playing node has animation. ### Minimal reproduction project [TransitionBugMinProject.zip](https://github.com/godotengine/godot/files/9482343/TransitionBugMinProject.zip) _No response_",1,animationnodetransition will not play animation if any one of the input node is empty not only playing node but also any other nodes godot version system information issue description transition node will not working if on of the node s animation is empty for instance at following picture shows actually locomotion s animation is ok but animtion in control anim is empty it will be set in runtime when i play games locomotion will not be able to play because control anim has empty anim steps to reproduce open any project create animiation tree create transition node create two nodes to be the inputs set animation at one node empty transition cannot play event playing node has animation minimal reproduction project no response ,1 9785,6414874609.0,IssuesEvent,2017-08-08 11:21:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Help page is not rendered correctly after reopening the Editor,bug topic:editor usability,"**Operating system or device - Godot version:** Arch Linux x86_64 - Godot Engine v2.1.rc1.custom_build (0b595f94c47a9144dbe9c200a8057558b0c4f839) **Issue description** (what happened, and what was expected): Still opened help pages from a previous Editor session are not rendered correctly. Newly opened (ok - rendered with different fonts): ![Help page newly opened](https://i.snag.gy/V8lWJE.jpg) Still opened (not ok - rendered with a single font): ![Help page still opened](https://i.snag.gy/mSU7bt.jpg) **Steps to reproduce:** 1. Open a random project in the Editor 2. Switch to the ""Script"" view 3. Close all help pages 4. Open a help page (e.g. AABB) <-- rendered ok 5. Close the Editor 6. Reopen the same project in the Editor 7. Switch to the ""Script"" view 8. Select the already opened help page <-- rendered not ok ",True,"Help page is not rendered correctly after reopening the Editor - **Operating system or device - Godot version:** Arch Linux x86_64 - Godot Engine v2.1.rc1.custom_build (0b595f94c47a9144dbe9c200a8057558b0c4f839) **Issue description** (what happened, and what was expected): Still opened help pages from a previous Editor session are not rendered correctly. Newly opened (ok - rendered with different fonts): ![Help page newly opened](https://i.snag.gy/V8lWJE.jpg) Still opened (not ok - rendered with a single font): ![Help page still opened](https://i.snag.gy/mSU7bt.jpg) **Steps to reproduce:** 1. Open a random project in the Editor 2. Switch to the ""Script"" view 3. Close all help pages 4. Open a help page (e.g. AABB) <-- rendered ok 5. Close the Editor 6. Reopen the same project in the Editor 7. Switch to the ""Script"" view 8. Select the already opened help page <-- rendered not ok ",1,help page is not rendered correctly after reopening the editor operating system or device godot version arch linux godot engine custom build issue description what happened and what was expected still opened help pages from a previous editor session are not rendered correctly newly opened ok rendered with different fonts still opened not ok rendered with a single font steps to reproduce open a random project in the editor switch to the script view close all help pages open a help page e g aabb rendered ok close the editor reopen the same project in the editor switch to the script view select the already opened help page rendered not ok ,1 4134,3727423690.0,IssuesEvent,2016-03-06 08:43:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Making object hierarchy more explicit in help pages.,enhancement topic:editor usability,"By this, I mean having something like (for example) ""Object > Node > Control > Panel"" at the top of the help page for panel, so you can click on any of the others to be taken to the relevant help page.",True,"Making object hierarchy more explicit in help pages. - By this, I mean having something like (for example) ""Object > Node > Control > Panel"" at the top of the help page for panel, so you can click on any of the others to be taken to the relevant help page.",1,making object hierarchy more explicit in help pages by this i mean having something like for example object node control panel at the top of the help page for panel so you can click on any of the others to be taken to the relevant help page ,1 99807,4065573026.0,IssuesEvent,2016-05-26 11:51:16,osrg/namazu,https://api.github.com/repos/osrg/namazu,opened,`nmz inspectors proc -cmd ...` lacks stdio,component/inspectors/proc kind/bug priority/P1,"https://github.com/osrg/namazu/pull/151 introduced `nmz inspectors proc -cmd ...`, but it lacks stdio. how to reproduce the issue: ``` $ ./namazu/bin/nmz inspectors proc -cmd yes ``` expected output: ``` y y y y y .. ``` actual output: (empty) PTAL @mitake ",1.0,"`nmz inspectors proc -cmd ...` lacks stdio - https://github.com/osrg/namazu/pull/151 introduced `nmz inspectors proc -cmd ...`, but it lacks stdio. how to reproduce the issue: ``` $ ./namazu/bin/nmz inspectors proc -cmd yes ``` expected output: ``` y y y y y .. ``` actual output: (empty) PTAL @mitake ",0, nmz inspectors proc cmd lacks stdio introduced nmz inspectors proc cmd but it lacks stdio how to reproduce the issue namazu bin nmz inspectors proc cmd yes expected output y y y y y actual output empty ptal mitake ,0 23932,23137700215.0,IssuesEvent,2022-07-28 15:31:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TileSet editor doesn't open right after creating TileSet,enhancement topic:editor usability topic:2d,"### Godot version bc2445d ### System information W10 ### Issue description When you create a fresh new TileMap, right click `tile_set` property and create a new TileSet, the resource is created, but then nothing happens. You need to click the TileSet resource for the TileSet bottom editor to appear. This could make sense if not the fact that you can deselect TileMap node and select it again for the TileSet to appear again. Whenever you do something with TileMap, both TileSet and TileMap editors are always automatically visible. The only exception is when you create a new TileMap and click it when it doesn't have any TileSet. I got used so much to having both editors always visible that it actually confused me. When a new TileSet is created in TileMap, the TileSet editor tab should be immediately visible. ### Steps to reproduce 1. Create new TileMap node 2. Create new TileSet for that TileMap 3. Where editor ![image](https://user-images.githubusercontent.com/2223172/147861891-9c65d1f0-5d26-42ec-9d07-c905f5ba413d.png) ### Minimal reproduction project _No response_",True,"TileSet editor doesn't open right after creating TileSet - ### Godot version bc2445d ### System information W10 ### Issue description When you create a fresh new TileMap, right click `tile_set` property and create a new TileSet, the resource is created, but then nothing happens. You need to click the TileSet resource for the TileSet bottom editor to appear. This could make sense if not the fact that you can deselect TileMap node and select it again for the TileSet to appear again. Whenever you do something with TileMap, both TileSet and TileMap editors are always automatically visible. The only exception is when you create a new TileMap and click it when it doesn't have any TileSet. I got used so much to having both editors always visible that it actually confused me. When a new TileSet is created in TileMap, the TileSet editor tab should be immediately visible. ### Steps to reproduce 1. Create new TileMap node 2. Create new TileSet for that TileMap 3. Where editor ![image](https://user-images.githubusercontent.com/2223172/147861891-9c65d1f0-5d26-42ec-9d07-c905f5ba413d.png) ### Minimal reproduction project _No response_",1,tileset editor doesn t open right after creating tileset godot version system information issue description when you create a fresh new tilemap right click tile set property and create a new tileset the resource is created but then nothing happens you need to click the tileset resource for the tileset bottom editor to appear this could make sense if not the fact that you can deselect tilemap node and select it again for the tileset to appear again whenever you do something with tilemap both tileset and tilemap editors are always automatically visible the only exception is when you create a new tilemap and click it when it doesn t have any tileset i got used so much to having both editors always visible that it actually confused me when a new tileset is created in tilemap the tileset editor tab should be immediately visible steps to reproduce create new tilemap node create new tileset for that tilemap where editor minimal reproduction project no response ,1 21581,2641490362.0,IssuesEvent,2015-03-11 18:02:06,phusion/passenger,https://api.github.com/repos/phusion/passenger,closed,Bump Nginx package version,Priority/Critical,"Our Nginx package version is considered older than the one in Wheezy now due to the way the version string is. Here is the output of apt-cache policy nginx-extras: ``` nginx-extras: Installed: 1.6.2-5~bpo70+1 Candidate: 1.6.2-5~bpo70+1 Version table: 1:1.6.2-2.4.0.59~wheezy1 500 500 https://oss-binaries.phusionpassenger.com/apt/passenger/ wheezy/main amd64 Packages *** 1.6.2-5~bpo70+1 500 100 http://mirrors.linode.com/debian/ wheezy-backports/main amd64 Packages 100 /var/lib/dpkg/status 1.2.1-2.2+wheezy3 500 500 http://security.debian.org/ wheezy/updates/main amd64 Packages 500 http://mirrors.linode.com/debian/ wheezy/main amd64 Packages ``` We should also set an Origin header (e.g. `Origin: Canonical`) so that users can pin our packages. Thanks to Robert Chady for reporting this.",1.0,"Bump Nginx package version - Our Nginx package version is considered older than the one in Wheezy now due to the way the version string is. Here is the output of apt-cache policy nginx-extras: ``` nginx-extras: Installed: 1.6.2-5~bpo70+1 Candidate: 1.6.2-5~bpo70+1 Version table: 1:1.6.2-2.4.0.59~wheezy1 500 500 https://oss-binaries.phusionpassenger.com/apt/passenger/ wheezy/main amd64 Packages *** 1.6.2-5~bpo70+1 500 100 http://mirrors.linode.com/debian/ wheezy-backports/main amd64 Packages 100 /var/lib/dpkg/status 1.2.1-2.2+wheezy3 500 500 http://security.debian.org/ wheezy/updates/main amd64 Packages 500 http://mirrors.linode.com/debian/ wheezy/main amd64 Packages ``` We should also set an Origin header (e.g. `Origin: Canonical`) so that users can pin our packages. Thanks to Robert Chady for reporting this.",0,bump nginx package version our nginx package version is considered older than the one in wheezy now due to the way the version string is here is the output of apt cache policy nginx extras nginx extras installed candidate version table wheezy main packages wheezy backports main packages var lib dpkg status wheezy updates main packages wheezy main packages we should also set an origin header e g origin canonical so that users can pin our packages thanks to robert chady for reporting this ,0 194573,6896274998.0,IssuesEvent,2017-11-23 17:00:01,cilium/cilium,https://api.github.com/repos/cilium/cilium,opened,helpers.bash: line 136: DEBUG: unbound variable,kind/bug/CI priority/medium project/1.0-gap,"While running tests on PR #2125 I've noticed one of them failed to print cilium logs due ``` 15:57:57 ==> cilium-master-build-PR-2125-1-envoy: /home/vagrant/go/src/github.com/cilium/cilium/tests/helpers.bash: line 136: DEBUG: unbound variable 15:57:57 ==> cilium-master-build-PR-2125-1-envoy: ------------------------------------------------------------------------ 15:57:57 ==> cilium-master-build-PR-2125-1-envoy: Test Failed 15:57:57 ==> cilium-master-build-PR-2125-1-envoy: monitor output lines(1) in /tmp/tmp.d1HgXbTTwG is less than 3 15:57:57 ==> cilium-master-build-PR-2125-1-envoy: 15:57:57 ==> cilium-master-build-PR-2125-1-envoy: ------------------------------------------------------------------------ 15:57:57 ==> cilium-master-build-PR-2125-1-envoy: Error response from daemon: No such container: demo1 ``` I'm not sure if it was a leftover or not. More info: https://jenkins.cilium.io/job/cilium/job/cilium/job/PR-2125/1/execution/node/34/log/?consoleFull",1.0,"helpers.bash: line 136: DEBUG: unbound variable - While running tests on PR #2125 I've noticed one of them failed to print cilium logs due ``` 15:57:57 ==> cilium-master-build-PR-2125-1-envoy: /home/vagrant/go/src/github.com/cilium/cilium/tests/helpers.bash: line 136: DEBUG: unbound variable 15:57:57 ==> cilium-master-build-PR-2125-1-envoy: ------------------------------------------------------------------------ 15:57:57 ==> cilium-master-build-PR-2125-1-envoy: Test Failed 15:57:57 ==> cilium-master-build-PR-2125-1-envoy: monitor output lines(1) in /tmp/tmp.d1HgXbTTwG is less than 3 15:57:57 ==> cilium-master-build-PR-2125-1-envoy: 15:57:57 ==> cilium-master-build-PR-2125-1-envoy: ------------------------------------------------------------------------ 15:57:57 ==> cilium-master-build-PR-2125-1-envoy: Error response from daemon: No such container: demo1 ``` I'm not sure if it was a leftover or not. More info: https://jenkins.cilium.io/job/cilium/job/cilium/job/PR-2125/1/execution/node/34/log/?consoleFull",0,helpers bash line debug unbound variable while running tests on pr i ve noticed one of them failed to print cilium logs due cilium master build pr envoy home vagrant go src github com cilium cilium tests helpers bash line debug unbound variable cilium master build pr envoy cilium master build pr envoy test failed cilium master build pr envoy monitor output lines in tmp tmp is less than cilium master build pr envoy cilium master build pr envoy cilium master build pr envoy error response from daemon no such container i m not sure if it was a leftover or not more info ,0 17980,12465329658.0,IssuesEvent,2020-05-28 13:53:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,VisualScript missing range function / iteration similar to GDScript's,feature proposal topic:visualscript usability," **Godot version:** v3.1.stable.official **Issue description:** Visual Script no range how to remove null or one number :( GDScript: > for x in range(1, 5): **Steps to reproduce:** ![unknown](https://user-images.githubusercontent.com/17591539/55563290-53419680-56fe-11e9-8301-4f79e39121f2.png) ",True,"VisualScript missing range function / iteration similar to GDScript's - **Godot version:** v3.1.stable.official **Issue description:** Visual Script no range how to remove null or one number :( GDScript: > for x in range(1, 5): **Steps to reproduce:** ![unknown](https://user-images.githubusercontent.com/17591539/55563290-53419680-56fe-11e9-8301-4f79e39121f2.png) ",1,visualscript missing range function iteration similar to gdscript s please search existing issues for potential duplicates before filing yours godot version stable official issue description visual script no range how to remove null or one number gdscript for x in range steps to reproduce ,1 295951,25517026258.0,IssuesEvent,2022-11-28 17:07:17,vegaprotocol/frontend-monorepo,https://api.github.com/repos/vegaprotocol/frontend-monorepo,closed,Migrate trading e2e tests to use vegawallet v2,Trading Testing 🧪 chore,"## The Chore We need to switch to vegawallet v2, tests need to be updated and verified if no issues are caused by using the new wallet",1.0,"Migrate trading e2e tests to use vegawallet v2 - ## The Chore We need to switch to vegawallet v2, tests need to be updated and verified if no issues are caused by using the new wallet",0,migrate trading tests to use vegawallet the chore we need to switch to vegawallet tests need to be updated and verified if no issues are caused by using the new wallet,0 18171,12625818684.0,IssuesEvent,2020-06-14 13:48:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to resize VS nodes ,enhancement topic:visualscript usability,"**Operating system or device - Godot version:** 72748d1363d090f33d5ca6b9c00142b5e8f7d78f **Issue description** (what happened, and what was expected): Currently usually VS nodes takes a lot of space horizontally, while not so much vertically. ![topdown1](https://cloud.githubusercontent.com/assets/6129594/17481558/19546f64-5d7e-11e6-9a39-a5f4aca940f8.png) I think we could use this space better if we could resize VS nodes to have non standard sizes. In this scenario content of the VS node could be broken into multiple lines dynamically. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Ability to resize VS nodes - **Operating system or device - Godot version:** 72748d1363d090f33d5ca6b9c00142b5e8f7d78f **Issue description** (what happened, and what was expected): Currently usually VS nodes takes a lot of space horizontally, while not so much vertically. ![topdown1](https://cloud.githubusercontent.com/assets/6129594/17481558/19546f64-5d7e-11e6-9a39-a5f4aca940f8.png) I think we could use this space better if we could resize VS nodes to have non standard sizes. In this scenario content of the VS node could be broken into multiple lines dynamically. **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,ability to resize vs nodes operating system or device godot version issue description what happened and what was expected currently usually vs nodes takes a lot of space horizontally while not so much vertically i think we could use this space better if we could resize vs nodes to have non standard sizes in this scenario content of the vs node could be broken into multiple lines dynamically steps to reproduce link to minimal example project optional but very welcome ,1 3567,3488436574.0,IssuesEvent,2016-01-02 23:33:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Wrong rendering after changing parent of Path2D/Polygon2D etc,bug topic:editor topic:rendering usability,"After changing parent of every object like Path2D, Polygon2D etc. the editing curve is rendered wrong, while it's texture and the proper curve are rendered correctly. This is how it looks like for polygon2d ![polygon2d](https://cloud.githubusercontent.com/assets/6615905/8228030/fee204ea-15ab-11e5-912c-e431337f8e88.png) and for path2d ![path2d](https://cloud.githubusercontent.com/assets/6615905/8228036/069a6a10-15ac-11e5-8b4d-7d6993c84b9e.png) It's very similar to colliding ones. It updates ie. after moving it - but you don't always want to. ",True,"Wrong rendering after changing parent of Path2D/Polygon2D etc - After changing parent of every object like Path2D, Polygon2D etc. the editing curve is rendered wrong, while it's texture and the proper curve are rendered correctly. This is how it looks like for polygon2d ![polygon2d](https://cloud.githubusercontent.com/assets/6615905/8228030/fee204ea-15ab-11e5-912c-e431337f8e88.png) and for path2d ![path2d](https://cloud.githubusercontent.com/assets/6615905/8228036/069a6a10-15ac-11e5-8b4d-7d6993c84b9e.png) It's very similar to colliding ones. It updates ie. after moving it - but you don't always want to. ",1,wrong rendering after changing parent of etc after changing parent of every object like etc the editing curve is rendered wrong while it s texture and the proper curve are rendered correctly this is how it looks like for and for it s very similar to colliding ones it updates ie after moving it but you don t always want to ,1 3862,3591788178.0,IssuesEvent,2016-02-01 13:34:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Bottom panel's editor plugin's not getting keyboard signals,bug topic:editor usability,"Also the same for actions and joybuttons i guess. I identified the problem but wans't able to solve this: CanvasItemEdiorPlugin and SpatialEditorPlugin are catching the key events and accepting before they reach bottom panel, this is the cause: The parenting goes like this: _center_split __top_split ___container ____scene_tabs _____scene_root_parent(Panel) _____scene_root_base (Control aparently not in use, duplicate of viewport above) _____scene_root (parent of the current edited scene, input is disabled) _____viewport (it's a Control, not a viewport) ______canvas_item_editor_plugin ______spatial_editor_plugin ______script_editor_plugin ___top_split_other_childs (some editors are aded here like shader editors) __bottom_panel ___v_container ____editors (animation, sprite_frames, sample_library, and many others not catching signals) ____h_container _____buttons_to_switch_editors somehow some editors like shader editors are catching the input, but not sprite_frames or sample_library.",True,"Bottom panel's editor plugin's not getting keyboard signals - Also the same for actions and joybuttons i guess. I identified the problem but wans't able to solve this: CanvasItemEdiorPlugin and SpatialEditorPlugin are catching the key events and accepting before they reach bottom panel, this is the cause: The parenting goes like this: _center_split __top_split ___container ____scene_tabs _____scene_root_parent(Panel) _____scene_root_base (Control aparently not in use, duplicate of viewport above) _____scene_root (parent of the current edited scene, input is disabled) _____viewport (it's a Control, not a viewport) ______canvas_item_editor_plugin ______spatial_editor_plugin ______script_editor_plugin ___top_split_other_childs (some editors are aded here like shader editors) __bottom_panel ___v_container ____editors (animation, sprite_frames, sample_library, and many others not catching signals) ____h_container _____buttons_to_switch_editors somehow some editors like shader editors are catching the input, but not sprite_frames or sample_library.",1,bottom panel s editor plugin s not getting keyboard signals also the same for actions and joybuttons i guess i identified the problem but wans t able to solve this canvasitemediorplugin and spatialeditorplugin are catching the key events and accepting before they reach bottom panel this is the cause the parenting goes like this center split top split container scene tabs scene root parent panel scene root base control aparently not in use duplicate of viewport above scene root parent of the current edited scene input is disabled viewport it s a control not a viewport canvas item editor plugin spatial editor plugin script editor plugin top split other childs some editors are aded here like shader editors bottom panel v container editors animation sprite frames sample library and many others not catching signals h container buttons to switch editors somehow some editors like shader editors are catching the input but not sprite frames or sample library ,1 176172,6557051515.0,IssuesEvent,2017-09-06 16:00:48,ApiGen/ApiGen,https://api.github.com/repos/ApiGen/ApiGen,closed,Re-introduce support for inline CLI options,low-priority,"It looks like version 5.x removes the command line options that were available to override anything defines in config.neon/apigen.yml. Can we please have them added back in again? Use case: my `--title` was dynamic, and provided by my build script. I would now have to modify `apigen.yml` before running apigen to achieve the same result.",1.0,"Re-introduce support for inline CLI options - It looks like version 5.x removes the command line options that were available to override anything defines in config.neon/apigen.yml. Can we please have them added back in again? Use case: my `--title` was dynamic, and provided by my build script. I would now have to modify `apigen.yml` before running apigen to achieve the same result.",0,re introduce support for inline cli options it looks like version x removes the command line options that were available to override anything defines in config neon apigen yml can we please have them added back in again use case my title was dynamic and provided by my build script i would now have to modify apigen yml before running apigen to achieve the same result ,0 172936,13358657413.0,IssuesEvent,2020-08-31 12:06:24,useo-pl/jsom-pagination,https://api.github.com/repos/useo-pl/jsom-pagination,opened,Add CI using Github actions,help wanted tests,"Run all our tests automatically using github actions - it would be nice to have also the automatic gem push for rubygems. **References**: You can look up for the existing implementation on [FastCQRS gem](https://github.com/driggl/fast_cqrs/tree/master/.github/workflows)",1.0,"Add CI using Github actions - Run all our tests automatically using github actions - it would be nice to have also the automatic gem push for rubygems. **References**: You can look up for the existing implementation on [FastCQRS gem](https://github.com/driggl/fast_cqrs/tree/master/.github/workflows)",0,add ci using github actions run all our tests automatically using github actions it would be nice to have also the automatic gem push for rubygems references you can look up for the existing implementation on ,0 45383,13110053974.0,IssuesEvent,2020-08-04 19:53:49,ronakjain2012/eShop-server,https://api.github.com/repos/ronakjain2012/eShop-server,opened,"WS-2020-0127 (Low) detected in npm-registry-fetch-8.0.0.tgz, npm-registry-fetch-4.0.3.tgz",security vulnerability,"## WS-2020-0127 - Low Severity Vulnerability
Vulnerable Libraries - npm-registry-fetch-8.0.0.tgz, npm-registry-fetch-4.0.3.tgz

npm-registry-fetch-8.0.0.tgz

Fetch-based http client for use with npm registry APIs

Library home page: https://registry.npmjs.org/npm-registry-fetch/-/npm-registry-fetch-8.0.0.tgz

Path to dependency file: /tmp/ws-scm/eShop-server/package.json

Path to vulnerable library: /tmp/ws-scm/eShop-server/node_modules/npm-registry-fetch/package.json

Dependency Hierarchy: - npm-check-updates-4.1.0.tgz (Root Library) - pacote-11.1.4.tgz - :x: **npm-registry-fetch-8.0.0.tgz** (Vulnerable Library)

npm-registry-fetch-4.0.3.tgz

Fetch-based http client for use with npm registry APIs

Library home page: https://registry.npmjs.org/npm-registry-fetch/-/npm-registry-fetch-4.0.3.tgz

Path to dependency file: /tmp/ws-scm/eShop-server/package.json

Path to vulnerable library: /tmp/ws-scm/eShop-server/node_modules/npm/node_modules/npm-registry-fetch/package.json

Dependency Hierarchy: - semantic-release-17.0.4.tgz (Root Library) - npm-7.0.5.tgz - npm-6.14.4.tgz - :x: **npm-registry-fetch-4.0.3.tgz** (Vulnerable Library)

Found in HEAD commit: 58a30d0751202fabb10d47dc9b8578f17acf0c69

Vulnerability Details

npm-registry-fetch before 4.0.5 and 8.1.1 is vulnerable to an information exposure vulnerability through log files.

Publish Date: 2020-07-07

URL: WS-2020-0127

CVSS 3 Score Details (3.4)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: N/A - Attack Complexity: N/A - Privileges Required: N/A - User Interaction: N/A - Scope: N/A - Impact Metrics: - Confidentiality Impact: N/A - Integrity Impact: N/A - Availability Impact: N/A

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://www.npmjs.com/advisories/1544

Release Date: 2020-07-14

Fix Resolution: npm-registry-fetch - 4.0.5,8.1.1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"WS-2020-0127 (Low) detected in npm-registry-fetch-8.0.0.tgz, npm-registry-fetch-4.0.3.tgz - ## WS-2020-0127 - Low Severity Vulnerability
Vulnerable Libraries - npm-registry-fetch-8.0.0.tgz, npm-registry-fetch-4.0.3.tgz

npm-registry-fetch-8.0.0.tgz

Fetch-based http client for use with npm registry APIs

Library home page: https://registry.npmjs.org/npm-registry-fetch/-/npm-registry-fetch-8.0.0.tgz

Path to dependency file: /tmp/ws-scm/eShop-server/package.json

Path to vulnerable library: /tmp/ws-scm/eShop-server/node_modules/npm-registry-fetch/package.json

Dependency Hierarchy: - npm-check-updates-4.1.0.tgz (Root Library) - pacote-11.1.4.tgz - :x: **npm-registry-fetch-8.0.0.tgz** (Vulnerable Library)

npm-registry-fetch-4.0.3.tgz

Fetch-based http client for use with npm registry APIs

Library home page: https://registry.npmjs.org/npm-registry-fetch/-/npm-registry-fetch-4.0.3.tgz

Path to dependency file: /tmp/ws-scm/eShop-server/package.json

Path to vulnerable library: /tmp/ws-scm/eShop-server/node_modules/npm/node_modules/npm-registry-fetch/package.json

Dependency Hierarchy: - semantic-release-17.0.4.tgz (Root Library) - npm-7.0.5.tgz - npm-6.14.4.tgz - :x: **npm-registry-fetch-4.0.3.tgz** (Vulnerable Library)

Found in HEAD commit: 58a30d0751202fabb10d47dc9b8578f17acf0c69

Vulnerability Details

npm-registry-fetch before 4.0.5 and 8.1.1 is vulnerable to an information exposure vulnerability through log files.

Publish Date: 2020-07-07

URL: WS-2020-0127

CVSS 3 Score Details (3.4)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: N/A - Attack Complexity: N/A - Privileges Required: N/A - User Interaction: N/A - Scope: N/A - Impact Metrics: - Confidentiality Impact: N/A - Integrity Impact: N/A - Availability Impact: N/A

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://www.npmjs.com/advisories/1544

Release Date: 2020-07-14

Fix Resolution: npm-registry-fetch - 4.0.5,8.1.1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,ws low detected in npm registry fetch tgz npm registry fetch tgz ws low severity vulnerability vulnerable libraries npm registry fetch tgz npm registry fetch tgz npm registry fetch tgz fetch based http client for use with npm registry apis library home page a href path to dependency file tmp ws scm eshop server package json path to vulnerable library tmp ws scm eshop server node modules npm registry fetch package json dependency hierarchy npm check updates tgz root library pacote tgz x npm registry fetch tgz vulnerable library npm registry fetch tgz fetch based http client for use with npm registry apis library home page a href path to dependency file tmp ws scm eshop server package json path to vulnerable library tmp ws scm eshop server node modules npm node modules npm registry fetch package json dependency hierarchy semantic release tgz root library npm tgz npm tgz x npm registry fetch tgz vulnerable library found in head commit a href vulnerability details npm registry fetch before and is vulnerable to an information exposure vulnerability through log files publish date url a href cvss score details base score metrics exploitability metrics attack vector n a attack complexity n a privileges required n a user interaction n a scope n a impact metrics confidentiality impact n a integrity impact n a availability impact n a for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution npm registry fetch step up your open source security game with whitesource ,0 10138,6586116118.0,IssuesEvent,2017-09-13 16:05:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add a 'child_offset' attribute in the control node.,feature proposal topic:core topic:editor usability,"**Operating system or device - Godot version:** 3.0 Hi, While going through the code of GraphEdit, I figured out that it did use a special offset value to place each node (the `offset` attribute within GraphNode). Consequently, this forces EditorGraph to handle GraphNodes, but no other kind of control. This is, in my humble opinion, quite a limitation. Any kind of control should be displayable on such a scrolling area. Thus, I was wondering why not use the position value instead, but the fact is that it is used to draw each control relatively to its parent. And as its position may be a fixed value (the GraphEdit does not move), it is not easy to move of child nodes. To simplify all of this, I wanted to suggest a new `child_offset` attribute in a control node, this would display all child nodes with the given offset. This would also enable a scrollable area with arbitrarily placed nodes (without the container, which automatically resizes the child nodes). What do you think ?",True,"Add a 'child_offset' attribute in the control node. - **Operating system or device - Godot version:** 3.0 Hi, While going through the code of GraphEdit, I figured out that it did use a special offset value to place each node (the `offset` attribute within GraphNode). Consequently, this forces EditorGraph to handle GraphNodes, but no other kind of control. This is, in my humble opinion, quite a limitation. Any kind of control should be displayable on such a scrolling area. Thus, I was wondering why not use the position value instead, but the fact is that it is used to draw each control relatively to its parent. And as its position may be a fixed value (the GraphEdit does not move), it is not easy to move of child nodes. To simplify all of this, I wanted to suggest a new `child_offset` attribute in a control node, this would display all child nodes with the given offset. This would also enable a scrollable area with arbitrarily placed nodes (without the container, which automatically resizes the child nodes). What do you think ?",1,add a child offset attribute in the control node operating system or device godot version hi while going through the code of graphedit i figured out that it did use a special offset value to place each node the offset attribute within graphnode consequently this forces editorgraph to handle graphnodes but no other kind of control this is in my humble opinion quite a limitation any kind of control should be displayable on such a scrolling area thus i was wondering why not use the position value instead but the fact is that it is used to draw each control relatively to its parent and as its position may be a fixed value the graphedit does not move it is not easy to move of child nodes to simplify all of this i wanted to suggest a new child offset attribute in a control node this would display all child nodes with the given offset this would also enable a scrollable area with arbitrarily placed nodes without the container which automatically resizes the child nodes what do you think ,1 9600,6404131988.0,IssuesEvent,2017-08-07 01:04:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to set import settings as default for a resource type,enhancement topic:editor usability,"Currently there's no way to set default import settings for each type of resource. It would be interesting to, e.g. import all textures without filter by default in a 2D pixel art game. Talking to @reduz on IRC, he suggested a ""Set as default"" button for this.",True,"Ability to set import settings as default for a resource type - Currently there's no way to set default import settings for each type of resource. It would be interesting to, e.g. import all textures without filter by default in a 2D pixel art game. Talking to @reduz on IRC, he suggested a ""Set as default"" button for this.",1,ability to set import settings as default for a resource type currently there s no way to set default import settings for each type of resource it would be interesting to e g import all textures without filter by default in a pixel art game talking to reduz on irc he suggested a set as default button for this ,1 16537,11035856243.0,IssuesEvent,2019-12-07 16:36:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,parameter Hints in autocompletion preview - to show expected type of variable and other info,enhancement topic:editor topic:gdscript usability,"1. The editor and gdscript are not consistent with the value type they take for rotations A hint about set_rot() type of expected variable would have helped me avoid a bit of confusion here: https://github.com/godotengine/godot/issues/4516#issuecomment-217423197 This is an example of how in some cases your code might parse successfully, but not do what you expect. 2. In order to know the type of variable that is expected in a function or a method, you need to search the class api documentation explicitly. In game maker, the auto - completion gives hints like this: ![autocomplete_image](https://cloud.githubusercontent.com/assets/6495061/15072365/1fb1f19e-138a-11e6-8419-b19096c5c054.png) So no need to search for this, the actual autocompletion is showing you immediately what type of value or syntax it expects! Godot has no hints whatsoever. To make this even more awesome than godot, gamemaker users can write hints for their own functions parameters. Defining a hint is as simple as: ![intelligent-code-completion](https://cloud.githubusercontent.com/assets/6495061/15072382/48fa91e6-138a-11e6-8814-754a1220420d.png) http://gamemakerblog.com/2014/01/02/how-to-add-intelligent-code-completion-to-scripts/ This is a common feature of many other code editors. Look at how nice it is in superpowers game engine: ![kii8xad](https://cloud.githubusercontent.com/assets/6495061/15072444/afaa9328-138a-11e6-9c00-c3a073976dec.png) This makes them easier to learn or transition to! ",True,"parameter Hints in autocompletion preview - to show expected type of variable and other info - 1. The editor and gdscript are not consistent with the value type they take for rotations A hint about set_rot() type of expected variable would have helped me avoid a bit of confusion here: https://github.com/godotengine/godot/issues/4516#issuecomment-217423197 This is an example of how in some cases your code might parse successfully, but not do what you expect. 2. In order to know the type of variable that is expected in a function or a method, you need to search the class api documentation explicitly. In game maker, the auto - completion gives hints like this: ![autocomplete_image](https://cloud.githubusercontent.com/assets/6495061/15072365/1fb1f19e-138a-11e6-8419-b19096c5c054.png) So no need to search for this, the actual autocompletion is showing you immediately what type of value or syntax it expects! Godot has no hints whatsoever. To make this even more awesome than godot, gamemaker users can write hints for their own functions parameters. Defining a hint is as simple as: ![intelligent-code-completion](https://cloud.githubusercontent.com/assets/6495061/15072382/48fa91e6-138a-11e6-8814-754a1220420d.png) http://gamemakerblog.com/2014/01/02/how-to-add-intelligent-code-completion-to-scripts/ This is a common feature of many other code editors. Look at how nice it is in superpowers game engine: ![kii8xad](https://cloud.githubusercontent.com/assets/6495061/15072444/afaa9328-138a-11e6-9c00-c3a073976dec.png) This makes them easier to learn or transition to! ",1,parameter hints in autocompletion preview to show expected type of variable and other info the editor and gdscript are not consistent with the value type they take for rotations a hint about set rot type of expected variable would have helped me avoid a bit of confusion here this is an example of how in some cases your code might parse successfully but not do what you expect in order to know the type of variable that is expected in a function or a method you need to search the class api documentation explicitly in game maker the auto completion gives hints like this so no need to search for this the actual autocompletion is showing you immediately what type of value or syntax it expects godot has no hints whatsoever to make this even more awesome than godot gamemaker users can write hints for their own functions parameters defining a hint is as simple as this is a common feature of many other code editors look at how nice it is in superpowers game engine this makes them easier to learn or transition to ,1 11496,7267702074.0,IssuesEvent,2018-02-20 06:50:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add a command line flag to trigger Mono project build,feature proposal topic:mono usability,"**Godot version:** Godot 3.0.mono.official Hi, please add a command line option to rebuild Godot Mono project before running it. Right now, when I make code changes in VSCode/other external IDE, and run Godot through a hotkey to test, I don't see changes because Godot runs the pre-compiled files. I need to manually press ""Play"" in Godot editor and only then it will compile the sources. Thanks.",True,"Add a command line flag to trigger Mono project build - **Godot version:** Godot 3.0.mono.official Hi, please add a command line option to rebuild Godot Mono project before running it. Right now, when I make code changes in VSCode/other external IDE, and run Godot through a hotkey to test, I don't see changes because Godot runs the pre-compiled files. I need to manually press ""Play"" in Godot editor and only then it will compile the sources. Thanks.",1,add a command line flag to trigger mono project build godot version godot mono official hi please add a command line option to rebuild godot mono project before running it right now when i make code changes in vscode other external ide and run godot through a hotkey to test i don t see changes because godot runs the pre compiled files i need to manually press play in godot editor and only then it will compile the sources thanks ,1 2684,3004278617.0,IssuesEvent,2015-07-25 19:30:55,Mottie/tablesorter,https://api.github.com/repos/Mottie/tablesorter,closed,Build table widget - JSON - headers - translation error,Demo How To... Widget Widget-Build,"When using the build table widget for JSON, the headers are translated into HTML cells incorrectly - each letter of each word is translated into a th example: ""headers"":[""URL"",""Grade"",""Price"",""Features"",""Count"",""status""] converts to: ",1.0,"Build table widget - JSON - headers - translation error - When using the build table widget for JSON, the headers are translated into HTML cells incorrectly - each letter of each word is translated into a th example: ""headers"":[""URL"",""Grade"",""Price"",""Features"",""Count"",""status""] converts to: ",0,build table widget json headers translation error when using the build table widget for json the headers are translated into html cells incorrectly each letter of each word is translated into a th example headers converts to img width alt ford comparison tool and build static data ford json comparison project brackets src ,0 27999,30874212835.0,IssuesEvent,2023-08-03 13:20:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Script Create Dialog is enormous,bug topic:editor usability regression topic:gui,"### Godot version 4.2 0606ba7 ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description When you create a new script, the dialog has a height of a few screens. Likely caused by autowrapped Labels. The bug happens even when a new Label appears in already shrunk dialog: https://github.com/godotengine/godot/assets/2223172/f25fb153-9e24-4aaa-beef-6e7c8554cb39 ### Steps to reproduce 1. Create script ### Minimal reproduction project N/A",True,"Script Create Dialog is enormous - ### Godot version 4.2 0606ba7 ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description When you create a new script, the dialog has a height of a few screens. Likely caused by autowrapped Labels. The bug happens even when a new Label appears in already shrunk dialog: https://github.com/godotengine/godot/assets/2223172/f25fb153-9e24-4aaa-beef-6e7c8554cb39 ### Steps to reproduce 1. Create script ### Minimal reproduction project N/A",1,script create dialog is enormous godot version system information windows vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description when you create a new script the dialog has a height of a few screens likely caused by autowrapped labels the bug happens even when a new label appears in already shrunk dialog steps to reproduce create script minimal reproduction project n a,1 3095,3331272926.0,IssuesEvent,2015-11-11 15:12:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Data types in code completion,enhancement topic:editor usability,Sometimes I have to jump into the Help tab to know the returning data type (or property data type) and it slows me down. It would be helpful if code completion showed me data type next to the function/property name.,True,Data types in code completion - Sometimes I have to jump into the Help tab to know the returning data type (or property data type) and it slows me down. It would be helpful if code completion showed me data type next to the function/property name.,1,data types in code completion sometimes i have to jump into the help tab to know the returning data type or property data type and it slows me down it would be helpful if code completion showed me data type next to the function property name ,1 18865,13358291212.0,IssuesEvent,2020-08-31 11:25:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Updating region_rect in StyleBoxTexture doesn't immediately update TextureRegion display,bug topic:editor usability,"**Godot version:** 3.1.1 official **OS/device including version:** Windows 10 64 bit **Issue description:** When setting region_rect in the sidebar, the preview will update correctly but the new selected region will not display in the TextureRegion editor until you click inside it.",True,"Updating region_rect in StyleBoxTexture doesn't immediately update TextureRegion display - **Godot version:** 3.1.1 official **OS/device including version:** Windows 10 64 bit **Issue description:** When setting region_rect in the sidebar, the preview will update correctly but the new selected region will not display in the TextureRegion editor until you click inside it.",1,updating region rect in styleboxtexture doesn t immediately update textureregion display godot version official os device including version windows bit issue description when setting region rect in the sidebar the preview will update correctly but the new selected region will not display in the textureregion editor until you click inside it ,1 11178,7094847659.0,IssuesEvent,2018-01-13 09:29:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Clicking on sub-resources in a node's right-click menu doesn't do anything,bug confirmed topic:editor usability,"**Godot version:** v3.0 rc1 (30d7943) **OS/device including version:** Linux Mint 18.3 Cinnamon x64 **Issue description:** I expected that clicking on an item in the sub-resources menu would show the resource in the inspector, but right now it doesn't seem to do anything. I'm not really sure if the lack of behaviour is a bug or not. ![peek 2018-01-13 15-56](https://user-images.githubusercontent.com/27100585/34902931-570f6d3e-f87a-11e7-9ce0-480ce1e1cc92.gif) ",True,"Clicking on sub-resources in a node's right-click menu doesn't do anything - **Godot version:** v3.0 rc1 (30d7943) **OS/device including version:** Linux Mint 18.3 Cinnamon x64 **Issue description:** I expected that clicking on an item in the sub-resources menu would show the resource in the inspector, but right now it doesn't seem to do anything. I'm not really sure if the lack of behaviour is a bug or not. ![peek 2018-01-13 15-56](https://user-images.githubusercontent.com/27100585/34902931-570f6d3e-f87a-11e7-9ce0-480ce1e1cc92.gif) ",1,clicking on sub resources in a node s right click menu doesn t do anything godot version os device including version linux mint cinnamon issue description i expected that clicking on an item in the sub resources menu would show the resource in the inspector but right now it doesn t seem to do anything i m not really sure if the lack of behaviour is a bug or not ,1 261793,27823743340.0,IssuesEvent,2023-03-19 14:30:00,uriel-naor/WebGoat,https://api.github.com/repos/uriel-naor/WebGoat,opened,spring-boot-starter-undertow-2.7.2.jar: 4 vulnerabilities (highest severity is: 7.5),Mend: dependency security vulnerability,"
Vulnerable Library - spring-boot-starter-undertow-2.7.2.jar

Path to dependency file: /pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/io/undertow/undertow-core/2.2.18.Final/undertow-core-2.2.18.Final.jar

Found in HEAD commit: c521d2a54794fc2d0b0bb556932f570e757a5583

## Vulnerabilities | CVE | Severity | CVSS | Dependency | Type | Fixed in (spring-boot-starter-undertow version) | Remediation Available | | ------------- | ------------- | ----- | ----- | ----- | ------------- | --- | | [CVE-2023-1108](https://www.mend.io/vulnerability-database/CVE-2023-1108) | High | 7.5 | undertow-core-2.2.18.Final.jar | Transitive | N/A* | ❌ | | [CVE-2022-0084](https://www.mend.io/vulnerability-database/CVE-2022-0084) | High | 7.5 | xnio-api-3.8.7.Final.jar | Transitive | N/A* | ❌ | | [CVE-2022-2053](https://www.mend.io/vulnerability-database/CVE-2022-2053) | High | 7.5 | undertow-core-2.2.18.Final.jar | Transitive | N/A* | ❌ | | [CVE-2022-4492](https://www.mend.io/vulnerability-database/CVE-2022-4492) | High | 7.5 | undertow-core-2.2.18.Final.jar | Transitive | N/A* | ❌ |

*For some transitive vulnerabilities, there is no version of direct dependency with a fix. Check the ""Details"" section below to see if there is a version of transitive dependency where vulnerability is fixed.

## Details
CVE-2023-1108 ### Vulnerable Library - undertow-core-2.2.18.Final.jar

Path to dependency file: /pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/io/undertow/undertow-core/2.2.18.Final/undertow-core-2.2.18.Final.jar

Dependency Hierarchy: - spring-boot-starter-undertow-2.7.2.jar (Root Library) - :x: **undertow-core-2.2.18.Final.jar** (Vulnerable Library)

Found in HEAD commit: c521d2a54794fc2d0b0bb556932f570e757a5583

Found in base branch: main

### Vulnerability Details

Undertow: Infinite loop in SslConduit during close. A flaw was found in undertow. This issue makes achieving a denial of service possible due to an unexpected handshake status updated in SslConduit, where the loop never terminates.

Publish Date: 2023-03-01

URL: CVE-2023-1108

### CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Origin: https://nvd.nist.gov/vuln/detail/CVE-2023-1108

Release Date: 2023-03-01

Fix Resolution: org.teiid:vdb-base-builder - 1.6.0;io.syndesis.server:server-runtime - 1.3.5,1.13.1;io.syndesis.meta:meta - 1.13.1,1.3.5,1.13.1

CVE-2022-0084 ### Vulnerable Library - xnio-api-3.8.7.Final.jar

The API JAR of the XNIO project

Library home page: http://www.jboss.org/xnio

Path to dependency file: /pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/org/jboss/xnio/xnio-api/3.8.7.Final/xnio-api-3.8.7.Final.jar

Dependency Hierarchy: - spring-boot-starter-undertow-2.7.2.jar (Root Library) - undertow-core-2.2.18.Final.jar - :x: **xnio-api-3.8.7.Final.jar** (Vulnerable Library)

Found in HEAD commit: c521d2a54794fc2d0b0bb556932f570e757a5583

Found in base branch: main

### Vulnerability Details

A flaw was found in XNIO, specifically in the notifyReadClosed method. The issue revealed this method was logging a message to another expected end. This flaw allows an attacker to send flawed requests to a server, possibly causing log contention-related performance concerns or an unwanted disk fill-up.

Publish Date: 2022-08-26

URL: CVE-2022-0084

### CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Release Date: 2022-08-26

Fix Resolution: org.jboss.xnio:xnio-api:3.8.8.Final

CVE-2022-2053 ### Vulnerable Library - undertow-core-2.2.18.Final.jar

Path to dependency file: /pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/io/undertow/undertow-core/2.2.18.Final/undertow-core-2.2.18.Final.jar

Dependency Hierarchy: - spring-boot-starter-undertow-2.7.2.jar (Root Library) - :x: **undertow-core-2.2.18.Final.jar** (Vulnerable Library)

Found in HEAD commit: c521d2a54794fc2d0b0bb556932f570e757a5583

Found in base branch: main

### Vulnerability Details

When a POST request comes through AJP and the request exceeds the max-post-size limit (maxEntitySize), Undertow's AjpServerRequestConduit implementation closes a connection without sending any response to the client/proxy. This behavior results in that a front-end proxy marking the backend worker (application server) as an error state and not forward requests to the worker for a while. In mod_cluster, this continues until the next STATUS request (10 seconds intervals) from the application server updates the server state. So, in the worst case, it can result in ""All workers are in error state"" and mod_cluster responds ""503 Service Unavailable"" for a while (up to 10 seconds). In mod_proxy_balancer, it does not forward requests to the worker until the ""retry"" timeout passes. However, luckily, mod_proxy_balancer has ""forcerecovery"" setting (On by default; this parameter can force the immediate recovery of all workers without considering the retry parameter of the workers if all workers of a balancer are in error state.). So, unlike mod_cluster, mod_proxy_balancer does not result in responding ""503 Service Unavailable"". An attacker could use this behavior to send a malicious request and trigger server errors, resulting in DoS (denial of service). This flaw was fixed in Undertow 2.2.19.Final, Undertow 2.3.0.Alpha2.

Publish Date: 2022-08-05

URL: CVE-2022-2053

### CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Origin: https://github.com/advisories/GHSA-95rf-557x-44g5

Release Date: 2022-08-05

Fix Resolution: io.undertow:undertow-core:2.2.19.Final

CVE-2022-4492 ### Vulnerable Library - undertow-core-2.2.18.Final.jar

Path to dependency file: /pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/io/undertow/undertow-core/2.2.18.Final/undertow-core-2.2.18.Final.jar

Dependency Hierarchy: - spring-boot-starter-undertow-2.7.2.jar (Root Library) - :x: **undertow-core-2.2.18.Final.jar** (Vulnerable Library)

Found in HEAD commit: c521d2a54794fc2d0b0bb556932f570e757a5583

Found in base branch: main

### Vulnerability Details

The undertow client is not checking the server identity presented by the server certificate in https connections. This is a compulsory step (at least it should be performed by default) in https and in http/2. I would add it to any TLS client protocol.

Publish Date: 2023-02-23

URL: CVE-2022-4492

### CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: High - Availability Impact: None

For more information on CVSS3 Scores, click here.

",True,"spring-boot-starter-undertow-2.7.2.jar: 4 vulnerabilities (highest severity is: 7.5) -
Vulnerable Library - spring-boot-starter-undertow-2.7.2.jar

Path to dependency file: /pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/io/undertow/undertow-core/2.2.18.Final/undertow-core-2.2.18.Final.jar

Found in HEAD commit: c521d2a54794fc2d0b0bb556932f570e757a5583

## Vulnerabilities | CVE | Severity | CVSS | Dependency | Type | Fixed in (spring-boot-starter-undertow version) | Remediation Available | | ------------- | ------------- | ----- | ----- | ----- | ------------- | --- | | [CVE-2023-1108](https://www.mend.io/vulnerability-database/CVE-2023-1108) | High | 7.5 | undertow-core-2.2.18.Final.jar | Transitive | N/A* | ❌ | | [CVE-2022-0084](https://www.mend.io/vulnerability-database/CVE-2022-0084) | High | 7.5 | xnio-api-3.8.7.Final.jar | Transitive | N/A* | ❌ | | [CVE-2022-2053](https://www.mend.io/vulnerability-database/CVE-2022-2053) | High | 7.5 | undertow-core-2.2.18.Final.jar | Transitive | N/A* | ❌ | | [CVE-2022-4492](https://www.mend.io/vulnerability-database/CVE-2022-4492) | High | 7.5 | undertow-core-2.2.18.Final.jar | Transitive | N/A* | ❌ |

*For some transitive vulnerabilities, there is no version of direct dependency with a fix. Check the ""Details"" section below to see if there is a version of transitive dependency where vulnerability is fixed.

## Details
CVE-2023-1108 ### Vulnerable Library - undertow-core-2.2.18.Final.jar

Path to dependency file: /pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/io/undertow/undertow-core/2.2.18.Final/undertow-core-2.2.18.Final.jar

Dependency Hierarchy: - spring-boot-starter-undertow-2.7.2.jar (Root Library) - :x: **undertow-core-2.2.18.Final.jar** (Vulnerable Library)

Found in HEAD commit: c521d2a54794fc2d0b0bb556932f570e757a5583

Found in base branch: main

### Vulnerability Details

Undertow: Infinite loop in SslConduit during close. A flaw was found in undertow. This issue makes achieving a denial of service possible due to an unexpected handshake status updated in SslConduit, where the loop never terminates.

Publish Date: 2023-03-01

URL: CVE-2023-1108

### CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Origin: https://nvd.nist.gov/vuln/detail/CVE-2023-1108

Release Date: 2023-03-01

Fix Resolution: org.teiid:vdb-base-builder - 1.6.0;io.syndesis.server:server-runtime - 1.3.5,1.13.1;io.syndesis.meta:meta - 1.13.1,1.3.5,1.13.1

CVE-2022-0084 ### Vulnerable Library - xnio-api-3.8.7.Final.jar

The API JAR of the XNIO project

Library home page: http://www.jboss.org/xnio

Path to dependency file: /pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/org/jboss/xnio/xnio-api/3.8.7.Final/xnio-api-3.8.7.Final.jar

Dependency Hierarchy: - spring-boot-starter-undertow-2.7.2.jar (Root Library) - undertow-core-2.2.18.Final.jar - :x: **xnio-api-3.8.7.Final.jar** (Vulnerable Library)

Found in HEAD commit: c521d2a54794fc2d0b0bb556932f570e757a5583

Found in base branch: main

### Vulnerability Details

A flaw was found in XNIO, specifically in the notifyReadClosed method. The issue revealed this method was logging a message to another expected end. This flaw allows an attacker to send flawed requests to a server, possibly causing log contention-related performance concerns or an unwanted disk fill-up.

Publish Date: 2022-08-26

URL: CVE-2022-0084

### CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Release Date: 2022-08-26

Fix Resolution: org.jboss.xnio:xnio-api:3.8.8.Final

CVE-2022-2053 ### Vulnerable Library - undertow-core-2.2.18.Final.jar

Path to dependency file: /pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/io/undertow/undertow-core/2.2.18.Final/undertow-core-2.2.18.Final.jar

Dependency Hierarchy: - spring-boot-starter-undertow-2.7.2.jar (Root Library) - :x: **undertow-core-2.2.18.Final.jar** (Vulnerable Library)

Found in HEAD commit: c521d2a54794fc2d0b0bb556932f570e757a5583

Found in base branch: main

### Vulnerability Details

When a POST request comes through AJP and the request exceeds the max-post-size limit (maxEntitySize), Undertow's AjpServerRequestConduit implementation closes a connection without sending any response to the client/proxy. This behavior results in that a front-end proxy marking the backend worker (application server) as an error state and not forward requests to the worker for a while. In mod_cluster, this continues until the next STATUS request (10 seconds intervals) from the application server updates the server state. So, in the worst case, it can result in ""All workers are in error state"" and mod_cluster responds ""503 Service Unavailable"" for a while (up to 10 seconds). In mod_proxy_balancer, it does not forward requests to the worker until the ""retry"" timeout passes. However, luckily, mod_proxy_balancer has ""forcerecovery"" setting (On by default; this parameter can force the immediate recovery of all workers without considering the retry parameter of the workers if all workers of a balancer are in error state.). So, unlike mod_cluster, mod_proxy_balancer does not result in responding ""503 Service Unavailable"". An attacker could use this behavior to send a malicious request and trigger server errors, resulting in DoS (denial of service). This flaw was fixed in Undertow 2.2.19.Final, Undertow 2.3.0.Alpha2.

Publish Date: 2022-08-05

URL: CVE-2022-2053

### CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Origin: https://github.com/advisories/GHSA-95rf-557x-44g5

Release Date: 2022-08-05

Fix Resolution: io.undertow:undertow-core:2.2.19.Final

CVE-2022-4492 ### Vulnerable Library - undertow-core-2.2.18.Final.jar

Path to dependency file: /pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/io/undertow/undertow-core/2.2.18.Final/undertow-core-2.2.18.Final.jar

Dependency Hierarchy: - spring-boot-starter-undertow-2.7.2.jar (Root Library) - :x: **undertow-core-2.2.18.Final.jar** (Vulnerable Library)

Found in HEAD commit: c521d2a54794fc2d0b0bb556932f570e757a5583

Found in base branch: main

### Vulnerability Details

The undertow client is not checking the server identity presented by the server certificate in https connections. This is a compulsory step (at least it should be performed by default) in https and in http/2. I would add it to any TLS client protocol.

Publish Date: 2023-02-23

URL: CVE-2022-4492

### CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: High - Availability Impact: None

For more information on CVSS3 Scores, click here.

",0,spring boot starter undertow jar vulnerabilities highest severity is vulnerable library spring boot starter undertow jar path to dependency file pom xml path to vulnerable library home wss scanner repository io undertow undertow core final undertow core final jar found in head commit a href vulnerabilities cve severity cvss dependency type fixed in spring boot starter undertow version remediation available high undertow core final jar transitive n a high xnio api final jar transitive n a high undertow core final jar transitive n a high undertow core final jar transitive n a for some transitive vulnerabilities there is no version of direct dependency with a fix check the details section below to see if there is a version of transitive dependency where vulnerability is fixed details cve vulnerable library undertow core final jar path to dependency file pom xml path to vulnerable library home wss scanner repository io undertow undertow core final undertow core final jar dependency hierarchy spring boot starter undertow jar root library x undertow core final jar vulnerable library found in head commit a href found in base branch main vulnerability details undertow infinite loop in sslconduit during close a flaw was found in undertow this issue makes achieving a denial of service possible due to an unexpected handshake status updated in sslconduit where the loop never terminates publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution org teiid vdb base builder io syndesis server server runtime io syndesis meta meta cve vulnerable library xnio api final jar the api jar of the xnio project library home page a href path to dependency file pom xml path to vulnerable library home wss scanner repository org jboss xnio xnio api final xnio api final jar dependency hierarchy spring boot starter undertow jar root library undertow core final jar x xnio api final jar vulnerable library found in head commit a href found in base branch main vulnerability details a flaw was found in xnio specifically in the notifyreadclosed method the issue revealed this method was logging a message to another expected end this flaw allows an attacker to send flawed requests to a server possibly causing log contention related performance concerns or an unwanted disk fill up publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version release date fix resolution org jboss xnio xnio api final cve vulnerable library undertow core final jar path to dependency file pom xml path to vulnerable library home wss scanner repository io undertow undertow core final undertow core final jar dependency hierarchy spring boot starter undertow jar root library x undertow core final jar vulnerable library found in head commit a href found in base branch main vulnerability details when a post request comes through ajp and the request exceeds the max post size limit maxentitysize undertow s ajpserverrequestconduit implementation closes a connection without sending any response to the client proxy this behavior results in that a front end proxy marking the backend worker application server as an error state and not forward requests to the worker for a while in mod cluster this continues until the next status request seconds intervals from the application server updates the server state so in the worst case it can result in all workers are in error state and mod cluster responds service unavailable for a while up to seconds in mod proxy balancer it does not forward requests to the worker until the retry timeout passes however luckily mod proxy balancer has forcerecovery setting on by default this parameter can force the immediate recovery of all workers without considering the retry parameter of the workers if all workers of a balancer are in error state so unlike mod cluster mod proxy balancer does not result in responding service unavailable an attacker could use this behavior to send a malicious request and trigger server errors resulting in dos denial of service this flaw was fixed in undertow final undertow publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution io undertow undertow core final cve vulnerable library undertow core final jar path to dependency file pom xml path to vulnerable library home wss scanner repository io undertow undertow core final undertow core final jar dependency hierarchy spring boot starter undertow jar root library x undertow core final jar vulnerable library found in head commit a href found in base branch main vulnerability details the undertow client is not checking the server identity presented by the server certificate in https connections this is a compulsory step at least it should be performed by default in https and in http i would add it to any tls client protocol publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact high availability impact none for more information on scores click a href ,0 392001,26919424090.0,IssuesEvent,2023-02-07 09:23:57,kyj098707/recommendations_for_webtoons,https://api.github.com/repos/kyj098707/recommendations_for_webtoons,opened,# 업무 분담,documentation," Frontend 1. html + css (page:1, page:2, page:3, page:4) 2. templete 상속 구조 결정 3. javascript (element 수정 및 삽입) 4. javascript (Ajax, 통신, 재요청, 유저 비동기 콜백) BackEnd 1. 뷰 연결 및 URL 라우팅 (name 협의필요), templete 2. DB schema , DB 튜닝, 외래키 조정, default value 지정 3. table 별 메소드 지정 및 meta 생성 (ordering, meta) Deep Learning 1. DB값 인입방식 결정 및 스키마 추가수정/최적화",1.0,"# 업무 분담 - Frontend 1. html + css (page:1, page:2, page:3, page:4) 2. templete 상속 구조 결정 3. javascript (element 수정 및 삽입) 4. javascript (Ajax, 통신, 재요청, 유저 비동기 콜백) BackEnd 1. 뷰 연결 및 URL 라우팅 (name 협의필요), templete 2. DB schema , DB 튜닝, 외래키 조정, default value 지정 3. table 별 메소드 지정 및 meta 생성 (ordering, meta) Deep Learning 1. DB값 인입방식 결정 및 스키마 추가수정/최적화",0, 업무 분담 frontend html css page page page page templete 상속 구조 결정 javascript element 수정 및 삽입 javascript ajax 통신 재요청 유저 비동기 콜백 backend 뷰 연결 및 url 라우팅 name 협의필요 templete db schema db 튜닝 외래키 조정 default value 지정 table 별 메소드 지정 및 meta 생성 ordering meta deep learning db값 인입방식 결정 및 스키마 추가수정 최적화,0 82889,10301181210.0,IssuesEvent,2019-08-28 16:18:57,owncloud/android,https://api.github.com/repos/owncloud/android,closed,Floating buttons and bottom sheets reorder,Design UI enhancement,"We have recently included a new contribution to upload pictures directly from the camera and created a new bottom sheets menu in the app that appears when pressing the upload button and includes the new option and upload files one: ![bottom_sheet](https://user-images.githubusercontent.com/15261363/36371109-73dea4b2-1561-11e8-988d-0a2ddf4cb0bf.gif) Following the new bottom sheet menu shown above and taking into account the features **New file** #2118 and **Scanned document** #2119, I would suggest the next UI changes: 1. Move **Content from other apps** option from floating action buttons to the new bottom sheet. 2. Create a new floating action button for **New text file** option, close to **New folder** option. 3. Add the **Scanned document** option to the new bottom sheet. | Floating buttons current design | Floating buttons new design | | ------------- |:-------------:| | ![floating_buttons_old](https://user-images.githubusercontent.com/15261363/36375087-2878757c-156e-11e8-959a-43b914211e02.png) | ![floating_buttons_new](https://user-images.githubusercontent.com/15261363/36375093-2f97975c-156e-11e8-9ccf-fa4d82cb1078.png) | | Bottom sheets current design | Bottom sheets new design | | ------------- |:-------------:| | ![screen shot 2018-02-19 at 12 17 06](https://user-images.githubusercontent.com/15261363/36375321-2394d310-156f-11e8-9b1a-e14371dacf2b.png) | ![screen shot 2018-02-19 at 12 16 27](https://user-images.githubusercontent.com/15261363/36375327-2c4a32d4-156f-11e8-94c7-f07eacae5313.png) ",1.0,"Floating buttons and bottom sheets reorder - We have recently included a new contribution to upload pictures directly from the camera and created a new bottom sheets menu in the app that appears when pressing the upload button and includes the new option and upload files one: ![bottom_sheet](https://user-images.githubusercontent.com/15261363/36371109-73dea4b2-1561-11e8-988d-0a2ddf4cb0bf.gif) Following the new bottom sheet menu shown above and taking into account the features **New file** #2118 and **Scanned document** #2119, I would suggest the next UI changes: 1. Move **Content from other apps** option from floating action buttons to the new bottom sheet. 2. Create a new floating action button for **New text file** option, close to **New folder** option. 3. Add the **Scanned document** option to the new bottom sheet. | Floating buttons current design | Floating buttons new design | | ------------- |:-------------:| | ![floating_buttons_old](https://user-images.githubusercontent.com/15261363/36375087-2878757c-156e-11e8-959a-43b914211e02.png) | ![floating_buttons_new](https://user-images.githubusercontent.com/15261363/36375093-2f97975c-156e-11e8-9ccf-fa4d82cb1078.png) | | Bottom sheets current design | Bottom sheets new design | | ------------- |:-------------:| | ![screen shot 2018-02-19 at 12 17 06](https://user-images.githubusercontent.com/15261363/36375321-2394d310-156f-11e8-9b1a-e14371dacf2b.png) | ![screen shot 2018-02-19 at 12 16 27](https://user-images.githubusercontent.com/15261363/36375327-2c4a32d4-156f-11e8-94c7-f07eacae5313.png) ",0,floating buttons and bottom sheets reorder we have recently included a new contribution to upload pictures directly from the camera and created a new bottom sheets menu in the app that appears when pressing the upload button and includes the new option and upload files one following the new bottom sheet menu shown above and taking into account the features new file and scanned document i would suggest the next ui changes move content from other apps option from floating action buttons to the new bottom sheet create a new floating action button for new text file option close to new folder option add the scanned document option to the new bottom sheet floating buttons current design floating buttons new design bottom sheets current design bottom sheets new design ,0 16895,11464026939.0,IssuesEvent,2020-02-07 17:09:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Feedback: first time godot user impressions,enhancement topic:editor usability,"**Godot version:** 3.0 **OS/device including version:** MacOS 10.13.2 **Issue description:** Hello, I have been waiting for Godot v3.0 to test and here it is: - Downloading Godot and installing Godot was easy but on the first try, I downloaded Mono version as an Unity3d developer. But it did not run, just closed without an error message. I figured it out that because I have don't have mono on my system. I think Godot editor should prompt an error message on this type of dependency error. - Godot Project Manager page is not retina compatible and it was confusing because I read on the blog which says that UI has HiDPI support. The second issue on project manager page is that I can't scroll on templates page. I have to use the scrollbar to scroll the page. - I installed and opened `2D isometric Demo`. When I saw the game editor for the first time, I thought it is beautiful. - I could not found how to build project for iOS then I realized that Godot Editor does not use MacOS system menu. After that, I hate Godot editor because MacOS system menu provides search to menu items. That's all, these are my first 5 minutes experience of Godot v3.0. ",True,"Feedback: first time godot user impressions - **Godot version:** 3.0 **OS/device including version:** MacOS 10.13.2 **Issue description:** Hello, I have been waiting for Godot v3.0 to test and here it is: - Downloading Godot and installing Godot was easy but on the first try, I downloaded Mono version as an Unity3d developer. But it did not run, just closed without an error message. I figured it out that because I have don't have mono on my system. I think Godot editor should prompt an error message on this type of dependency error. - Godot Project Manager page is not retina compatible and it was confusing because I read on the blog which says that UI has HiDPI support. The second issue on project manager page is that I can't scroll on templates page. I have to use the scrollbar to scroll the page. - I installed and opened `2D isometric Demo`. When I saw the game editor for the first time, I thought it is beautiful. - I could not found how to build project for iOS then I realized that Godot Editor does not use MacOS system menu. After that, I hate Godot editor because MacOS system menu provides search to menu items. That's all, these are my first 5 minutes experience of Godot v3.0. ",1,feedback first time godot user impressions godot version os device including version macos issue description hello i have been waiting for godot to test and here it is downloading godot and installing godot was easy but on the first try i downloaded mono version as an developer but it did not run just closed without an error message i figured it out that because i have don t have mono on my system i think godot editor should prompt an error message on this type of dependency error godot project manager page is not retina compatible and it was confusing because i read on the blog which says that ui has hidpi support the second issue on project manager page is that i can t scroll on templates page i have to use the scrollbar to scroll the page i installed and opened isometric demo when i saw the game editor for the first time i thought it is beautiful i could not found how to build project for ios then i realized that godot editor does not use macos system menu after that i hate godot editor because macos system menu provides search to menu items that s all these are my first minutes experience of godot ,1 173101,14402241249.0,IssuesEvent,2020-12-03 14:41:10,spring-projects/spring-framework,https://api.github.com/repos/spring-projects/spring-framework,closed,Mention security consideration in ForwardedHeaderFilter javadoc,type: documentation,"See https://github.com/spring-projects/spring-framework/pull/23582#issuecomment-725911525 We should elaborate about security considerations about Forwarded headers and proxies in the filter's Javadoc, just like in [""Forwarded"" section in the reference documentation](https://docs.spring.io/spring-framework/docs/current/reference/html/web.html#filters-forwarded-headers).",1.0,"Mention security consideration in ForwardedHeaderFilter javadoc - See https://github.com/spring-projects/spring-framework/pull/23582#issuecomment-725911525 We should elaborate about security considerations about Forwarded headers and proxies in the filter's Javadoc, just like in [""Forwarded"" section in the reference documentation](https://docs.spring.io/spring-framework/docs/current/reference/html/web.html#filters-forwarded-headers).",0,mention security consideration in forwardedheaderfilter javadoc see we should elaborate about security considerations about forwarded headers and proxies in the filter s javadoc just like in ,0 277477,24076024869.0,IssuesEvent,2022-09-18 20:10:46,ValveSoftware/steam-for-linux,https://api.github.com/repos/ValveSoftware/steam-for-linux,closed,Steam remote play of adventure palls from win10 to linux crashed pc,Streaming Need Retest Distro Family: Fedora,"#### Your system information * Steam client version (build number or date): 4/4/2020 * Distribution (e.g. Ubuntu): Fedora 31 * Opted into Steam client beta?: No * Have you checked for system updates?: Yes #### Please describe your issue in as much detail as possible: Steam remote play of adventure palls from a win10 pc to Linux pc crashed it, I could see the image of the game for a moment them it all became unresponsive, hard reset. The Linux client was the one that crashed. System info: https://gist.github.com/monterrr/59a310447081362021fc57a057beb8ae#file-gistfile1-txt #### Steps for reproducing this issue: 1. Start steam remote play of adventure palls from win10 to linux ",1.0,"Steam remote play of adventure palls from win10 to linux crashed pc - #### Your system information * Steam client version (build number or date): 4/4/2020 * Distribution (e.g. Ubuntu): Fedora 31 * Opted into Steam client beta?: No * Have you checked for system updates?: Yes #### Please describe your issue in as much detail as possible: Steam remote play of adventure palls from a win10 pc to Linux pc crashed it, I could see the image of the game for a moment them it all became unresponsive, hard reset. The Linux client was the one that crashed. System info: https://gist.github.com/monterrr/59a310447081362021fc57a057beb8ae#file-gistfile1-txt #### Steps for reproducing this issue: 1. Start steam remote play of adventure palls from win10 to linux ",0,steam remote play of adventure palls from to linux crashed pc your system information steam client version build number or date distribution e g ubuntu fedora opted into steam client beta no have you checked for system updates yes please describe your issue in as much detail as possible steam remote play of adventure palls from a pc to linux pc crashed it i could see the image of the game for a moment them it all became unresponsive hard reset the linux client was the one that crashed system info steps for reproducing this issue start steam remote play of adventure palls from to linux ,0 19762,14531641631.0,IssuesEvent,2020-12-14 21:06:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,"Snapped node is not moved, but scene is modified after slight drag",bug topic:editor usability," **Godot version:** 3.2.4 beta4 **Issue description:** ![2uW3oFJwEO](https://user-images.githubusercontent.com/2223172/102135100-c0a44500-3e57-11eb-820c-fb3eb8c32753.gif) **Steps to reproduce:** 1. Create a 2D node (Sprite for best effect) 2. Enable grid snapping and set it to some relatively high value 3. Click on your node and drag it very gently few pixels 4. When you release button, the node will stay in place (because it's snapped), but Godot will still register it as movement and mark your scene as modified",True,"Snapped node is not moved, but scene is modified after slight drag - **Godot version:** 3.2.4 beta4 **Issue description:** ![2uW3oFJwEO](https://user-images.githubusercontent.com/2223172/102135100-c0a44500-3e57-11eb-820c-fb3eb8c32753.gif) **Steps to reproduce:** 1. Create a 2D node (Sprite for best effect) 2. Enable grid snapping and set it to some relatively high value 3. Click on your node and drag it very gently few pixels 4. When you release button, the node will stay in place (because it's snapped), but Godot will still register it as movement and mark your scene as modified",1,snapped node is not moved but scene is modified after slight drag please search existing issues for potential duplicates before filing yours godot version issue description steps to reproduce create a node sprite for best effect enable grid snapping and set it to some relatively high value click on your node and drag it very gently few pixels when you release button the node will stay in place because it s snapped but godot will still register it as movement and mark your scene as modified,1 3186,3367794240.0,IssuesEvent,2015-11-22 13:51:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,script horizontal scrolling broken,bug topic:editor usability,"This seems to be related to the new dock layout, with docks on the left side of the window. The script editor won't scroll all the way to the right unless you move the cursor there. It's missing about the same distance as the width of the left dock, which makes me think the dock area is not being taken into account.",True,"script horizontal scrolling broken - This seems to be related to the new dock layout, with docks on the left side of the window. The script editor won't scroll all the way to the right unless you move the cursor there. It's missing about the same distance as the width of the left dock, which makes me think the dock area is not being taken into account.",1,script horizontal scrolling broken this seems to be related to the new dock layout with docks on the left side of the window the script editor won t scroll all the way to the right unless you move the cursor there it s missing about the same distance as the width of the left dock which makes me think the dock area is not being taken into account ,1 207871,23504410344.0,IssuesEvent,2022-08-18 11:19:34,candoumbe/MedEasy,https://api.github.com/repos/candoumbe/MedEasy,opened,[Feature] ✨ Improve Tenant handling,enhancement :sparkles: identity-api :lock: security :key:,"**Is your feature request related to a problem? Please describe.** `Identity` currently provides no way of managing `Tenant`s **Describe the solution you'd like** A client should not provide `tenantId` when handling any resource throughout the system. All resources manage by a client must be scoped to the tenant of the currently connected user. **Describe alternatives you've considered** N/A **Additional context** See . ",True,"[Feature] ✨ Improve Tenant handling - **Is your feature request related to a problem? Please describe.** `Identity` currently provides no way of managing `Tenant`s **Describe the solution you'd like** A client should not provide `tenantId` when handling any resource throughout the system. All resources manage by a client must be scoped to the tenant of the currently connected user. **Describe alternatives you've considered** N/A **Additional context** See . ",0, ✨ improve tenant handling is your feature request related to a problem please describe identity currently provides no way of managing tenant s describe the solution you d like a client should not provide tenantid when handling any resource throughout the system all resources manage by a client must be scoped to the tenant of the currently connected user describe alternatives you ve considered n a additional context see ,0 49909,26394565936.0,IssuesEvent,2023-01-12 18:11:41,org-jonnala/test-bot,https://api.github.com/repos/org-jonnala/test-bot,closed,test,type:performance subtype:ubuntu/linux Hardware:USB Accelerator stale,"### Description test
Click to expand! ### Issue Type Performance ### Operating System Linux ### Coral Device USB Accelerator ### Other Devices _No response_ ### Programming Language Python 3.5 ### Relevant Log Output _No response_
",True,"test - ### Description test
Click to expand! ### Issue Type Performance ### Operating System Linux ### Coral Device USB Accelerator ### Other Devices _No response_ ### Programming Language Python 3.5 ### Relevant Log Output _No response_
",0,test description test click to expand issue type performance operating system linux coral device usb accelerator other devices no response programming language python relevant log output no response ,0 21612,17374551463.0,IssuesEvent,2021-07-30 18:47:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changing editor theme is extremely slow,bug confirmed regression topic:editor usability,"### Godot version 4.0.dev (bdcc8741e4826ce27850bbffa5880c57451e3be5) ### System information Windows 10 ### Issue description When applying a theme from editor settings, the editor freezes during a very long time before applying the theme (40 seconds on my configuration, in release_debug). ### Steps to reproduce 1. Open any project 2. Open `Editor > Editor Settings` 3. Go to `Interface > Theme` 4. Select a different theme in the `Preset` setting 5. Press close 6. Observe the editor freeze for a long time ### Minimal reproduction project n/a",True,"Changing editor theme is extremely slow - ### Godot version 4.0.dev (bdcc8741e4826ce27850bbffa5880c57451e3be5) ### System information Windows 10 ### Issue description When applying a theme from editor settings, the editor freezes during a very long time before applying the theme (40 seconds on my configuration, in release_debug). ### Steps to reproduce 1. Open any project 2. Open `Editor > Editor Settings` 3. Go to `Interface > Theme` 4. Select a different theme in the `Preset` setting 5. Press close 6. Observe the editor freeze for a long time ### Minimal reproduction project n/a",1,changing editor theme is extremely slow godot version dev system information windows issue description when applying a theme from editor settings the editor freezes during a very long time before applying the theme seconds on my configuration in release debug steps to reproduce open any project open editor editor settings go to interface theme select a different theme in the preset setting press close observe the editor freeze for a long time minimal reproduction project n a,1 9058,6137026801.0,IssuesEvent,2017-06-26 11:03:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"[3.0] with the changes to physics_body_2d, I see no way to get the collision on a KinematicBody2D",discussion topic:physics usability,"**Operating system or device - Godot version:** Linux Ubuntu 64bit commit 8caa21a4a939dbb8d7b8a7fa14ca8b5a32fc1be9 **Issue description:** since the dissapearance of ""is_colliding"" and the modifications on physics_body_2d.h and .cpp, I can make a KinematicBody2D work correctly, since all the new modified functions require the ID of the collision to work, like get_collision_normal() or get_collider() #before: ``` if (is_colliding()): var n = get_collision_normal() ``` #now: ``` #not sure if the following line works if( get_collision_count() != 0 || get_collision_count() != null ): var n = get_collision_normal( THE_COLLISION_ID ) ``` I have not been able to find away to get the collision or if there is a collision after a KinematicBody2D ""move()"", this feels like a chicken and egg situation ",True,"[3.0] with the changes to physics_body_2d, I see no way to get the collision on a KinematicBody2D - **Operating system or device - Godot version:** Linux Ubuntu 64bit commit 8caa21a4a939dbb8d7b8a7fa14ca8b5a32fc1be9 **Issue description:** since the dissapearance of ""is_colliding"" and the modifications on physics_body_2d.h and .cpp, I can make a KinematicBody2D work correctly, since all the new modified functions require the ID of the collision to work, like get_collision_normal() or get_collider() #before: ``` if (is_colliding()): var n = get_collision_normal() ``` #now: ``` #not sure if the following line works if( get_collision_count() != 0 || get_collision_count() != null ): var n = get_collision_normal( THE_COLLISION_ID ) ``` I have not been able to find away to get the collision or if there is a collision after a KinematicBody2D ""move()"", this feels like a chicken and egg situation ",1, with the changes to physics body i see no way to get the collision on a operating system or device godot version linux ubuntu commit issue description since the dissapearance of is colliding and the modifications on physics body h and cpp i can make a work correctly since all the new modified functions require the id of the collision to work like get collision normal or get collider before if is colliding var n get collision normal now not sure if the following line works if get collision count get collision count null var n get collision normal the collision id i have not been able to find away to get the collision or if there is a collision after a move this feels like a chicken and egg situation ,1 31961,2742075354.0,IssuesEvent,2015-04-21 14:51:21,boxkite/ckanext-donneesqctheme,https://api.github.com/repos/boxkite/ckanext-donneesqctheme,closed,Automate the generation of geojson from KML and SHP,Medium Priority,"Currently the generation of the geojson is triggered manually, it should take place automatically based as soon as a KML or SHP is uploaded (new or update)",1.0,"Automate the generation of geojson from KML and SHP - Currently the generation of the geojson is triggered manually, it should take place automatically based as soon as a KML or SHP is uploaded (new or update)",0,automate the generation of geojson from kml and shp currently the generation of the geojson is triggered manually it should take place automatically based as soon as a kml or shp is uploaded new or update ,0 110176,16976986176.0,IssuesEvent,2021-06-30 01:27:19,vikidi/Homepages,https://api.github.com/repos/vikidi/Homepages,opened,CVE-2021-29059 (High) detected in is-svg-3.0.0.tgz,security vulnerability,"## CVE-2021-29059 - High Severity Vulnerability
Vulnerable Library - is-svg-3.0.0.tgz

Check if a string or buffer is SVG

Library home page: https://registry.npmjs.org/is-svg/-/is-svg-3.0.0.tgz

Path to dependency file: Homepages/frontend/package.json

Path to vulnerable library: Homepages/frontend/node_modules/is-svg/package.json

Dependency Hierarchy: - react-scripts-4.0.2.tgz (Root Library) - optimize-css-assets-webpack-plugin-5.0.4.tgz - cssnano-4.1.10.tgz - cssnano-preset-default-4.0.7.tgz - postcss-svgo-4.0.2.tgz - :x: **is-svg-3.0.0.tgz** (Vulnerable Library)

Found in base branch: development

Vulnerability Details

A vulnerability was discovered in IS-SVG version 4.3.1 and below where a Regular Expression Denial of Service (ReDOS) occurs if the application is provided and checks a crafted invalid SVG string.

Publish Date: 2021-06-21

URL: CVE-2021-29059

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2021-29059 (High) detected in is-svg-3.0.0.tgz - ## CVE-2021-29059 - High Severity Vulnerability
Vulnerable Library - is-svg-3.0.0.tgz

Check if a string or buffer is SVG

Library home page: https://registry.npmjs.org/is-svg/-/is-svg-3.0.0.tgz

Path to dependency file: Homepages/frontend/package.json

Path to vulnerable library: Homepages/frontend/node_modules/is-svg/package.json

Dependency Hierarchy: - react-scripts-4.0.2.tgz (Root Library) - optimize-css-assets-webpack-plugin-5.0.4.tgz - cssnano-4.1.10.tgz - cssnano-preset-default-4.0.7.tgz - postcss-svgo-4.0.2.tgz - :x: **is-svg-3.0.0.tgz** (Vulnerable Library)

Found in base branch: development

Vulnerability Details

A vulnerability was discovered in IS-SVG version 4.3.1 and below where a Regular Expression Denial of Service (ReDOS) occurs if the application is provided and checks a crafted invalid SVG string.

Publish Date: 2021-06-21

URL: CVE-2021-29059

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in is svg tgz cve high severity vulnerability vulnerable library is svg tgz check if a string or buffer is svg library home page a href path to dependency file homepages frontend package json path to vulnerable library homepages frontend node modules is svg package json dependency hierarchy react scripts tgz root library optimize css assets webpack plugin tgz cssnano tgz cssnano preset default tgz postcss svgo tgz x is svg tgz vulnerable library found in base branch development vulnerability details a vulnerability was discovered in is svg version and below where a regular expression denial of service redos occurs if the application is provided and checks a crafted invalid svg string publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href step up your open source security game with whitesource ,0 196966,6951318526.0,IssuesEvent,2017-12-06 14:06:14,spring-projects/spring-boot,https://api.github.com/repos/spring-projects/spring-boot,closed,Configure Checkstyle to tighten up import restrictions,priority: normal type: chore,"We should restrict the following: - Commons Lang - Commons Lang 3 - Guava",1.0,"Configure Checkstyle to tighten up import restrictions - We should restrict the following: - Commons Lang - Commons Lang 3 - Guava",0,configure checkstyle to tighten up import restrictions we should restrict the following commons lang commons lang guava,0 294676,9039253665.0,IssuesEvent,2019-02-10 04:18:15,roblox-ts/roblox-ts,https://api.github.com/repos/roblox-ts/roblox-ts,closed,Ban use of `any` type,priority: important type: improvement,`any` hides and leads to bugs and breaks the soundness of the type system. `unknown` should be used instead of `any`.,1.0,Ban use of `any` type - `any` hides and leads to bugs and breaks the soundness of the type system. `unknown` should be used instead of `any`.,0,ban use of any type any hides and leads to bugs and breaks the soundness of the type system unknown should be used instead of any ,0 18130,12557893681.0,IssuesEvent,2020-06-07 14:20:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Custom Module singletons and classes are not showing in help,bug topic:editor usability,"**Operating system or device:** debian compiling for android **Issue description** (what happened, and what was expected): admob module **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Custom Module singletons and classes are not showing in help - **Operating system or device:** debian compiling for android **Issue description** (what happened, and what was expected): admob module **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,custom module singletons and classes are not showing in help operating system or device debian compiling for android issue description what happened and what was expected admob module steps to reproduce link to minimal example project optional but very welcome ,1 3933,3614872994.0,IssuesEvent,2016-02-06 09:53:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,ColorPicker defaults to red and loses focus when dragging mouse out of the canvas,bug topic:core usability,"As the title says. It actually happens only on the left and bottom sides, i.e. `local_mouse_pos.x<0` and `local_mouse_pos.y>height`. It's quite annoying as the previous position in the colour scale is lost, and the focus is somehow lost too so you can't click on the color scale to adjust it, you need first to click in the main canvas, and only then you can change the colour ""scale"" (or ladder or specter or however it's named, the part on the right :p). It should behave as for dragging on the top and right sides: the picker cursor stays on the edge and moves to match either the x or y mouse coordinate.",True,"ColorPicker defaults to red and loses focus when dragging mouse out of the canvas - As the title says. It actually happens only on the left and bottom sides, i.e. `local_mouse_pos.x<0` and `local_mouse_pos.y>height`. It's quite annoying as the previous position in the colour scale is lost, and the focus is somehow lost too so you can't click on the color scale to adjust it, you need first to click in the main canvas, and only then you can change the colour ""scale"" (or ladder or specter or however it's named, the part on the right :p). It should behave as for dragging on the top and right sides: the picker cursor stays on the edge and moves to match either the x or y mouse coordinate.",1,colorpicker defaults to red and loses focus when dragging mouse out of the canvas as the title says it actually happens only on the left and bottom sides i e local mouse pos x height it s quite annoying as the previous position in the colour scale is lost and the focus is somehow lost too so you can t click on the color scale to adjust it you need first to click in the main canvas and only then you can change the colour scale or ladder or specter or however it s named the part on the right p it should behave as for dragging on the top and right sides the picker cursor stays on the edge and moves to match either the x or y mouse coordinate ,1 15705,10244559377.0,IssuesEvent,2019-08-20 10:42:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Minimal editor width isn't const,bug confirmed topic:editor usability,"**Godot version:** 3.0.x, master **Issue description:** When I set editor witdth to minimal in 2D view and change view to script editor, part of the screen view is hidden. ![2018-08-02 10-30-40](https://user-images.githubusercontent.com/41945903/43572800-a4bb1ad8-9640-11e8-9cd0-95cac8aebe25.gif) ",True,"Minimal editor width isn't const - **Godot version:** 3.0.x, master **Issue description:** When I set editor witdth to minimal in 2D view and change view to script editor, part of the screen view is hidden. ![2018-08-02 10-30-40](https://user-images.githubusercontent.com/41945903/43572800-a4bb1ad8-9640-11e8-9cd0-95cac8aebe25.gif) ",1,minimal editor width isn t const godot version x master issue description when i set editor witdth to minimal in view and change view to script editor part of the screen view is hidden ,1 22298,7153737033.0,IssuesEvent,2018-01-26 03:39:46,apache/incubator-pulsar,https://api.github.com/repos/apache/incubator-pulsar,opened,Add pulsar-prometheus docker image to pulsar repo,component/build,"#### Expected behavior We have added [pulsar-prometheus](https://github.com/apache/incubator-pulsar/blob/master/deployment/dcos/PulsarGroups.json#L251) docker image in #950 which is not present into pulsar repo. It would be great if we can add it to pulsar repo for any future changes or enhancement. ",1.0,"Add pulsar-prometheus docker image to pulsar repo - #### Expected behavior We have added [pulsar-prometheus](https://github.com/apache/incubator-pulsar/blob/master/deployment/dcos/PulsarGroups.json#L251) docker image in #950 which is not present into pulsar repo. It would be great if we can add it to pulsar repo for any future changes or enhancement. ",0,add pulsar prometheus docker image to pulsar repo expected behavior we have added docker image in which is not present into pulsar repo it would be great if we can add it to pulsar repo for any future changes or enhancement ,0 99389,12421178971.0,IssuesEvent,2020-05-23 15:38:27,miatrinity/railsnew.io,https://api.github.com/repos/miatrinity/railsnew.io,closed,"Add Top-level Sections (Choose your Base, Customize à la carte)",design enhancement,"# Create The Sections ## New Section Titles * Choose your Base * Customize à la carte ## Set up the 'Choose your Base' Section For now, 3 starter sets: * The Minimalist * The Early Days * Omakase",1.0,"Add Top-level Sections (Choose your Base, Customize à la carte) - # Create The Sections ## New Section Titles * Choose your Base * Customize à la carte ## Set up the 'Choose your Base' Section For now, 3 starter sets: * The Minimalist * The Early Days * Omakase",0,add top level sections choose your base customize à la carte create the sections new section titles choose your base customize à la carte set up the choose your base section for now starter sets the minimalist the early days omakase,0 64453,6904888091.0,IssuesEvent,2017-11-27 03:05:01,nafarya/Booking,https://api.github.com/repos/nafarya/Booking,closed,create User API,Ready for testing,"create api/users.php: 1. addUser 2. findUser 3. findUserById ready since 11 version",1.0,"create User API - create api/users.php: 1. addUser 2. findUser 3. findUserById ready since 11 version",0,create user api create api users php adduser finduser finduserbyid ready since version,0 24755,24241692015.0,IssuesEvent,2022-09-27 07:17:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Double clicking on an unsaved signal, does not open script",bug topic:editor confirmed usability,"**Godot version:** 3.1 **OS/device including version:** OS X, High Sierra **Issue description:** Does not open a nodes, Signal script if you double click on newly created method. You need to save the script first. **Steps to reproduce:** 1. Add a Button to a Scene and a new Script. Save. 2. Add a a new Signal, e.g. _on_Button_pressed(), to the Button which will open the Script and show the new method. 3. Click on 2D to hide the Script 4. Now go back to the Button Signal list and double click on the newly created signal _on_Button_pressed() name. 5. This will not open the Script and show the _on_pressed method as it should. You need to save it first it seems. ",True,"Double clicking on an unsaved signal, does not open script - **Godot version:** 3.1 **OS/device including version:** OS X, High Sierra **Issue description:** Does not open a nodes, Signal script if you double click on newly created method. You need to save the script first. **Steps to reproduce:** 1. Add a Button to a Scene and a new Script. Save. 2. Add a a new Signal, e.g. _on_Button_pressed(), to the Button which will open the Script and show the new method. 3. Click on 2D to hide the Script 4. Now go back to the Button Signal list and double click on the newly created signal _on_Button_pressed() name. 5. This will not open the Script and show the _on_pressed method as it should. You need to save it first it seems. ",1,double clicking on an unsaved signal does not open script godot version os device including version os x high sierra issue description does not open a nodes signal script if you double click on newly created method you need to save the script first steps to reproduce add a button to a scene and a new script save add a a new signal e g on button pressed to the button which will open the script and show the new method click on to hide the script now go back to the button signal list and double click on the newly created signal on button pressed name this will not open the script and show the on pressed method as it should you need to save it first it seems ,1 147074,5633407228.0,IssuesEvent,2017-04-05 18:48:53,theam/haskell-do,https://api.github.com/repos/theam/haskell-do,closed,Console not working / empty,Bug High priority,"No idea if I'm just doing something wrong here but the console panel is just empty grey rectangle with nothing in it. I can click a mouse at the top of it to get an input text field there and I can write text there but nothing happens, no matter how many times I press Enter. In the README instructions, there's at least `>` symbol visible but I don't have even that. Any ideas?",1.0,"Console not working / empty - No idea if I'm just doing something wrong here but the console panel is just empty grey rectangle with nothing in it. I can click a mouse at the top of it to get an input text field there and I can write text there but nothing happens, no matter how many times I press Enter. In the README instructions, there's at least `>` symbol visible but I don't have even that. Any ideas?",0,console not working empty no idea if i m just doing something wrong here but the console panel is just empty grey rectangle with nothing in it i can click a mouse at the top of it to get an input text field there and i can write text there but nothing happens no matter how many times i press enter in the readme instructions there s at least symbol visible but i don t have even that any ideas ,0 21712,17571186418.0,IssuesEvent,2021-08-14 18:29:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Flags in AnimatedTexture, ProxyTexture, MeshTexture and GradientTexture can't be set",bug topic:editor usability,"**Godot version:** ![image](https://user-images.githubusercontent.com/7307968/51275087-3f28ab80-19d1-11e9-9d07-1b5a69783710.png) **OS/device including version:** Windows 64 **Steps to reproduce:** Create a new AnimationTexture resource, try to change the flags - they can't be set. ",True,"Flags in AnimatedTexture, ProxyTexture, MeshTexture and GradientTexture can't be set - **Godot version:** ![image](https://user-images.githubusercontent.com/7307968/51275087-3f28ab80-19d1-11e9-9d07-1b5a69783710.png) **OS/device including version:** Windows 64 **Steps to reproduce:** Create a new AnimationTexture resource, try to change the flags - they can't be set. ",1,flags in animatedtexture proxytexture meshtexture and gradienttexture can t be set godot version os device including version windows steps to reproduce create a new animationtexture resource try to change the flags they can t be set ,1 315851,23600743975.0,IssuesEvent,2022-08-24 01:33:25,jmjmjames/Algorithms,https://api.github.com/repos/jmjmjames/Algorithms,opened,[BOJ] 2178 | 미로 탐색,documentation,"그래프표현방법 * 컴퓨터에게 내가 이러한 그래프를 그렸다고 알려줄 표현방법으로는 인접행렬과 인접리스트가 있다. 인접행렬 * 인접행렬이란 그래프에서 정점과 간선의 관계를 나타내는 정사각형 행렬을 의미한다. 보통 불리언2차원행렬을 쓴다. * a[1][3] = 1이라는 뜻은 1로부터 3까지 가는 경로가 있다는 의미를 말하며, a[1][2] = 0이라면 1로부터 2까지 가는 경로가 없다는 것을 의미한다. * 시간복잡도는 O(V^2), 공간복잡도 또한 O(V^2)입니다. 인접리스트 * 인접 리스트(adjacency list)는 그정점에서 정점을 연결하는 것을 하나의 연결 리스트를 통해 표현하는 것을 의미한다. * 인접리스트는 시간복잡도는 O(V + E), 공간복잡도 또한 O(V + E)이다. ",1.0,"[BOJ] 2178 | 미로 탐색 - 그래프표현방법 * 컴퓨터에게 내가 이러한 그래프를 그렸다고 알려줄 표현방법으로는 인접행렬과 인접리스트가 있다. 인접행렬 * 인접행렬이란 그래프에서 정점과 간선의 관계를 나타내는 정사각형 행렬을 의미한다. 보통 불리언2차원행렬을 쓴다. * a[1][3] = 1이라는 뜻은 1로부터 3까지 가는 경로가 있다는 의미를 말하며, a[1][2] = 0이라면 1로부터 2까지 가는 경로가 없다는 것을 의미한다. * 시간복잡도는 O(V^2), 공간복잡도 또한 O(V^2)입니다. 인접리스트 * 인접 리스트(adjacency list)는 그정점에서 정점을 연결하는 것을 하나의 연결 리스트를 통해 표현하는 것을 의미한다. * 인접리스트는 시간복잡도는 O(V + E), 공간복잡도 또한 O(V + E)이다. ",0, 미로 탐색 그래프표현방법 컴퓨터에게 내가 이러한 그래프를 그렸다고 알려줄 표현방법으로는 인접행렬과 인접리스트가 있다 인접행렬 인접행렬이란 그래프에서 정점과 간선의 관계를 나타내는 정사각형 행렬을 의미한다 보통 쓴다 a 뜻은 가는 경로가 있다는 의미를 말하며 a 가는 경로가 없다는 것을 의미한다 시간복잡도는 o v 공간복잡도 또한 o v 입니다 인접리스트 인접 리스트 adjacency list 는 그정점에서 정점을 연결하는 것을 하나의 연결 리스트를 통해 표현하는 것을 의미한다 인접리스트는 시간복잡도는 o v e 공간복잡도 또한 o v e 이다 ,0 682023,23330158099.0,IssuesEvent,2022-08-09 03:48:32,City-Bureau/city-scrapers-atl,https://api.github.com/repos/City-Bureau/city-scrapers-atl,closed,New Scraper: Westside Future Fund Board,priority-low,"Create a new scraper for Westside Future Fund Board Website: https://www.westsidefuturefund.org/events/ Jurisdiction: City of Atlanta Classification: Housing, Neighborhood- or Development-specific, Development Westside Future Fund is a nonprofit formed by Atlanta’s public, private and philanthropic partners who believe in the future of Atlanta’s Westside and are committed to helping Historic Westside neighborhoods revitalize and develop into a community Dr. King would be proud to call home. ",1.0,"New Scraper: Westside Future Fund Board - Create a new scraper for Westside Future Fund Board Website: https://www.westsidefuturefund.org/events/ Jurisdiction: City of Atlanta Classification: Housing, Neighborhood- or Development-specific, Development Westside Future Fund is a nonprofit formed by Atlanta’s public, private and philanthropic partners who believe in the future of Atlanta’s Westside and are committed to helping Historic Westside neighborhoods revitalize and develop into a community Dr. King would be proud to call home. ",0,new scraper westside future fund board create a new scraper for westside future fund board website jurisdiction city of atlanta classification housing neighborhood or development specific development westside future fund is a nonprofit formed by atlanta’s public private and philanthropic partners who believe in the future of atlanta’s westside and are committed to helping historic westside neighborhoods revitalize and develop into a community dr king would be proud to call home ,0 33663,4501141313.0,IssuesEvent,2016-09-01 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,1.0,H57Fg2VG57qq7Uwv/7qHnBcQf8DDl1lzxfNOocgUqH06IAjnY6Xk8D5cMmzP5gMoRMViysQOP+i0K/L84dJ+j9qKoi557A2U8QMRu65tzGIiIgSZIQE3UJm7jzUeQviOkw4+LfN/4iJeYL5Ij29VOidZMwIHX0RMl4iBv0yASgc= 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,0, lfn mqisgrb elxpcnrh qv iau mqisgrb elxpcnrh mqisgrb elxpcnrh tmnznif mqisgrb elxpcnrh lah mqisgrb elxpcnrh mqisgrb elxpcnrh u qgdag mqisgrb elxpcnrh hhexr plr fjd mqisgrb elxpcnrh mqisgrb elxpcnrh tfq rtspvx bx mqisgrb elxpcnrh mqisgrb elxpcnrh ctel t dnjzcwnmldb u mqisgrb elxpcnrh nkmypbvvft mqisgrb elxpcnrh mqisgrb elxpcnrh mqisgrb elxpcnrh tfq xxksmu mqisgrb elxpcnrh tfq ej erbrns pnokcc xksd qspywpbtxxmsxarajgne mqisgrb elxpcnrh tfq mqisgrb elxpcnrh lvifi hzpusphss tu mqisgrb elxpcnrh tfq vbhahofrcwnmldb mqisgrb elxpcnrh mswmwknykpveepszimf mqisgrb elxpcnrh mqisgrb elxpcnrh tfq tfzxlnkty mqisgrb elxpcnrh mqisgrb elxpcnrh ro is hmc ephau mqisgrb elxpcnrh cxnmcrjvlydgzabjxrx m ,0 585268,17483870896.0,IssuesEvent,2021-08-09 08:22:44,webcompat/web-bugs,https://api.github.com/repos/webcompat/web-bugs,closed,www.roblox.com - design is broken,priority-important browser-fenix engine-gecko," **URL**: https://www.roblox.com/home **Browser / Version**: Apple Mail 605.1.15 **Operating System**: Mac OS X 10.15.4 **Tested Another Browser**: Yes Opera **Problem type**: Design is broken **Description**: Items not fully visible **Steps to Reproduce**: I cant find login or logout buttons, settings button, burger icon, robux icon.
View the screenshot
Browser Configuration
  • gfx.webrender.all: false
  • gfx.webrender.blob-images: true
  • gfx.webrender.enabled: false
  • image.mem.shared: true
  • buildID: 20210805092724
  • channel: nightly
  • hasTouchScreen: true
  • mixed active content blocked: false
  • mixed passive content blocked: false
  • tracking content blocked: false
[View console log messages](https://webcompat.com/console_logs/2021/8/41c837d2-1273-494b-a643-8d826792c9bd) _From [webcompat.com](https://webcompat.com/) with ❤️_",1.0,"www.roblox.com - design is broken - **URL**: https://www.roblox.com/home **Browser / Version**: Apple Mail 605.1.15 **Operating System**: Mac OS X 10.15.4 **Tested Another Browser**: Yes Opera **Problem type**: Design is broken **Description**: Items not fully visible **Steps to Reproduce**: I cant find login or logout buttons, settings button, burger icon, robux icon.
View the screenshot
Browser Configuration
  • gfx.webrender.all: false
  • gfx.webrender.blob-images: true
  • gfx.webrender.enabled: false
  • image.mem.shared: true
  • buildID: 20210805092724
  • channel: nightly
  • hasTouchScreen: true
  • mixed active content blocked: false
  • mixed passive content blocked: false
  • tracking content blocked: false
[View console log messages](https://webcompat.com/console_logs/2021/8/41c837d2-1273-494b-a643-8d826792c9bd) _From [webcompat.com](https://webcompat.com/) with ❤️_",0, design is broken url browser version apple mail operating system mac os x tested another browser yes opera problem type design is broken description items not fully visible steps to reproduce i cant find login or logout buttons settings button burger icon robux icon view the screenshot img alt screenshot src browser configuration gfx webrender all false gfx webrender blob images true gfx webrender enabled false image mem shared true buildid channel nightly hastouchscreen true mixed active content blocked false mixed passive content blocked false tracking content blocked false from with ❤️ ,0 9187,6154476772.0,IssuesEvent,2017-06-28 12:47:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Exporting Shape Settings to CollisionShape2D,enhancement junior job topic:editor usability,"Hey there, I have created a mockup for a simple ui enhancement. At the moment the shape settings are very hidden in the shape resource itself. You need to open the shaperesource to adjust the shape settings. It took me about 3 month to discover this. Before I always adjusted the shape via the nodes scale values, which resulted in very bad physics behavior. In this screenshot I show how this can be exported to the main CollisionShape2D node. Depending on which shape is selected the appropriate shape values are shown. I also thought if maybe removing the scale vector from that node, but I don't know if that should be done, or to just set it inactive or something like that. ![collisionshape_ui_enhancement](https://cloud.githubusercontent.com/assets/6723918/2962884/4ad1e252-dad5-11e3-839b-66231c5a22d0.png) ",True,"Exporting Shape Settings to CollisionShape2D - Hey there, I have created a mockup for a simple ui enhancement. At the moment the shape settings are very hidden in the shape resource itself. You need to open the shaperesource to adjust the shape settings. It took me about 3 month to discover this. Before I always adjusted the shape via the nodes scale values, which resulted in very bad physics behavior. In this screenshot I show how this can be exported to the main CollisionShape2D node. Depending on which shape is selected the appropriate shape values are shown. I also thought if maybe removing the scale vector from that node, but I don't know if that should be done, or to just set it inactive or something like that. ![collisionshape_ui_enhancement](https://cloud.githubusercontent.com/assets/6723918/2962884/4ad1e252-dad5-11e3-839b-66231c5a22d0.png) ",1,exporting shape settings to hey there i have created a mockup for a simple ui enhancement at the moment the shape settings are very hidden in the shape resource itself you need to open the shaperesource to adjust the shape settings it took me about month to discover this before i always adjusted the shape via the nodes scale values which resulted in very bad physics behavior in this screenshot i show how this can be exported to the main node depending on which shape is selected the appropriate shape values are shown i also thought if maybe removing the scale vector from that node but i don t know if that should be done or to just set it inactive or something like that ,1 13751,8683748022.0,IssuesEvent,2018-12-02 20:48:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Opening a directory should cancel searching in file system dock,bug topic:editor usability,"Let's say your project looks like this: ![image](https://user-images.githubusercontent.com/2223172/49259397-81098c80-f439-11e8-9c34-36b317e55bbd.png) You now search for a specific file: ![image](https://user-images.githubusercontent.com/2223172/49259418-91216c00-f439-11e8-91e8-931b4171e4c8.png) It shows in the tree that there are two files that match your search. Now you are interested in the ""new folder"", where the Spatial.tscn lies. You double-click the new folder and you see this: ![image](https://user-images.githubusercontent.com/2223172/49259451-b4e4b200-f439-11e8-9a0b-2b291d0530fa.png) I'd rather expect the contents of the directory, not search results in a different view. So the search should be automatically cancelled in this case IMO.",True,"Opening a directory should cancel searching in file system dock - Let's say your project looks like this: ![image](https://user-images.githubusercontent.com/2223172/49259397-81098c80-f439-11e8-9c34-36b317e55bbd.png) You now search for a specific file: ![image](https://user-images.githubusercontent.com/2223172/49259418-91216c00-f439-11e8-91e8-931b4171e4c8.png) It shows in the tree that there are two files that match your search. Now you are interested in the ""new folder"", where the Spatial.tscn lies. You double-click the new folder and you see this: ![image](https://user-images.githubusercontent.com/2223172/49259451-b4e4b200-f439-11e8-9a0b-2b291d0530fa.png) I'd rather expect the contents of the directory, not search results in a different view. So the search should be automatically cancelled in this case IMO.",1,opening a directory should cancel searching in file system dock let s say your project looks like this you now search for a specific file it shows in the tree that there are two files that match your search now you are interested in the new folder where the spatial tscn lies you double click the new folder and you see this i d rather expect the contents of the directory not search results in a different view so the search should be automatically cancelled in this case imo ,1 9584,6399085358.0,IssuesEvent,2017-08-04 22:41:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,CollisionPolygon2D deleting/undo/redo doesn't make effect until making new polygon/editing other,bug topic:editor usability,"There is something wrong about making changes with 2D CollisionPolygons. When deleting / making some undo / redo it does changes visualy - it disapears / appears ( in scene tree, and the render itself when the debug is on ). There is also a change in the scene file, but there must be something buffered out there, because it still colides / doesn't collide until you make some new collider and you put at least one point into or edit some collider - that belongs to the same PhysicsBody2D object (!). Editing, adding new one for one PhysicsBody2D doesnt fix problem for other objects. Godot 2.0.1, Windows 7 ",True,"CollisionPolygon2D deleting/undo/redo doesn't make effect until making new polygon/editing other - There is something wrong about making changes with 2D CollisionPolygons. When deleting / making some undo / redo it does changes visualy - it disapears / appears ( in scene tree, and the render itself when the debug is on ). There is also a change in the scene file, but there must be something buffered out there, because it still colides / doesn't collide until you make some new collider and you put at least one point into or edit some collider - that belongs to the same PhysicsBody2D object (!). Editing, adding new one for one PhysicsBody2D doesnt fix problem for other objects. Godot 2.0.1, Windows 7 ",1, deleting undo redo doesn t make effect until making new polygon editing other there is something wrong about making changes with collisionpolygons when deleting making some undo redo it does changes visualy it disapears appears in scene tree and the render itself when the debug is on there is also a change in the scene file but there must be something buffered out there because it still colides doesn t collide until you make some new collider and you put at least one point into or edit some collider that belongs to the same object editing adding new one for one doesnt fix problem for other objects godot windows ,1 391280,11571670876.0,IssuesEvent,2020-02-20 22:04:21,elyukai/optolith-client,https://api.github.com/repos/elyukai/optolith-client,closed,Required attribute values for professions are not ensured,Bug High Priority,It does not update the values after confirming RCP.,1.0,Required attribute values for professions are not ensured - It does not update the values after confirming RCP.,0,required attribute values for professions are not ensured it does not update the values after confirming rcp ,0 4725,4559288168.0,IssuesEvent,2016-09-14 01:19:43,ampproject/amphtml,https://api.github.com/repos/ampproject/amphtml,opened,Service registration should not create the service,FixIt Related to: Performance,"Currently our `installFooService` methods all make an instance of the service. This was different originally, before we started to centrally install the services in their respective JS binary. We should switch the registrations to be just that, so that we don't make instances until we have to.",True,"Service registration should not create the service - Currently our `installFooService` methods all make an instance of the service. This was different originally, before we started to centrally install the services in their respective JS binary. We should switch the registrations to be just that, so that we don't make instances until we have to.",0,service registration should not create the service currently our installfooservice methods all make an instance of the service this was different originally before we started to centrally install the services in their respective js binary we should switch the registrations to be just that so that we don t make instances until we have to ,0 10423,26960366525.0,IssuesEvent,2023-02-08 17:42:09,NIEM/NTAC,https://api.github.com/repos/NIEM/NTAC,closed,Combining JSON Schemas,NIEM 6 Architecture,"Can we combine JSON schemas? Dr. Scott couldn't, but Christina has had success. Christina: Need to add the extra stuff like `choice` to the metamodel to support community content. Dr. Scott: Is there more than just like a sub group? Christina, Jim Cabral, Mike Hulme all say yes. Christina: Can add keywords to JSON Schema. ",1.0,"Combining JSON Schemas - Can we combine JSON schemas? Dr. Scott couldn't, but Christina has had success. Christina: Need to add the extra stuff like `choice` to the metamodel to support community content. Dr. Scott: Is there more than just like a sub group? Christina, Jim Cabral, Mike Hulme all say yes. Christina: Can add keywords to JSON Schema. ",0,combining json schemas can we combine json schemas dr scott couldn t but christina has had success christina need to add the extra stuff like choice to the metamodel to support community content dr scott is there more than just like a sub group christina jim cabral mike hulme all say yes christina can add keywords to json schema ,0 32334,26634577510.0,IssuesEvent,2023-01-24 20:44:10,dotnet/runtime,https://api.github.com/repos/dotnet/runtime,reopened,"Slow ""Mono llvmfullaot Pri0 Runtime Tests Run Linux arm64 release""",area-Infrastructure-mono,"`Mono llvmfullaot Pri0 Runtime Tests Run Linux arm64 release` takes around 2.5H to finish. There are some interesting anomalies in the logs, e.g.: ![image](https://user-images.githubusercontent.com/523221/154822948-ea049c01-fc25-4694-a412-5612fe30354e.png) (I checked various runs) It says that prejitting of a single managed assembly `Microsoft.Win32.SystemEvents.dll` takes almost **10** minutes 😮 (mostly in LLVM's opt+llc) I parsed the output into an excel table: ![image](https://user-images.githubusercontent.com/523221/154823135-00d9df01-b948-436b-aaf6-3a13ff4b4f94.png) is it possible to move some libs/tests to the outerloop? e.g. `JIT/Methodical/MDArray/GaussJordan/classarr_cs_do/classarr_cs_do` test. And I guess we need to figure out what exactly makes `Microsoft.Win32.SystemEvents.dll` so long to prejit - there are not much stuff in it. cc @akoeplinger @vargaz @steveisok ",1.0,"Slow ""Mono llvmfullaot Pri0 Runtime Tests Run Linux arm64 release"" - `Mono llvmfullaot Pri0 Runtime Tests Run Linux arm64 release` takes around 2.5H to finish. There are some interesting anomalies in the logs, e.g.: ![image](https://user-images.githubusercontent.com/523221/154822948-ea049c01-fc25-4694-a412-5612fe30354e.png) (I checked various runs) It says that prejitting of a single managed assembly `Microsoft.Win32.SystemEvents.dll` takes almost **10** minutes 😮 (mostly in LLVM's opt+llc) I parsed the output into an excel table: ![image](https://user-images.githubusercontent.com/523221/154823135-00d9df01-b948-436b-aaf6-3a13ff4b4f94.png) is it possible to move some libs/tests to the outerloop? e.g. `JIT/Methodical/MDArray/GaussJordan/classarr_cs_do/classarr_cs_do` test. And I guess we need to figure out what exactly makes `Microsoft.Win32.SystemEvents.dll` so long to prejit - there are not much stuff in it. cc @akoeplinger @vargaz @steveisok ",0,slow mono llvmfullaot runtime tests run linux release mono llvmfullaot runtime tests run linux release takes around to finish there are some interesting anomalies in the logs e g i checked various runs it says that prejitting of a single managed assembly microsoft systemevents dll takes almost minutes 😮 mostly in llvm s opt llc i parsed the output into an excel table is it possible to move some libs tests to the outerloop e g jit methodical mdarray gaussjordan classarr cs do classarr cs do test and i guess we need to figure out what exactly makes microsoft systemevents dll so long to prejit there are not much stuff in it cc akoeplinger vargaz steveisok ,0 9988,6537339580.0,IssuesEvent,2017-08-31 21:58:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Reimport 3D models doesn't update assets in opened scene,bug confirmed topic:editor usability,"**Operating system or device - Godot version:** Godot alpha1 3.0 Export asset from blender, then godot autoimports it as it should (tried with dae & obj). Instantiate object in scene. Modify object in blender & reexport. Godot apparently re-autoimports (cause I can see the progress bar for a split second). But object isn't updated in scene. Even if deleted, reimported (manually) and reinstantiated it still doesn't update it. You have to close the scene and reopen it for the object to update its properties. This should probably go in #8000?",True,"Reimport 3D models doesn't update assets in opened scene - **Operating system or device - Godot version:** Godot alpha1 3.0 Export asset from blender, then godot autoimports it as it should (tried with dae & obj). Instantiate object in scene. Modify object in blender & reexport. Godot apparently re-autoimports (cause I can see the progress bar for a split second). But object isn't updated in scene. Even if deleted, reimported (manually) and reinstantiated it still doesn't update it. You have to close the scene and reopen it for the object to update its properties. This should probably go in #8000?",1,reimport models doesn t update assets in opened scene operating system or device godot version godot export asset from blender then godot autoimports it as it should tried with dae obj instantiate object in scene modify object in blender reexport godot apparently re autoimports cause i can see the progress bar for a split second but object isn t updated in scene even if deleted reimported manually and reinstantiated it still doesn t update it you have to close the scene and reopen it for the object to update its properties this should probably go in ,1 23812,10949172137.0,IssuesEvent,2019-11-26 10:19:22,MicrosoftDocs/microsoft-365-docs,https://api.github.com/repos/MicrosoftDocs/microsoft-365-docs,closed,Legitimate emails getting flagged as spam,security,"Our legitimate emails are getting flagged as spam. It's surprising since email contains customer specific information so it's not the same email for each recipient. How do we turn this feature off or flag our emails as legitimate so this policy knows that we've approved them and it's not some rogue process? --- #### Document Details ⚠ *Do not edit this section. It is required for docs.microsoft.com ➟ GitHub issue linking.* * ID: c3c27660-0f0b-3002-7183-854e4fb8716b * Version Independent ID: 3f436862-e6b3-2a9d-70b5-f7eee02eec2e * Content: [Configure the outbound spam policy](https://docs.microsoft.com/en-us/microsoft-365/security/office-365-security/configure-the-outbound-spam-policy) * Content Source: [microsoft-365/security/office-365-security/configure-the-outbound-spam-policy.md](https://github.com/MicrosoftDocs/microsoft-365-docs/blob/public/microsoft-365/security/office-365-security/configure-the-outbound-spam-policy.md) * Service: **o365-seccomp** * GitHub Login: @MSFTTracyP * Microsoft Alias: **tracyp**",True,"Legitimate emails getting flagged as spam - Our legitimate emails are getting flagged as spam. It's surprising since email contains customer specific information so it's not the same email for each recipient. How do we turn this feature off or flag our emails as legitimate so this policy knows that we've approved them and it's not some rogue process? --- #### Document Details ⚠ *Do not edit this section. It is required for docs.microsoft.com ➟ GitHub issue linking.* * ID: c3c27660-0f0b-3002-7183-854e4fb8716b * Version Independent ID: 3f436862-e6b3-2a9d-70b5-f7eee02eec2e * Content: [Configure the outbound spam policy](https://docs.microsoft.com/en-us/microsoft-365/security/office-365-security/configure-the-outbound-spam-policy) * Content Source: [microsoft-365/security/office-365-security/configure-the-outbound-spam-policy.md](https://github.com/MicrosoftDocs/microsoft-365-docs/blob/public/microsoft-365/security/office-365-security/configure-the-outbound-spam-policy.md) * Service: **o365-seccomp** * GitHub Login: @MSFTTracyP * Microsoft Alias: **tracyp**",0,legitimate emails getting flagged as spam our legitimate emails are getting flagged as spam it s surprising since email contains customer specific information so it s not the same email for each recipient how do we turn this feature off or flag our emails as legitimate so this policy knows that we ve approved them and it s not some rogue process document details ⚠ do not edit this section it is required for docs microsoft com ➟ github issue linking id version independent id content content source service seccomp github login msfttracyp microsoft alias tracyp ,0 25009,24572744547.0,IssuesEvent,2022-10-13 09:53:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Collapse / Expand All doesn't work with mouse input,enhancement topic:core topic:editor usability,"In lists (Like the scene window list of nodes or the Create New Node window) Alt + Left Cursor key collapses all the nodes and their children and Alt + Right Cursor key expands the whole hierarchy of the children. But Alt + mouse clicks do not replicate the same behavior. When working with such UI items one tends to use the mouse so the behavior should be the same with mouse input and Alt key should be a modifier to the mouse clicks also. ![collapse](https://user-images.githubusercontent.com/4283979/57108065-5ac68080-6d3a-11e9-8014-e7d60ac26e1f.gif) ",True,"Collapse / Expand All doesn't work with mouse input - In lists (Like the scene window list of nodes or the Create New Node window) Alt + Left Cursor key collapses all the nodes and their children and Alt + Right Cursor key expands the whole hierarchy of the children. But Alt + mouse clicks do not replicate the same behavior. When working with such UI items one tends to use the mouse so the behavior should be the same with mouse input and Alt key should be a modifier to the mouse clicks also. ![collapse](https://user-images.githubusercontent.com/4283979/57108065-5ac68080-6d3a-11e9-8014-e7d60ac26e1f.gif) ",1,collapse expand all doesn t work with mouse input in lists like the scene window list of nodes or the create new node window alt left cursor key collapses all the nodes and their children and alt right cursor key expands the whole hierarchy of the children but alt mouse clicks do not replicate the same behavior when working with such ui items one tends to use the mouse so the behavior should be the same with mouse input and alt key should be a modifier to the mouse clicks also ,1 46240,19012775938.0,IssuesEvent,2021-11-23 11:08:25,elastic/kibana,https://api.github.com/repos/elastic/kibana,opened,Integration tests aren't run for x-pack folder,bug Team:Core Team:Operations Team:Alerting Services,"`yarn test:jest_integration x-pack` doesn't find any test. We need to update https://github.com/elastic/kibana/blob/94c0a74c35ee169c2a6295495171111b33399024/jest.config.integration.js#L12 with `/x-pack/plugins` to make jest to scan the `x-pack` folder. Before that, we need to fix the existing tests or skip failing ones. - [ ] @elastic/kibana-alerting-services x-pack/plugins/task_manager/server/integration_tests/managed_configuration.test.ts - [ ] @elastic/kibana-core x-pack/plugins/global_search/server/routes/integration_tests/get_searchable_types.test.ts",1.0,"Integration tests aren't run for x-pack folder - `yarn test:jest_integration x-pack` doesn't find any test. We need to update https://github.com/elastic/kibana/blob/94c0a74c35ee169c2a6295495171111b33399024/jest.config.integration.js#L12 with `/x-pack/plugins` to make jest to scan the `x-pack` folder. Before that, we need to fix the existing tests or skip failing ones. - [ ] @elastic/kibana-alerting-services x-pack/plugins/task_manager/server/integration_tests/managed_configuration.test.ts - [ ] @elastic/kibana-core x-pack/plugins/global_search/server/routes/integration_tests/get_searchable_types.test.ts",0,integration tests aren t run for x pack folder yarn test jest integration x pack doesn t find any test we need to update with x pack plugins to make jest to scan the x pack folder before that we need to fix the existing tests or skip failing ones elastic kibana alerting services x pack plugins task manager server integration tests managed configuration test ts elastic kibana core x pack plugins global search server routes integration tests get searchable types test ts,0 17992,12467459448.0,IssuesEvent,2020-05-28 17:06:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to pause particle simulation in the editor,feature proposal topic:editor usability,"It should be possible to pause particle simulation while in the editor, to decrease CPU/GPU usage while using the 2D or 3D viewports (no refreshing has to be done when nothing is moving in the viewport). This could be done using a single checkbox to toggle simulation of all particles; it's probably a good idea that non-explosive particles (at least) stay visible while they are paused.",True,"Ability to pause particle simulation in the editor - It should be possible to pause particle simulation while in the editor, to decrease CPU/GPU usage while using the 2D or 3D viewports (no refreshing has to be done when nothing is moving in the viewport). This could be done using a single checkbox to toggle simulation of all particles; it's probably a good idea that non-explosive particles (at least) stay visible while they are paused.",1,ability to pause particle simulation in the editor it should be possible to pause particle simulation while in the editor to decrease cpu gpu usage while using the or viewports no refreshing has to be done when nothing is moving in the viewport this could be done using a single checkbox to toggle simulation of all particles it s probably a good idea that non explosive particles at least stay visible while they are paused ,1 10672,6849680883.0,IssuesEvent,2017-11-13 23:03:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Connected signals will be disconnected if the target node changes its type,bug hero wanted! topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3.0 master https://github.com/godotengine/godot/commit/4f39ce32b9195405f934445b20059e86632b47f9 **Issue description:** When changing the type of a node all connected signals to that node will be disconnected. ![https://i.imgur.com/s0h1LVZ.gifv](https://i.imgur.com/s0h1LVZ.gif) **Steps to reproduce:** 1. Create two nodes 2. Connect a signal from one to another 3. Change the type of the target node ",True,"Connected signals will be disconnected if the target node changes its type - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** Godot 3.0 master https://github.com/godotengine/godot/commit/4f39ce32b9195405f934445b20059e86632b47f9 **Issue description:** When changing the type of a node all connected signals to that node will be disconnected. ![https://i.imgur.com/s0h1LVZ.gifv](https://i.imgur.com/s0h1LVZ.gif) **Steps to reproduce:** 1. Create two nodes 2. Connect a signal from one to another 3. Change the type of the target node ",1,connected signals will be disconnected if the target node changes its type operating system or device godot version gpu model and driver if graphics related godot master issue description when changing the type of a node all connected signals to that node will be disconnected steps to reproduce create two nodes connect a signal from one to another change the type of the target node ,1 66236,7977516677.0,IssuesEvent,2018-07-17 15:31:26,Microsoft/AzureStorageExplorer,https://api.github.com/repos/Microsoft/AzureStorageExplorer,closed,Display the same log message for the 'Set Public Access Level' and 'Manage Access Policies' actions,:white_check_mark: by design testing,"**Storage Explorer Version**: 1.3.1 **Platform/OS Version**: Windows 10/MacOS High Sierra/ Linux Ubuntu 16.04 **Architecture**: ia32/x64 **Build Number**: 20180716.1 **Commit**: 47039639 **Regression From**: Not a regression #### Steps to Reproduce: #### 1. Expand any accounts and select one blob container. 2. Right click the blob container then select 'Set Public Access Level' -> Check the message on Activities. 3. Right click the same blob container then select 'Manage Access Policies' -> Check the message on Activities again. #### Expected Experience: #### Display two differnet log messages for these actions. #### Actual Experience: #### Display the same log message for these two actions. ![log](https://user-images.githubusercontent.com/34729022/42809518-57a8eb5a-89a5-11e8-9bb4-e747e7a0313b.png)",1.0,"Display the same log message for the 'Set Public Access Level' and 'Manage Access Policies' actions - **Storage Explorer Version**: 1.3.1 **Platform/OS Version**: Windows 10/MacOS High Sierra/ Linux Ubuntu 16.04 **Architecture**: ia32/x64 **Build Number**: 20180716.1 **Commit**: 47039639 **Regression From**: Not a regression #### Steps to Reproduce: #### 1. Expand any accounts and select one blob container. 2. Right click the blob container then select 'Set Public Access Level' -> Check the message on Activities. 3. Right click the same blob container then select 'Manage Access Policies' -> Check the message on Activities again. #### Expected Experience: #### Display two differnet log messages for these actions. #### Actual Experience: #### Display the same log message for these two actions. ![log](https://user-images.githubusercontent.com/34729022/42809518-57a8eb5a-89a5-11e8-9bb4-e747e7a0313b.png)",0,display the same log message for the set public access level and manage access policies actions storage explorer version platform os version windows macos high sierra linux ubuntu architecture build number commit regression from not a regression steps to reproduce expand any accounts and select one blob container right click the blob container then select set public access level check the message on activities right click the same blob container then select manage access policies check the message on activities again expected experience display two differnet log messages for these actions actual experience display the same log message for these two actions ,0 16848,11425123716.0,IssuesEvent,2020-02-03 19:11:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Hide 'Favorites' if there are none,discussion enhancement topic:editor usability,"A teeny-tiny UI tweak... I'd suggest hiding the 'Favorites'-item in the FileSystem-view, if one has not added any favorites.",True,"Hide 'Favorites' if there are none - A teeny-tiny UI tweak... I'd suggest hiding the 'Favorites'-item in the FileSystem-view, if one has not added any favorites.",1,hide favorites if there are none a teeny tiny ui tweak i d suggest hiding the favorites item in the filesystem view if one has not added any favorites ,1 3618,3969648989.0,IssuesEvent,2016-05-04 00:59:34,brion/ogv.js,https://api.github.com/repos/brion/ogv.js,closed,Background audio regression: stuttering on audio-only files in Safari,bug performance,"Downstream bug w/ details: https://phabricator.wikimedia.org/T115241 Probably an issue with throttled timers and whatnot.",True,"Background audio regression: stuttering on audio-only files in Safari - Downstream bug w/ details: https://phabricator.wikimedia.org/T115241 Probably an issue with throttled timers and whatnot.",0,background audio regression stuttering on audio only files in safari downstream bug w details probably an issue with throttled timers and whatnot ,0 59149,24667718305.0,IssuesEvent,2022-10-18 11:37:08,GovernIB/dir3caib,https://api.github.com/repos/GovernIB/dir3caib,closed,El mètode de WS obtenerArbolUnidadesDestinatarias no retorna els mateixos que camps ,Tipus:Error Lloc:EJB Lloc:WebServices Estimació: 0.5D,"El mètode de WS obtenerArbolUnidadesDestinatarias no retorna els mateixos camps que abans. Veure imatge. Imagen 1: Nodos devueltos en la petición hacia el webservice de DIR3CAIB de DEV nueva: ![errorsistra1dir3caib1-1](https://user-images.githubusercontent.com/17267873/196354427-c49345c7-ba81-47b2-8aba-b3aa29e06a68.png) Imagen 2: Nodos devueltos en la petición hacia el webservice de DIRCAIB utilizado en PROVES: ![errosistra1dir3caib112](https://user-images.githubusercontent.com/17267873/196354490-7aad1691-70ba-470d-b1b7-7156df0e1b6c.png) ",1.0,"El mètode de WS obtenerArbolUnidadesDestinatarias no retorna els mateixos que camps - El mètode de WS obtenerArbolUnidadesDestinatarias no retorna els mateixos camps que abans. Veure imatge. Imagen 1: Nodos devueltos en la petición hacia el webservice de DIR3CAIB de DEV nueva: ![errorsistra1dir3caib1-1](https://user-images.githubusercontent.com/17267873/196354427-c49345c7-ba81-47b2-8aba-b3aa29e06a68.png) Imagen 2: Nodos devueltos en la petición hacia el webservice de DIRCAIB utilizado en PROVES: ![errosistra1dir3caib112](https://user-images.githubusercontent.com/17267873/196354490-7aad1691-70ba-470d-b1b7-7156df0e1b6c.png) ",0,el mètode de ws obtenerarbolunidadesdestinatarias no retorna els mateixos que camps el mètode de ws obtenerarbolunidadesdestinatarias no retorna els mateixos camps que abans veure imatge imagen nodos devueltos en la petición hacia el webservice de de dev nueva imagen nodos devueltos en la petición hacia el webservice de dircaib utilizado en proves ,0 27560,2694169863.0,IssuesEvent,2015-04-01 18:44:25,cs2103jan2015-t10-1c/main,https://api.github.com/repos/cs2103jan2015-t10-1c/main,closed,"As a user, I can indicate completion of a task",priority.high type.story,so I have a record of which tasks that I have done.,1.0,"As a user, I can indicate completion of a task - so I have a record of which tasks that I have done.",0,as a user i can indicate completion of a task so i have a record of which tasks that i have done ,0 13510,3736545955.0,IssuesEvent,2016-03-08 16:17:21,pyca/cryptography,https://api.github.com/repos/pyca/cryptography,opened,"Add an FAQ about ""no openssl/aes.h"" on OS X",documentation,It should tell people to upgrade to the latest pip.,1.0,"Add an FAQ about ""no openssl/aes.h"" on OS X - It should tell people to upgrade to the latest pip.",0,add an faq about no openssl aes h on os x it should tell people to upgrade to the latest pip ,0 5853,4044520642.0,IssuesEvent,2016-05-21 11:18:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Binary/XML to TSCN/TRES converter,feature proposal topic:editor usability,"I've converted a few projects from XML or binary formats to the new TSCN/TRES formats of Godot 2.0. It's a very tiresome process, as you need to save every resource in the new format, and then fix all the broken dependencies manually. It would be awesome to have an editor tool to convert binary SCN/RES and XML to TSCN/TRES (and maybe the other way around, though it wouldn't be a priority for me - but maybe not too hard as the exporter converts to SCN already on the fly).",True,"Binary/XML to TSCN/TRES converter - I've converted a few projects from XML or binary formats to the new TSCN/TRES formats of Godot 2.0. It's a very tiresome process, as you need to save every resource in the new format, and then fix all the broken dependencies manually. It would be awesome to have an editor tool to convert binary SCN/RES and XML to TSCN/TRES (and maybe the other way around, though it wouldn't be a priority for me - but maybe not too hard as the exporter converts to SCN already on the fly).",1,binary xml to tscn tres converter i ve converted a few projects from xml or binary formats to the new tscn tres formats of godot it s a very tiresome process as you need to save every resource in the new format and then fix all the broken dependencies manually it would be awesome to have an editor tool to convert binary scn res and xml to tscn tres and maybe the other way around though it wouldn t be a priority for me but maybe not too hard as the exporter converts to scn already on the fly ,1 87718,10961984281.0,IssuesEvent,2019-11-27 16:22:14,developmentseed/scoreboard,https://api.github.com/repos/developmentseed/scoreboard,closed,Sortable Columns,design enhancement,Add the ability to sort the columns in the campaign tables. I'm thinking of using [react-table](https://github.com/tannerlinsley/react-table) for this. ,1.0,Sortable Columns - Add the ability to sort the columns in the campaign tables. I'm thinking of using [react-table](https://github.com/tannerlinsley/react-table) for this. ,0,sortable columns add the ability to sort the columns in the campaign tables i m thinking of using for this ,0 18257,12875881010.0,IssuesEvent,2020-07-11 01:14:37,wix/yoshi,https://api.github.com/repos/wix/yoshi,closed,stop extending process.env in tests,💤 Stale 🛠 Infrastructure,"- non production issue! there are tests in the project that behaves differently when they run locally vs CI. the reason is that not all the env-var that are available in CI, were override in the test setup. I did some work related to this topic here: https://github.com/wix/yoshi/pull/2245 this ticket won't be easy to implement, but it will pay off eventually. you can probably split this ticket to ticket per package.",1.0,"stop extending process.env in tests - - non production issue! there are tests in the project that behaves differently when they run locally vs CI. the reason is that not all the env-var that are available in CI, were override in the test setup. I did some work related to this topic here: https://github.com/wix/yoshi/pull/2245 this ticket won't be easy to implement, but it will pay off eventually. you can probably split this ticket to ticket per package.",0,stop extending process env in tests non production issue there are tests in the project that behaves differently when they run locally vs ci the reason is that not all the env var that are available in ci were override in the test setup i did some work related to this topic here this ticket won t be easy to implement but it will pay off eventually you can probably split this ticket to ticket per package ,0 6054,4134227725.0,IssuesEvent,2016-06-12 02:00:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Un-instance a scene,enhancement topic:editor usability,"Sorry for the strange title but I have no better one in mind right now: Sometimes I create a new scene and instance it in a first scene, but I later realize it is better not to have it as an external scene, but as part of the first scene. But there is currently no way of asking Godot to take a scene instance and make it so it's not an instance anymore. In other software you would usually copy the root node, then paste it where you want it to be in the main scene, then delete the duplicate instance. But in Godot you cannot do that. You only have Ctrl+D, which only works within the current scene, not across two. If there is a way to do that please tell me (Godot is full of hidden features :p), otherwise it should be made easier.",True,"Un-instance a scene - Sorry for the strange title but I have no better one in mind right now: Sometimes I create a new scene and instance it in a first scene, but I later realize it is better not to have it as an external scene, but as part of the first scene. But there is currently no way of asking Godot to take a scene instance and make it so it's not an instance anymore. In other software you would usually copy the root node, then paste it where you want it to be in the main scene, then delete the duplicate instance. But in Godot you cannot do that. You only have Ctrl+D, which only works within the current scene, not across two. If there is a way to do that please tell me (Godot is full of hidden features :p), otherwise it should be made easier.",1,un instance a scene sorry for the strange title but i have no better one in mind right now sometimes i create a new scene and instance it in a first scene but i later realize it is better not to have it as an external scene but as part of the first scene but there is currently no way of asking godot to take a scene instance and make it so it s not an instance anymore in other software you would usually copy the root node then paste it where you want it to be in the main scene then delete the duplicate instance but in godot you cannot do that you only have ctrl d which only works within the current scene not across two if there is a way to do that please tell me godot is full of hidden features p otherwise it should be made easier ,1 130522,18163577716.0,IssuesEvent,2021-09-27 12:28:00,bithyve/hexa,https://api.github.com/repos/bithyve/hexa,closed,Personal device share is not getting confirmed.,fixed Wallet Security 2.0,"- If I press ""Yes have shared"" button of Personal device it should fetch ann scan everything.",True,"Personal device share is not getting confirmed. - - If I press ""Yes have shared"" button of Personal device it should fetch ann scan everything.",0,personal device share is not getting confirmed if i press yes have shared button of personal device it should fetch ann scan everything ,0 270014,23484582057.0,IssuesEvent,2022-08-17 13:29:35,instadeepai/Mava,https://api.github.com/repos/instadeepai/Mava,closed,[TEST] Jax Separate Networks Loss,test,"### What do you want to test? Unit test for the `MAPGWithTrustRegionClippingLossSeparateNetworks` component of the Jax PPO implementation that makes use of separate critic and policy netowrks. ### Outline of test structure * Unit tests * Test components and hooks ### Definition of done Passing checks, cover all hooks, edge cases considered ### Mandatory checklist before making a PR * [ ] The success criteria laid down in “Definition of done” are met. * [ ] Test code is documented - docstrings for methods and classes, static types for arguments. * [ ] Documentation is updated - README, CONTRIBUTING, or other documentation. ",1.0,"[TEST] Jax Separate Networks Loss - ### What do you want to test? Unit test for the `MAPGWithTrustRegionClippingLossSeparateNetworks` component of the Jax PPO implementation that makes use of separate critic and policy netowrks. ### Outline of test structure * Unit tests * Test components and hooks ### Definition of done Passing checks, cover all hooks, edge cases considered ### Mandatory checklist before making a PR * [ ] The success criteria laid down in “Definition of done” are met. * [ ] Test code is documented - docstrings for methods and classes, static types for arguments. * [ ] Documentation is updated - README, CONTRIBUTING, or other documentation. ",0, jax separate networks loss what do you want to test unit test for the mapgwithtrustregionclippinglossseparatenetworks component of the jax ppo implementation that makes use of separate critic and policy netowrks outline of test structure unit tests test components and hooks definition of done passing checks cover all hooks edge cases considered mandatory checklist before making a pr the success criteria laid down in “definition of done” are met test code is documented docstrings for methods and classes static types for arguments documentation is updated readme contributing or other documentation ,0 12142,7719481417.0,IssuesEvent,2018-05-23 19:33:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inspector ranges,enhancement junior job topic:editor usability,"Some of the inspector ranges are exagerated, for example why node2D rotation goes from -1440 to 1440, instead of -360 to 360, or light2D energy from -some_big_number to some_big_number, even though energy set to negative does not have effect, and also going above 100 does not seem to have effect either. ",True,"Inspector ranges - Some of the inspector ranges are exagerated, for example why node2D rotation goes from -1440 to 1440, instead of -360 to 360, or light2D energy from -some_big_number to some_big_number, even though energy set to negative does not have effect, and also going above 100 does not seem to have effect either. ",1,inspector ranges some of the inspector ranges are exagerated for example why rotation goes from to instead of to or energy from some big number to some big number even though energy set to negative does not have effect and also going above does not seem to have effect either ,1 259900,27740924471.0,IssuesEvent,2023-03-15 14:16:43,srivatsamarichi/ContosoAir,https://api.github.com/repos/srivatsamarichi/ContosoAir,closed,CVE-2021-32820 (High) detected in express-handlebars-3.1.0.tgz - autoclosed,Mend: dependency security vulnerability,"## CVE-2021-32820 - High Severity Vulnerability
Vulnerable Library - express-handlebars-3.1.0.tgz

A Handlebars view engine for Express which doesn't suck.

Library home page: https://registry.npmjs.org/express-handlebars/-/express-handlebars-3.1.0.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/express-handlebars/package.json

Dependency Hierarchy: - :x: **express-handlebars-3.1.0.tgz** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

Express-handlebars is a Handlebars view engine for Express. Express-handlebars mixes pure template data with engine configuration options through the Express render API. More specifically, the layout parameter may trigger file disclosure vulnerabilities in downstream applications. This potential vulnerability is somewhat restricted in that only files with existing extentions (i.e. file.extension) can be included, files that lack an extension will have .handlebars appended to them. For complete details refer to the referenced GHSL-2021-018 report. Notes in documentation have been added to help users avoid this potential information exposure vulnerability.

Publish Date: 2021-05-14

URL: CVE-2021-32820

CVSS 3 Score Details (8.6)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Changed - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: None - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://nvd.nist.gov/vuln/detail/CVE-2021-32820

Release Date: 2021-05-14

Fix Resolution: 5.3.3

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2021-32820 (High) detected in express-handlebars-3.1.0.tgz - autoclosed - ## CVE-2021-32820 - High Severity Vulnerability
Vulnerable Library - express-handlebars-3.1.0.tgz

A Handlebars view engine for Express which doesn't suck.

Library home page: https://registry.npmjs.org/express-handlebars/-/express-handlebars-3.1.0.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/express-handlebars/package.json

Dependency Hierarchy: - :x: **express-handlebars-3.1.0.tgz** (Vulnerable Library)

Found in base branch: master

Vulnerability Details

Express-handlebars is a Handlebars view engine for Express. Express-handlebars mixes pure template data with engine configuration options through the Express render API. More specifically, the layout parameter may trigger file disclosure vulnerabilities in downstream applications. This potential vulnerability is somewhat restricted in that only files with existing extentions (i.e. file.extension) can be included, files that lack an extension will have .handlebars appended to them. For complete details refer to the referenced GHSL-2021-018 report. Notes in documentation have been added to help users avoid this potential information exposure vulnerability.

Publish Date: 2021-05-14

URL: CVE-2021-32820

CVSS 3 Score Details (8.6)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Changed - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: None - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://nvd.nist.gov/vuln/detail/CVE-2021-32820

Release Date: 2021-05-14

Fix Resolution: 5.3.3

*** Step up your Open Source Security Game with Mend [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in express handlebars tgz autoclosed cve high severity vulnerability vulnerable library express handlebars tgz a handlebars view engine for express which doesn t suck library home page a href path to dependency file package json path to vulnerable library node modules express handlebars package json dependency hierarchy x express handlebars tgz vulnerable library found in base branch master vulnerability details express handlebars is a handlebars view engine for express express handlebars mixes pure template data with engine configuration options through the express render api more specifically the layout parameter may trigger file disclosure vulnerabilities in downstream applications this potential vulnerability is somewhat restricted in that only files with existing extentions i e file extension can be included files that lack an extension will have handlebars appended to them for complete details refer to the referenced ghsl report notes in documentation have been added to help users avoid this potential information exposure vulnerability publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope changed impact metrics confidentiality impact high integrity impact none availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution step up your open source security game with mend ,0 25608,25488607575.0,IssuesEvent,2022-11-26 19:04:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Impossible to limit frames, neither with v-sync, nor with max fps nor Nvidia limits, in Godot 4.0",discussion topic:core topic:rendering topic:editor usability,"### Godot version 4.0 ### System information Windows 11.CPU AMD Rizen 9 5950 ,GPU Nvidia RTX 3060 , 32g RAM ### Issue description Godot 4.0 does not limit the frames, neither by activating v-sync nor max fps. I have tried it in the last 4.0 beta versions, and none does it in my case. Unlike the 3.x versions that do limit them correctly. I have tried managing the nvidia settings and it does limit or not limit the fps in all other programs, but not in Godot 4.0. Godot 4.0, in my case, does not limit the fps with any of the commented options, my fps are allways over 300. ### Steps to reproduce Open a new godot 3d project. Activate the frame limiting option or the v-sync option or both at the same time. Press the option to see frame time of the 3d view button. ### Minimal reproduction project Open a new godot 3d project. Activate the frame limiting option or the v-sync option or both at the same time. Press the option to see frame time of the 3d view button.",True,"Impossible to limit frames, neither with v-sync, nor with max fps nor Nvidia limits, in Godot 4.0 - ### Godot version 4.0 ### System information Windows 11.CPU AMD Rizen 9 5950 ,GPU Nvidia RTX 3060 , 32g RAM ### Issue description Godot 4.0 does not limit the frames, neither by activating v-sync nor max fps. I have tried it in the last 4.0 beta versions, and none does it in my case. Unlike the 3.x versions that do limit them correctly. I have tried managing the nvidia settings and it does limit or not limit the fps in all other programs, but not in Godot 4.0. Godot 4.0, in my case, does not limit the fps with any of the commented options, my fps are allways over 300. ### Steps to reproduce Open a new godot 3d project. Activate the frame limiting option or the v-sync option or both at the same time. Press the option to see frame time of the 3d view button. ### Minimal reproduction project Open a new godot 3d project. Activate the frame limiting option or the v-sync option or both at the same time. Press the option to see frame time of the 3d view button.",1,impossible to limit frames neither with v sync nor with max fps nor nvidia limits in godot godot version system information windows cpu amd rizen gpu nvidia rtx ram issue description godot does not limit the frames neither by activating v sync nor max fps i have tried it in the last beta versions and none does it in my case unlike the x versions that do limit them correctly i have tried managing the nvidia settings and it does limit or not limit the fps in all other programs but not in godot godot in my case does not limit the fps with any of the commented options my fps are allways over steps to reproduce open a new godot project activate the frame limiting option or the v sync option or both at the same time press the option to see frame time of the view button minimal reproduction project open a new godot project activate the frame limiting option or the v sync option or both at the same time press the option to see frame time of the view button ,1 494715,14263896675.0,IssuesEvent,2020-11-20 15:02:31,NaomiProject/Naomi,https://api.github.com/repos/NaomiProject/Naomi,closed,Naomi becomes hard of hearing,Good First Issue! Hacktoberfest Priority: Low Status: Available Type: Bug," ## Detailed Description I have noticed that when Naomi first starts, using the default SNR-VAD Voice Activity Detector, Naomi is very eager to listen. However, after a few hours, it becomes more and more difficult to activate. ## Context Something about the SNR-VAD system is setting the threshold out of reach after a certain amount of time. I'd like Naomi to continue to respond to more or less the same volume over time when kept in a room where the background noise is not changing. ## Possible Implementation Just need to look at the implementation in SNR-VAD. The desire was to create a VAD that would adjust to ambient noise levels as moving from room to room, or situation to situation, and learn to only respond to abnormally high levels of input which would represent a speaker talking over the din. ",1.0,"Naomi becomes hard of hearing - ## Detailed Description I have noticed that when Naomi first starts, using the default SNR-VAD Voice Activity Detector, Naomi is very eager to listen. However, after a few hours, it becomes more and more difficult to activate. ## Context Something about the SNR-VAD system is setting the threshold out of reach after a certain amount of time. I'd like Naomi to continue to respond to more or less the same volume over time when kept in a room where the background noise is not changing. ## Possible Implementation Just need to look at the implementation in SNR-VAD. The desire was to create a VAD that would adjust to ambient noise levels as moving from room to room, or situation to situation, and learn to only respond to abnormally high levels of input which would represent a speaker talking over the din. ",0,naomi becomes hard of hearing detailed description i have noticed that when naomi first starts using the default snr vad voice activity detector naomi is very eager to listen however after a few hours it becomes more and more difficult to activate context something about the snr vad system is setting the threshold out of reach after a certain amount of time i d like naomi to continue to respond to more or less the same volume over time when kept in a room where the background noise is not changing possible implementation just need to look at the implementation in snr vad the desire was to create a vad that would adjust to ambient noise levels as moving from room to room or situation to situation and learn to only respond to abnormally high levels of input which would represent a speaker talking over the din ,0 15247,9907280279.0,IssuesEvent,2019-06-27 15:29:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Regression, unmark One Shot when Emmiting is true, doesn't restore particles emitting ",bug confirmed topic:editor usability,"**Godot version:** 3.1 Alpha **OS/device including version:** Windows 10 Intel HD 4600 **Issue description:** Issue is same as #10181 and fixed in #10297 but now this still not working So when I unmark One Shot when I have Emitting enabled, I expecting restore particles emitting but this doesn't happen. _Bugsquad edit: CPUParticles2D is also affected_ **Steps to reproduce:** ![ezgif-5-8312265410](https://user-images.githubusercontent.com/41945903/45152736-3679ca80-b1d2-11e8-9ff8-2f9ef8188269.gif) ",True,"Regression, unmark One Shot when Emmiting is true, doesn't restore particles emitting - **Godot version:** 3.1 Alpha **OS/device including version:** Windows 10 Intel HD 4600 **Issue description:** Issue is same as #10181 and fixed in #10297 but now this still not working So when I unmark One Shot when I have Emitting enabled, I expecting restore particles emitting but this doesn't happen. _Bugsquad edit: CPUParticles2D is also affected_ **Steps to reproduce:** ![ezgif-5-8312265410](https://user-images.githubusercontent.com/41945903/45152736-3679ca80-b1d2-11e8-9ff8-2f9ef8188269.gif) ",1,regression unmark one shot when emmiting is true doesn t restore particles emitting godot version alpha os device including version windows intel hd issue description issue is same as and fixed in but now this still not working so when i unmark one shot when i have emitting enabled i expecting restore particles emitting but this doesn t happen bugsquad edit is also affected steps to reproduce ,1 470833,13547159928.0,IssuesEvent,2020-09-17 03:18:53,hannakim91/travel-tracker,https://api.github.com/repos/hannakim91/travel-tracker,opened,Traveler Interaction: number of travelers,priority: 1 🚨 type: UI 🎨 type: enhancement 🌟,"I should be able to make a trip request: I will select a date, duration, **number of travelers** and choose from a list of destinations",1.0,"Traveler Interaction: number of travelers - I should be able to make a trip request: I will select a date, duration, **number of travelers** and choose from a list of destinations",0,traveler interaction number of travelers i should be able to make a trip request i will select a date duration number of travelers and choose from a list of destinations,0 239813,26232113263.0,IssuesEvent,2023-01-05 01:48:15,sureng-ws-ibm/sg-nodegoat,https://api.github.com/repos/sureng-ws-ibm/sg-nodegoat,opened,CVE-2022-21680 (High) detected in marked-0.3.9.tgz,security vulnerability,"## CVE-2022-21680 - High Severity Vulnerability
Vulnerable Library - marked-0.3.9.tgz

A markdown parser built for speed

Library home page: https://registry.npmjs.org/marked/-/marked-0.3.9.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/marked/package.json

Dependency Hierarchy: - :x: **marked-0.3.9.tgz** (Vulnerable Library)

Found in HEAD commit: 188e122d80d495bec287ef3a4b998484fb9167b4

Found in base branch: master

Vulnerability Details

Marked is a markdown parser and compiler. Prior to version 4.0.10, the regular expression `block.def` may cause catastrophic backtracking against some strings and lead to a regular expression denial of service (ReDoS). Anyone who runs untrusted markdown through a vulnerable version of marked and does not use a worker with a time limit may be affected. This issue is patched in version 4.0.10. As a workaround, avoid running untrusted markdown through marked or run marked on a worker thread and set a reasonable time limit to prevent draining resources.

Publish Date: 2022-01-14

URL: CVE-2022-21680

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/advisories/GHSA-rrrm-qjm4-v8hf

Release Date: 2022-01-14

Fix Resolution: 4.0.10

*** :rescue_worker_helmet: Automatic Remediation is available for this issue",True,"CVE-2022-21680 (High) detected in marked-0.3.9.tgz - ## CVE-2022-21680 - High Severity Vulnerability
Vulnerable Library - marked-0.3.9.tgz

A markdown parser built for speed

Library home page: https://registry.npmjs.org/marked/-/marked-0.3.9.tgz

Path to dependency file: /package.json

Path to vulnerable library: /node_modules/marked/package.json

Dependency Hierarchy: - :x: **marked-0.3.9.tgz** (Vulnerable Library)

Found in HEAD commit: 188e122d80d495bec287ef3a4b998484fb9167b4

Found in base branch: master

Vulnerability Details

Marked is a markdown parser and compiler. Prior to version 4.0.10, the regular expression `block.def` may cause catastrophic backtracking against some strings and lead to a regular expression denial of service (ReDoS). Anyone who runs untrusted markdown through a vulnerable version of marked and does not use a worker with a time limit may be affected. This issue is patched in version 4.0.10. As a workaround, avoid running untrusted markdown through marked or run marked on a worker thread and set a reasonable time limit to prevent draining resources.

Publish Date: 2022-01-14

URL: CVE-2022-21680

CVSS 3 Score Details (7.5)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: None - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/advisories/GHSA-rrrm-qjm4-v8hf

Release Date: 2022-01-14

Fix Resolution: 4.0.10

*** :rescue_worker_helmet: Automatic Remediation is available for this issue",0,cve high detected in marked tgz cve high severity vulnerability vulnerable library marked tgz a markdown parser built for speed library home page a href path to dependency file package json path to vulnerable library node modules marked package json dependency hierarchy x marked tgz vulnerable library found in head commit a href found in base branch master vulnerability details marked is a markdown parser and compiler prior to version the regular expression block def may cause catastrophic backtracking against some strings and lead to a regular expression denial of service redos anyone who runs untrusted markdown through a vulnerable version of marked and does not use a worker with a time limit may be affected this issue is patched in version as a workaround avoid running untrusted markdown through marked or run marked on a worker thread and set a reasonable time limit to prevent draining resources publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact none integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution rescue worker helmet automatic remediation is available for this issue,0 60946,7431724201.0,IssuesEvent,2018-03-25 17:29:15,rkt/rkt,https://api.github.com/repos/rkt/rkt,closed,rkt daemonization (not with systemd or supervisord),kind/design kind/question reviewed/won't fix,"I'm adding a Restful API to rkt since grpc is not stable in all languages. so far I have added run pod, rm pod and list pod features but I can't use run Pod since I can't daemonize the pods created. also, daemonization of pods can come in handy. is there going to be such feature in later versions and if not How can I add this feature myself, where should I look? according to [#227](https://github.com/golang/go/issues/227) it's not possible in Go but Moby/Docker is also written in Golang and has this feature right?",1.0,"rkt daemonization (not with systemd or supervisord) - I'm adding a Restful API to rkt since grpc is not stable in all languages. so far I have added run pod, rm pod and list pod features but I can't use run Pod since I can't daemonize the pods created. also, daemonization of pods can come in handy. is there going to be such feature in later versions and if not How can I add this feature myself, where should I look? according to [#227](https://github.com/golang/go/issues/227) it's not possible in Go but Moby/Docker is also written in Golang and has this feature right?",0,rkt daemonization not with systemd or supervisord i m adding a restful api to rkt since grpc is not stable in all languages so far i have added run pod rm pod and list pod features but i can t use run pod since i can t daemonize the pods created also daemonization of pods can come in handy is there going to be such feature in later versions and if not how can i add this feature myself where should i look according to it s not possible in go but moby docker is also written in golang and has this feature right ,0 616113,19294146843.0,IssuesEvent,2021-12-12 09:49:55,OpenTreeHole/backend,https://api.github.com/repos/OpenTreeHole/backend,closed,API KEY 生成机制,dev request high priority,"**Is your feature request related to a problem? Please describe.** API KEY 的生成机制迟迟没有提交,这是 APP 端认证用户的手段,属于最基本的功能,应当被优先解决。 **Describe the solution you'd like** 等待能否获得学校的oauth,在找到更好的认证方式之前,正式版将暂缓发布 **Describe alternatives you've considered** 1. 目前提到的基于时间生成令牌 理由:由于种子需要被写进前端,无论算法是否开源,都有被反编译的可能 2. 将uis学号和密码发给后端,后端完成验证即可 理由:后端可能被黑客植入后门截取所有凭据,可能触发UIS风控",1.0,"API KEY 生成机制 - **Is your feature request related to a problem? Please describe.** API KEY 的生成机制迟迟没有提交,这是 APP 端认证用户的手段,属于最基本的功能,应当被优先解决。 **Describe the solution you'd like** 等待能否获得学校的oauth,在找到更好的认证方式之前,正式版将暂缓发布 **Describe alternatives you've considered** 1. 目前提到的基于时间生成令牌 理由:由于种子需要被写进前端,无论算法是否开源,都有被反编译的可能 2. 将uis学号和密码发给后端,后端完成验证即可 理由:后端可能被黑客植入后门截取所有凭据,可能触发UIS风控",0,api key 生成机制 is your feature request related to a problem please describe api key 的生成机制迟迟没有提交,这是 app 端认证用户的手段,属于最基本的功能,应当被优先解决。 describe the solution you d like 等待能否获得学校的oauth,在找到更好的认证方式之前,正式版将暂缓发布 describe alternatives you ve considered 目前提到的基于时间生成令牌 理由:由于种子需要被写进前端,无论算法是否开源,都有被反编译的可能 将uis学号和密码发给后端,后端完成验证即可 理由:后端可能被黑客植入后门截取所有凭据,可能触发uis风控,0 3414,3442348940.0,IssuesEvent,2015-12-14 22:13:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project Manager is processing gamepad input,enhancement topic:editor usability,"similar to #813 which was fixed, the Project Manager is processing gamepad input, and while less destructive than the editor itself processing gamepad input, it is still annoying when you might be running a project directly from the Manager, and then buttons are going through and, for example, launching a bunch more copies of the project.",True,"Project Manager is processing gamepad input - similar to #813 which was fixed, the Project Manager is processing gamepad input, and while less destructive than the editor itself processing gamepad input, it is still annoying when you might be running a project directly from the Manager, and then buttons are going through and, for example, launching a bunch more copies of the project.",1,project manager is processing gamepad input similar to which was fixed the project manager is processing gamepad input and while less destructive than the editor itself processing gamepad input it is still annoying when you might be running a project directly from the manager and then buttons are going through and for example launching a bunch more copies of the project ,1 73700,15279599272.0,IssuesEvent,2021-02-23 04:24:00,OSWeekends/EventPoints,https://api.github.com/repos/OSWeekends/EventPoints,opened,"WS-2018-0211 (High) detected in flatmap-stream-0.1.1.tgz, event-stream-3.3.6.tgz",security vulnerability,"## WS-2018-0211 - High Severity Vulnerability
Vulnerable Libraries - flatmap-stream-0.1.1.tgz, event-stream-3.3.6.tgz

flatmap-stream-0.1.1.tgz

UNMAINTAINED

Library home page: https://registry.npmjs.org/flatmap-stream/-/flatmap-stream-0.1.1.tgz

Dependency Hierarchy: - npm-run-all-4.1.3.tgz (Root Library) - ps-tree-1.1.0.tgz - event-stream-3.3.6.tgz - :x: **flatmap-stream-0.1.1.tgz** (Vulnerable Library)

event-stream-3.3.6.tgz

construct pipes of streams of events

Library home page: https://registry.npmjs.org/event-stream/-/event-stream-3.3.6.tgz

Dependency Hierarchy: - npm-run-all-4.1.3.tgz (Root Library) - ps-tree-1.1.0.tgz - :x: **event-stream-3.3.6.tgz** (Vulnerable Library)

Found in HEAD commit: b28b6e872024846884a51ba689ad13fcf22dafc4

Vulnerability Details

The ownership ""event-stream"" node_module was transferred, the original author of this module gave the ownership to a user called ""right9ctrl"". This user inserted into the dependencies of ""event-stream"" (in version 3.3.6) the ""flatmap-stream"" module. In ""flatmap-stream"" (version 0.1.1 and above) he inserted in the minified version of ""index.js"" a malicious code which causes to attack and steal users' wallet information in Copay, which is a secure bitcoin wallet platform for both desktop and mobile devices.

Publish Date: 2018-11-28

URL: WS-2018-0211

CVSS 2 Score Details (10.0)

Base Score Metrics not available

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"WS-2018-0211 (High) detected in flatmap-stream-0.1.1.tgz, event-stream-3.3.6.tgz - ## WS-2018-0211 - High Severity Vulnerability
Vulnerable Libraries - flatmap-stream-0.1.1.tgz, event-stream-3.3.6.tgz

flatmap-stream-0.1.1.tgz

UNMAINTAINED

Library home page: https://registry.npmjs.org/flatmap-stream/-/flatmap-stream-0.1.1.tgz

Dependency Hierarchy: - npm-run-all-4.1.3.tgz (Root Library) - ps-tree-1.1.0.tgz - event-stream-3.3.6.tgz - :x: **flatmap-stream-0.1.1.tgz** (Vulnerable Library)

event-stream-3.3.6.tgz

construct pipes of streams of events

Library home page: https://registry.npmjs.org/event-stream/-/event-stream-3.3.6.tgz

Dependency Hierarchy: - npm-run-all-4.1.3.tgz (Root Library) - ps-tree-1.1.0.tgz - :x: **event-stream-3.3.6.tgz** (Vulnerable Library)

Found in HEAD commit: b28b6e872024846884a51ba689ad13fcf22dafc4

Vulnerability Details

The ownership ""event-stream"" node_module was transferred, the original author of this module gave the ownership to a user called ""right9ctrl"". This user inserted into the dependencies of ""event-stream"" (in version 3.3.6) the ""flatmap-stream"" module. In ""flatmap-stream"" (version 0.1.1 and above) he inserted in the minified version of ""index.js"" a malicious code which causes to attack and steal users' wallet information in Copay, which is a secure bitcoin wallet platform for both desktop and mobile devices.

Publish Date: 2018-11-28

URL: WS-2018-0211

CVSS 2 Score Details (10.0)

Base Score Metrics not available

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,ws high detected in flatmap stream tgz event stream tgz ws high severity vulnerability vulnerable libraries flatmap stream tgz event stream tgz flatmap stream tgz unmaintained library home page a href dependency hierarchy npm run all tgz root library ps tree tgz event stream tgz x flatmap stream tgz vulnerable library event stream tgz construct pipes of streams of events library home page a href dependency hierarchy npm run all tgz root library ps tree tgz x event stream tgz vulnerable library found in head commit a href vulnerability details the ownership event stream node module was transferred the original author of this module gave the ownership to a user called this user inserted into the dependencies of event stream in version the flatmap stream module in flatmap stream version and above he inserted in the minified version of index js a malicious code which causes to attack and steal users wallet information in copay which is a secure bitcoin wallet platform for both desktop and mobile devices publish date url a href cvss score details base score metrics not available step up your open source security game with whitesource ,0 17624,12201855232.0,IssuesEvent,2020-04-30 07:59:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Code editor improvement: quick documentation,feature proposal topic:editor usability,"Currently, we can use Lookup Symbol or Search Help to look for documentation of everything. It would be nice to have that documentation in popup rather than a separate window / tab. See an example: [Quick Documentation in IntelliJ IDEA](https://www.jetbrains.com/help/idea/viewing-reference-information.html#inline-quick-documentation)",True,"Code editor improvement: quick documentation - Currently, we can use Lookup Symbol or Search Help to look for documentation of everything. It would be nice to have that documentation in popup rather than a separate window / tab. See an example: [Quick Documentation in IntelliJ IDEA](https://www.jetbrains.com/help/idea/viewing-reference-information.html#inline-quick-documentation)",1,code editor improvement quick documentation currently we can use lookup symbol or search help to look for documentation of everything it would be nice to have that documentation in popup rather than a separate window tab see an example ,1 122924,10240916093.0,IssuesEvent,2019-08-19 22:11:41,microsoft/PTVS,https://api.github.com/repos/microsoft/PTVS,closed,Failed to get launch configuration for project error,area:Test Adapter bug priority:P1,"git clone https://dev.azure.com/mseng/Python/_git/PySIP build the native c++ project and reload solution output window (tests) ``` [8/19/2019 2:53:11.112 PM Informational] Store opened in 0.005 sec. [8/19/2019 2:53:12.741 PM Informational] ---------- Discovery started ---------- [8/19/2019 2:53:12.747 PM Warning] Failed to get launch configuration for project stored in C:\Users\huvalo\source\repos\PySIP\PySIPTest, tests cannot be discovered. [8/19/2019 2:53:13.391 PM Error] An exception occurred while test discoverer 'PythonTestDiscoverer' was loading tests. Exception: The given key was not present in the dictionary. [8/19/2019 2:53:13.391 PM Warning] No test is available in C:\Users\huvalo\source\repos\PySIP\PySIPTest\conftest.py C:\Users\huvalo\source\repos\PySIP\PySIPTest\constants.py C:\Users\huvalo\source\repos\PySIP\PySIPTest\PySip.py C:\Users\huvalo\source\repos\PySIP\PySIPTest\test_create_hash.py C:\Users\huvalo\source\repos\PySIP\PySIPTest\test_get_signature.py C:\Users\huvalo\source\repos\PySIP\PySIPTest\test_is_my_file_type.py C:\Users\huvalo\source\repos\PySIP\PySIPTest\test_put_signature.py. Make sure that test discoverer & executors are registered and platform & framework version settings are appropriate and try again. [8/19/2019 2:53:13.422 PM Informational] ========== Discovery finished: 0 tests found (0:00:00.6782121) ========== ``` ",1.0,"Failed to get launch configuration for project error - git clone https://dev.azure.com/mseng/Python/_git/PySIP build the native c++ project and reload solution output window (tests) ``` [8/19/2019 2:53:11.112 PM Informational] Store opened in 0.005 sec. [8/19/2019 2:53:12.741 PM Informational] ---------- Discovery started ---------- [8/19/2019 2:53:12.747 PM Warning] Failed to get launch configuration for project stored in C:\Users\huvalo\source\repos\PySIP\PySIPTest, tests cannot be discovered. [8/19/2019 2:53:13.391 PM Error] An exception occurred while test discoverer 'PythonTestDiscoverer' was loading tests. Exception: The given key was not present in the dictionary. [8/19/2019 2:53:13.391 PM Warning] No test is available in C:\Users\huvalo\source\repos\PySIP\PySIPTest\conftest.py C:\Users\huvalo\source\repos\PySIP\PySIPTest\constants.py C:\Users\huvalo\source\repos\PySIP\PySIPTest\PySip.py C:\Users\huvalo\source\repos\PySIP\PySIPTest\test_create_hash.py C:\Users\huvalo\source\repos\PySIP\PySIPTest\test_get_signature.py C:\Users\huvalo\source\repos\PySIP\PySIPTest\test_is_my_file_type.py C:\Users\huvalo\source\repos\PySIP\PySIPTest\test_put_signature.py. Make sure that test discoverer & executors are registered and platform & framework version settings are appropriate and try again. [8/19/2019 2:53:13.422 PM Informational] ========== Discovery finished: 0 tests found (0:00:00.6782121) ========== ``` ",0,failed to get launch configuration for project error git clone build the native c project and reload solution output window tests store opened in sec discovery started failed to get launch configuration for project stored in c users huvalo source repos pysip pysiptest tests cannot be discovered an exception occurred while test discoverer pythontestdiscoverer was loading tests exception the given key was not present in the dictionary no test is available in c users huvalo source repos pysip pysiptest conftest py c users huvalo source repos pysip pysiptest constants py c users huvalo source repos pysip pysiptest pysip py c users huvalo source repos pysip pysiptest test create hash py c users huvalo source repos pysip pysiptest test get signature py c users huvalo source repos pysip pysiptest test is my file type py c users huvalo source repos pysip pysiptest test put signature py make sure that test discoverer executors are registered and platform framework version settings are appropriate and try again discovery finished tests found ,0 118467,11980733257.0,IssuesEvent,2020-04-07 09:50:35,Byteclaw/visage,https://api.github.com/repos/Byteclaw/visage,opened,[Docs] - add powerful ThemeEditor,documentation,"Basically we want to be able: - [ ] - change fonts - [ ] - change font sizes and line heights - [ ] - change colors - [ ] - change faces/mixins? ",1.0,"[Docs] - add powerful ThemeEditor - Basically we want to be able: - [ ] - change fonts - [ ] - change font sizes and line heights - [ ] - change colors - [ ] - change faces/mixins? ",0, add powerful themeeditor basically we want to be able change fonts change font sizes and line heights change colors change faces mixins ,0 22916,20601136257.0,IssuesEvent,2022-03-06 09:18:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor settings color picker and OptionButton close themselves prematurely when the editor theme is regenerated,bug topic:editor confirmed usability," **Godot version:** a16d9c6ab68cadb3cff07ef8b7b8c00717e98922 **OS/device including version:** Linux **Issue description:** ![image](https://user-images.githubusercontent.com/28724859/48297988-a9294f80-e47a-11e8-80a7-637f61847040.png) The color picker dialogue under `Editor Settings -> Interface -> Theme` has a habit of closing itself while you're in the middle of trying to decide on a color; the moment the editor updates its color scheme, whether or not you're finished, the dialogue will close on its own, and may close itself again after a short delay when opened a second time. This self-closing behavior seems to also happen when other editor color settings are modified, such as `Text Editor -> Highlighting`. Picking a color, picking a hue, sometimes even just clicking in one of the RGBA number fields, can cause the dialogue to close. Ideally it will stay open until the user clicks outside of the dialogue.",True,"Editor settings color picker and OptionButton close themselves prematurely when the editor theme is regenerated - **Godot version:** a16d9c6ab68cadb3cff07ef8b7b8c00717e98922 **OS/device including version:** Linux **Issue description:** ![image](https://user-images.githubusercontent.com/28724859/48297988-a9294f80-e47a-11e8-80a7-637f61847040.png) The color picker dialogue under `Editor Settings -> Interface -> Theme` has a habit of closing itself while you're in the middle of trying to decide on a color; the moment the editor updates its color scheme, whether or not you're finished, the dialogue will close on its own, and may close itself again after a short delay when opened a second time. This self-closing behavior seems to also happen when other editor color settings are modified, such as `Text Editor -> Highlighting`. Picking a color, picking a hue, sometimes even just clicking in one of the RGBA number fields, can cause the dialogue to close. Ideally it will stay open until the user clicks outside of the dialogue.",1,editor settings color picker and optionbutton close themselves prematurely when the editor theme is regenerated please search existing issues for potential duplicates before filing yours godot version os device including version linux issue description the color picker dialogue under editor settings interface theme has a habit of closing itself while you re in the middle of trying to decide on a color the moment the editor updates its color scheme whether or not you re finished the dialogue will close on its own and may close itself again after a short delay when opened a second time this self closing behavior seems to also happen when other editor color settings are modified such as text editor highlighting picking a color picking a hue sometimes even just clicking in one of the rgba number fields can cause the dialogue to close ideally it will stay open until the user clicks outside of the dialogue ,1 3024,3061191248.0,IssuesEvent,2015-08-15 08:28:53,manjaro/manjaro-tools,https://api.github.com/repos/manjaro/manjaro-tools,opened,Seems umount sometimes don't work ...,bug buildiso,"Using linux 4.x sometimes result into: ``` umount: /var/lib/manjaro-tools/buildpkg/unstable/x86_64/phil/dev: target is busy (In some cases useful info about processes that use the device is found by lsof(8) or fuser(1).) umount: /var/lib/manjaro-tools/buildpkg/unstable/x86_64/phil: target is busy (In some cases useful info about processes that use the device is found by lsof(8) or fuser(1).) ``` Currently I can't pinpoint the issue.",1.0,"Seems umount sometimes don't work ... - Using linux 4.x sometimes result into: ``` umount: /var/lib/manjaro-tools/buildpkg/unstable/x86_64/phil/dev: target is busy (In some cases useful info about processes that use the device is found by lsof(8) or fuser(1).) umount: /var/lib/manjaro-tools/buildpkg/unstable/x86_64/phil: target is busy (In some cases useful info about processes that use the device is found by lsof(8) or fuser(1).) ``` Currently I can't pinpoint the issue.",0,seems umount sometimes don t work using linux x sometimes result into umount var lib manjaro tools buildpkg unstable phil dev target is busy in some cases useful info about processes that use the device is found by lsof or fuser umount var lib manjaro tools buildpkg unstable phil target is busy in some cases useful info about processes that use the device is found by lsof or fuser currently i can t pinpoint the issue ,0 8681,5916023204.0,IssuesEvent,2017-05-22 09:26:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script heat colors are not adjusted to new theme (they blend with background),bug enhancement topic:editor usability,"** Godot version: 3.0 master** **Issue description:** ![selection_086](https://cloud.githubusercontent.com/assets/6152134/25576626/f8abcf46-2e60-11e7-9d66-3f86a306cad8.png) ",True,"Script heat colors are not adjusted to new theme (they blend with background) - ** Godot version: 3.0 master** **Issue description:** ![selection_086](https://cloud.githubusercontent.com/assets/6152134/25576626/f8abcf46-2e60-11e7-9d66-3f86a306cad8.png) ",1,script heat colors are not adjusted to new theme they blend with background godot version master issue description ,1 198963,15729866790.0,IssuesEvent,2021-03-29 15:17:55,nhsx/covid-chest-imaging-database,https://api.github.com/repos/nhsx/covid-chest-imaging-database,closed,Document token management best practices,documentation enhancement,"### Describe the feature request Even though people might have best practices, it's good to spell out what should be expected of them. ### Affected product area (please put an X in all the brackets that apply) [x] Documentation [ ] Data access [ ] Infrastructure [ ] Loader pipeline [ ] Other (please describe) ### Additional context Should include: * key rotation (once #131 is deployed) * using short lived credentials, that is session tokens * using `aws-vault` both for tokens at rest being kept safe, as well as automatic short lived credentials (or `--server` of automatic refreshes of those session tokens as needed) This should be either a separate security sections, or part of the FAQ .",1.0,"Document token management best practices - ### Describe the feature request Even though people might have best practices, it's good to spell out what should be expected of them. ### Affected product area (please put an X in all the brackets that apply) [x] Documentation [ ] Data access [ ] Infrastructure [ ] Loader pipeline [ ] Other (please describe) ### Additional context Should include: * key rotation (once #131 is deployed) * using short lived credentials, that is session tokens * using `aws-vault` both for tokens at rest being kept safe, as well as automatic short lived credentials (or `--server` of automatic refreshes of those session tokens as needed) This should be either a separate security sections, or part of the FAQ .",0,document token management best practices describe the feature request even though people might have best practices it s good to spell out what should be expected of them affected product area please put an x in all the brackets that apply documentation data access infrastructure loader pipeline other please describe additional context should include key rotation once is deployed using short lived credentials that is session tokens using aws vault both for tokens at rest being kept safe as well as automatic short lived credentials or server of automatic refreshes of those session tokens as needed this should be either a separate security sections or part of the faq ,0 271090,23580068449.0,IssuesEvent,2022-08-23 06:50:13,apache/pulsar,https://api.github.com/repos/apache/pulsar,closed,Flaky-test: SchemaTest.testDeleteTopicAndSchema,help-wanted component/test flaky-tests,"### Search before asking - [X] I searched in the [issues](https://github.com/apache/pulsar/issues) and found nothing similar. ### Example failure https://github.com/apache/pulsar/runs/7964439053?check_suite_focus=true ### Exception stacktrace ``` Error: Tests run: 58, Failures: 1, Errors: 0, Skipped: 54, Time elapsed: 47.453 s <<< FAILURE! - in org.apache.pulsar.schema.SchemaTest Error: testDeleteTopicAndSchema(org.apache.pulsar.schema.SchemaTest) Time elapsed: 0.494 s <<< FAILURE! java.lang.AssertionError: expected [0] but found [1] at org.testng.Assert.fail(Assert.java:99) at org.testng.Assert.failNotEquals(Assert.java:1037) at org.testng.Assert.assertEqualsImpl(Assert.java:140) at org.testng.Assert.assertEquals(Assert.java:122) at org.testng.Assert.assertEquals(Assert.java:907) at org.testng.Assert.assertEquals(Assert.java:917) at org.apache.pulsar.schema.SchemaTest.testDeleteTopicAndSchema(SchemaTest.java:767) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:77) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:568) at org.testng.internal.MethodInvocationHelper.invokeMethod(MethodInvocationHelper.java:132) at org.testng.internal.InvokeMethodRunnable.runOne(InvokeMethodRunnable.java:45) at org.testng.internal.InvokeMethodRunnable.call(InvokeMethodRunnable.java:73) at org.testng.internal.InvokeMethodRunnable.call(InvokeMethodRunnable.java:11) at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:264) at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) at java.base/java.lang.Thread.run(Thread.java:833) ``` ### Are you willing to submit a PR? - [ ] I'm willing to submit a PR!",2.0,"Flaky-test: SchemaTest.testDeleteTopicAndSchema - ### Search before asking - [X] I searched in the [issues](https://github.com/apache/pulsar/issues) and found nothing similar. ### Example failure https://github.com/apache/pulsar/runs/7964439053?check_suite_focus=true ### Exception stacktrace ``` Error: Tests run: 58, Failures: 1, Errors: 0, Skipped: 54, Time elapsed: 47.453 s <<< FAILURE! - in org.apache.pulsar.schema.SchemaTest Error: testDeleteTopicAndSchema(org.apache.pulsar.schema.SchemaTest) Time elapsed: 0.494 s <<< FAILURE! java.lang.AssertionError: expected [0] but found [1] at org.testng.Assert.fail(Assert.java:99) at org.testng.Assert.failNotEquals(Assert.java:1037) at org.testng.Assert.assertEqualsImpl(Assert.java:140) at org.testng.Assert.assertEquals(Assert.java:122) at org.testng.Assert.assertEquals(Assert.java:907) at org.testng.Assert.assertEquals(Assert.java:917) at org.apache.pulsar.schema.SchemaTest.testDeleteTopicAndSchema(SchemaTest.java:767) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:77) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:568) at org.testng.internal.MethodInvocationHelper.invokeMethod(MethodInvocationHelper.java:132) at org.testng.internal.InvokeMethodRunnable.runOne(InvokeMethodRunnable.java:45) at org.testng.internal.InvokeMethodRunnable.call(InvokeMethodRunnable.java:73) at org.testng.internal.InvokeMethodRunnable.call(InvokeMethodRunnable.java:11) at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:264) at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) at java.base/java.lang.Thread.run(Thread.java:833) ``` ### Are you willing to submit a PR? - [ ] I'm willing to submit a PR!",0,flaky test schematest testdeletetopicandschema search before asking i searched in the and found nothing similar example failure exception stacktrace error tests run failures errors skipped time elapsed s failure in org apache pulsar schema schematest error testdeletetopicandschema org apache pulsar schema schematest time elapsed s failure java lang assertionerror expected but found at org testng assert fail assert java at org testng assert failnotequals assert java at org testng assert assertequalsimpl assert java at org testng assert assertequals assert java at org testng assert assertequals assert java at org testng assert assertequals assert java at org apache pulsar schema schematest testdeletetopicandschema schematest java at java base jdk internal reflect nativemethodaccessorimpl native method at java base jdk internal reflect nativemethodaccessorimpl invoke nativemethodaccessorimpl java at java base jdk internal reflect delegatingmethodaccessorimpl invoke delegatingmethodaccessorimpl java at java base java lang reflect method invoke method java at org testng internal methodinvocationhelper invokemethod methodinvocationhelper java at org testng internal invokemethodrunnable runone invokemethodrunnable java at org testng internal invokemethodrunnable call invokemethodrunnable java at org testng internal invokemethodrunnable call invokemethodrunnable java at java base java util concurrent futuretask run futuretask java at java base java util concurrent threadpoolexecutor runworker threadpoolexecutor java at java base java util concurrent threadpoolexecutor worker run threadpoolexecutor java at java base java lang thread run thread java are you willing to submit a pr i m willing to submit a pr ,0 160703,20116706500.0,IssuesEvent,2022-02-07 20:20:55,hapifhir/hapi-fhir,https://api.github.com/repos/hapifhir/hapi-fhir,opened,CVE-2021-27568 (High) detected in json-smart-2.3.jar,security vulnerability,"## CVE-2021-27568 - High Severity Vulnerability
Vulnerable Library - json-smart-2.3.jar

JSON (JavaScript Object Notation) is a lightweight data-interchange format. It is easy for humans to read and write. It is easy for machines to parse and generate. It is based on a subset of the JavaScript Programming Language, Standard ECMA-262 3rd Edition - December 1999. JSON is a text format that is completely language independent but uses conventions that are familiar to programmers of the C-family of languages, including C, C++, C#, Java, JavaScript, Perl, Python, and many others. These properties make JSON an ideal data-interchange language.

Library home page: http://www.minidev.net/

Path to dependency file: /hapi-fhir-cli/hapi-fhir-cli-api/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar,/home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar,/home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar,/home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar,/home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar,/home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar,/home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar,/home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar,/home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar,/home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar

Dependency Hierarchy: - json-path-2.5.0.jar (Root Library) - :x: **json-smart-2.3.jar** (Vulnerable Library)

Found in HEAD commit: 0ccf1bfa52afc32f0177f6c4e9885ddbb8f36117

Found in base branch: master

Vulnerability Details

An issue was discovered in netplex json-smart-v1 through 2015-10-23 and json-smart-v2 through 2.4. An exception is thrown from a function, but it is not caught, as demonstrated by NumberFormatException. When it is not caught, it may cause programs using the library to crash or expose sensitive information.

Publish Date: 2021-02-23

URL: CVE-2021-27568

CVSS 3 Score Details (9.1)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/netplex/json-smart-v1/issues/7

Release Date: 2021-02-23

Fix Resolution: net.minidev:json-smart-mini:1.3.2;net.minidev:json-smart:1.3.2,2.3.1,2.4.2;net.minidev:json-smart-action:2.3.1,2.4.2

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2021-27568 (High) detected in json-smart-2.3.jar - ## CVE-2021-27568 - High Severity Vulnerability
Vulnerable Library - json-smart-2.3.jar

JSON (JavaScript Object Notation) is a lightweight data-interchange format. It is easy for humans to read and write. It is easy for machines to parse and generate. It is based on a subset of the JavaScript Programming Language, Standard ECMA-262 3rd Edition - December 1999. JSON is a text format that is completely language independent but uses conventions that are familiar to programmers of the C-family of languages, including C, C++, C#, Java, JavaScript, Perl, Python, and many others. These properties make JSON an ideal data-interchange language.

Library home page: http://www.minidev.net/

Path to dependency file: /hapi-fhir-cli/hapi-fhir-cli-api/pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar,/home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar,/home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar,/home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar,/home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar,/home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar,/home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar,/home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar,/home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar,/home/wss-scanner/.m2/repository/net/minidev/json-smart/2.3/json-smart-2.3.jar

Dependency Hierarchy: - json-path-2.5.0.jar (Root Library) - :x: **json-smart-2.3.jar** (Vulnerable Library)

Found in HEAD commit: 0ccf1bfa52afc32f0177f6c4e9885ddbb8f36117

Found in base branch: master

Vulnerability Details

An issue was discovered in netplex json-smart-v1 through 2015-10-23 and json-smart-v2 through 2.4. An exception is thrown from a function, but it is not caught, as demonstrated by NumberFormatException. When it is not caught, it may cause programs using the library to crash or expose sensitive information.

Publish Date: 2021-02-23

URL: CVE-2021-27568

CVSS 3 Score Details (9.1)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: High - Integrity Impact: None - Availability Impact: High

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://github.com/netplex/json-smart-v1/issues/7

Release Date: 2021-02-23

Fix Resolution: net.minidev:json-smart-mini:1.3.2;net.minidev:json-smart:1.3.2,2.3.1,2.4.2;net.minidev:json-smart-action:2.3.1,2.4.2

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve high detected in json smart jar cve high severity vulnerability vulnerable library json smart jar json javascript object notation is a lightweight data interchange format it is easy for humans to read and write it is easy for machines to parse and generate it is based on a subset of the javascript programming language standard ecma edition december json is a text format that is completely language independent but uses conventions that are familiar to programmers of the c family of languages including c c c java javascript perl python and many others these properties make json an ideal data interchange language library home page a href path to dependency file hapi fhir cli hapi fhir cli api pom xml path to vulnerable library home wss scanner repository net minidev json smart json smart jar home wss scanner repository net minidev json smart json smart jar home wss scanner repository net minidev json smart json smart jar home wss scanner repository net minidev json smart json smart jar home wss scanner repository net minidev json smart json smart jar home wss scanner repository net minidev json smart json smart jar home wss scanner repository net minidev json smart json smart jar home wss scanner repository net minidev json smart json smart jar home wss scanner repository net minidev json smart json smart jar home wss scanner repository net minidev json smart json smart jar dependency hierarchy json path jar root library x json smart jar vulnerable library found in head commit a href found in base branch master vulnerability details an issue was discovered in netplex json smart through and json smart through an exception is thrown from a function but it is not caught as demonstrated by numberformatexception when it is not caught it may cause programs using the library to crash or expose sensitive information publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact high integrity impact none availability impact high for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution net minidev json smart mini net minidev json smart net minidev json smart action step up your open source security game with whitesource ,0 12621,7987938129.0,IssuesEvent,2018-07-19 09:24:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Animation function tracks not giving warnings/errors about incorrect paths.,confirmed enhancement junior job topic:editor usability,"_Edit:_ Updated link: http://www.godotengine.org/topics/5146 ![](http://imgbin.org/images/20893.png) The entire issue with the above had been that the path for the function track to call the UpdateCreditsRoll function had been incorrect (track should have been looking in "".."" as opposed to "".""). But Godot, instead of giving a warning or (preferrably) an error about this, silently fails. It also silently fails if the function name given is incorrect. ",True,"Animation function tracks not giving warnings/errors about incorrect paths. - _Edit:_ Updated link: http://www.godotengine.org/topics/5146 ![](http://imgbin.org/images/20893.png) The entire issue with the above had been that the path for the function track to call the UpdateCreditsRoll function had been incorrect (track should have been looking in "".."" as opposed to "".""). But Godot, instead of giving a warning or (preferrably) an error about this, silently fails. It also silently fails if the function name given is incorrect. ",1,animation function tracks not giving warnings errors about incorrect paths edit updated link the entire issue with the above had been that the path for the function track to call the updatecreditsroll function had been incorrect track should have been looking in as opposed to but godot instead of giving a warning or preferrably an error about this silently fails it also silently fails if the function name given is incorrect ,1 809195,30179157842.0,IssuesEvent,2023-07-04 07:42:02,Puzzlepart/prosjektportalen365,https://api.github.com/repos/Puzzlepart/prosjektportalen365,closed,Valgt(e) elementer skal legge seg øverst ved søk,enhancement priority: low,"### Beskriv feilen Valgt(e) prosjekttilegg/standardinnhold skal legge seg øverst ved søk. Dette gjelder også andre steder som Administrasjon (Program/Overordnet). **Trinn for å gjenskape:** 1. Opprett nytt prosjekt 2. I dialog, velg prosjekttilegg/standardinnhold 3. Søk... 4. Se at valgte elementer ikke legger seg øverst ### Forventet oppførsel Valgt(e) prosjekttilegg/standardinnhold legger seg øverst ved søk ### Skjermbilder ![image](https://user-images.githubusercontent.com/28678468/220340403-e2f39f45-5764-4062-a2f1-9b7d3983ff8c.png) ![image](https://user-images.githubusercontent.com/28678468/220350263-2ddf8cc6-b3f7-4ebe-84b9-273ba759f71a.png) ### Hvilke nettleser(e) oppleves feilen på? Chrome ### Versjon 1.8.0 ### Relevant logg _No response_",1.0,"Valgt(e) elementer skal legge seg øverst ved søk - ### Beskriv feilen Valgt(e) prosjekttilegg/standardinnhold skal legge seg øverst ved søk. Dette gjelder også andre steder som Administrasjon (Program/Overordnet). **Trinn for å gjenskape:** 1. Opprett nytt prosjekt 2. I dialog, velg prosjekttilegg/standardinnhold 3. Søk... 4. Se at valgte elementer ikke legger seg øverst ### Forventet oppførsel Valgt(e) prosjekttilegg/standardinnhold legger seg øverst ved søk ### Skjermbilder ![image](https://user-images.githubusercontent.com/28678468/220340403-e2f39f45-5764-4062-a2f1-9b7d3983ff8c.png) ![image](https://user-images.githubusercontent.com/28678468/220350263-2ddf8cc6-b3f7-4ebe-84b9-273ba759f71a.png) ### Hvilke nettleser(e) oppleves feilen på? Chrome ### Versjon 1.8.0 ### Relevant logg _No response_",0,valgt e elementer skal legge seg øverst ved søk beskriv feilen valgt e prosjekttilegg standardinnhold skal legge seg øverst ved søk dette gjelder også andre steder som administrasjon program overordnet trinn for å gjenskape opprett nytt prosjekt i dialog velg prosjekttilegg standardinnhold søk se at valgte elementer ikke legger seg øverst forventet oppførsel valgt e prosjekttilegg standardinnhold legger seg øverst ved søk skjermbilder hvilke nettleser e oppleves feilen på chrome versjon relevant logg no response ,0 5813,4018072326.0,IssuesEvent,2016-05-16 08:45:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Auto-save does not save all edited scenes,enhancement topic:editor usability,"I was going to submit this as a feature request but it seems to me this behaviour is not as desired. Currently when I run my project with F5/run button, and I have ""Auto save before running"" checked, only the current scene is saved. Others that are currently 'dirty' remain that way. This is doubly annoying as there is currently no way to 'save all scenes' (unless I'm missing something).",True,"Auto-save does not save all edited scenes - I was going to submit this as a feature request but it seems to me this behaviour is not as desired. Currently when I run my project with F5/run button, and I have ""Auto save before running"" checked, only the current scene is saved. Others that are currently 'dirty' remain that way. This is doubly annoying as there is currently no way to 'save all scenes' (unless I'm missing something).",1,auto save does not save all edited scenes i was going to submit this as a feature request but it seems to me this behaviour is not as desired currently when i run my project with run button and i have auto save before running checked only the current scene is saved others that are currently dirty remain that way this is doubly annoying as there is currently no way to save all scenes unless i m missing something ,1 55030,14141563498.0,IssuesEvent,2020-11-10 12:53:49,ldragon24/bko,https://api.github.com/repos/ldragon24/bko,closed,Запуск BKO под Windows Server 2008,Priority-Medium Type-Defect auto-migrated,"``` Запуск BKO Released: Feb 16, 2013 Uploaded: Feb 16 ""basekomp.zip"" 1.7 MB ""basekomp.exe"" 1.7.3.5 (1.7.3.75)от 16 февраля 2013 г., 15:05:56 под ""Windows Server 2008 Enterprise SP2"" БЕЗ повышения прав (без правый клик мышки -- Запуск от имени администратора). Приводит к к двум окнам сообщений ""'basekomp', 'Неопознанная ощибка'"" - ""Error.jpg"", затем после ввода пароля еще 2-а таких-же сообщениям, и в конце к окну ""'Вход в программу', 'Необрабатываемое исключение...'"" - ""Otladka.jpg"", если нажать продолжить - это окно подвисает ""Zavis.jpg"". Подробная информация об использовании оперативной (JIT) отладки вместо данного диалогового окна содержится в конце этого сообщения. ************** Текст исключения ************** System.Runtime.InteropServices.COMException (0x800A0E7D): Невозможно использование подключения для выполнения операции. Оно закрыто или не допускается в данном контексте. в ADODB.RecordsetClass.Open(Object Source, Object ActiveConnection, CursorTypeEnum CursorType, LockTypeEnum LockType, Int32 Options) в basekomp.frmLogin.User_Pro() в basekomp.frmLogin.txtPassword_KeyDown(Object sender, KeyEventArgs e) в System.Windows.Forms.Control.OnKeyDown(KeyEventArgs e) в System.Windows.Forms.Control.ProcessKeyEventArgs(Message& m) в System.Windows.Forms.Control.ProcessKeyMessage(Message& m) в System.Windows.Forms.Control.WmKeyChar(Message& m) в System.Windows.Forms.Control.WndProc(Message& m) в System.Windows.Forms.TextBoxBase.WndProc(Message& m) в System.Windows.Forms.TextBox.WndProc(Message& m) в System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) в System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) в System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Загруженные сборки ************** mscorlib Версия сборки: 2.0.0.0 Версия Win32: 2.0.50727.4234 (VistaSP2GDR.050727-4200) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- basekomp Версия сборки: 1.7.3.5 Версия Win32: 1.7.3.75 CodeBase: file:///C:/Program%20Files%20(x86)/База%20Компьютеров%20Организации/basekomp.exe ---------------------------------------- Microsoft.VisualBasic Версия сборки: 8.0.0.0 Версия Win32: 8.0.50727.4016 (NetFxQFE.050727-4000) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Версия сборки: 2.0.0.0 Версия Win32: 2.0.50727.4235 (VistaSP2GDR.050727-4200) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Версия сборки: 2.0.0.0 Версия Win32: 2.0.50727.4236 (VistaSP2GDR.050727-4200) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Версия сборки: 2.0.0.0 Версия Win32: 2.0.50727.4235 (VistaSP2GDR.050727-4200) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Версия сборки: 2.0.0.0 Версия Win32: 2.0.50727.4016 (NetFxQFE.050727-4000) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Xml Версия сборки: 2.0.0.0 Версия Win32: 2.0.50727.4016 (NetFxQFE.050727-4000) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- mscorlib.resources Версия сборки: 2.0.0.0 Версия Win32: 2.0.50727.4234 (VistaSP2GDR.050727-4200) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- ADODB Версия сборки: 7.0.3300.0 Версия Win32: 7.10.6070 CodeBase: file:///C:/Windows/assembly/GAC/ADODB/7.0.3300.0__b03f5f7f11d50a3a/ADODB.dll ---------------------------------------- System.Windows.Forms.resources Версия сборки: 2.0.0.0 Версия Win32: 2.0.50727.4016 (NetFxQFE.050727-4000) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_ru_b77a5c561934e089/System.Windows.Forms.resources.dll ---------------------------------------- ************** Оперативная отладка (JIT) ************** Для подключения оперативной (JIT) отладки файл .config данного приложения или компьютера (machine.config) должен иметь значение jitDebugging, установленное в секции system.windows.forms. Приложение также должно быть скомпилировано с включенной отладкой. Например: При включенной отладке JIT любое необрабатываемое исключение пересылается отладчику JIT, зарегистрированному на данном компьютере, вместо того чтобы обрабатываться данным диалоговым окном. ``` Original issue reported on code.google.com by `aresdi...@gmail.com` on 20 Feb 2013 at 8:16 Attachments: - [Error.jpg](https://storage.googleapis.com/google-code-attachments/bko/issue-8/comment-0/Error.jpg) - [Otladka.jpg](https://storage.googleapis.com/google-code-attachments/bko/issue-8/comment-0/Otladka.jpg) - [Zavis.jpg](https://storage.googleapis.com/google-code-attachments/bko/issue-8/comment-0/Zavis.jpg) ",1.0,"Запуск BKO под Windows Server 2008 - ``` Запуск BKO Released: Feb 16, 2013 Uploaded: Feb 16 ""basekomp.zip"" 1.7 MB ""basekomp.exe"" 1.7.3.5 (1.7.3.75)от 16 февраля 2013 г., 15:05:56 под ""Windows Server 2008 Enterprise SP2"" БЕЗ повышения прав (без правый клик мышки -- Запуск от имени администратора). Приводит к к двум окнам сообщений ""'basekomp', 'Неопознанная ощибка'"" - ""Error.jpg"", затем после ввода пароля еще 2-а таких-же сообщениям, и в конце к окну ""'Вход в программу', 'Необрабатываемое исключение...'"" - ""Otladka.jpg"", если нажать продолжить - это окно подвисает ""Zavis.jpg"". Подробная информация об использовании оперативной (JIT) отладки вместо данного диалогового окна содержится в конце этого сообщения. ************** Текст исключения ************** System.Runtime.InteropServices.COMException (0x800A0E7D): Невозможно использование подключения для выполнения операции. Оно закрыто или не допускается в данном контексте. в ADODB.RecordsetClass.Open(Object Source, Object ActiveConnection, CursorTypeEnum CursorType, LockTypeEnum LockType, Int32 Options) в basekomp.frmLogin.User_Pro() в basekomp.frmLogin.txtPassword_KeyDown(Object sender, KeyEventArgs e) в System.Windows.Forms.Control.OnKeyDown(KeyEventArgs e) в System.Windows.Forms.Control.ProcessKeyEventArgs(Message& m) в System.Windows.Forms.Control.ProcessKeyMessage(Message& m) в System.Windows.Forms.Control.WmKeyChar(Message& m) в System.Windows.Forms.Control.WndProc(Message& m) в System.Windows.Forms.TextBoxBase.WndProc(Message& m) в System.Windows.Forms.TextBox.WndProc(Message& m) в System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) в System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) в System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Загруженные сборки ************** mscorlib Версия сборки: 2.0.0.0 Версия Win32: 2.0.50727.4234 (VistaSP2GDR.050727-4200) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- basekomp Версия сборки: 1.7.3.5 Версия Win32: 1.7.3.75 CodeBase: file:///C:/Program%20Files%20(x86)/База%20Компьютеров%20Организации/basekomp.exe ---------------------------------------- Microsoft.VisualBasic Версия сборки: 8.0.0.0 Версия Win32: 8.0.50727.4016 (NetFxQFE.050727-4000) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Версия сборки: 2.0.0.0 Версия Win32: 2.0.50727.4235 (VistaSP2GDR.050727-4200) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Версия сборки: 2.0.0.0 Версия Win32: 2.0.50727.4236 (VistaSP2GDR.050727-4200) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Версия сборки: 2.0.0.0 Версия Win32: 2.0.50727.4235 (VistaSP2GDR.050727-4200) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Версия сборки: 2.0.0.0 Версия Win32: 2.0.50727.4016 (NetFxQFE.050727-4000) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Xml Версия сборки: 2.0.0.0 Версия Win32: 2.0.50727.4016 (NetFxQFE.050727-4000) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- mscorlib.resources Версия сборки: 2.0.0.0 Версия Win32: 2.0.50727.4234 (VistaSP2GDR.050727-4200) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- ADODB Версия сборки: 7.0.3300.0 Версия Win32: 7.10.6070 CodeBase: file:///C:/Windows/assembly/GAC/ADODB/7.0.3300.0__b03f5f7f11d50a3a/ADODB.dll ---------------------------------------- System.Windows.Forms.resources Версия сборки: 2.0.0.0 Версия Win32: 2.0.50727.4016 (NetFxQFE.050727-4000) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_ru_b77a5c561934e089/System.Windows.Forms.resources.dll ---------------------------------------- ************** Оперативная отладка (JIT) ************** Для подключения оперативной (JIT) отладки файл .config данного приложения или компьютера (machine.config) должен иметь значение jitDebugging, установленное в секции system.windows.forms. Приложение также должно быть скомпилировано с включенной отладкой. Например: При включенной отладке JIT любое необрабатываемое исключение пересылается отладчику JIT, зарегистрированному на данном компьютере, вместо того чтобы обрабатываться данным диалоговым окном. ``` Original issue reported on code.google.com by `aresdi...@gmail.com` on 20 Feb 2013 at 8:16 Attachments: - [Error.jpg](https://storage.googleapis.com/google-code-attachments/bko/issue-8/comment-0/Error.jpg) - [Otladka.jpg](https://storage.googleapis.com/google-code-attachments/bko/issue-8/comment-0/Otladka.jpg) - [Zavis.jpg](https://storage.googleapis.com/google-code-attachments/bko/issue-8/comment-0/Zavis.jpg) ",0,запуск bko под windows server запуск bko released feb uploaded feb basekomp zip mb basekomp exe от февраля г под windows server enterprise без повышения прав без правый клик мышки запуск от имени администратора приводит к к двум окнам сообщений basekomp неопознанная ощибка error jpg затем после ввода пароля еще а таких же сообщениям и в конце к окну вход в программу необрабатываемое исключение otladka jpg если нажать продолжить это окно подвисает zavis jpg подробная информация об использовании оперативной jit отладки вместо данного диалогового окна содержится в конце этого сообщения текст исключения system runtime interopservices comexception невозможно использование подключения для выполнения операции оно закрыто или не допускается в данном контексте в adodb recordsetclass open object source object activeconnection cursortypeenum cursortype locktypeenum locktype options в basekomp frmlogin user pro в basekomp frmlogin txtpassword keydown object sender keyeventargs e в system windows forms control onkeydown keyeventargs e в system windows forms control processkeyeventargs message m в system windows forms control processkeymessage message m в system windows forms control wmkeychar message m в system windows forms control wndproc message m в system windows forms textboxbase wndproc message m в system windows forms textbox wndproc message m в system windows forms control controlnativewindow onmessage message m в system windows forms control controlnativewindow wndproc message m в system windows forms nativewindow callback intptr hwnd msg intptr wparam intptr lparam загруженные сборки mscorlib версия сборки версия codebase file c windows microsoft net framework mscorlib dll basekomp версия сборки версия codebase file c program база basekomp exe microsoft visualbasic версия сборки версия netfxqfe codebase file c windows assembly gac msil microsoft visualbasic microsoft visualbasic dll system версия сборки версия codebase file c windows assembly gac msil system system dll system windows forms версия сборки версия codebase file c windows assembly gac msil system windows forms system windows forms dll system drawing версия сборки версия codebase file c windows assembly gac msil system drawing system drawing dll system runtime remoting версия сборки версия netfxqfe codebase file c windows assembly gac msil system runtime remoting system runtime remoting dll system xml версия сборки версия netfxqfe codebase file c windows assembly gac msil system xml system xml dll mscorlib resources версия сборки версия codebase file c windows microsoft net framework mscorlib dll adodb версия сборки версия codebase file c windows assembly gac adodb adodb dll system windows forms resources версия сборки версия netfxqfe codebase file c windows assembly gac msil system windows forms resources ru system windows forms resources dll оперативная отладка jit для подключения оперативной jit отладки файл config данного приложения или компьютера machine config должен иметь значение jitdebugging установленное в секции system windows forms приложение также должно быть скомпилировано с включенной отладкой например при включенной отладке jit любое необрабатываемое исключение пересылается отладчику jit зарегистрированному на данном компьютере вместо того чтобы обрабатываться данным диалоговым окном original issue reported on code google com by aresdi gmail com on feb at attachments ,0 5540,3953217488.0,IssuesEvent,2016-04-29 12:36:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dragging in one axis in 2D editor,feature proposal junior job topic:editor usability,"In 2D mode, mouse interaction. Will be useful to be able move position of node only in one axis by holding shift.",True,"Dragging in one axis in 2D editor - In 2D mode, mouse interaction. Will be useful to be able move position of node only in one axis by holding shift.",1,dragging in one axis in editor in mode mouse interaction will be useful to be able move position of node only in one axis by holding shift ,1 6615,4386628881.0,IssuesEvent,2016-08-08 13:29:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Ability to enter inside VS node function with double click,enhancement topic:visualscript usability,"**Operating system or device - Godot version:** 72748d1363d090f33d5ca6b9c00142b5e8f7d78f **Issue description** (what happened, and what was expected): When we are working with multiple VS custom function nodes It would be super convenience if VS editor would allow us to double click on a node to enter 'inside'. If the function inside which we are entering is at the same time scene root, it would be the best if new scene tab would be opened. It would allow us to move within the 'code' very quickly. ![doubleclickonfunc](https://cloud.githubusercontent.com/assets/6129594/17481320/d8131e2a-5d7c-11e6-9833-773185ec7b44.png) **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Ability to enter inside VS node function with double click - **Operating system or device - Godot version:** 72748d1363d090f33d5ca6b9c00142b5e8f7d78f **Issue description** (what happened, and what was expected): When we are working with multiple VS custom function nodes It would be super convenience if VS editor would allow us to double click on a node to enter 'inside'. If the function inside which we are entering is at the same time scene root, it would be the best if new scene tab would be opened. It would allow us to move within the 'code' very quickly. ![doubleclickonfunc](https://cloud.githubusercontent.com/assets/6129594/17481320/d8131e2a-5d7c-11e6-9833-773185ec7b44.png) **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,ability to enter inside vs node function with double click operating system or device godot version issue description what happened and what was expected when we are working with multiple vs custom function nodes it would be super convenience if vs editor would allow us to double click on a node to enter inside if the function inside which we are entering is at the same time scene root it would be the best if new scene tab would be opened it would allow us to move within the code very quickly steps to reproduce link to minimal example project optional but very welcome ,1 263017,27996140990.0,IssuesEvent,2023-03-27 08:36:36,amaybaum-test/vprofile-project,https://api.github.com/repos/amaybaum-test/vprofile-project,opened,commons-io-2.4.jar: 1 vulnerabilities (highest severity is: 4.8),Mend: dependency security vulnerability,"
Vulnerable Library - commons-io-2.4.jar

The Commons IO library contains utility classes, stream implementations, file filters, file comparators, endian transformation classes, and much more.

Library home page: http://commons.apache.org/io/

Path to dependency file: /pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/commons-io/commons-io/2.4/commons-io-2.4.jar

Found in HEAD commit: 8a6f7fbbb91d1ea95a686fc9b8a773a92a7a56d6

## Vulnerabilities | CVE | Severity | CVSS | Dependency | Type | Fixed in (commons-io version) | Remediation Available | | ------------- | ------------- | ----- | ----- | ----- | ------------- | --- | | [CVE-2021-29425](https://www.mend.io/vulnerability-database/CVE-2021-29425) | Medium | 4.8 | commons-io-2.4.jar | Direct | 2.7 | ✅ | ## Details
CVE-2021-29425 ### Vulnerable Library - commons-io-2.4.jar

The Commons IO library contains utility classes, stream implementations, file filters, file comparators, endian transformation classes, and much more.

Library home page: http://commons.apache.org/io/

Path to dependency file: /pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/commons-io/commons-io/2.4/commons-io-2.4.jar

Dependency Hierarchy: - :x: **commons-io-2.4.jar** (Vulnerable Library)

Found in HEAD commit: 8a6f7fbbb91d1ea95a686fc9b8a773a92a7a56d6

Found in base branch: vp-rem

### Vulnerability Details

In Apache Commons IO before 2.7, When invoking the method FileNameUtils.normalize with an improper input string, like ""//../foo"", or ""\\..\foo"", the result would be the same value, thus possibly providing access to files in the parent directory, but not further above (thus ""limited"" path traversal), if the calling code would use the result to construct a path value.

Publish Date: 2021-04-13

URL: CVE-2021-29425

### CVSS 3 Score Details (4.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-29425

Release Date: 2021-04-13

Fix Resolution: 2.7

:rescue_worker_helmet: Automatic Remediation is available for this issue
***

:rescue_worker_helmet: Automatic Remediation is available for this issue.

",True,"commons-io-2.4.jar: 1 vulnerabilities (highest severity is: 4.8) -
Vulnerable Library - commons-io-2.4.jar

The Commons IO library contains utility classes, stream implementations, file filters, file comparators, endian transformation classes, and much more.

Library home page: http://commons.apache.org/io/

Path to dependency file: /pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/commons-io/commons-io/2.4/commons-io-2.4.jar

Found in HEAD commit: 8a6f7fbbb91d1ea95a686fc9b8a773a92a7a56d6

## Vulnerabilities | CVE | Severity | CVSS | Dependency | Type | Fixed in (commons-io version) | Remediation Available | | ------------- | ------------- | ----- | ----- | ----- | ------------- | --- | | [CVE-2021-29425](https://www.mend.io/vulnerability-database/CVE-2021-29425) | Medium | 4.8 | commons-io-2.4.jar | Direct | 2.7 | ✅ | ## Details
CVE-2021-29425 ### Vulnerable Library - commons-io-2.4.jar

The Commons IO library contains utility classes, stream implementations, file filters, file comparators, endian transformation classes, and much more.

Library home page: http://commons.apache.org/io/

Path to dependency file: /pom.xml

Path to vulnerable library: /home/wss-scanner/.m2/repository/commons-io/commons-io/2.4/commons-io-2.4.jar

Dependency Hierarchy: - :x: **commons-io-2.4.jar** (Vulnerable Library)

Found in HEAD commit: 8a6f7fbbb91d1ea95a686fc9b8a773a92a7a56d6

Found in base branch: vp-rem

### Vulnerability Details

In Apache Commons IO before 2.7, When invoking the method FileNameUtils.normalize with an improper input string, like ""//../foo"", or ""\\..\foo"", the result would be the same value, thus possibly providing access to files in the parent directory, but not further above (thus ""limited"" path traversal), if the calling code would use the result to construct a path value.

Publish Date: 2021-04-13

URL: CVE-2021-29425

### CVSS 3 Score Details (4.8)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: High - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: Low - Availability Impact: None

For more information on CVSS3 Scores, click here.

### Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-29425

Release Date: 2021-04-13

Fix Resolution: 2.7

:rescue_worker_helmet: Automatic Remediation is available for this issue
***

:rescue_worker_helmet: Automatic Remediation is available for this issue.

",0,commons io jar vulnerabilities highest severity is vulnerable library commons io jar the commons io library contains utility classes stream implementations file filters file comparators endian transformation classes and much more library home page a href path to dependency file pom xml path to vulnerable library home wss scanner repository commons io commons io commons io jar found in head commit a href vulnerabilities cve severity cvss dependency type fixed in commons io version remediation available medium commons io jar direct details cve vulnerable library commons io jar the commons io library contains utility classes stream implementations file filters file comparators endian transformation classes and much more library home page a href path to dependency file pom xml path to vulnerable library home wss scanner repository commons io commons io commons io jar dependency hierarchy x commons io jar vulnerable library found in head commit a href found in base branch vp rem vulnerability details in apache commons io before when invoking the method filenameutils normalize with an improper input string like foo or foo the result would be the same value thus possibly providing access to files in the parent directory but not further above thus limited path traversal if the calling code would use the result to construct a path value publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity high privileges required none user interaction none scope unchanged impact metrics confidentiality impact low integrity impact low availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution rescue worker helmet automatic remediation is available for this issue rescue worker helmet automatic remediation is available for this issue ,0 143804,11579925283.0,IssuesEvent,2020-02-21 19:00:39,ansible/awx,https://api.github.com/repos/ansible/awx,closed,[WIP] Page loadtimes can take 15 times longer under specific usage conditions,component:ui component:ui_next priority:medium qe:regression state:needs_test type:bug,"##### ISSUE TYPE - Bug Report ##### SUMMARY Note: this ticket is WIP and needs more information and repro steps. I experienced extremely slow page load performance while using the container groups feature on a recent build. After some time (maybe an hour) of testing the container groups feature, the page load performance was so poor that the session became unusable. Notes: - At first I thought it was related to real-time updates from the Job Results detail page, but the performance was noticeably worse on all parts of the app. - At the time, I was exercising different failure modes of JTs launched by a failed awx-runner container with the default admin user and system auditor. - The slowness occured on a Firefox ESR browser. - To characterize the behavior, I measured the following loadtimes on https:///#/jobs/playbook/30?job_search=page_size:20;order_by:-finished;not__launch_type:sync ``` Cache Disabled Chrome: 1.1s Cache Disabled Firefox: 15.5s Cache Enabled Chrome: 0.36s Cache Enabled Firefox: 8.47s ``` These timings show that the root cause was not specific to any cached or static assets, but because chrome was launched only to take secondary measurements, it's uncertain whether the behavior is specific to Firefox. TBD - Is this a memory leak present which only manifests itself after an hour - Is this an issue specific to the container group feature - Is this an issue specific to isolated jobs / container groups while viewing many JT runs ##### ENVIRONMENT * AWX version: 7.0.0 * Operating System: macOS * Web Browser: Firefox 68.1.0esr ##### STEPS TO REPRODUCE WIP ##### ADDITIONAL INFORMATION WIP ",1.0,"[WIP] Page loadtimes can take 15 times longer under specific usage conditions - ##### ISSUE TYPE - Bug Report ##### SUMMARY Note: this ticket is WIP and needs more information and repro steps. I experienced extremely slow page load performance while using the container groups feature on a recent build. After some time (maybe an hour) of testing the container groups feature, the page load performance was so poor that the session became unusable. Notes: - At first I thought it was related to real-time updates from the Job Results detail page, but the performance was noticeably worse on all parts of the app. - At the time, I was exercising different failure modes of JTs launched by a failed awx-runner container with the default admin user and system auditor. - The slowness occured on a Firefox ESR browser. - To characterize the behavior, I measured the following loadtimes on https:///#/jobs/playbook/30?job_search=page_size:20;order_by:-finished;not__launch_type:sync ``` Cache Disabled Chrome: 1.1s Cache Disabled Firefox: 15.5s Cache Enabled Chrome: 0.36s Cache Enabled Firefox: 8.47s ``` These timings show that the root cause was not specific to any cached or static assets, but because chrome was launched only to take secondary measurements, it's uncertain whether the behavior is specific to Firefox. TBD - Is this a memory leak present which only manifests itself after an hour - Is this an issue specific to the container group feature - Is this an issue specific to isolated jobs / container groups while viewing many JT runs ##### ENVIRONMENT * AWX version: 7.0.0 * Operating System: macOS * Web Browser: Firefox 68.1.0esr ##### STEPS TO REPRODUCE WIP ##### ADDITIONAL INFORMATION WIP ",0, page loadtimes can take times longer under specific usage conditions issue type bug report summary note this ticket is wip and needs more information and repro steps i experienced extremely slow page load performance while using the container groups feature on a recent build after some time maybe an hour of testing the container groups feature the page load performance was so poor that the session became unusable notes at first i thought it was related to real time updates from the job results detail page but the performance was noticeably worse on all parts of the app at the time i was exercising different failure modes of jts launched by a failed awx runner container with the default admin user and system auditor the slowness occured on a firefox esr browser to characterize the behavior i measured the following loadtimes on cache disabled chrome cache disabled firefox cache enabled chrome cache enabled firefox these timings show that the root cause was not specific to any cached or static assets but because chrome was launched only to take secondary measurements it s uncertain whether the behavior is specific to firefox tbd is this a memory leak present which only manifests itself after an hour is this an issue specific to the container group feature is this an issue specific to isolated jobs container groups while viewing many jt runs environment awx version operating system macos web browser firefox steps to reproduce wip additional information wip ,0 81714,15630120984.0,IssuesEvent,2021-03-22 01:25:16,SSanjeevi/lkgforitmediumish,https://api.github.com/repos/SSanjeevi/lkgforitmediumish,opened,CVE-2021-28834 (Medium) detected in kramdown-1.17.0.gem,security vulnerability,"## CVE-2021-28834 - Medium Severity Vulnerability
Vulnerable Library - kramdown-1.17.0.gem

kramdown is yet-another-markdown-parser but fast, pure Ruby, using a strict syntax definition and supporting several common extensions.

Library home page: https://rubygems.org/gems/kramdown-1.17.0.gem

Dependency Hierarchy: - jekyll-sitemap-1.2.0.gem (Root Library) - jekyll-3.8.5.gem - :x: **kramdown-1.17.0.gem** (Vulnerable Library)

Found in base branch: main

Vulnerability Details

Kramdown before 2.3.1 does not restrict Rouge formatters to the Rouge::Formatters namespace, and thus arbitrary classes can be instantiated.

Publish Date: 2021-03-19

URL: CVE-2021-28834

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: None - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-28834

Release Date: 2021-03-19

Fix Resolution: REL_2_3_1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",True,"CVE-2021-28834 (Medium) detected in kramdown-1.17.0.gem - ## CVE-2021-28834 - Medium Severity Vulnerability
Vulnerable Library - kramdown-1.17.0.gem

kramdown is yet-another-markdown-parser but fast, pure Ruby, using a strict syntax definition and supporting several common extensions.

Library home page: https://rubygems.org/gems/kramdown-1.17.0.gem

Dependency Hierarchy: - jekyll-sitemap-1.2.0.gem (Root Library) - jekyll-3.8.5.gem - :x: **kramdown-1.17.0.gem** (Vulnerable Library)

Found in base branch: main

Vulnerability Details

Kramdown before 2.3.1 does not restrict Rouge formatters to the Rouge::Formatters namespace, and thus arbitrary classes can be instantiated.

Publish Date: 2021-03-19

URL: CVE-2021-28834

CVSS 3 Score Details (5.3)

Base Score Metrics: - Exploitability Metrics: - Attack Vector: Network - Attack Complexity: Low - Privileges Required: None - User Interaction: None - Scope: Unchanged - Impact Metrics: - Confidentiality Impact: Low - Integrity Impact: None - Availability Impact: None

For more information on CVSS3 Scores, click here.

Suggested Fix

Type: Upgrade version

Origin: https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-28834

Release Date: 2021-03-19

Fix Resolution: REL_2_3_1

*** Step up your Open Source Security Game with WhiteSource [here](https://www.whitesourcesoftware.com/full_solution_bolt_github)",0,cve medium detected in kramdown gem cve medium severity vulnerability vulnerable library kramdown gem kramdown is yet another markdown parser but fast pure ruby using a strict syntax definition and supporting several common extensions library home page a href dependency hierarchy jekyll sitemap gem root library jekyll gem x kramdown gem vulnerable library found in base branch main vulnerability details kramdown before does not restrict rouge formatters to the rouge formatters namespace and thus arbitrary classes can be instantiated publish date url a href cvss score details base score metrics exploitability metrics attack vector network attack complexity low privileges required none user interaction none scope unchanged impact metrics confidentiality impact low integrity impact none availability impact none for more information on scores click a href suggested fix type upgrade version origin a href release date fix resolution rel step up your open source security game with whitesource ,0 113719,11812916506.0,IssuesEvent,2020-03-19 21:09:54,yana-prokudina/creditcardnumbervalidator,https://api.github.com/repos/yana-prokudina/creditcardnumbervalidator,opened,Обновить инструкцию по установке IntelliJ IDEA,documentation enhancement,"**Описание проблемы** В описании инструкции по установке IntelliJ IDEA не указано какую версию Comminuty Edition необходимо инсталлировать. Последней доступной версией на текущей момент является бета-версия **Решение** Обновление инструкции по установке IntelliJ IDEA с информацией о конкретной версии для установки. **Скриншоты** ",1.0,"Обновить инструкцию по установке IntelliJ IDEA - **Описание проблемы** В описании инструкции по установке IntelliJ IDEA не указано какую версию Comminuty Edition необходимо инсталлировать. Последней доступной версией на текущей момент является бета-версия **Решение** Обновление инструкции по установке IntelliJ IDEA с информацией о конкретной версии для установки. **Скриншоты** ",0,обновить инструкцию по установке intellij idea описание проблемы в описании инструкции по установке intellij idea не указано какую версию comminuty edition необходимо инсталлировать последней доступной версией на текущей момент является бета версия решение обновление инструкции по установке intellij idea с информацией о конкретной версии для установки скриншоты ,0 25504,25303887123.0,IssuesEvent,2022-11-17 12:49:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Xcode complains `English.lproj` should be named `en.lproj`,bug platform:macos usability topic:export,"### Godot version 3.5.1 ### System information MacOS Ventura 13.0.1, Xcode 14.1 ### Issue description The latest version of Xcode doesn't like how godot exports some files. It generates the following warning. I believe it doesn't integer with deployment (it's only a warning), but it might be best to fix this now so users aren't presented with warnings by Xcode?? `Migrating the “English, deprecated” localization to “English” is recommended for all projects. This will ensure localized resources are placed in “en.lproj” directories instead of deprecated “English.lproj” directories.` ### Steps to reproduce Export a generic hello world project for XCode ### Minimal reproduction project Export a generic hello world project for XCode",True,"Xcode complains `English.lproj` should be named `en.lproj` - ### Godot version 3.5.1 ### System information MacOS Ventura 13.0.1, Xcode 14.1 ### Issue description The latest version of Xcode doesn't like how godot exports some files. It generates the following warning. I believe it doesn't integer with deployment (it's only a warning), but it might be best to fix this now so users aren't presented with warnings by Xcode?? `Migrating the “English, deprecated” localization to “English” is recommended for all projects. This will ensure localized resources are placed in “en.lproj” directories instead of deprecated “English.lproj” directories.` ### Steps to reproduce Export a generic hello world project for XCode ### Minimal reproduction project Export a generic hello world project for XCode",1,xcode complains english lproj should be named en lproj godot version system information macos ventura xcode issue description the latest version of xcode doesn t like how godot exports some files it generates the following warning i believe it doesn t integer with deployment it s only a warning but it might be best to fix this now so users aren t presented with warnings by xcode migrating the “english deprecated” localization to “english” is recommended for all projects this will ensure localized resources are placed in “en lproj” directories instead of deprecated “english lproj” directories steps to reproduce export a generic hello world project for xcode minimal reproduction project export a generic hello world project for xcode,1 251986,18983943999.0,IssuesEvent,2021-11-21 11:46:04,volosincu/dawrestinteractiv,https://api.github.com/repos/volosincu/dawrestinteractiv,closed,#task2 Find/Generate 2 OPEN API specification,documentation openapi,"Find/Generate 2 OPEN API specification An OpenAPI specification regarding the REST API – or, alternatively, a schema for the GraphQL API – provided by the project, including various usage examples and pragmatic case studies.",1.0,"#task2 Find/Generate 2 OPEN API specification - Find/Generate 2 OPEN API specification An OpenAPI specification regarding the REST API – or, alternatively, a schema for the GraphQL API – provided by the project, including various usage examples and pragmatic case studies.",0, find generate open api specification find generate open api specification an openapi specification regarding the rest api – or alternatively a schema for the graphql api – provided by the project including various usage examples and pragmatic case studies ,0 25782,12740604893.0,IssuesEvent,2020-06-26 03:09:43,nodejs/node,https://api.github.com/repos/nodejs/node,closed,Significant map/reduce performance regression in node 12,V8 Engine performance,"* **Version**: v12.1.0 * **Platform**: Windows 10 64-bit Some background: I recently read an old article that, among other things, looked at performance in Node (6 at the time) for map/reduce vs using a for loop, and after seeing a comment by someone else about the recent performance changes in later version of V8, decided to see if there was any difference in the results in later version of Node. So I set out to try and reproduce their test and results, and started looking at newer versions of Node to compare, and ended up stumbling upon what appears to be a rather significant performance regression. The test is fairly simple, take a list of 32 million random numbers, and calculate the sum of the squares. The full code for the test I ran can be found here: https://gist.github.com/kbjr/1a551ddb3b59e9685b04bb051daef44c But the two basic samples are this: ```javascript const result = data .map((x) => x ** 2) .reduce((memo, x) => memo + x, 0); ``` ```javascript let result = 0; for (let i = 0; i < data.length; i++) { result += data[i] ** 2; } ``` The for loop version is faster, but that has always been the case and is not the point of this issue. Here are the results I got from running this test on `10.15.0`: ``` runMapReduce 12602.4ms 13285.9ms 12729.4ms runForEach 2407.41ms 2358.85ms 2432.26ms runForLoop 69.4525ms 47.4004ms 56.8418ms runForLoopNoLength 66.4152ms 51.5009ms 55.3084ms ``` Which looks about the same as the original results in the article I had read, so I wasn't really surprised at the outcome. What did surprise me was when I ran the test again on `12.1.0`: ``` runMapReduce 126262ms 126607ms 129501ms runForEach 1451.66ms 1457.29ms 1490.63ms runForLoop 38.9766ms 45.9452ms 34.7133ms runForLoopNoLength 38.9530ms 44.0065ms 35.1938ms ``` The other tests actually all got some small speed ups, but the map/reduce slowed down by basically a whole order of magnitude. ",True,"Significant map/reduce performance regression in node 12 - * **Version**: v12.1.0 * **Platform**: Windows 10 64-bit Some background: I recently read an old article that, among other things, looked at performance in Node (6 at the time) for map/reduce vs using a for loop, and after seeing a comment by someone else about the recent performance changes in later version of V8, decided to see if there was any difference in the results in later version of Node. So I set out to try and reproduce their test and results, and started looking at newer versions of Node to compare, and ended up stumbling upon what appears to be a rather significant performance regression. The test is fairly simple, take a list of 32 million random numbers, and calculate the sum of the squares. The full code for the test I ran can be found here: https://gist.github.com/kbjr/1a551ddb3b59e9685b04bb051daef44c But the two basic samples are this: ```javascript const result = data .map((x) => x ** 2) .reduce((memo, x) => memo + x, 0); ``` ```javascript let result = 0; for (let i = 0; i < data.length; i++) { result += data[i] ** 2; } ``` The for loop version is faster, but that has always been the case and is not the point of this issue. Here are the results I got from running this test on `10.15.0`: ``` runMapReduce 12602.4ms 13285.9ms 12729.4ms runForEach 2407.41ms 2358.85ms 2432.26ms runForLoop 69.4525ms 47.4004ms 56.8418ms runForLoopNoLength 66.4152ms 51.5009ms 55.3084ms ``` Which looks about the same as the original results in the article I had read, so I wasn't really surprised at the outcome. What did surprise me was when I ran the test again on `12.1.0`: ``` runMapReduce 126262ms 126607ms 129501ms runForEach 1451.66ms 1457.29ms 1490.63ms runForLoop 38.9766ms 45.9452ms 34.7133ms runForLoopNoLength 38.9530ms 44.0065ms 35.1938ms ``` The other tests actually all got some small speed ups, but the map/reduce slowed down by basically a whole order of magnitude. ",0,significant map reduce performance regression in node version platform windows bit some background i recently read an old article that among other things looked at performance in node at the time for map reduce vs using a for loop and after seeing a comment by someone else about the recent performance changes in later version of decided to see if there was any difference in the results in later version of node so i set out to try and reproduce their test and results and started looking at newer versions of node to compare and ended up stumbling upon what appears to be a rather significant performance regression the test is fairly simple take a list of million random numbers and calculate the sum of the squares the full code for the test i ran can be found here but the two basic samples are this javascript const result data map x x reduce memo x memo x javascript let result for let i i data length i result data the for loop version is faster but that has always been the case and is not the point of this issue here are the results i got from running this test on runmapreduce runforeach runforloop runforloopnolength which looks about the same as the original results in the article i had read so i wasn t really surprised at the outcome what did surprise me was when i ran the test again on runmapreduce runforeach runforloop runforloopnolength the other tests actually all got some small speed ups but the map reduce slowed down by basically a whole order of magnitude ,0 11842,7481374047.0,IssuesEvent,2018-04-04 20:27:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Add configurable shortcut for ""Rename.."" file on ""FileSystem"" editor. [Feature request]",enhancement junior job topic:editor usability," **Godot version:** v3.0.2 stable official **OS/device including version:** Windows 10 **Issue description:** Add configurable shorkey for ""Rename.."" file on ""FileSystem"" editor. [Feature request] ![image](https://user-images.githubusercontent.com/7988351/37873759-40a78700-2ff9-11e8-9350-1e266c8a1958.png) There is currently no shortcut. For windows users is common to rename ""things"" (files, folders, etc) with the F2 key. I don't know for other OS. The F2 key is currently used as a shortkey for the ""3D"" mode. So it could be enough to add the shortkey as ""None"". ![image](https://user-images.githubusercontent.com/7988351/37873806-0b8357b0-2ffa-11e8-8409-822a6a0079d5.png) ",True,"Add configurable shortcut for ""Rename.."" file on ""FileSystem"" editor. [Feature request] - **Godot version:** v3.0.2 stable official **OS/device including version:** Windows 10 **Issue description:** Add configurable shorkey for ""Rename.."" file on ""FileSystem"" editor. [Feature request] ![image](https://user-images.githubusercontent.com/7988351/37873759-40a78700-2ff9-11e8-9350-1e266c8a1958.png) There is currently no shortcut. For windows users is common to rename ""things"" (files, folders, etc) with the F2 key. I don't know for other OS. The F2 key is currently used as a shortkey for the ""3D"" mode. So it could be enough to add the shortkey as ""None"". ![image](https://user-images.githubusercontent.com/7988351/37873806-0b8357b0-2ffa-11e8-8409-822a6a0079d5.png) ",1,add configurable shortcut for rename file on filesystem editor please search existing issues for potential duplicates before filing yours godot version stable official os device including version windows issue description add configurable shorkey for rename file on filesystem editor there is currently no shortcut for windows users is common to rename things files folders etc with the key i don t know for other os the key is currently used as a shortkey for the mode so it could be enough to add the shortkey as none ,1 84951,7953533908.0,IssuesEvent,2018-07-12 02:10:29,NanoAdblocker/NanoFilters,https://api.github.com/repos/NanoAdblocker/NanoFilters,opened,lequipe.fr,geolock testing,"``` Reference: Quick Issue Reporter Message: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/67.0.3396.99 Safari/537.36 Nano Defender 15.0.0.8 [Anti-adblock] https://www.lequipe.fr/Football/match-direct/coupe-du-monde/2018/croatie-angleterre/425708 ``` ",1.0,"lequipe.fr - ``` Reference: Quick Issue Reporter Message: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/67.0.3396.99 Safari/537.36 Nano Defender 15.0.0.8 [Anti-adblock] https://www.lequipe.fr/Football/match-direct/coupe-du-monde/2018/croatie-angleterre/425708 ``` ",0,lequipe fr reference quick issue reporter message mozilla windows nt applewebkit khtml like gecko chrome safari nano defender ,0 6939,2610318512.0,IssuesEvent,2015-02-26 19:42:50,chrsmith/republic-at-war,https://api.github.com/repos/chrsmith/republic-at-war,closed,Gameplay Error,auto-migrated Priority-Medium Type-Defect,"``` On Sullust (clone wars GC) the light factory only gives you one garrison. And when they're dead no more is comming. The usually just keep spitting out tanks till they're destroyed. Not sure though if this is the case on every planet. ``` ----- Original issue reported on code.google.com by `z3r0...@gmail.com` on 5 May 2011 at 9:31",1.0,"Gameplay Error - ``` On Sullust (clone wars GC) the light factory only gives you one garrison. And when they're dead no more is comming. The usually just keep spitting out tanks till they're destroyed. Not sure though if this is the case on every planet. ``` ----- Original issue reported on code.google.com by `z3r0...@gmail.com` on 5 May 2011 at 9:31",0,gameplay error on sullust clone wars gc the light factory only gives you one garrison and when they re dead no more is comming the usually just keep spitting out tanks till they re destroyed not sure though if this is the case on every planet original issue reported on code google com by gmail com on may at ,0 17961,12441190308.0,IssuesEvent,2020-05-26 13:17:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dockable Container,discussion feature proposal topic:editor usability,"I think a major UI improvement would be to implement a dockable container -- a container that can be dragged around and placed inside another dockable container, creating tabs. This would make the editor much more customizable.",True,"Dockable Container - I think a major UI improvement would be to implement a dockable container -- a container that can be dragged around and placed inside another dockable container, creating tabs. This would make the editor much more customizable.",1,dockable container i think a major ui improvement would be to implement a dockable container a container that can be dragged around and placed inside another dockable container creating tabs this would make the editor much more customizable ,1 347436,10430137763.0,IssuesEvent,2019-09-17 05:46:39,asiripanich/e-mission-phone,https://api.github.com/repos/asiripanich/e-mission-phone,closed,Merge relevant updates from the master branch,high priority,@atton16 Follow up from this issue https://github.com/e-mission/e-mission-docs/issues/448 could you make sure we have all relevant updates from the master branch both for phone and server? ,1.0,Merge relevant updates from the master branch - @atton16 Follow up from this issue https://github.com/e-mission/e-mission-docs/issues/448 could you make sure we have all relevant updates from the master branch both for phone and server? ,0,merge relevant updates from the master branch follow up from this issue could you make sure we have all relevant updates from the master branch both for phone and server ,0 78444,10061018758.0,IssuesEvent,2019-07-22 20:17:26,CESARBR/knot-cloud-sdk-js-storage,https://api.github.com/repos/CESARBR/knot-cloud-sdk-js-storage,opened,Fix README examples,documentation,"The examples are calling the storage methods without waiting for promise values. ``` const KNoTCloudStorage = require('@cesarbr/knot-cloud-sdk-js-storage'); const client = new KNoTCloudStorage({ protocol: 'https', hostname: 'data.knot.cloud', id: 'b1a1bd58-c3ef-4cb5-82cd-3a2e0b38dd21', token: '3185a6c9d64915f6b468ee8043df4af5f08e1933', }); const data = client.listDataById('cc5429a29afcd158'); console.log(data); ``` So, this will cause the `console.log()` to print a literal Promise value.",1.0,"Fix README examples - The examples are calling the storage methods without waiting for promise values. ``` const KNoTCloudStorage = require('@cesarbr/knot-cloud-sdk-js-storage'); const client = new KNoTCloudStorage({ protocol: 'https', hostname: 'data.knot.cloud', id: 'b1a1bd58-c3ef-4cb5-82cd-3a2e0b38dd21', token: '3185a6c9d64915f6b468ee8043df4af5f08e1933', }); const data = client.listDataById('cc5429a29afcd158'); console.log(data); ``` So, this will cause the `console.log()` to print a literal Promise value.",0,fix readme examples the examples are calling the storage methods without waiting for promise values const knotcloudstorage require cesarbr knot cloud sdk js storage const client new knotcloudstorage protocol https hostname data knot cloud id token const data client listdatabyid console log data so this will cause the console log to print a literal promise value ,0 557737,16517530857.0,IssuesEvent,2021-05-26 11:21:02,alifarukyucel/django-web-app,https://api.github.com/repos/alifarukyucel/django-web-app,closed,User Profile and Picture,backend database enhancement priority:low,"Add a profile class that holds information about the user. Add profile picture, resize profile picture, add functionality to update user profile. Migrate changes to the database.",1.0,"User Profile and Picture - Add a profile class that holds information about the user. Add profile picture, resize profile picture, add functionality to update user profile. Migrate changes to the database.",0,user profile and picture add a profile class that holds information about the user add profile picture resize profile picture add functionality to update user profile migrate changes to the database ,0 408534,27694822874.0,IssuesEvent,2023-03-14 00:45:47,guybrush77/rapidobj,https://api.github.com/repos/guybrush77/rapidobj,closed,broken link in benchmarks,documentation,"URL: https://shorturl.at/qwBTU does not works. ``` ExpiredToken The provided token has expired.
Request signature expired at: 2022-12-04T04:17:18+00:00
```",1.0,"broken link in benchmarks - URL: https://shorturl.at/qwBTU does not works. ``` ExpiredToken The provided token has expired.
Request signature expired at: 2022-12-04T04:17:18+00:00
```",0,broken link in benchmarks url does not works expiredtoken the provided token has expired request signature expired at ,0 819294,30727419368.0,IssuesEvent,2023-07-27 20:56:28,janus-idp/janus-idp.github.io,https://api.github.com/repos/janus-idp/janus-idp.github.io,closed,Update remote content regex to include relative non image files,priority/critical kind/bug,"Update remote content [regex](https://github.com/janus-idp/janus-idp.github.io/blob/main/apps/website/src/lib/utils/fetch-remote-content.js#L17) to include relative non image files. The website will no longer build without a fix. Discussed with @christophe-f ",1.0,"Update remote content regex to include relative non image files - Update remote content [regex](https://github.com/janus-idp/janus-idp.github.io/blob/main/apps/website/src/lib/utils/fetch-remote-content.js#L17) to include relative non image files. The website will no longer build without a fix. Discussed with @christophe-f ",0,update remote content regex to include relative non image files update remote content to include relative non image files the website will no longer build without a fix discussed with christophe f ,0 17963,12441416930.0,IssuesEvent,2020-05-26 13:38:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Custom editor theme paths (how to install editor themes),feature proposal topic:editor usability,"I'm always having issues installing custom themes. I don't know if I'm doing something wrong or if installing is just really cumbersome. A theme created in the editor has res:// paths to the resources (images) it uses. when I set a custom editor theme the resources are only there if they are part of the current project I'm working on... OR if I adapt every singe url in the theme file... (that works with a install script but I just want to choose the theme and it should work!!) *feature I'm asking for* It would be nice if the exported themes would allow for relative paths so I can package them into a Folder and the editor would find the theme png's for every project! Another cool approach would be to save themes as packaged files with all the recources in it. Than the packed folder could be read loaded as the theme and shared. (again with relative paths in the theme file)",True,"Custom editor theme paths (how to install editor themes) - I'm always having issues installing custom themes. I don't know if I'm doing something wrong or if installing is just really cumbersome. A theme created in the editor has res:// paths to the resources (images) it uses. when I set a custom editor theme the resources are only there if they are part of the current project I'm working on... OR if I adapt every singe url in the theme file... (that works with a install script but I just want to choose the theme and it should work!!) *feature I'm asking for* It would be nice if the exported themes would allow for relative paths so I can package them into a Folder and the editor would find the theme png's for every project! Another cool approach would be to save themes as packaged files with all the recources in it. Than the packed folder could be read loaded as the theme and shared. (again with relative paths in the theme file)",1,custom editor theme paths how to install editor themes i m always having issues installing custom themes i don t know if i m doing something wrong or if installing is just really cumbersome a theme created in the editor has res paths to the resources images it uses when i set a custom editor theme the resources are only there if they are part of the current project i m working on or if i adapt every singe url in the theme file that works with a install script but i just want to choose the theme and it should work feature i m asking for it would be nice if the exported themes would allow for relative paths so i can package them into a folder and the editor would find the theme png s for every project another cool approach would be to save themes as packaged files with all the recources in it than the packed folder could be read loaded as the theme and shared again with relative paths in the theme file ,1 21149,16595796438.0,IssuesEvent,2021-06-01 13:22:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Exporting Android Project Missing Default Debug Keystore Values from Editor Settings,enhancement platform:android topic:editor topic:export usability,"**Godot version:** 3.3 **OS/device including version:** Windows 10 Version 20H2, Dell XPS 13 9310 **Issue description:** I am following the [""Exporting for Android""](https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_android.html#setting-it-up-in-godot) tutorial to export my project for Android. I set the `Debug Keystore`, `Debug Keystore User`, and `Debug Keystore Pass` in the `Editor Settings` in accordance with the tutorial (https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_android.html#setting-it-up-in-godot). When I go to export the project (Project -> Export -> Add -> Android) I see that under Options -> Keystore, the `Debug`, `Debug User`, and `Debug Password` fields are all empty. I would expect those values to be defaulted to match the values set in the `Editor Settings`. I had opened a pull request to add documentation to remind the developer to set these values in the Export preset, but learned that this is a bug: https://github.com/godotengine/godot-docs/pull/4918 Noting that https://github.com/godotengine/godot/issues/48096 & https://github.com/godotengine/godot/issues/48220 look similar (could be related?), but not the same. **Steps to reproduce:** 1. Set `Debug Keystore`, `Debug Keystore User`, and `Debug Keystore Pass` in the `Editor Settings` (following https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_android.html#setting-it-up-in-godot). 2. Add a new Android Export preset (Project -> Export -> Add -> Android). 3. Observe that no defaults have been provided for the Options -> Keystore `Debug`, `Debug User`, or `Debug Password` fields. **Minimal reproduction project:** [DemoDebugKeystoreIssue.zip](https://github.com/godotengine/godot/files/6493744/DemoDebugKeystoreIssue.zip) ^ This is just a blank project. ",True,"Exporting Android Project Missing Default Debug Keystore Values from Editor Settings - **Godot version:** 3.3 **OS/device including version:** Windows 10 Version 20H2, Dell XPS 13 9310 **Issue description:** I am following the [""Exporting for Android""](https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_android.html#setting-it-up-in-godot) tutorial to export my project for Android. I set the `Debug Keystore`, `Debug Keystore User`, and `Debug Keystore Pass` in the `Editor Settings` in accordance with the tutorial (https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_android.html#setting-it-up-in-godot). When I go to export the project (Project -> Export -> Add -> Android) I see that under Options -> Keystore, the `Debug`, `Debug User`, and `Debug Password` fields are all empty. I would expect those values to be defaulted to match the values set in the `Editor Settings`. I had opened a pull request to add documentation to remind the developer to set these values in the Export preset, but learned that this is a bug: https://github.com/godotengine/godot-docs/pull/4918 Noting that https://github.com/godotengine/godot/issues/48096 & https://github.com/godotengine/godot/issues/48220 look similar (could be related?), but not the same. **Steps to reproduce:** 1. Set `Debug Keystore`, `Debug Keystore User`, and `Debug Keystore Pass` in the `Editor Settings` (following https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_android.html#setting-it-up-in-godot). 2. Add a new Android Export preset (Project -> Export -> Add -> Android). 3. Observe that no defaults have been provided for the Options -> Keystore `Debug`, `Debug User`, or `Debug Password` fields. **Minimal reproduction project:** [DemoDebugKeystoreIssue.zip](https://github.com/godotengine/godot/files/6493744/DemoDebugKeystoreIssue.zip) ^ This is just a blank project. ",1,exporting android project missing default debug keystore values from editor settings godot version os device including version windows version dell xps issue description i am following the tutorial to export my project for android i set the debug keystore debug keystore user and debug keystore pass in the editor settings in accordance with the tutorial when i go to export the project project export add android i see that under options keystore the debug debug user and debug password fields are all empty i would expect those values to be defaulted to match the values set in the editor settings i had opened a pull request to add documentation to remind the developer to set these values in the export preset but learned that this is a bug noting that look similar could be related but not the same steps to reproduce set debug keystore debug keystore user and debug keystore pass in the editor settings following add a new android export preset project export add android observe that no defaults have been provided for the options keystore debug debug user or debug password fields minimal reproduction project this is just a blank project ,1 12796,8109452416.0,IssuesEvent,2018-08-14 07:37:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Case-aware autocomplete,enhancement topic:editor usability,"Right now, autocomplete feature ignores whether you write something in uppercase or lower case. It leads to situations like this: ![image](https://user-images.githubusercontent.com/2223172/43995199-2c3d7b0c-9daa-11e8-9ef8-003d0456edcd.png) Whenever I want to use `position`, the editor suggests me `Position2D` type. It should jump to `position` in this case and only suggest `Position2D` if I start typing from _Pos.._",True,"Case-aware autocomplete - Right now, autocomplete feature ignores whether you write something in uppercase or lower case. It leads to situations like this: ![image](https://user-images.githubusercontent.com/2223172/43995199-2c3d7b0c-9daa-11e8-9ef8-003d0456edcd.png) Whenever I want to use `position`, the editor suggests me `Position2D` type. It should jump to `position` in this case and only suggest `Position2D` if I start typing from _Pos.._",1,case aware autocomplete right now autocomplete feature ignores whether you write something in uppercase or lower case it leads to situations like this whenever i want to use position the editor suggests me type it should jump to position in this case and only suggest if i start typing from pos ,1 3913,3605598149.0,IssuesEvent,2016-02-04 06:36:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot window positions aren't being remembered,feature proposal topic:editor usability,"I'm on Windows 7. All Godot windows always start at the top left (0,0) of my monitor. This includes the Project List, the Main Editor, and the game when it's built and run using Godot. It doesn't remember that I move the windows around, nor does it remember that I maximize the Editor every time. Not having to worry about this every time I launch the Editor or build games would be great.",True,"Godot window positions aren't being remembered - I'm on Windows 7. All Godot windows always start at the top left (0,0) of my monitor. This includes the Project List, the Main Editor, and the game when it's built and run using Godot. It doesn't remember that I move the windows around, nor does it remember that I maximize the Editor every time. Not having to worry about this every time I launch the Editor or build games would be great.",1,godot window positions aren t being remembered i m on windows all godot windows always start at the top left of my monitor this includes the project list the main editor and the game when it s built and run using godot it doesn t remember that i move the windows around nor does it remember that i maximize the editor every time not having to worry about this every time i launch the editor or build games would be great ,1 21521,17201987402.0,IssuesEvent,2021-07-17 12:39:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add Item Type dialog of theme editor focuses OK button by default,bug topic:editor usability,"### Godot version 4.0.dev (de83ee57e) ### System information macOS 11.4 ### Issue description After the ""Add Item Type"" dialog of the new Theme editor is popped up: * Expected: the type name line edit gains focus so the user can start filtering classes immediately * Actual: it's the OK button that's focused, and I have to click the name line edit manually in order to start filtering This does not happen in 3.x. ### Steps to reproduce 1. Create a `Theme` resource 2. Click the plus icon button to bring up the ""Add Item Type"" dialog * ... and the OK button is focused ### Minimal reproduction project _No response_",True,"Add Item Type dialog of theme editor focuses OK button by default - ### Godot version 4.0.dev (de83ee57e) ### System information macOS 11.4 ### Issue description After the ""Add Item Type"" dialog of the new Theme editor is popped up: * Expected: the type name line edit gains focus so the user can start filtering classes immediately * Actual: it's the OK button that's focused, and I have to click the name line edit manually in order to start filtering This does not happen in 3.x. ### Steps to reproduce 1. Create a `Theme` resource 2. Click the plus icon button to bring up the ""Add Item Type"" dialog * ... and the OK button is focused ### Minimal reproduction project _No response_",1,add item type dialog of theme editor focuses ok button by default godot version dev system information macos issue description after the add item type dialog of the new theme editor is popped up expected the type name line edit gains focus so the user can start filtering classes immediately actual it s the ok button that s focused and i have to click the name line edit manually in order to start filtering this does not happen in x steps to reproduce create a theme resource click the plus icon button to bring up the add item type dialog and the ok button is focused minimal reproduction project no response ,1 664454,22270979852.0,IssuesEvent,2022-06-10 12:20:05,renovatebot/renovate,https://api.github.com/repos/renovatebot/renovate,closed,wrong yarn constraints when using yarn v3 with workspaces and corepack,type:bug priority-1-critical manager:npm status:in-progress,"### How are you running Renovate? Mend Renovate hosted app on github.com ### If you're self-hosting Renovate, tell us what version of Renovate you run. _No response_ ### Please select which platform you are using if self-hosting. github.com ### If you're self-hosting Renovate, tell us what version of the platform you run. _No response_ ### Was this something which used to work for you, and then stopped? I never saw this working ### Describe the bug two bugs 1. workspace sub package don't inherit parent contraints 2. contraints are always overriden from lockfile extract reproduction https://github.com/renovate-reproductions/15990-yarn-version-issue ### Relevant debug logs
Logs ``` Copy/paste the relevant log(s) here, between the starting and ending backticks ```
### Have you created a minimal reproduction repository? I have linked to a minimal reproduction repository in the bug description",1.0,"wrong yarn constraints when using yarn v3 with workspaces and corepack - ### How are you running Renovate? Mend Renovate hosted app on github.com ### If you're self-hosting Renovate, tell us what version of Renovate you run. _No response_ ### Please select which platform you are using if self-hosting. github.com ### If you're self-hosting Renovate, tell us what version of the platform you run. _No response_ ### Was this something which used to work for you, and then stopped? I never saw this working ### Describe the bug two bugs 1. workspace sub package don't inherit parent contraints 2. contraints are always overriden from lockfile extract reproduction https://github.com/renovate-reproductions/15990-yarn-version-issue ### Relevant debug logs
Logs ``` Copy/paste the relevant log(s) here, between the starting and ending backticks ```
### Have you created a minimal reproduction repository? I have linked to a minimal reproduction repository in the bug description",0,wrong yarn constraints when using yarn with workspaces and corepack how are you running renovate mend renovate hosted app on github com if you re self hosting renovate tell us what version of renovate you run no response please select which platform you are using if self hosting github com if you re self hosting renovate tell us what version of the platform you run no response was this something which used to work for you and then stopped i never saw this working describe the bug two bugs workspace sub package don t inherit parent contraints contraints are always overriden from lockfile extract reproduction relevant debug logs logs copy paste the relevant log s here between the starting and ending backticks have you created a minimal reproduction repository i have linked to a minimal reproduction repository in the bug description,0 441677,12729162267.0,IssuesEvent,2020-06-25 04:59:57,acl-org/acl-2020-virtual-conference,https://api.github.com/repos/acl-org/acl-2020-virtual-conference,closed,Tutorials page,priority:normal volunteer needed,"**Number of Volunteers**: 2 We have 8 tutorials in total. Besides the website development, we need to have a volunteer to collect necessary information from tutorial chairs.",1.0,"Tutorials page - **Number of Volunteers**: 2 We have 8 tutorials in total. Besides the website development, we need to have a volunteer to collect necessary information from tutorial chairs.",0,tutorials page number of volunteers we have tutorials in total besides the website development we need to have a volunteer to collect necessary information from tutorial chairs ,0 3293,2754458354.0,IssuesEvent,2015-04-25 17:56:26,mquandalle/meteor-jade,https://api.github.com/repos/mquandalle/meteor-jade,closed,Dead link to Components Inside Tags in README.md,bug documentation,"The webpage `https://github.com/mquandalle/meteor-jade/#components-inside-tags` doesn't exist (or at least doesn't seem to for me), but its linked to in `https://github.com/mquandalle/meteor-jade/#anonymous-helper`. Or am I missing something here?",1.0,"Dead link to Components Inside Tags in README.md - The webpage `https://github.com/mquandalle/meteor-jade/#components-inside-tags` doesn't exist (or at least doesn't seem to for me), but its linked to in `https://github.com/mquandalle/meteor-jade/#anonymous-helper`. Or am I missing something here?",0,dead link to components inside tags in readme md the webpage doesn t exist or at least doesn t seem to for me but its linked to in or am i missing something here ,0 32651,4781440818.0,IssuesEvent,2016-10-28 09:22:44,Pliohub/Plio,https://api.github.com/repos/Pliohub/Plio,closed,[Testlio][Desktop][Homepage] Removed user is displayed as online on Homepage,bug resolved testlio,"**Environment:** Device and OS: Chrome v53, Windows 10 x64 Testable App version: https://app.pliohub.com Network: Ethernet Location: Romania Reproducibility rate: 100% **Steps to reproduce:** 1. Log in as superuser (user that created the Testlio organization) 2. Invite a user (cretunnicolae@gmail.com was invited here) -> Accept invitation -> Leave tab open 3. On a separate tab with the superuser go to User Directory -> Select user from step 2 -> Remove user **Expected result:** User is deleted from the project and no longer displayed in the User Directory or homepage as being online. **Actual result:** User is still displayed as online, even though it is no longer part of the project. Note: I have sent the invitation and removed the user yesterday evening. I have logged in next morning on another pc and the user was displayed as online. If you need more information, please ask.



",1.0,"[Testlio][Desktop][Homepage] Removed user is displayed as online on Homepage - **Environment:** Device and OS: Chrome v53, Windows 10 x64 Testable App version: https://app.pliohub.com Network: Ethernet Location: Romania Reproducibility rate: 100% **Steps to reproduce:** 1. Log in as superuser (user that created the Testlio organization) 2. Invite a user (cretunnicolae@gmail.com was invited here) -> Accept invitation -> Leave tab open 3. On a separate tab with the superuser go to User Directory -> Select user from step 2 -> Remove user **Expected result:** User is deleted from the project and no longer displayed in the User Directory or homepage as being online. **Actual result:** User is still displayed as online, even though it is no longer part of the project. Note: I have sent the invitation and removed the user yesterday evening. I have logged in next morning on another pc and the user was displayed as online. If you need more information, please ask.



",0, removed user is displayed as online on homepage environment device and os chrome windows testable app version network ethernet location romania reproducibility rate steps to reproduce log in as superuser user that created the testlio organization invite a user cretunnicolae gmail com was invited here accept invitation leave tab open on a separate tab with the superuser go to user directory select user from step remove user expected result user is deleted from the project and no longer displayed in the user directory or homepage as being online actual result user is still displayed as online even though it is no longer part of the project note i have sent the invitation and removed the user yesterday evening i have logged in next morning on another pc and the user was displayed as online if you need more information please ask img src src ,0 176365,6558678596.0,IssuesEvent,2017-09-06 22:36:11,metabase/metabase,https://api.github.com/repos/metabase/metabase,closed,Administrators can not have access permission of connected MySQL DB ,Bug Database/MySQL Need More Info Permissions Priority/P2,"I have added a mysql DB into metabase, but unfortunately, as a administrator, i can not access the DB in metabase, just show like below: ![image](https://cloud.githubusercontent.com/assets/7123439/23397672/79811724-fdd4-11e6-85bb-9e19e70e46ef.png) The DB setup is below: ![image](https://cloud.githubusercontent.com/assets/7123439/23397735/b90d50b0-fdd4-11e6-99f4-a644c1e8085e.png) And also I can not change the permissions. My system is Windows 7 ",1.0,"Administrators can not have access permission of connected MySQL DB - I have added a mysql DB into metabase, but unfortunately, as a administrator, i can not access the DB in metabase, just show like below: ![image](https://cloud.githubusercontent.com/assets/7123439/23397672/79811724-fdd4-11e6-85bb-9e19e70e46ef.png) The DB setup is below: ![image](https://cloud.githubusercontent.com/assets/7123439/23397735/b90d50b0-fdd4-11e6-99f4-a644c1e8085e.png) And also I can not change the permissions. My system is Windows 7 ",0,administrators can not have access permission of connected mysql db i have added a mysql db into metabase but unfortunately as a administrator i can not access the db in metabase just show like below the db setup is below and also i can not change the permissions my system is windows ,0 16561,11082780248.0,IssuesEvent,2019-12-13 13:00:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,iPhone x - home button / indicator is overlaying my ui,bug platform:ios topic:porting usability,"**Godot version:** 3.1.2 **OS/device including version:** iOS 11 / iPhone X **Issue description:** One of my testers told me that the home indicator / home bar (this white / black line at the bottom of the screen on iPhones without a home button) is overlaying my UI . https://cdn.vox-cdn.com/thumbor/INnrzpqGKqRD7dfJ43nUU19yTDw=/800x0/filters:no_upscale()/cdn.vox-cdn.com/uploads/chorus_asset/file/9244305/fGEC9TJ.png (Not my game, just an illustration I found online) He also said that other games hide the home bar until the user swiped upward from the button of the screen to show it again for a few seconds. I wasn't sure to add this as a missing feature or bug, but I dediced it's a bug because in my opinion that's something that prevents pushing godot apps to the appstore. Sure I couldmove my UI, but that wouldn't solve the issue, as I want my game to behave like the others and hide the home bar as my tester said it's disturbing the experience. Is there a workaround? Can this be done in the exported xcode project somehow: https://stackoverflow.com/a/48066439 ? **Steps to reproduce:** Run your Godot app on an iPhone without physical home button ",True,"iPhone x - home button / indicator is overlaying my ui - **Godot version:** 3.1.2 **OS/device including version:** iOS 11 / iPhone X **Issue description:** One of my testers told me that the home indicator / home bar (this white / black line at the bottom of the screen on iPhones without a home button) is overlaying my UI . https://cdn.vox-cdn.com/thumbor/INnrzpqGKqRD7dfJ43nUU19yTDw=/800x0/filters:no_upscale()/cdn.vox-cdn.com/uploads/chorus_asset/file/9244305/fGEC9TJ.png (Not my game, just an illustration I found online) He also said that other games hide the home bar until the user swiped upward from the button of the screen to show it again for a few seconds. I wasn't sure to add this as a missing feature or bug, but I dediced it's a bug because in my opinion that's something that prevents pushing godot apps to the appstore. Sure I couldmove my UI, but that wouldn't solve the issue, as I want my game to behave like the others and hide the home bar as my tester said it's disturbing the experience. Is there a workaround? Can this be done in the exported xcode project somehow: https://stackoverflow.com/a/48066439 ? **Steps to reproduce:** Run your Godot app on an iPhone without physical home button ",1,iphone x home button indicator is overlaying my ui godot version os device including version ios iphone x issue description one of my testers told me that the home indicator home bar this white black line at the bottom of the screen on iphones without a home button is overlaying my ui not my game just an illustration i found online he also said that other games hide the home bar until the user swiped upward from the button of the screen to show it again for a few seconds i wasn t sure to add this as a missing feature or bug but i dediced it s a bug because in my opinion that s something that prevents pushing godot apps to the appstore sure i couldmove my ui but that wouldn t solve the issue as i want my game to behave like the others and hide the home bar as my tester said it s disturbing the experience is there a workaround can this be done in the exported xcode project somehow steps to reproduce run your godot app on an iphone without physical home button ,1 21925,18074434291.0,IssuesEvent,2021-09-21 08:16:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,PopupMenu posititioning should be flipped in RTL layout,enhancement topic:editor usability,"### Godot version 4.0.dev (ec23d1348a) ### System information Linux, Mageia 9 x86_64 ### Issue description When using the editor with Arabic translation, and thus horizontally flipped RTL layout, I noticed that the positioning of (some?) PopupMenu may still follow the LTR convention, which makes it overlap the scene tree in this example: ![Screenshot_20210917_163808](https://user-images.githubusercontent.com/4701338/133801570-619353e2-6df8-4e4f-bef9-60eaf4947e90.png) To compare, in English with LTR layout: ![Screenshot_20210917_164040](https://user-images.githubusercontent.com/4701338/133801654-7a17bf6f-2258-47cd-a62e-9dd69923d93e.png) I think it would look more natural if it was expanding towards the left instead of the right. Note: I'm not an Arabic reader so I might be wrong about this assumption. ### Steps to reproduce - Use Editor in Arabic locale (`ar`) - Click ""Perspective"" menu in the 3D viewport after having selected a 3D node ### Minimal reproduction project n/a",True,"PopupMenu posititioning should be flipped in RTL layout - ### Godot version 4.0.dev (ec23d1348a) ### System information Linux, Mageia 9 x86_64 ### Issue description When using the editor with Arabic translation, and thus horizontally flipped RTL layout, I noticed that the positioning of (some?) PopupMenu may still follow the LTR convention, which makes it overlap the scene tree in this example: ![Screenshot_20210917_163808](https://user-images.githubusercontent.com/4701338/133801570-619353e2-6df8-4e4f-bef9-60eaf4947e90.png) To compare, in English with LTR layout: ![Screenshot_20210917_164040](https://user-images.githubusercontent.com/4701338/133801654-7a17bf6f-2258-47cd-a62e-9dd69923d93e.png) I think it would look more natural if it was expanding towards the left instead of the right. Note: I'm not an Arabic reader so I might be wrong about this assumption. ### Steps to reproduce - Use Editor in Arabic locale (`ar`) - Click ""Perspective"" menu in the 3D viewport after having selected a 3D node ### Minimal reproduction project n/a",1,popupmenu posititioning should be flipped in rtl layout godot version dev system information linux mageia issue description when using the editor with arabic translation and thus horizontally flipped rtl layout i noticed that the positioning of some popupmenu may still follow the ltr convention which makes it overlap the scene tree in this example to compare in english with ltr layout i think it would look more natural if it was expanding towards the left instead of the right note i m not an arabic reader so i might be wrong about this assumption steps to reproduce use editor in arabic locale ar click perspective menu in the viewport after having selected a node minimal reproduction project n a,1 328497,28122841013.0,IssuesEvent,2023-03-31 15:19:43,reframe-hpc/reframe,https://api.github.com/repos/reframe-hpc/reframe,closed,Cannot set `time_limit` from cli using an integer,bug prio: normal test syntax,"Trying to set with `-S time_limit=60` fails with the following error: ```console WARNING: skipping test 'my_test': value error: invalid format for timer field (rerun with '-v' for more information) ``` However, the `time_limit` can be set as an integer according to the [docs](https://reframe-hpc.readthedocs.io/en/stable/regression_test_api.html#reframe.core.pipeline.RegressionTest.time_limit).",1.0,"Cannot set `time_limit` from cli using an integer - Trying to set with `-S time_limit=60` fails with the following error: ```console WARNING: skipping test 'my_test': value error: invalid format for timer field (rerun with '-v' for more information) ``` However, the `time_limit` can be set as an integer according to the [docs](https://reframe-hpc.readthedocs.io/en/stable/regression_test_api.html#reframe.core.pipeline.RegressionTest.time_limit).",0,cannot set time limit from cli using an integer trying to set with s time limit fails with the following error console warning skipping test my test value error invalid format for timer field rerun with v for more information however the time limit can be set as an integer according to the ,0 40310,8773118764.0,IssuesEvent,2018-12-18 16:05:27,process-engine/process_engine_runtime,https://api.github.com/repos/process-engine/process_engine_runtime,closed,🐛 Disposal of EventAggregator Subscriptions not working,bug code quality confirmed,"#### Describe your issue Calling `dispose` on a Subscription for the EventAggregator, will not remove that subscription from the aggregators internal subscription storage. As a result, the same subscription will always be triggered, until the EventAggregator itself is disposed. #### How can others reproduce the issue? - Create a Subscription on the EventAggregator - Trigger the corresponding event => The subscription gets called (**ok**) - Call `Subscription.dispose();` - Trigger the same event again - The Subscription gets called again (**not ok!**) #### Possible Solution Frankly, the implementation of the EventAggregator is a mess. It just throws its subscriptions into an Array and tries to delete it afterwards with weird Array-splicing. The internal storage of the aggregator should be overhauled: - Subscriptions should be grouped by the EventName they subscribe to (that's actually happening already). - Each Subscription should get a Unique ID assigned to it, by which the EventAggregator is able to find it. - When `dispose` on a Subscription is called, the Aggregator can then look up the corresponding subscription by the UUID attached to that subscription and remove it. This is far more secure than doing some weird array magic. - Also, the EventAggregator should expose a `unsubscribe` function by which a handler can directly destroy a Subscription. #### Issue checklist Please check the boxes in this list after submitting your Issue: - [x] I've checked if this issue already exists - [x] I've included all the information that i think is relevant - [x] I've added logs and/or screenshots (if applicable) - [x] I've mentioned PRs and issues that relate to this one ## Example
:warning: Before creating the issue, click here to expand and follow the guide.
1. Be sure to fill out **every** topic presented in this template. If a section is not valid or useful for your issue, feel free to remove it. 2. Use the attached Checklist to make sure your issue contains all relevant information. 3. Attach a label to your issue that reflects what your issue is all about. **When your issue concerns only a specific platform, be sure to attach the label for that platform!** 4. Please use a fitting emoji at the beginning of your issue title. Example 1 - Report a bug: ```md :bug: Something is not working properly ``` Example 2 - Report a performance issue: ```md :zap: Something is slower than it should be ``` Example 3 - Report a package vulnerability or security issue: ```md :lock: Package xy produces vulnerabilites ``` ```md :lock: User XY has access to something he shouldn't have ``` Example 4 - Report missing test coverage: ```md :white_check_mark: Add tests for... ``` You can of course phrase your titles however you like. Just be sure they are short, to the point and convey the general idea of the issue you are experiencing.
## Emojis
Expand for a list of most used Emojis.
Please prefix your Issue with an Emoji. Ref: https://gitmoji.carloscuesta.me/ | Description | Glyphe | Emoji | |--------------------------|----------------------|--------| | Bugfix | `:bug:` | 🐛 | | Fixing Security Issues | `:lock:` | 🔒 | | Configuration releated | `:wrench:` | 🔧 | | Cosmetic | `:lipstick:` | 💄 | | Dependencies Downgrade | `:arrow_down:` | ⬇️ | | Dependencies Upgrade | `:arrow_up:` | ⬆️ | | Formatting | `:art:` | 🎨 | | Improving Performance | `:zap:` | ⚡️ | | Initial commit | `:tada:` | 🎉 | | Linter | `:rotating_light:` | 🚨 | | Miscellaneous | `:package:` | 📦 | | New Feature | `:sparkles:` | ✨ | | Refactoring Code | `:recycle:` | ♻️ | | Releasing / Version tags | `:bookmark:` | 🔖 | | Removing Stuff | `:fire:` | 🔥 | | Tests | `:white_check_mark:` | ✅ | | Work In Progress (WIP) | `:construction:` | 🚧 |
",1.0,"🐛 Disposal of EventAggregator Subscriptions not working - #### Describe your issue Calling `dispose` on a Subscription for the EventAggregator, will not remove that subscription from the aggregators internal subscription storage. As a result, the same subscription will always be triggered, until the EventAggregator itself is disposed. #### How can others reproduce the issue? - Create a Subscription on the EventAggregator - Trigger the corresponding event => The subscription gets called (**ok**) - Call `Subscription.dispose();` - Trigger the same event again - The Subscription gets called again (**not ok!**) #### Possible Solution Frankly, the implementation of the EventAggregator is a mess. It just throws its subscriptions into an Array and tries to delete it afterwards with weird Array-splicing. The internal storage of the aggregator should be overhauled: - Subscriptions should be grouped by the EventName they subscribe to (that's actually happening already). - Each Subscription should get a Unique ID assigned to it, by which the EventAggregator is able to find it. - When `dispose` on a Subscription is called, the Aggregator can then look up the corresponding subscription by the UUID attached to that subscription and remove it. This is far more secure than doing some weird array magic. - Also, the EventAggregator should expose a `unsubscribe` function by which a handler can directly destroy a Subscription. #### Issue checklist Please check the boxes in this list after submitting your Issue: - [x] I've checked if this issue already exists - [x] I've included all the information that i think is relevant - [x] I've added logs and/or screenshots (if applicable) - [x] I've mentioned PRs and issues that relate to this one ## Example
:warning: Before creating the issue, click here to expand and follow the guide.
1. Be sure to fill out **every** topic presented in this template. If a section is not valid or useful for your issue, feel free to remove it. 2. Use the attached Checklist to make sure your issue contains all relevant information. 3. Attach a label to your issue that reflects what your issue is all about. **When your issue concerns only a specific platform, be sure to attach the label for that platform!** 4. Please use a fitting emoji at the beginning of your issue title. Example 1 - Report a bug: ```md :bug: Something is not working properly ``` Example 2 - Report a performance issue: ```md :zap: Something is slower than it should be ``` Example 3 - Report a package vulnerability or security issue: ```md :lock: Package xy produces vulnerabilites ``` ```md :lock: User XY has access to something he shouldn't have ``` Example 4 - Report missing test coverage: ```md :white_check_mark: Add tests for... ``` You can of course phrase your titles however you like. Just be sure they are short, to the point and convey the general idea of the issue you are experiencing.
## Emojis
Expand for a list of most used Emojis.
Please prefix your Issue with an Emoji. Ref: https://gitmoji.carloscuesta.me/ | Description | Glyphe | Emoji | |--------------------------|----------------------|--------| | Bugfix | `:bug:` | 🐛 | | Fixing Security Issues | `:lock:` | 🔒 | | Configuration releated | `:wrench:` | 🔧 | | Cosmetic | `:lipstick:` | 💄 | | Dependencies Downgrade | `:arrow_down:` | ⬇️ | | Dependencies Upgrade | `:arrow_up:` | ⬆️ | | Formatting | `:art:` | 🎨 | | Improving Performance | `:zap:` | ⚡️ | | Initial commit | `:tada:` | 🎉 | | Linter | `:rotating_light:` | 🚨 | | Miscellaneous | `:package:` | 📦 | | New Feature | `:sparkles:` | ✨ | | Refactoring Code | `:recycle:` | ♻️ | | Releasing / Version tags | `:bookmark:` | 🔖 | | Removing Stuff | `:fire:` | 🔥 | | Tests | `:white_check_mark:` | ✅ | | Work In Progress (WIP) | `:construction:` | 🚧 |
",0,🐛 disposal of eventaggregator subscriptions not working describe your issue calling dispose on a subscription for the eventaggregator will not remove that subscription from the aggregators internal subscription storage as a result the same subscription will always be triggered until the eventaggregator itself is disposed how can others reproduce the issue create a subscription on the eventaggregator trigger the corresponding event the subscription gets called ok call subscription dispose trigger the same event again the subscription gets called again not ok possible solution frankly the implementation of the eventaggregator is a mess it just throws its subscriptions into an array and tries to delete it afterwards with weird array splicing the internal storage of the aggregator should be overhauled subscriptions should be grouped by the eventname they subscribe to that s actually happening already each subscription should get a unique id assigned to it by which the eventaggregator is able to find it when dispose on a subscription is called the aggregator can then look up the corresponding subscription by the uuid attached to that subscription and remove it this is far more secure than doing some weird array magic also the eventaggregator should expose a unsubscribe function by which a handler can directly destroy a subscription issue checklist please check the boxes in this list after submitting your issue i ve checked if this issue already exists i ve included all the information that i think is relevant i ve added logs and or screenshots if applicable i ve mentioned prs and issues that relate to this one example warning before creating the issue click here to expand and follow the guide be sure to fill out every topic presented in this template if a section is not valid or useful for your issue feel free to remove it use the attached checklist to make sure your issue contains all relevant information attach a label to your issue that reflects what your issue is all about when your issue concerns only a specific platform be sure to attach the label for that platform please use a fitting emoji at the beginning of your issue title example report a bug md bug something is not working properly example report a performance issue md zap something is slower than it should be example report a package vulnerability or security issue md lock package xy produces vulnerabilites md lock user xy has access to something he shouldn t have example report missing test coverage md white check mark add tests for you can of course phrase your titles however you like just be sure they are short to the point and convey the general idea of the issue you are experiencing emojis expand for a list of most used emojis please prefix your issue with an emoji ref description glyphe emoji bugfix bug 🐛 fixing security issues lock 🔒 configuration releated wrench 🔧 cosmetic lipstick 💄 dependencies downgrade arrow down ⬇️ dependencies upgrade arrow up ⬆️ formatting art 🎨 improving performance zap ⚡️ initial commit tada 🎉 linter rotating light 🚨 miscellaneous package 📦 new feature sparkles ✨ refactoring code recycle ♻️ releasing version tags bookmark 🔖 removing stuff fire 🔥 tests white check mark ✅ work in progress wip construction 🚧 ,0 63737,7740591529.0,IssuesEvent,2018-05-28 23:05:06,mozilla/mozillafestival.org,https://api.github.com/repos/mozilla/mozillafestival.org,closed,Write Design Contractor Posting,Design :cake:,"Write a posting for a design contractor to help with MozFest design assets. It would include: - responsibilities - qualifications - timeline - location I will look for previous postings as reference. ___________ ### Reference from Previous Years: 2016: - review assets https://github.com/MozillaFoundation/Mozfest2016_production/issues/11 - scope of work https://github.com/MozillaFoundation/Mozfest2016_production/issues/12 - write description https://github.com/MozillaFoundation/Mozfest2016_production/issues/45 - advertise, shortlist, contract https://github.com/MozillaFoundation/Mozfest2016_production/issues/23",1.0,"Write Design Contractor Posting - Write a posting for a design contractor to help with MozFest design assets. It would include: - responsibilities - qualifications - timeline - location I will look for previous postings as reference. ___________ ### Reference from Previous Years: 2016: - review assets https://github.com/MozillaFoundation/Mozfest2016_production/issues/11 - scope of work https://github.com/MozillaFoundation/Mozfest2016_production/issues/12 - write description https://github.com/MozillaFoundation/Mozfest2016_production/issues/45 - advertise, shortlist, contract https://github.com/MozillaFoundation/Mozfest2016_production/issues/23",0,write design contractor posting write a posting for a design contractor to help with mozfest design assets it would include responsibilities qualifications timeline location i will look for previous postings as reference reference from previous years review assets scope of work write description advertise shortlist contract ,0 23496,22045220325.0,IssuesEvent,2022-05-30 00:04:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dropping to script editor doesn't focus it,bug topic:editor usability,"### Godot version 8a21f72 ### System information Windows 10 x64 ### Issue description When you drop e.g. node to Script Editor, the editor doesn't get focused, so if you try to undo immediately, it will undo the scene instead. ![godot windows tools 64_itxiYBXNVQ](https://user-images.githubusercontent.com/2223172/170701202-165db3fd-ad56-4d58-afb3-a108fad3604e.gif) ### Steps to reproduce 1. Open Script Editor 2. Drop some node from scene tree 3. Undo it ### Minimal reproduction project _No response_",True,"Dropping to script editor doesn't focus it - ### Godot version 8a21f72 ### System information Windows 10 x64 ### Issue description When you drop e.g. node to Script Editor, the editor doesn't get focused, so if you try to undo immediately, it will undo the scene instead. ![godot windows tools 64_itxiYBXNVQ](https://user-images.githubusercontent.com/2223172/170701202-165db3fd-ad56-4d58-afb3-a108fad3604e.gif) ### Steps to reproduce 1. Open Script Editor 2. Drop some node from scene tree 3. Undo it ### Minimal reproduction project _No response_",1,dropping to script editor doesn t focus it godot version system information windows issue description when you drop e g node to script editor the editor doesn t get focused so if you try to undo immediately it will undo the scene instead steps to reproduce open script editor drop some node from scene tree undo it minimal reproduction project no response ,1 55592,3073806444.0,IssuesEvent,2015-08-20 00:42:01,RobotiumTech/robotium,https://api.github.com/repos/RobotiumTech/robotium,closed,"Get stuck on ""Watching emulator stdOut for boot completion..."" in RobotiumRC ",bug imported Priority-Medium,"_From [enduranc...@gmail.com](https://code.google.com/u/114748201115657892143/) on August 01, 2013 02:23:18_ What steps will reproduce the problem? 1. Instruments the SAFSTCPMessenger and RobotiumTestRunner projects.(ant or eclipse) 2. Intall my project and SAFSTCPMessenger and RobotiumTestRunner projects (adb install) 3. Run the test class on testNG or jUnit4. 4. Get stuck after opening emulator and ""Watching emulator stdOut for boot completion"". What is the expected output? What do you see instead? Expected to start launch app and run tests. What version of the product are you using? On what operating system? - Win 7 32bits - Robotium RC 2012.12.12 Please provide any additional information below. - Console log on run test: SoloTest INFO: Detected 0 device/emulators attached. SoloTest INFO: Attempting to launch EMULATOR_AVD: test Bypassing ServerSocket Socket Thread... Watching emulator stdOut for boot completion... HAX is working and emulator runs in fast virt mode it can work well if i keep emulator open first. _Original issue: http://code.google.com/p/robotium/issues/detail?id=495_",1.0,"Get stuck on ""Watching emulator stdOut for boot completion..."" in RobotiumRC - _From [enduranc...@gmail.com](https://code.google.com/u/114748201115657892143/) on August 01, 2013 02:23:18_ What steps will reproduce the problem? 1. Instruments the SAFSTCPMessenger and RobotiumTestRunner projects.(ant or eclipse) 2. Intall my project and SAFSTCPMessenger and RobotiumTestRunner projects (adb install) 3. Run the test class on testNG or jUnit4. 4. Get stuck after opening emulator and ""Watching emulator stdOut for boot completion"". What is the expected output? What do you see instead? Expected to start launch app and run tests. What version of the product are you using? On what operating system? - Win 7 32bits - Robotium RC 2012.12.12 Please provide any additional information below. - Console log on run test: SoloTest INFO: Detected 0 device/emulators attached. SoloTest INFO: Attempting to launch EMULATOR_AVD: test Bypassing ServerSocket Socket Thread... Watching emulator stdOut for boot completion... HAX is working and emulator runs in fast virt mode it can work well if i keep emulator open first. _Original issue: http://code.google.com/p/robotium/issues/detail?id=495_",0,get stuck on watching emulator stdout for boot completion in robotiumrc from on august what steps will reproduce the problem instruments the safstcpmessenger and robotiumtestrunner projects ant or eclipse intall my project and safstcpmessenger and robotiumtestrunner projects adb install run the test class on testng or get stuck after opening emulator and watching emulator stdout for boot completion what is the expected output what do you see instead expected to start launch app and run tests what version of the product are you using on what operating system win robotium rc please provide any additional information below console log on run test solotest info detected device emulators attached solotest info attempting to launch emulator avd test bypassing serversocket socket thread watching emulator stdout for boot completion hax is working and emulator runs in fast virt mode it can work well if i keep emulator open first original issue ,0 149586,5721511464.0,IssuesEvent,2017-04-20 06:52:38,Stratio/egeo-web,https://api.github.com/repos/Stratio/egeo-web,opened,Add documentation for st-radio component,Difficult: Easy Iteration Plan Priority: Major,"**I'm submitting a ...** - [ ] bug report - [x] feature request - [ ] question **Define your petition as much as possible** Documentation for st-radio component and st-radio-group component ",1.0,"Add documentation for st-radio component - **I'm submitting a ...** - [ ] bug report - [x] feature request - [ ] question **Define your petition as much as possible** Documentation for st-radio component and st-radio-group component ",0,add documentation for st radio component i m submitting a bug report feature request question define your petition as much as possible documentation for st radio component and st radio group component ,0 14651,9393458194.0,IssuesEvent,2019-04-07 11:49:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Custom shortcuts for menus and everything inside the editor,enhancement junior job topic:editor usability,"# Feature proposal **Godot version:** 3.0.6 **TL;DR: Please, extend the list of available shortcuts in the Editor -> Editor Settings -> Shortcuts so that it contains main window menu items as well** Hi all, I'm following the tutorial and suddenly I realizied that I had to navigate to Project -> Project Settings quite often during the last two days. That led me to the idea of learning the shortcut for this menu item. Though, there's no such, I hoped to find something related at Editor -> Editor Settings -> Shortcuts, but there's totally nothing related to menus. Most IDEs (like ones from JetBrains) offer you an ability to customize shortcuts for almost everything, and there's even a default shortcut for, say, project settings. I find that quite convenient, but failed to find such an ability in Godot. Maybe I just overlooked something?",True,"Custom shortcuts for menus and everything inside the editor - # Feature proposal **Godot version:** 3.0.6 **TL;DR: Please, extend the list of available shortcuts in the Editor -> Editor Settings -> Shortcuts so that it contains main window menu items as well** Hi all, I'm following the tutorial and suddenly I realizied that I had to navigate to Project -> Project Settings quite often during the last two days. That led me to the idea of learning the shortcut for this menu item. Though, there's no such, I hoped to find something related at Editor -> Editor Settings -> Shortcuts, but there's totally nothing related to menus. Most IDEs (like ones from JetBrains) offer you an ability to customize shortcuts for almost everything, and there's even a default shortcut for, say, project settings. I find that quite convenient, but failed to find such an ability in Godot. Maybe I just overlooked something?",1,custom shortcuts for menus and everything inside the editor feature proposal godot version tl dr please extend the list of available shortcuts in the editor editor settings shortcuts so that it contains main window menu items as well hi all i m following the tutorial and suddenly i realizied that i had to navigate to project project settings quite often during the last two days that led me to the idea of learning the shortcut for this menu item though there s no such i hoped to find something related at editor editor settings shortcuts but there s totally nothing related to menus most ides like ones from jetbrains offer you an ability to customize shortcuts for almost everything and there s even a default shortcut for say project settings i find that quite convenient but failed to find such an ability in godot maybe i just overlooked something ,1 813500,30459346074.0,IssuesEvent,2023-07-17 05:02:13,steedos/steedos-platform,https://api.github.com/repos/steedos/steedos-platform,closed,[Bug]: 新建流程-选择流程页面 不需要两个滚动条,bug done priority: High,"### Description 一个界面只需一个滚动条 ### Steps To Reproduce 重现步骤 ![image](https://github.com/steedos/steedos-platform/assets/7665279/4cef404a-4df2-4301-84f0-f139032bd51f) ### Version 版本 2.5.8",1.0,"[Bug]: 新建流程-选择流程页面 不需要两个滚动条 - ### Description 一个界面只需一个滚动条 ### Steps To Reproduce 重现步骤 ![image](https://github.com/steedos/steedos-platform/assets/7665279/4cef404a-4df2-4301-84f0-f139032bd51f) ### Version 版本 2.5.8",0, 新建流程 选择流程页面 不需要两个滚动条 description 一个界面只需一个滚动条 steps to reproduce 重现步骤 version 版本 ,0 4135,3727426598.0,IssuesEvent,2016-03-06 08:46:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Include search box in the Classes list window (Script editor),enhancement topic:editor usability,"When looking for Class info, I prefer to go to the ""Search Help"" button instead of the more logical ""Classes"", just because I can quickly type the name. Navigating the huge class tree takes longer. Would be great if we could add the same search box with auto-filter as we type.",True,"Include search box in the Classes list window (Script editor) - When looking for Class info, I prefer to go to the ""Search Help"" button instead of the more logical ""Classes"", just because I can quickly type the name. Navigating the huge class tree takes longer. Would be great if we could add the same search box with auto-filter as we type.",1,include search box in the classes list window script editor when looking for class info i prefer to go to the search help button instead of the more logical classes just because i can quickly type the name navigating the huge class tree takes longer would be great if we could add the same search box with auto filter as we type ,1 104112,22591891983.0,IssuesEvent,2022-06-28 20:47:40,phetsims/mean-share-and-balance,https://api.github.com/repos/phetsims/mean-share-and-balance,opened,Tandem name should match associated variable/property name,dev:code-review,"For code review #41 ... By PhET-iO convention, tandem names are typically supposed to match their associated variable/property name (with exceptions made for unusual cases). There are at least 5 violations of that in this sim, and none of them qualifies as ""unusual"". For example, in MeanShareAndBalanceScreenView.ts: ``` this.syncDataButton = new RectangularPushButton( { ... tandem: options.tandem.createTandem( 'syncRepresentationsButton' ), ``` I added comment ""//REVIEW tandem name does not match"" to all of the cases that I identified. (Not necessarily a complete list.) ",1.0,"Tandem name should match associated variable/property name - For code review #41 ... By PhET-iO convention, tandem names are typically supposed to match their associated variable/property name (with exceptions made for unusual cases). There are at least 5 violations of that in this sim, and none of them qualifies as ""unusual"". For example, in MeanShareAndBalanceScreenView.ts: ``` this.syncDataButton = new RectangularPushButton( { ... tandem: options.tandem.createTandem( 'syncRepresentationsButton' ), ``` I added comment ""//REVIEW tandem name does not match"" to all of the cases that I identified. (Not necessarily a complete list.) ",0,tandem name should match associated variable property name for code review by phet io convention tandem names are typically supposed to match their associated variable property name with exceptions made for unusual cases there are at least violations of that in this sim and none of them qualifies as unusual for example in meanshareandbalancescreenview ts this syncdatabutton new rectangularpushbutton tandem options tandem createtandem syncrepresentationsbutton i added comment review tandem name does not match to all of the cases that i identified not necessarily a complete list ,0 25692,25719297279.0,IssuesEvent,2022-12-07 12:36:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"AnimationTree infinite loop, ERROR: Condition ""!track_cache.has(path)"" is true. Continuing.",enhancement usability topic:animation,"### Godot version 4.0-alpha16 ### System information PopOS 22.04, 5.19.0-76051900-generic kernel, Ryzen 6800h, Radeon 6700m, amdgpu, Vulkan ### Issue description The whole application started to lag and I noticed this output over and over in the terminal: ``` ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ... ``` I ended up closing the application because it would not resolve. ### Steps to reproduce I was updating the AnimationTree, with the graph open, and changing the referenced tracks from the AnimationPlayer. I ended up saving the scene with the AnimationTree graph open. Now, when ever I launch the scene, it throws this infinite loop and makes my machine come to a crawl. The first output I notice when opening the scene is the following: ``` ERROR: Node not found: ""Root/Skeleton3D:root.x"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). at: get_node (scene/main/node.cpp:1356) ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:root.x' at: _update_caches (scene/animation/animation_tree.cpp:587) ERROR: Node not found: ""Root/Skeleton3D:root.x"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). at: get_node (scene/main/node.cpp:1356) ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:root.x' at: _update_caches (scene/animation/animation_tree.cpp:587) ERROR: Node not found: ""Root/Skeleton3D:foot.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). at: get_node (scene/main/node.cpp:1356) ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:foot.l' at: _update_caches (scene/animation/animation_tree.cpp:587) ERROR: Node not found: ""Root/Skeleton3D:foot.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). at: get_node (scene/main/node.cpp:1356) ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:foot.l' at: _update_caches (scene/animation/animation_tree.cpp:587) ERROR: Node not found: ""Root/Skeleton3D:toes_01.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). at: get_node (scene/main/node.cpp:1356) ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:toes_01.l' at: _update_caches (scene/animation/animation_tree.cpp:587) ERROR: Node not found: ""Root/Skeleton3D:thigh_twist.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). at: get_node (scene/main/node.cpp:1356) ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:thigh_twist.l' at: _update_caches (scene/animation/animation_tree.cpp:587) ERROR: Node not found: ""Root/Skeleton3D:thigh_twist.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). at: get_node (scene/main/node.cpp:1356) ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:thigh_twist.l' at: _update_caches (scene/animation/animation_tree.cpp:587) ERROR: Node not found: ""Root/Skeleton3D:foot.r"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). at: get_node (scene/main/node.cpp:1356) ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:foot.r' at: _update_caches (scene/animation/animation_tree.cpp:587) ERROR: Node not found: ""Root/Skeleton3D:foot.r"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). at: get_node (scene/main/node.cpp:1356) ... ``` The above output, goes through all the bones on the skeleton... Which then goes into the mentioned error output of: ``` ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ... ``` This happens until I close the application, which takes a long time because my machine is locked up. ### Minimal reproduction project _No response_",True,"AnimationTree infinite loop, ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. - ### Godot version 4.0-alpha16 ### System information PopOS 22.04, 5.19.0-76051900-generic kernel, Ryzen 6800h, Radeon 6700m, amdgpu, Vulkan ### Issue description The whole application started to lag and I noticed this output over and over in the terminal: ``` ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ... ``` I ended up closing the application because it would not resolve. ### Steps to reproduce I was updating the AnimationTree, with the graph open, and changing the referenced tracks from the AnimationPlayer. I ended up saving the scene with the AnimationTree graph open. Now, when ever I launch the scene, it throws this infinite loop and makes my machine come to a crawl. The first output I notice when opening the scene is the following: ``` ERROR: Node not found: ""Root/Skeleton3D:root.x"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). at: get_node (scene/main/node.cpp:1356) ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:root.x' at: _update_caches (scene/animation/animation_tree.cpp:587) ERROR: Node not found: ""Root/Skeleton3D:root.x"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). at: get_node (scene/main/node.cpp:1356) ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:root.x' at: _update_caches (scene/animation/animation_tree.cpp:587) ERROR: Node not found: ""Root/Skeleton3D:foot.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). at: get_node (scene/main/node.cpp:1356) ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:foot.l' at: _update_caches (scene/animation/animation_tree.cpp:587) ERROR: Node not found: ""Root/Skeleton3D:foot.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). at: get_node (scene/main/node.cpp:1356) ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:foot.l' at: _update_caches (scene/animation/animation_tree.cpp:587) ERROR: Node not found: ""Root/Skeleton3D:toes_01.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). at: get_node (scene/main/node.cpp:1356) ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:toes_01.l' at: _update_caches (scene/animation/animation_tree.cpp:587) ERROR: Node not found: ""Root/Skeleton3D:thigh_twist.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). at: get_node (scene/main/node.cpp:1356) ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:thigh_twist.l' at: _update_caches (scene/animation/animation_tree.cpp:587) ERROR: Node not found: ""Root/Skeleton3D:thigh_twist.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). at: get_node (scene/main/node.cpp:1356) ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:thigh_twist.l' at: _update_caches (scene/animation/animation_tree.cpp:587) ERROR: Node not found: ""Root/Skeleton3D:foot.r"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). at: get_node (scene/main/node.cpp:1356) ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:foot.r' at: _update_caches (scene/animation/animation_tree.cpp:587) ERROR: Node not found: ""Root/Skeleton3D:foot.r"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). at: get_node (scene/main/node.cpp:1356) ... ``` The above output, goes through all the bones on the skeleton... Which then goes into the mentioned error output of: ``` ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. at: _process_graph (scene/animation/animation_tree.cpp:990) ... ``` This happens until I close the application, which takes a long time because my machine is locked up. ### Minimal reproduction project _No response_",1,animationtree infinite loop error condition track cache has path is true continuing godot version system information popos generic kernel ryzen radeon amdgpu vulkan issue description the whole application started to lag and i noticed this output over and over in the terminal error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp i ended up closing the application because it would not resolve steps to reproduce i was updating the animationtree with the graph open and changing the referenced tracks from the animationplayer i ended up saving the scene with the animationtree graph open now when ever i launch the scene it throws this infinite loop and makes my machine come to a crawl the first output i notice when opening the scene is the following error node not found root root x relative to root mainscreen player root at get node scene main node cpp error animationtree player idle couldn t resolve track root root x at update caches scene animation animation tree cpp error node not found root root x relative to root mainscreen player root at get node scene main node cpp error animationtree player idle couldn t resolve track root root x at update caches scene animation animation tree cpp error node not found root foot l relative to root mainscreen player root at get node scene main node cpp error animationtree player idle couldn t resolve track root foot l at update caches scene animation animation tree cpp error node not found root foot l relative to root mainscreen player root at get node scene main node cpp error animationtree player idle couldn t resolve track root foot l at update caches scene animation animation tree cpp error node not found root toes l relative to root mainscreen player root at get node scene main node cpp error animationtree player idle couldn t resolve track root toes l at update caches scene animation animation tree cpp error node not found root thigh twist l relative to root mainscreen player root at get node scene main node cpp error animationtree player idle couldn t resolve track root thigh twist l at update caches scene animation animation tree cpp error node not found root thigh twist l relative to root mainscreen player root at get node scene main node cpp error animationtree player idle couldn t resolve track root thigh twist l at update caches scene animation animation tree cpp error node not found root foot r relative to root mainscreen player root at get node scene main node cpp error animationtree player idle couldn t resolve track root foot r at update caches scene animation animation tree cpp error node not found root foot r relative to root mainscreen player root at get node scene main node cpp the above output goes through all the bones on the skeleton which then goes into the mentioned error output of error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp this happens until i close the application which takes a long time because my machine is locked up minimal reproduction project no response ,1 3162,3358017455.0,IssuesEvent,2015-11-19 06:34:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Play button should Restart Project if it's already running,feature request topic:editor usability,"Why do I have to press ""Stop the Scene"" first to restart the project? ""Play the Project "" -> ""Stop the Scene"" -> ""Play the Project "" Why not ""Play the Project "" -> ""Play the Project(restart if running) "" I always forget to close the game so I change something and press Play but it doesn't work I have to ""Stop the Scene"" -> ""Play the Project "" .... So annoying :D are there any side effect to add this feature? ",True,"Play button should Restart Project if it's already running - Why do I have to press ""Stop the Scene"" first to restart the project? ""Play the Project "" -> ""Stop the Scene"" -> ""Play the Project "" Why not ""Play the Project "" -> ""Play the Project(restart if running) "" I always forget to close the game so I change something and press Play but it doesn't work I have to ""Stop the Scene"" -> ""Play the Project "" .... So annoying :D are there any side effect to add this feature? ",1,play button should restart project if it s already running why do i have to press stop the scene first to restart the project play the project stop the scene play the project why not play the project play the project restart if running i always forget to close the game so i change something and press play but it doesn t work i have to stop the scene play the project so annoying d are there any side effect to add this feature ,1 20537,15650909398.0,IssuesEvent,2021-03-23 09:34:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"In editor, filtering Scene tree disallows dragging and dropping nodes and scripts from FileSystem onto the Scene tree.",bug topic:editor usability,"**Godot version:** 3.2.3.stable.official (also seen on v3.2.4.rc1.official) **OS/device including version:** Windows 10 **Issue description:** When you filter nodes on the scene tree (the visual display of the node hierarchy of the open scene): 1. You can not drag scripts from FileSystem onto nodes in the tree. This is frustrating with wanting to add a bunch of scripts to a large scene. This is where I discovered the issue. It also doesn't tell you why you can't drag the script and just gives you a red 'ban' sign. 2. You can not drag scenes from FileSystem into the tree. Not as big a deal (as I can't picture many workflows doing this), just mentioning it. Possibly intended behaviour, as you can not move scenes around while filtering either (I assume it is because positioning is ambiguous due to 'hidden' nodes). _These problems are minor._ The lack of script dragging on filter only wastes a little bit of time as you can right click 'attach script' (even if that action is a little slow if you are using existing scripts as you need to change path on each popup). It just feels like this action doesn't need to be inhibited, so shouldn't. Most operations do work on a filtered scene (such as duplicating). **Steps to reproduce:** - Type anything into the search bar ('filter nodes') above scene tree . - Attempt to drag any script from FileSystem (below the scene tree) onto one of the nodes in scene tree (ensuring the script is valid for that node) - See that it does not allow you to do that - This action is possible when the search bar is not populated. **Minimal reproduction project:** Unnecessary as any project with a script and a scene can replicate this behaviour. ",True,"In editor, filtering Scene tree disallows dragging and dropping nodes and scripts from FileSystem onto the Scene tree. - **Godot version:** 3.2.3.stable.official (also seen on v3.2.4.rc1.official) **OS/device including version:** Windows 10 **Issue description:** When you filter nodes on the scene tree (the visual display of the node hierarchy of the open scene): 1. You can not drag scripts from FileSystem onto nodes in the tree. This is frustrating with wanting to add a bunch of scripts to a large scene. This is where I discovered the issue. It also doesn't tell you why you can't drag the script and just gives you a red 'ban' sign. 2. You can not drag scenes from FileSystem into the tree. Not as big a deal (as I can't picture many workflows doing this), just mentioning it. Possibly intended behaviour, as you can not move scenes around while filtering either (I assume it is because positioning is ambiguous due to 'hidden' nodes). _These problems are minor._ The lack of script dragging on filter only wastes a little bit of time as you can right click 'attach script' (even if that action is a little slow if you are using existing scripts as you need to change path on each popup). It just feels like this action doesn't need to be inhibited, so shouldn't. Most operations do work on a filtered scene (such as duplicating). **Steps to reproduce:** - Type anything into the search bar ('filter nodes') above scene tree . - Attempt to drag any script from FileSystem (below the scene tree) onto one of the nodes in scene tree (ensuring the script is valid for that node) - See that it does not allow you to do that - This action is possible when the search bar is not populated. **Minimal reproduction project:** Unnecessary as any project with a script and a scene can replicate this behaviour. ",1,in editor filtering scene tree disallows dragging and dropping nodes and scripts from filesystem onto the scene tree godot version stable official also seen on official os device including version windows issue description when you filter nodes on the scene tree the visual display of the node hierarchy of the open scene you can not drag scripts from filesystem onto nodes in the tree this is frustrating with wanting to add a bunch of scripts to a large scene this is where i discovered the issue it also doesn t tell you why you can t drag the script and just gives you a red ban sign you can not drag scenes from filesystem into the tree not as big a deal as i can t picture many workflows doing this just mentioning it possibly intended behaviour as you can not move scenes around while filtering either i assume it is because positioning is ambiguous due to hidden nodes these problems are minor the lack of script dragging on filter only wastes a little bit of time as you can right click attach script even if that action is a little slow if you are using existing scripts as you need to change path on each popup it just feels like this action doesn t need to be inhibited so shouldn t most operations do work on a filtered scene such as duplicating steps to reproduce type anything into the search bar filter nodes above scene tree attempt to drag any script from filesystem below the scene tree onto one of the nodes in scene tree ensuring the script is valid for that node see that it does not allow you to do that this action is possible when the search bar is not populated minimal reproduction project unnecessary as any project with a script and a scene can replicate this behaviour ,1 26110,26432000154.0,IssuesEvent,2023-01-14 23:13:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The file dialog for `New TextFile...` doesn't scope to the clicked project folder,bug topic:editor usability,"### Describe the project you are working on protos with 4.0 ### Describe the problem or limitation you are having in your project `FileSystem dock > RMB > New TextFile...` opens a file dialog without setting its open path to the clicked folder (it start at `res://` and then opens the last visited directory on subsequent popups). (N.B.: the opened dialog is a global file explorer, which I reported as a bug, and therefore does not open `res://` but its global path equivalent) ### Describe the feature / enhancement and how it helps to overcome the problem or limitation Make the dialog start in the clicked folder (or of course the folder the clicked resource lives in). ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams / ### If this enhancement will not be used often, can it be worked around with a few lines of script? it will be used often ### Is there a reason why this should be core and not an add-on in the asset library? its about making a feature usable",True,"The file dialog for `New TextFile...` doesn't scope to the clicked project folder - ### Describe the project you are working on protos with 4.0 ### Describe the problem or limitation you are having in your project `FileSystem dock > RMB > New TextFile...` opens a file dialog without setting its open path to the clicked folder (it start at `res://` and then opens the last visited directory on subsequent popups). (N.B.: the opened dialog is a global file explorer, which I reported as a bug, and therefore does not open `res://` but its global path equivalent) ### Describe the feature / enhancement and how it helps to overcome the problem or limitation Make the dialog start in the clicked folder (or of course the folder the clicked resource lives in). ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams / ### If this enhancement will not be used often, can it be worked around with a few lines of script? it will be used often ### Is there a reason why this should be core and not an add-on in the asset library? its about making a feature usable",1,the file dialog for new textfile doesn t scope to the clicked project folder describe the project you are working on protos with describe the problem or limitation you are having in your project filesystem dock rmb new textfile opens a file dialog without setting its open path to the clicked folder it start at res and then opens the last visited directory on subsequent popups n b the opened dialog is a global file explorer which i reported as a bug and therefore does not open res but its global path equivalent describe the feature enhancement and how it helps to overcome the problem or limitation make the dialog start in the clicked folder or of course the folder the clicked resource lives in describe how your proposal will work with code pseudo code mock ups and or diagrams if this enhancement will not be used often can it be worked around with a few lines of script it will be used often is there a reason why this should be core and not an add on in the asset library its about making a feature usable,1 108249,9299077656.0,IssuesEvent,2019-03-23 00:03:25,pytest-dev/pytest,https://api.github.com/repos/pytest-dev/pytest,closed,pytester: set $HOME only in run methods?,plugin: pytester,"https://github.com/pytest-dev/pytest/pull/4941 (on features) changes `testdir` to set `$HOME` to the tempdir in `Tempdir.__init__()`, but I think it should only be done in the runpytest methods - otherwise you will not get your pdb config in any test that uses `testdir`. OTOH this was the main reason - to make tests not output something unexpected etc, and it would still mean that the config is missing from inner `set_trace`. Not sure what to do about this, but the behaviour should be probably different from `set_trace` being used in tests (`test_pdb.py` mostly), and in other cases. Maybe pytest's tests should use a custom `set_trace`, which would handle `$HOME` - but just doing it in the `runpytest` methods might be a good first step / improvement.",1.0,"pytester: set $HOME only in run methods? - https://github.com/pytest-dev/pytest/pull/4941 (on features) changes `testdir` to set `$HOME` to the tempdir in `Tempdir.__init__()`, but I think it should only be done in the runpytest methods - otherwise you will not get your pdb config in any test that uses `testdir`. OTOH this was the main reason - to make tests not output something unexpected etc, and it would still mean that the config is missing from inner `set_trace`. Not sure what to do about this, but the behaviour should be probably different from `set_trace` being used in tests (`test_pdb.py` mostly), and in other cases. Maybe pytest's tests should use a custom `set_trace`, which would handle `$HOME` - but just doing it in the `runpytest` methods might be a good first step / improvement.",0,pytester set home only in run methods on features changes testdir to set home to the tempdir in tempdir init but i think it should only be done in the runpytest methods otherwise you will not get your pdb config in any test that uses testdir otoh this was the main reason to make tests not output something unexpected etc and it would still mean that the config is missing from inner set trace not sure what to do about this but the behaviour should be probably different from set trace being used in tests test pdb py mostly and in other cases maybe pytest s tests should use a custom set trace which would handle home but just doing it in the runpytest methods might be a good first step improvement ,0 3961,2698298366.0,IssuesEvent,2015-04-03 04:21:07,printdotio/printio-ios-sdk,https://api.github.com/repos/printdotio/printio-ios-sdk,closed,Duplicate orders in admin,bug Ready to Test,"Our partner's customer placed one order, but two orders were generated in Admin: 114240 and 114242. First order is accurate, but order 114242 has multiple copies of one image. Can someone please look into it! Thanks. [order 114240](https://admin-v2.print.io/Home#/orders/114240/summary) [order 114242](https://admin-v2.print.io/Home#/orders/114242/summary)",1.0,"Duplicate orders in admin - Our partner's customer placed one order, but two orders were generated in Admin: 114240 and 114242. First order is accurate, but order 114242 has multiple copies of one image. Can someone please look into it! Thanks. [order 114240](https://admin-v2.print.io/Home#/orders/114240/summary) [order 114242](https://admin-v2.print.io/Home#/orders/114242/summary)",0,duplicate orders in admin our partner s customer placed one order but two orders were generated in admin and first order is accurate but order has multiple copies of one image can someone please look into it thanks ,0 68094,28130029247.0,IssuesEvent,2023-03-31 21:40:28,MicrosoftDocs/azure-docs,https://api.github.com/repos/MicrosoftDocs/azure-docs,closed,What if we are not running AD in development?,app-service/svc triaged cxp product-question Pri1," Does this indicate a problem if development is stand alone without AD? A Local SQL Server, a Local Visual Studio? No active directory. --- #### Document Details ⚠ *Do not edit this section. It is required for learn.microsoft.com ➟ GitHub issue linking.* * ID: 1e119045-e113-d9d1-1b5e-a87e6befe3aa * Version Independent ID: 98fcc13e-5da6-7251-d702-d9ee07c00581 * Content: [Tutorial: Access data with managed identity - Azure App Service](https://learn.microsoft.com/en-us/azure/app-service/tutorial-connect-msi-sql-database?tabs=windowsclient%2Cef%2Cdotnet) * Content Source: [articles/app-service/tutorial-connect-msi-sql-database.md](https://github.com/MicrosoftDocs/azure-docs/blob/main/articles/app-service/tutorial-connect-msi-sql-database.md) * Service: **app-service** * GitHub Login: @cephalin * Microsoft Alias: **cephalin**",1.0,"What if we are not running AD in development? - Does this indicate a problem if development is stand alone without AD? A Local SQL Server, a Local Visual Studio? No active directory. --- #### Document Details ⚠ *Do not edit this section. It is required for learn.microsoft.com ➟ GitHub issue linking.* * ID: 1e119045-e113-d9d1-1b5e-a87e6befe3aa * Version Independent ID: 98fcc13e-5da6-7251-d702-d9ee07c00581 * Content: [Tutorial: Access data with managed identity - Azure App Service](https://learn.microsoft.com/en-us/azure/app-service/tutorial-connect-msi-sql-database?tabs=windowsclient%2Cef%2Cdotnet) * Content Source: [articles/app-service/tutorial-connect-msi-sql-database.md](https://github.com/MicrosoftDocs/azure-docs/blob/main/articles/app-service/tutorial-connect-msi-sql-database.md) * Service: **app-service** * GitHub Login: @cephalin * Microsoft Alias: **cephalin**",0,what if we are not running ad in development does this indicate a problem if development is stand alone without ad a local sql server a local visual studio no active directory document details ⚠ do not edit this section it is required for learn microsoft com ➟ github issue linking id version independent id content content source service app service github login cephalin microsoft alias cephalin ,0 6815,3909010749.0,IssuesEvent,2016-04-19 17:46:25,uProxy/uproxy,https://api.github.com/repos/uProxy/uproxy,opened,third_party handling is a mess,C:BuildProcess P2,"Problem is uproxy's `typings.json` has to be a **superset** of uproxy, owing to how uproxy's `setup.sh` ""merges"" the two repos' folders. Several ways to fix this, not sure which is best: - `typings` folder should be inside `src` - move uproxy-lib into uproxy and forget about this",1.0,"third_party handling is a mess - Problem is uproxy's `typings.json` has to be a **superset** of uproxy, owing to how uproxy's `setup.sh` ""merges"" the two repos' folders. Several ways to fix this, not sure which is best: - `typings` folder should be inside `src` - move uproxy-lib into uproxy and forget about this",0,third party handling is a mess problem is uproxy s typings json has to be a superset of uproxy owing to how uproxy s setup sh merges the two repos folders several ways to fix this not sure which is best typings folder should be inside src move uproxy lib into uproxy and forget about this,0 20961,16374299763.0,IssuesEvent,2021-05-15 19:43:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Profiler: usability ideas,enhancement topic:editor usability,"After testing a bit the profiler, I have a few ideas to improve its usability: - Ability to focus spikes more easily. Half of performance bottlenecks can be seen as spikes, and focusing them in the profiler is currently a bit tedious since you have to be pixel-perfect when clicking on the graph. Could we have zoom or something allowing easy precision? - Functions taking most time should be ordered first instead of last, because they are the point of profiling. I see I can click on the headers but it does nothing particular. ",True,"Profiler: usability ideas - After testing a bit the profiler, I have a few ideas to improve its usability: - Ability to focus spikes more easily. Half of performance bottlenecks can be seen as spikes, and focusing them in the profiler is currently a bit tedious since you have to be pixel-perfect when clicking on the graph. Could we have zoom or something allowing easy precision? - Functions taking most time should be ordered first instead of last, because they are the point of profiling. I see I can click on the headers but it does nothing particular. ",1,profiler usability ideas after testing a bit the profiler i have a few ideas to improve its usability ability to focus spikes more easily half of performance bottlenecks can be seen as spikes and focusing them in the profiler is currently a bit tedious since you have to be pixel perfect when clicking on the graph could we have zoom or something allowing easy precision functions taking most time should be ordered first instead of last because they are the point of profiling i see i can click on the headers but it does nothing particular ,1 26961,27440905649.0,IssuesEvent,2023-03-02 10:55:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Deselected TileMap does not remember previously selected tile source,bug topic:editor usability regression topic:2d,"### Godot version 4.0 rc2 ### System information Windows 10 x64 ### Issue description Regression from #71770 When you have a TileMap with multiple tile sources and deselect the node, it resets back to 0. It's likely because the editor edits null and resets to initial state. This wasn't happening before. ### Steps to reproduce 1. Add TileMap 2. Add multiple tile sources 3. Select any source other than the first one 4. Click other node 5. Click TileMap again 6. Your source is no longer selected ### Minimal reproduction project N/A",True,"Deselected TileMap does not remember previously selected tile source - ### Godot version 4.0 rc2 ### System information Windows 10 x64 ### Issue description Regression from #71770 When you have a TileMap with multiple tile sources and deselect the node, it resets back to 0. It's likely because the editor edits null and resets to initial state. This wasn't happening before. ### Steps to reproduce 1. Add TileMap 2. Add multiple tile sources 3. Select any source other than the first one 4. Click other node 5. Click TileMap again 6. Your source is no longer selected ### Minimal reproduction project N/A",1,deselected tilemap does not remember previously selected tile source godot version system information windows issue description regression from when you have a tilemap with multiple tile sources and deselect the node it resets back to it s likely because the editor edits null and resets to initial state this wasn t happening before steps to reproduce add tilemap add multiple tile sources select any source other than the first one click other node click tilemap again your source is no longer selected minimal reproduction project n a,1 23448,21923735294.0,IssuesEvent,2022-05-22 23:49:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,No way to easily remove invalid tiles outside the texture,enhancement topic:editor usability topic:2d,"### Godot version 01d383a ### System information Windows 10 x64 ### Issue description I have a tileset and somehow it got some tiles outside the visible area. Now it keeps spamming errors about it like ``` ERROR: Cannot create tile. The tile is outside the texture or tiles are already present in the space the tile would cover. at: (scene/resources/tile_set.cpp:3854) ERROR: The TileSetAtlasSource atlas has no tile at (28, 4). ```` and I can't do anything about it aside from editing the tres file manually or making the tiles smaller and removing what shouldn't be there. There should be some way to remove tiles outside the texture size. ### Steps to reproduce 1. Create a tileset texture 2. Fill it with tiles 3. Crop it 4. Some tiles are now outside the texture and will spam you forever ### Minimal reproduction project [Tilebreak.zip](https://github.com/godotengine/godot/files/8750482/Tilebreak.zip) Example broken tileset.",True,"No way to easily remove invalid tiles outside the texture - ### Godot version 01d383a ### System information Windows 10 x64 ### Issue description I have a tileset and somehow it got some tiles outside the visible area. Now it keeps spamming errors about it like ``` ERROR: Cannot create tile. The tile is outside the texture or tiles are already present in the space the tile would cover. at: (scene/resources/tile_set.cpp:3854) ERROR: The TileSetAtlasSource atlas has no tile at (28, 4). ```` and I can't do anything about it aside from editing the tres file manually or making the tiles smaller and removing what shouldn't be there. There should be some way to remove tiles outside the texture size. ### Steps to reproduce 1. Create a tileset texture 2. Fill it with tiles 3. Crop it 4. Some tiles are now outside the texture and will spam you forever ### Minimal reproduction project [Tilebreak.zip](https://github.com/godotengine/godot/files/8750482/Tilebreak.zip) Example broken tileset.",1,no way to easily remove invalid tiles outside the texture godot version system information windows issue description i have a tileset and somehow it got some tiles outside the visible area now it keeps spamming errors about it like error cannot create tile the tile is outside the texture or tiles are already present in the space the tile would cover at scene resources tile set cpp error the tilesetatlassource atlas has no tile at and i can t do anything about it aside from editing the tres file manually or making the tiles smaller and removing what shouldn t be there there should be some way to remove tiles outside the texture size steps to reproduce create a tileset texture fill it with tiles crop it some tiles are now outside the texture and will spam you forever minimal reproduction project example broken tileset ,1 32016,26349848380.0,IssuesEvent,2023-01-11 03:08:14,fosscord/fosscord-server,https://api.github.com/repos/fosscord/fosscord-server,closed,TypeORM broke its own junction table,bug infrastructure,When a new account is created the first created guild is still there from previous accounts. You can leave but the main problem is that it's there in the first place,1.0,TypeORM broke its own junction table - When a new account is created the first created guild is still there from previous accounts. You can leave but the main problem is that it's there in the first place,0,typeorm broke its own junction table when a new account is created the first created guild is still there from previous accounts you can leave but the main problem is that it s there in the first place,0 343824,24785960798.0,IssuesEvent,2022-10-24 09:46:58,epinio/epinio,https://api.github.com/repos/epinio/epinio,closed,Creating a default community health file,documentation,"**Is your feature request related to a problem? Please describe.** This is not an issue directly related to Epinio itself but as explained in this [documentation](https://docs.github.com/en/communities/setting-up-your-project-for-healthy-contributions/creating-a-default-community-health-file), I would like to create missing files and put them in the default repository `.github` That would mean creating the file CODE_OF_CONDUCT.md and creating a default CONTRIBUTING.md ",1.0,"Creating a default community health file - **Is your feature request related to a problem? Please describe.** This is not an issue directly related to Epinio itself but as explained in this [documentation](https://docs.github.com/en/communities/setting-up-your-project-for-healthy-contributions/creating-a-default-community-health-file), I would like to create missing files and put them in the default repository `.github` That would mean creating the file CODE_OF_CONDUCT.md and creating a default CONTRIBUTING.md ",0,creating a default community health file is your feature request related to a problem please describe this is not an issue directly related to epinio itself but as explained in this i would like to create missing files and put them in the default repository github that would mean creating the file code of conduct md and creating a default contributing md describe the solution you d like a clear and concise description of what you want to happen describe alternatives you ve considered a clear and concise description of any alternative solutions or features you ve considered additional context add any other context or screenshots about the feature request here ,0 11837,7480026051.0,IssuesEvent,2018-04-04 16:07:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,horizontal scrolling bar in script tab broken,bug topic:editor usability,"**Operating system or device - Godot version:** Linux Fedora 25 - v2.1.3.stable.official Steam version, but started directly **Issue description:** When the only very long script line is deleted the horizontal scrolling bar disappears but the start of the line isn't shown. You have to use your cursor to view the first columns **Steps to reproduce:** You scroll at the end of the only long script line then delete it, so all lines could be viewed without a horizontal scrolling bar. The Scrollbar disappears, but you are still viewing the end of the line.",True,"horizontal scrolling bar in script tab broken - **Operating system or device - Godot version:** Linux Fedora 25 - v2.1.3.stable.official Steam version, but started directly **Issue description:** When the only very long script line is deleted the horizontal scrolling bar disappears but the start of the line isn't shown. You have to use your cursor to view the first columns **Steps to reproduce:** You scroll at the end of the only long script line then delete it, so all lines could be viewed without a horizontal scrolling bar. The Scrollbar disappears, but you are still viewing the end of the line.",1,horizontal scrolling bar in script tab broken operating system or device godot version linux fedora stable official steam version but started directly issue description when the only very long script line is deleted the horizontal scrolling bar disappears but the start of the line isn t shown you have to use your cursor to view the first columns steps to reproduce you scroll at the end of the only long script line then delete it so all lines could be viewed without a horizontal scrolling bar the scrollbar disappears but you are still viewing the end of the line ,1 18701,13161673167.0,IssuesEvent,2020-08-10 20:01:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Exported non-initialized typed string has ""Null"" value",bug topic:core topic:gdscript usability,"**Godot version:** 3.2 alpha3 **Steps to reproduce:** 1. ``` export var test: String ``` 2. ![image](https://user-images.githubusercontent.com/2223172/68087443-1e452000-fe56-11e9-8372-d336910b632f.png) **Issue description:** `export(String) var test` works correctly, but it doesn't have a type. `export(String) var test: String` is just awkward...",True,"Exported non-initialized typed string has ""Null"" value - **Godot version:** 3.2 alpha3 **Steps to reproduce:** 1. ``` export var test: String ``` 2. ![image](https://user-images.githubusercontent.com/2223172/68087443-1e452000-fe56-11e9-8372-d336910b632f.png) **Issue description:** `export(String) var test` works correctly, but it doesn't have a type. `export(String) var test: String` is just awkward...",1,exported non initialized typed string has null value godot version steps to reproduce export var test string issue description export string var test works correctly but it doesn t have a type export string var test string is just awkward ,1 12765,8072050347.0,IssuesEvent,2018-08-06 14:53:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Allow basic math operations in number fields of the inspector,enhancement topic:editor usability,"**Godot version:** 3.1 **Issue description:** Something I find extremely useful in the GIMP is that in number fields it is possible to do basic maths that update the field when it loses focus. I find myself really missing this feature in Godot. Example: Inspect a Control in the Inspector and navigate to Min Size, the values are x: 380, y: 100 If I want to half the Min Size I would go to x and update it to read 380/2 and once the field loses focus it evaluates to 190. (So the new value is 190).",True,"Allow basic math operations in number fields of the inspector - **Godot version:** 3.1 **Issue description:** Something I find extremely useful in the GIMP is that in number fields it is possible to do basic maths that update the field when it loses focus. I find myself really missing this feature in Godot. Example: Inspect a Control in the Inspector and navigate to Min Size, the values are x: 380, y: 100 If I want to half the Min Size I would go to x and update it to read 380/2 and once the field loses focus it evaluates to 190. (So the new value is 190).",1,allow basic math operations in number fields of the inspector godot version issue description something i find extremely useful in the gimp is that in number fields it is possible to do basic maths that update the field when it loses focus i find myself really missing this feature in godot example inspect a control in the inspector and navigate to min size the values are x y if i want to half the min size i would go to x and update it to read and once the field loses focus it evaluates to so the new value is ,1 17595,12191867274.0,IssuesEvent,2020-04-29 11:57:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Quick-open scene should match scene name first than whole path,enhancement topic:editor usability,"**Godot version:** 3.2 beta1 **Issue description:** Just look at this ![image](https://user-images.githubusercontent.com/2223172/68536943-b57d0c80-035b-11ea-96e6-a33754317107.png) I want to open a scene called GameMenu. But because it's in a folder named GameMenu and there's lots of other stuff there, the actual scene shows at the end. It should be on the top :/ (not sure if this shouldn't go into proposals tho)",True,"Quick-open scene should match scene name first than whole path - **Godot version:** 3.2 beta1 **Issue description:** Just look at this ![image](https://user-images.githubusercontent.com/2223172/68536943-b57d0c80-035b-11ea-96e6-a33754317107.png) I want to open a scene called GameMenu. But because it's in a folder named GameMenu and there's lots of other stuff there, the actual scene shows at the end. It should be on the top :/ (not sure if this shouldn't go into proposals tho)",1,quick open scene should match scene name first than whole path godot version issue description just look at this i want to open a scene called gamemenu but because it s in a folder named gamemenu and there s lots of other stuff there the actual scene shows at the end it should be on the top not sure if this shouldn t go into proposals tho ,1 449227,12965429448.0,IssuesEvent,2020-07-20 22:20:29,radical-cybertools/radical.saga,https://api.github.com/repos/radical-cybertools/radical.saga,closed,`parse_qs` is not exported by cgi module in Python 3.8,comp:cobalt comp:condor comp:lsf comp:pbs comp:sge comp:slurm priority:medium type:refactor,see #778 - this needs a proper cleanup in all adaptors.,1.0,`parse_qs` is not exported by cgi module in Python 3.8 - see #778 - this needs a proper cleanup in all adaptors.,0, parse qs is not exported by cgi module in python see this needs a proper cleanup in all adaptors ,0 43042,17390696313.0,IssuesEvent,2021-08-02 06:55:24,ambanum/OpenTermsArchive,https://api.github.com/repos/ambanum/OpenTermsArchive,opened,"Add ""Privacy Policy"" of ""Mailjet""",add-document add-service,"Addition requested through https://www.opentermsarchive.org/en/contribute https://www.opentermsarchive.org/en/contribute/service?documentType=Privacy%20Policy&name=Mailjet&removedCss[]=.footer&removedCss[]=.subfooter&selectedCss[]=.section-content&step=2&url=https%3A%2F%2Fwww.mailjet.com%2Fprivacy-policy%2F&expertMode=true",1.0,"Add ""Privacy Policy"" of ""Mailjet"" - Addition requested through https://www.opentermsarchive.org/en/contribute https://www.opentermsarchive.org/en/contribute/service?documentType=Privacy%20Policy&name=Mailjet&removedCss[]=.footer&removedCss[]=.subfooter&selectedCss[]=.section-content&step=2&url=https%3A%2F%2Fwww.mailjet.com%2Fprivacy-policy%2F&expertMode=true",0,add privacy policy of mailjet addition requested through footer removedcss subfooter selectedcss section content step url https ,0 181889,14891924642.0,IssuesEvent,2021-01-21 01:38:10,executablebooks/jupyter-book,https://api.github.com/repos/executablebooks/jupyter-book,opened,Document how to disable the download button,documentation,"A few folks have asked whether they can *disable* the page download button. This is possible in the theme, as documented here: https://sphinx-book-theme.readthedocs.io/en/latest/configure.html?highlight=use_download_button#download-page-button but, it's not documented in jupyter book. We should either document it or add some kind of configuration for it!",1.0,"Document how to disable the download button - A few folks have asked whether they can *disable* the page download button. This is possible in the theme, as documented here: https://sphinx-book-theme.readthedocs.io/en/latest/configure.html?highlight=use_download_button#download-page-button but, it's not documented in jupyter book. We should either document it or add some kind of configuration for it!",0,document how to disable the download button a few folks have asked whether they can disable the page download button this is possible in the theme as documented here but it s not documented in jupyter book we should either document it or add some kind of configuration for it ,0 12366,7834770341.0,IssuesEvent,2018-06-16 18:19:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cannot open a project with stable version after saving it with nightly,enhancement topic:editor usability,"**Godot version:** 3.0.2 stable and nightly **Issue description:** A project thats saved with the nigtly cannot be open in 3.0.2 stable i post the error msg i get below ![error](https://user-images.githubusercontent.com/13393087/40972868-69159f68-68c2-11e8-9767-551fa216c8ed.PNG) ",True,"Cannot open a project with stable version after saving it with nightly - **Godot version:** 3.0.2 stable and nightly **Issue description:** A project thats saved with the nigtly cannot be open in 3.0.2 stable i post the error msg i get below ![error](https://user-images.githubusercontent.com/13393087/40972868-69159f68-68c2-11e8-9767-551fa216c8ed.PNG) ",1,cannot open a project with stable version after saving it with nightly godot version stable and nightly issue description a project thats saved with the nigtly cannot be open in stable i post the error msg i get below ,1 18665,13150873145.0,IssuesEvent,2020-08-09 13:57:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Trackpad scrolling in animation window inverted (macOS),topic:editor usability,"**Godot version:** 3.06 **OS/device including version:** macOS 10.14.2, MagicTrackpad 2 **Issue description:** Scrolling in the animation window at the bottom is inverted. When two-finger dragging up, content moves down and when two-finger dragging down, content moves up. In the inspector, it works correctly. **Steps to reproduce:** • make sure that, in system preferences → trackpad → scroll & zoom, ""Scroll direction: Natural"" is enabled. • open the ""player scene"" from the tutorial mentioned below. • on the trackpad, two-finger drag up and down with the cursor inside the animation window → you'll see that the content moves opposite of the finger movement • for comparison, make an inspector with enough content small enough to scroll and do the same in the inspector → you'll see that the scrolling is correct as expected. • left/right are also inverted in the animation window only. Side notes: • when disabling ""scroll direction: natural"", everything is flipped. In the inspector, scrolling is inverted (as expected), but in the animation window, scrolling suddenly works as if set to ""natural"". • with the mouse wheel, it works as expected in both settings (natural/inverted) and also both windows (animation and inspector). proposed fix: invert trackpad scrolling in the animation window in all cases (as it's currently wrong, no matter the user preference). **Minimal reproduction project:** the Godot first person tutorial project (https://docs.godotengine.org/en/3.0/tutorials/3d/fps_tutorial/part_two.html) has a scene ""Player"" that contains enough animations to be scrolled when the window is too small.",True,"Trackpad scrolling in animation window inverted (macOS) - **Godot version:** 3.06 **OS/device including version:** macOS 10.14.2, MagicTrackpad 2 **Issue description:** Scrolling in the animation window at the bottom is inverted. When two-finger dragging up, content moves down and when two-finger dragging down, content moves up. In the inspector, it works correctly. **Steps to reproduce:** • make sure that, in system preferences → trackpad → scroll & zoom, ""Scroll direction: Natural"" is enabled. • open the ""player scene"" from the tutorial mentioned below. • on the trackpad, two-finger drag up and down with the cursor inside the animation window → you'll see that the content moves opposite of the finger movement • for comparison, make an inspector with enough content small enough to scroll and do the same in the inspector → you'll see that the scrolling is correct as expected. • left/right are also inverted in the animation window only. Side notes: • when disabling ""scroll direction: natural"", everything is flipped. In the inspector, scrolling is inverted (as expected), but in the animation window, scrolling suddenly works as if set to ""natural"". • with the mouse wheel, it works as expected in both settings (natural/inverted) and also both windows (animation and inspector). proposed fix: invert trackpad scrolling in the animation window in all cases (as it's currently wrong, no matter the user preference). **Minimal reproduction project:** the Godot first person tutorial project (https://docs.godotengine.org/en/3.0/tutorials/3d/fps_tutorial/part_two.html) has a scene ""Player"" that contains enough animations to be scrolled when the window is too small.",1,trackpad scrolling in animation window inverted macos godot version os device including version macos magictrackpad issue description scrolling in the animation window at the bottom is inverted when two finger dragging up content moves down and when two finger dragging down content moves up in the inspector it works correctly steps to reproduce • make sure that in system preferences → trackpad → scroll zoom scroll direction natural is enabled • open the player scene from the tutorial mentioned below • on the trackpad two finger drag up and down with the cursor inside the animation window → you ll see that the content moves opposite of the finger movement • for comparison make an inspector with enough content small enough to scroll and do the same in the inspector → you ll see that the scrolling is correct as expected • left right are also inverted in the animation window only side notes • when disabling scroll direction natural everything is flipped in the inspector scrolling is inverted as expected but in the animation window scrolling suddenly works as if set to natural • with the mouse wheel it works as expected in both settings natural inverted and also both windows animation and inspector proposed fix invert trackpad scrolling in the animation window in all cases as it s currently wrong no matter the user preference minimal reproduction project the godot first person tutorial project has a scene player that contains enough animations to be scrolled when the window is too small ,1 24081,23317401098.0,IssuesEvent,2022-08-08 13:38:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improve error handling for Area monitor callback (e.g. wrong arity),enhancement usability topic:physics,"### Godot version 3.x (e80a8bebf6806707d1fd9d1e0066cb73f23b7f6a) ### System information Linux, Mageia 9 x86_64 ### Issue description As discussed on chat with @RPicster and @rburing, the ""area monitor callback"" which can be defined via PhysicsServer for Area2D/3D doesn't seem to do proper error reporting/validation of the callback defined by the user. So it can make it hard to know that e.g. one passed a callback with the wrong arity (number of parameter). `Object::emit_signal` properly flags such errors for example (albeit with a not super-friendly error, which could be improved too (#12450)): ``` E 0:00:00.401 emit_signal: Error calling method from signal 'mysignal': 'Spatial(Spatial.gd)::_on_my_signal': Method expected 2 arguments, but called with 1.. core/object.cpp:1236 @ emit_signal() Spatial.gd:13 @ _ready() ``` From a quick look at AreaSW (GodotPhysics) in `3.x`, it does seem to skip reporting call errors indeed: https://github.com/godotengine/godot/blob/e80a8bebf6806707d1fd9d1e0066cb73f23b7f6a/servers/physics/area_sw.cpp#L265-L266 Assuming that this is the proper location to handle such check, it likely needs to be done for GodotPhysics 2D and 3D as well as Bullet. Didn't check `master`, might have the same issue. ### Steps to reproduce Code from @RPicster, not a minimal project per se but making one shouldn't be too difficult: ```gdscript extends Spatial var balls = [] var space_rid: RID var shape_rid: RID onready var multi: MultiMesh = $MultiMeshInstance.multimesh class Ball: var area: RID var dir: Vector3 = Vector3.UP var speed: float = 30.0 var transform: Transform func init(_dir, _speed, _transform, _space_rid, _shape_rid, _connect_to): area = PhysicsServer.area_create() dir = _dir speed = _speed transform = _transform PhysicsServer.area_set_space(area, _space_rid) PhysicsServer.area_add_shape(area, _shape_rid) PhysicsServer.area_set_collision_layer(area, 1) PhysicsServer.area_set_collision_mask(area, 1) PhysicsServer.area_set_monitorable(area, true) PhysicsServer.area_set_area_monitor_callback(area, _connect_to, ""_on_ball_area_enter"") func _ready(): space_rid = get_world().space shape_rid = PhysicsServer.shape_create(PhysicsServer.SHAPE_SPHERE) PhysicsServer.shape_set_data(shape_rid, 1) func _physics_process(delta): if Input.is_action_just_released(""ui_accept""): spawn_ball(Vector3(0,1,rand_range(-0.3, 0.3)).normalized()) multi.visible_instance_count = balls.size() var b_id:int = 0 for ball in balls: ball.transform.origin += ball.dir * (ball.speed * delta) PhysicsServer.area_set_transform(ball.area, ball.transform) multi.set_instance_transform(b_id, ball.transform) b_id+= 1 func spawn_ball(_dir): var new_ball = Ball.new() new_ball.init(_dir, rand_range(10, 15), Transform(Basis.IDENTITY, Vector3(0, 0, 0)), space_rid, shape_rid, self) balls.append(new_ball) func _on_ball_area_enter(area): print(""works"") ``` ### Minimal reproduction project _No response_",True,"Improve error handling for Area monitor callback (e.g. wrong arity) - ### Godot version 3.x (e80a8bebf6806707d1fd9d1e0066cb73f23b7f6a) ### System information Linux, Mageia 9 x86_64 ### Issue description As discussed on chat with @RPicster and @rburing, the ""area monitor callback"" which can be defined via PhysicsServer for Area2D/3D doesn't seem to do proper error reporting/validation of the callback defined by the user. So it can make it hard to know that e.g. one passed a callback with the wrong arity (number of parameter). `Object::emit_signal` properly flags such errors for example (albeit with a not super-friendly error, which could be improved too (#12450)): ``` E 0:00:00.401 emit_signal: Error calling method from signal 'mysignal': 'Spatial(Spatial.gd)::_on_my_signal': Method expected 2 arguments, but called with 1.. core/object.cpp:1236 @ emit_signal() Spatial.gd:13 @ _ready() ``` From a quick look at AreaSW (GodotPhysics) in `3.x`, it does seem to skip reporting call errors indeed: https://github.com/godotengine/godot/blob/e80a8bebf6806707d1fd9d1e0066cb73f23b7f6a/servers/physics/area_sw.cpp#L265-L266 Assuming that this is the proper location to handle such check, it likely needs to be done for GodotPhysics 2D and 3D as well as Bullet. Didn't check `master`, might have the same issue. ### Steps to reproduce Code from @RPicster, not a minimal project per se but making one shouldn't be too difficult: ```gdscript extends Spatial var balls = [] var space_rid: RID var shape_rid: RID onready var multi: MultiMesh = $MultiMeshInstance.multimesh class Ball: var area: RID var dir: Vector3 = Vector3.UP var speed: float = 30.0 var transform: Transform func init(_dir, _speed, _transform, _space_rid, _shape_rid, _connect_to): area = PhysicsServer.area_create() dir = _dir speed = _speed transform = _transform PhysicsServer.area_set_space(area, _space_rid) PhysicsServer.area_add_shape(area, _shape_rid) PhysicsServer.area_set_collision_layer(area, 1) PhysicsServer.area_set_collision_mask(area, 1) PhysicsServer.area_set_monitorable(area, true) PhysicsServer.area_set_area_monitor_callback(area, _connect_to, ""_on_ball_area_enter"") func _ready(): space_rid = get_world().space shape_rid = PhysicsServer.shape_create(PhysicsServer.SHAPE_SPHERE) PhysicsServer.shape_set_data(shape_rid, 1) func _physics_process(delta): if Input.is_action_just_released(""ui_accept""): spawn_ball(Vector3(0,1,rand_range(-0.3, 0.3)).normalized()) multi.visible_instance_count = balls.size() var b_id:int = 0 for ball in balls: ball.transform.origin += ball.dir * (ball.speed * delta) PhysicsServer.area_set_transform(ball.area, ball.transform) multi.set_instance_transform(b_id, ball.transform) b_id+= 1 func spawn_ball(_dir): var new_ball = Ball.new() new_ball.init(_dir, rand_range(10, 15), Transform(Basis.IDENTITY, Vector3(0, 0, 0)), space_rid, shape_rid, self) balls.append(new_ball) func _on_ball_area_enter(area): print(""works"") ``` ### Minimal reproduction project _No response_",1,improve error handling for area monitor callback e g wrong arity godot version x system information linux mageia issue description as discussed on chat with rpicster and rburing the area monitor callback which can be defined via physicsserver for doesn t seem to do proper error reporting validation of the callback defined by the user so it can make it hard to know that e g one passed a callback with the wrong arity number of parameter object emit signal properly flags such errors for example albeit with a not super friendly error which could be improved too e emit signal error calling method from signal mysignal spatial spatial gd on my signal method expected arguments but called with core object cpp emit signal spatial gd ready from a quick look at areasw godotphysics in x it does seem to skip reporting call errors indeed assuming that this is the proper location to handle such check it likely needs to be done for godotphysics and as well as bullet didn t check master might have the same issue steps to reproduce code from rpicster not a minimal project per se but making one shouldn t be too difficult gdscript extends spatial var balls var space rid rid var shape rid rid onready var multi multimesh multimeshinstance multimesh class ball var area rid var dir up var speed float var transform transform func init dir speed transform space rid shape rid connect to area physicsserver area create dir dir speed speed transform transform physicsserver area set space area space rid physicsserver area add shape area shape rid physicsserver area set collision layer area physicsserver area set collision mask area physicsserver area set monitorable area true physicsserver area set area monitor callback area connect to on ball area enter func ready space rid get world space shape rid physicsserver shape create physicsserver shape sphere physicsserver shape set data shape rid func physics process delta if input is action just released ui accept spawn ball rand range normalized multi visible instance count balls size var b id int for ball in balls ball transform origin ball dir ball speed delta physicsserver area set transform ball area ball transform multi set instance transform b id ball transform b id func spawn ball dir var new ball ball new new ball init dir rand range transform basis identity space rid shape rid self balls append new ball func on ball area enter area print works minimal reproduction project no response ,1 508227,14693491499.0,IssuesEvent,2021-01-03 09:17:25,leih-lokal/LeihLokalVerwaltung,https://api.github.com/repos/leih-lokal/LeihLokalVerwaltung,opened,"Add ""edit/view user/item"" to rentalspopup",enhancement good first issue priority low,"Rentals are linked to a user and to an item. It might be useful to add a link/button next to the item/user to open another popup to that specific user. what do you think?",1.0,"Add ""edit/view user/item"" to rentalspopup - Rentals are linked to a user and to an item. It might be useful to add a link/button next to the item/user to open another popup to that specific user. what do you think?",0,add edit view user item to rentalspopup rentals are linked to a user and to an item it might be useful to add a link button next to the item user to open another popup to that specific user what do you think ,0 98705,12359508173.0,IssuesEvent,2020-05-17 11:15:31,RomchiLolchi/SchoolDiary,https://api.github.com/repos/RomchiLolchi/SchoolDiary,closed,Make interface of oldNotesUserLayout more beautiful,design enhancement,I should change size of notes' cards and recyclerView in oldNotesUserLayout interface,1.0,Make interface of oldNotesUserLayout more beautiful - I should change size of notes' cards and recyclerView in oldNotesUserLayout interface,0,make interface of oldnotesuserlayout more beautiful i should change size of notes cards and recyclerview in oldnotesuserlayout interface,0 6670,2856397991.0,IssuesEvent,2015-06-02 14:48:44,ManageIQ/manageiq,https://api.github.com/repos/ManageIQ/manageiq,closed,Sporadic test failure - EmsRefresh.refresh accepts VMs,bug/sporadic test failure,"``` Failures: 1) EmsRefresh.refresh accepts VMs Failure/Error: EmsRefresh.refresh([ received :refresh with unexpected arguments expected: ([#, #]) got: ([#, #]) # ./app/models/ems_refresh.rb:80:in `block in refresh' # ./app/models/ems_refresh.rb:78:in `each' # ./app/models/ems_refresh.rb:78:in `refresh' # ./spec/models/ems_refresh_spec.rb:74:in `block (3 levels) in ' ```",1.0,"Sporadic test failure - EmsRefresh.refresh accepts VMs - ``` Failures: 1) EmsRefresh.refresh accepts VMs Failure/Error: EmsRefresh.refresh([ received :refresh with unexpected arguments expected: ([#, #]) got: ([#, #]) # ./app/models/ems_refresh.rb:80:in `block in refresh' # ./app/models/ems_refresh.rb:78:in `each' # ./app/models/ems_refresh.rb:78:in `refresh' # ./spec/models/ems_refresh_spec.rb:74:in `block (3 levels) in ' ```",0,sporadic test failure emsrefresh refresh accepts vms failures emsrefresh refresh accepts vms failure error emsrefresh refresh received refresh with unexpected arguments expected vm vm vmx config xml nil autostart nil host id nil last sync on nil created on updated on storage id nil guid ems id last scan on nil last scan attempt on nil uid ems retires on nil retired nil boot time nil tools status nil standby action nil power state on state changed on previous state nil connection state nil last perf capture on nil registered nil busy nil smart nil memory reserve nil memory reserve expand nil memory limit nil memory shares nil memory shares level nil cpu reserve nil cpu reserve expand nil cpu limit nil cpu shares nil cpu shares level nil cpu affinity nil ems created on nil template false evm owner id nil ems ref obj nil miq group id nil linked clone nil fault tolerance nil type vmvmware ems ref nil ems cluster id nil retirement warn nil retirement last warn nil vnc port nil flavor id nil availability zone id nil cloud false retirement state nil cloud network id nil cloud subnet id nil cloud tenant id nil raw power state poweredon publicly available nil orchestration stack id nil retirement requester nil got vm vm vmx config xml nil autostart nil host id nil last sync on nil created on updated on storage id nil guid ems id last scan on nil last scan attempt on nil uid ems retires on nil retired nil boot time nil tools status nil standby action nil power state on state changed on previous state nil connection state nil last perf capture on nil registered nil busy nil smart nil memory reserve nil memory reserve expand nil memory limit nil memory shares nil memory shares level nil cpu reserve nil cpu reserve expand nil cpu limit nil cpu shares nil cpu shares level nil cpu affinity nil ems created on nil template false evm owner id nil ems ref obj nil miq group id nil linked clone nil fault tolerance nil type vmvmware ems ref nil ems cluster id nil retirement warn nil retirement last warn nil vnc port nil flavor id nil availability zone id nil cloud false retirement state nil cloud network id nil cloud subnet id nil cloud tenant id nil raw power state poweredon publicly available nil orchestration stack id nil retirement requester nil app models ems refresh rb in block in refresh app models ems refresh rb in each app models ems refresh rb in refresh spec models ems refresh spec rb in block levels in ,0 48405,25514212875.0,IssuesEvent,2022-11-28 15:12:36,fleetdm/fleet,https://api.github.com/repos/fleetdm/fleet,closed,deadlocks in `host_batteries` when multiple hosts try to enroll at the same time,performance #platform,"**Fleet version**: 4.22.1
During a load test, we noticed a spike in deadlocks when multiple hosts are enrolling at the same time. A `pt-deadlock-logger` was connected to the database, and based on its output I can see that all of the deadlocks happen in the `host_batteries`, here's a single deadlock log for reference: 2022-10-31T14:29:33 2852 0 0 fleet 10.12.2.203 fleet host_batteries PRIMARY RECORD X w 1 INSERT INTO host_batteries ( host_id, serial_number, cycle_count, health ) VALUES (19008, '0000', 688, 'Good'),(19008, '0001', 169, 'Good') ON DUPLICATE KEY UPDATE cycle_count = VALUES(cycle_count), health = VALUES(health), updated_at = CURRENT_TIMESTAMP Note: Martin noticed that this happens on hosts with multiple batteries (all the other statements are also trying to insert two batteries in the table)",True,"deadlocks in `host_batteries` when multiple hosts try to enroll at the same time - **Fleet version**: 4.22.1
During a load test, we noticed a spike in deadlocks when multiple hosts are enrolling at the same time. A `pt-deadlock-logger` was connected to the database, and based on its output I can see that all of the deadlocks happen in the `host_batteries`, here's a single deadlock log for reference: 2022-10-31T14:29:33 2852 0 0 fleet 10.12.2.203 fleet host_batteries PRIMARY RECORD X w 1 INSERT INTO host_batteries ( host_id, serial_number, cycle_count, health ) VALUES (19008, '0000', 688, 'Good'),(19008, '0001', 169, 'Good') ON DUPLICATE KEY UPDATE cycle_count = VALUES(cycle_count), health = VALUES(health), updated_at = CURRENT_TIMESTAMP Note: Martin noticed that this happens on hosts with multiple batteries (all the other statements are also trying to insert two batteries in the table)",0,deadlocks in host batteries when multiple hosts try to enroll at the same time fleet version during a load test we noticed a spike in deadlocks when multiple hosts are enrolling at the same time img width alt image src a pt deadlock logger was connected to the database and based on its output i can see that all of the deadlocks happen in the host batteries here s a single deadlock log for reference fleet fleet host batteries primary record x w insert into host batteries host id serial number cycle count health values good good on duplicate key update cycle count values cycle count health values health updated at current timestamp note martin noticed that this happens on hosts with multiple batteries all the other statements are also trying to insert two batteries in the table ,0 28193,32027514824.0,IssuesEvent,2023-09-22 09:52:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Color picker hex textbox tooltip blocks keyboard input,bug confirmed usability topic:gui,"### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce MX110 () - Intel(R) Core(TM) i5-8250U CPU @ 1.60GHz (8 Threads) ### Issue description In the Color picker when you click on the Hex textbox to enter a value, if you leave your cursor on the textbox, a tooltip will appear. When this happens, keyboard input gets blocked and you can't enter text into the textbox until you do something that closes the tooltip. This behavior occurs on both Windows (Win 10) and Linux (Ubuntu Studio). ![GodotColorPicker](https://github.com/godotengine/godot/assets/18563612/028e93cc-7415-469b-8c3d-b6e781051b72) ### Steps to reproduce To reproduce: - Create root node - Create ColorRect child node - In Inspector, open the color picker by clicking Color. Then click on the Hex textbox and leave your mouse cursor there. Once the tooltip appears, keyboard input gets blocked. ### Minimal reproduction project Given how simple the repro is I don't think uploading the project is necessary here. But if it's still required kindly let me know and I'll post it.",True,"Color picker hex textbox tooltip blocks keyboard input - ### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce MX110 () - Intel(R) Core(TM) i5-8250U CPU @ 1.60GHz (8 Threads) ### Issue description In the Color picker when you click on the Hex textbox to enter a value, if you leave your cursor on the textbox, a tooltip will appear. When this happens, keyboard input gets blocked and you can't enter text into the textbox until you do something that closes the tooltip. This behavior occurs on both Windows (Win 10) and Linux (Ubuntu Studio). ![GodotColorPicker](https://github.com/godotengine/godot/assets/18563612/028e93cc-7415-469b-8c3d-b6e781051b72) ### Steps to reproduce To reproduce: - Create root node - Create ColorRect child node - In Inspector, open the color picker by clicking Color. Then click on the Hex textbox and leave your mouse cursor there. Once the tooltip appears, keyboard input gets blocked. ### Minimal reproduction project Given how simple the repro is I don't think uploading the project is necessary here. But if it's still required kindly let me know and I'll post it.",1,color picker hex textbox tooltip blocks keyboard input godot version stable official system information godot stable windows vulkan forward dedicated nvidia geforce intel r core tm cpu threads issue description in the color picker when you click on the hex textbox to enter a value if you leave your cursor on the textbox a tooltip will appear when this happens keyboard input gets blocked and you can t enter text into the textbox until you do something that closes the tooltip this behavior occurs on both windows win and linux ubuntu studio steps to reproduce to reproduce create root node create colorrect child node in inspector open the color picker by clicking color then click on the hex textbox and leave your mouse cursor there once the tooltip appears keyboard input gets blocked minimal reproduction project given how simple the repro is i don t think uploading the project is necessary here but if it s still required kindly let me know and i ll post it ,1 517222,14997285403.0,IssuesEvent,2021-01-29 16:42:07,rucio/rucio,https://api.github.com/repos/rucio/rucio,closed,Automatic file recovery can lead to data loss,Priority: High Recovery bug,"Motivation ---------- An exceptional set of circumstances could lead to suspicious-replica recoverer daemon declaring all good replicas of a file as lost. Here are the minutes from this morning’s ADC Ops meeting: > Transfer errors to `SWT2_CPB` ([GGUS:149701](https://ggus.eu/?mode=ticket_info&ticket_id=149701)): > * Issue with some part of the storage that solely affected deletions. > * FTS is deleting the destination path while initiating the transfer. > * The error message was: `[2] TRANSFER globus_ftp_client: the server responded with an error 500 500-System error in unlink: No such file or directory 500-A system call failed: No such file or directory 500 End.` > * This was highly problematic because the automated procedure marked the _source_ replicas as suspicious. > * For multi-source transfers, this meant that _all_ replicas were marked as suspicious. > * The automated bad-file declaration procedure does not have the appropriate protection in case all replicas surpass the configured threshold at the same time. > * At least one file was lost as a result. The rows of the file in question in the `bad_replicas` table: ``` > SELECT state, reason, atlas_rucio.id2rse(rse_id), created_at FROM atlas_rucio.bad_replicas WHERE scope = 'data18_13TeV' AND name = 'DAOD_EXOT3.23303692._000053.pool.root.1' ORDER BY created_at DESC state reason ATLAS_RUCIO.ID2RSE(RSE_ID) created_at ------- ------------------------------- ---------------------------- ------------------- L Lost or bad. Automatic recovery TOKYO-LCG2_DATADISK 2020-11-28 16:29:41 L Lost or bad. Automatic recovery CA-WATERLOO-T2_DATADISK 2020-11-28 16:29:41 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 15:30:50 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 15:22:50 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 15:14:20 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 13:09:20 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 13:05:20 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 12:59:50 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 11:40:20 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 11:37:50 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 11:32:50 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 10:54:20 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 10:50:20 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 10:49:20 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 10:47:50 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 09:28:50 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 09:23:50 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 09:21:50 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 07:19:20 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 07:15:20 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 07:10:20 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 04:57:49 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 04:53:49 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 04:48:19 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 02:36:19 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 02:24:50 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-27 23:09:18 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-27 22:57:49 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-27 22:54:20 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-27 22:51:50 ``` The set of circumstances: * The destination RSE has a particularly misleading error message that triggers one of the patterns for automated declaration of the replica as suspicious. * The file has more than one replica in `AVAILABLE` state. * The file is transferred with multi-source FTS requests. Effectively, both replicas will cross the configured threshold simultaneously. Modification ------------ Add protection to the daemon or the core so that no more than one replica of a DID is declared lost at a time.",1.0,"Automatic file recovery can lead to data loss - Motivation ---------- An exceptional set of circumstances could lead to suspicious-replica recoverer daemon declaring all good replicas of a file as lost. Here are the minutes from this morning’s ADC Ops meeting: > Transfer errors to `SWT2_CPB` ([GGUS:149701](https://ggus.eu/?mode=ticket_info&ticket_id=149701)): > * Issue with some part of the storage that solely affected deletions. > * FTS is deleting the destination path while initiating the transfer. > * The error message was: `[2] TRANSFER globus_ftp_client: the server responded with an error 500 500-System error in unlink: No such file or directory 500-A system call failed: No such file or directory 500 End.` > * This was highly problematic because the automated procedure marked the _source_ replicas as suspicious. > * For multi-source transfers, this meant that _all_ replicas were marked as suspicious. > * The automated bad-file declaration procedure does not have the appropriate protection in case all replicas surpass the configured threshold at the same time. > * At least one file was lost as a result. The rows of the file in question in the `bad_replicas` table: ``` > SELECT state, reason, atlas_rucio.id2rse(rse_id), created_at FROM atlas_rucio.bad_replicas WHERE scope = 'data18_13TeV' AND name = 'DAOD_EXOT3.23303692._000053.pool.root.1' ORDER BY created_at DESC state reason ATLAS_RUCIO.ID2RSE(RSE_ID) created_at ------- ------------------------------- ---------------------------- ------------------- L Lost or bad. Automatic recovery TOKYO-LCG2_DATADISK 2020-11-28 16:29:41 L Lost or bad. Automatic recovery CA-WATERLOO-T2_DATADISK 2020-11-28 16:29:41 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 15:30:50 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 15:22:50 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 15:14:20 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 13:09:20 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 13:05:20 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 12:59:50 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 11:40:20 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 11:37:50 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 11:32:50 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 10:54:20 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 10:50:20 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 10:49:20 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 10:47:50 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 09:28:50 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 09:23:50 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 09:21:50 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 07:19:20 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 07:15:20 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 07:10:20 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 04:57:49 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 04:53:49 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 04:48:19 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-28 02:36:19 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-28 02:24:50 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-27 23:09:18 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-27 22:57:49 S Reported by conveyor CA-WATERLOO-T2_DATADISK 2020-11-27 22:54:20 S Reported by conveyor TOKYO-LCG2_DATADISK 2020-11-27 22:51:50 ``` The set of circumstances: * The destination RSE has a particularly misleading error message that triggers one of the patterns for automated declaration of the replica as suspicious. * The file has more than one replica in `AVAILABLE` state. * The file is transferred with multi-source FTS requests. Effectively, both replicas will cross the configured threshold simultaneously. Modification ------------ Add protection to the daemon or the core so that no more than one replica of a DID is declared lost at a time.",0,automatic file recovery can lead to data loss motivation an exceptional set of circumstances could lead to suspicious replica recoverer daemon declaring all good replicas of a file as lost here are the minutes from this morning’s adc ops meeting transfer errors to cpb issue with some part of the storage that solely affected deletions fts is deleting the destination path while initiating the transfer the error message was transfer globus ftp client the server responded with an error system error in unlink no such file or directory a system call failed no such file or directory end this was highly problematic because the automated procedure marked the source replicas as suspicious for multi source transfers this meant that all replicas were marked as suspicious the automated bad file declaration procedure does not have the appropriate protection in case all replicas surpass the configured threshold at the same time at least one file was lost as a result the rows of the file in question in the bad replicas table select state reason atlas rucio rse id created at from atlas rucio bad replicas where scope and name daod pool root order by created at desc state reason atlas rucio rse id created at l lost or bad automatic recovery tokyo datadisk l lost or bad automatic recovery ca waterloo datadisk s reported by conveyor tokyo datadisk s reported by conveyor ca waterloo datadisk s reported by conveyor tokyo datadisk s reported by conveyor ca waterloo datadisk s reported by conveyor tokyo datadisk s reported by conveyor ca waterloo datadisk s reported by conveyor ca waterloo datadisk s reported by conveyor tokyo datadisk s reported by conveyor ca waterloo datadisk s reported by conveyor tokyo datadisk s reported by conveyor ca waterloo datadisk s reported by conveyor tokyo datadisk s reported by conveyor ca waterloo datadisk s reported by conveyor ca waterloo datadisk s reported by conveyor tokyo datadisk s reported by conveyor ca waterloo datadisk s reported by conveyor tokyo datadisk s reported by conveyor ca waterloo datadisk s reported by conveyor tokyo datadisk s reported by conveyor tokyo datadisk s reported by conveyor ca waterloo datadisk s reported by conveyor tokyo datadisk s reported by conveyor ca waterloo datadisk s reported by conveyor tokyo datadisk s reported by conveyor ca waterloo datadisk s reported by conveyor tokyo datadisk s reported by conveyor ca waterloo datadisk s reported by conveyor tokyo datadisk the set of circumstances the destination rse has a particularly misleading error message that triggers one of the patterns for automated declaration of the replica as suspicious the file has more than one replica in available state the file is transferred with multi source fts requests effectively both replicas will cross the configured threshold simultaneously modification add protection to the daemon or the core so that no more than one replica of a did is declared lost at a time ,0 40923,8876350551.0,IssuesEvent,2019-01-12 14:15:05,opencodeiiita/Opencode-Collaborative-19,https://api.github.com/repos/opencodeiiita/Opencode-Collaborative-19,closed,Fix competitive coding project card title.,OpenCode19 Rookie: 10 points good first issue open,"The text is coming as technical writing for competitive coding repo. ![opencode 2019 collaborative 12-01-2019 18-11-30](https://user-images.githubusercontent.com/21174572/51073354-9529e600-1695-11e9-8a12-abb0d2d7159e.png) ",1.0,"Fix competitive coding project card title. - The text is coming as technical writing for competitive coding repo. ![opencode 2019 collaborative 12-01-2019 18-11-30](https://user-images.githubusercontent.com/21174572/51073354-9529e600-1695-11e9-8a12-abb0d2d7159e.png) ",0,fix competitive coding project card title the text is coming as technical writing for competitive coding repo ,0 18105,12542083299.0,IssuesEvent,2020-06-05 13:29:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Debug Performance Monitor Graph is ""difficult"" to read afterward",enhancement pr welcome topic:editor usability,"**Operating system or device - Godot version:** Official 2.0.3stable win64 **Issue description** (what happened, and what was expected): Sometimes, the debug performance monitor graph is ""difficult"" to read because it does not show min/max value, average value, nor a grid/scale, nor a timeline, nor a hint-box showing value under the mouse, etc. Only the last value is available. ![monitor_scale](https://cloud.githubusercontent.com/assets/9801802/15821428/0fcdad9e-2bf0-11e6-8c9d-085fa3cfa158.png) **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",True,"Debug Performance Monitor Graph is ""difficult"" to read afterward - **Operating system or device - Godot version:** Official 2.0.3stable win64 **Issue description** (what happened, and what was expected): Sometimes, the debug performance monitor graph is ""difficult"" to read because it does not show min/max value, average value, nor a grid/scale, nor a timeline, nor a hint-box showing value under the mouse, etc. Only the last value is available. ![monitor_scale](https://cloud.githubusercontent.com/assets/9801802/15821428/0fcdad9e-2bf0-11e6-8c9d-085fa3cfa158.png) **Steps to reproduce:** **Link to minimal example project** (optional but very welcome): ",1,debug performance monitor graph is difficult to read afterward operating system or device godot version official issue description what happened and what was expected sometimes the debug performance monitor graph is difficult to read because it does not show min max value average value nor a grid scale nor a timeline nor a hint box showing value under the mouse etc only the last value is available steps to reproduce link to minimal example project optional but very welcome ,1